• 0

    posted a message on Blood Siphon based Necromancer build concept with fun speed build variation

    I meant scythe of the cycle* - reduces bone armor. Where's the 600% blood siphon coming from? Wasnt using the rune that boosts damage over 10 seconds.


    Testing against Ghom, most hits I saw were around 8-10bil, the highest hit I saw was 22bil. Testing was done without damaging ghom during the reapplication of bone armor so as to not deal damage during the stun (seeing inflated numbers). It is hard to decipher how much blood siphon is doing since there is damage coming from at least 3 sources while the skill is being channeled.


    Edit: started testing to see how I could get a hit, largest I got was 48b during a bone armor stun.

    Posted in: Necromancer
  • 0

    posted a message on Blood Siphon based Necromancer build concept with fun speed build variation

    I was seeing 12+ bil novas in my crap gear. Inarius definitely affects it, as Ive noticed a severe damage loss when I poorly manage bone armor with [Reilena's Shadowhook] in cube. Also, blood siphons damage is irrelevant.

    Posted in: Necromancer
  • 0

    posted a message on Blood Siphon based Necromancer build concept with fun speed build variation

    I've toyed around with this in fairly subpar gear (8.6k int, 680k spreadsheet dps) on the beta and I can still hold my own in GR70 - which is far more than I've been able to get with other builds. There is a bit of variability to this build based on desired play style and the fact there doesn't exist much of a strong skill set synergy.


    Skills -

      • Siphon Blood [Drain Life]
        • Main skill. Channeling will auto-cast blood nova due to OH used for most damage. Rune can be swapped to anything.

      • Blood Rush [Metabolism]
        • Optional but useful for grouping up mobs and getting out of bad situations.

      • Bone Armor [Dislocation] (yes, of course this means krysbin's ring is used)
        • Required for set bonuses. Rune stuns enemies to proc Krysbin's damage bonus, refer to cubed ring.

      • Frailty [Aura of Frailty]
        • Optional This serves two purposes but none that are crucial to build potential, only play preference with the Brigg's Wrath combo.
          • Paired with Brigg's Wrath (ring 1), enemies will be sucked ontop of the necromancer when they get close. If they run out of range of the aura and come back in range, it drags them back in again.
          • Free 15% damage to mobs with instant kill - all of which should be in range since damage is done only around you and the range is increased by pickup radius anyways!

      • Simalucrum [Reservoir]
        • The created Simalucrum mimics the blood nova's triggered by your OH.
        • The rune gives a minimum 120% damage bonus from synergy with Reilena's Shadowhook

      • Decrepify [Wither]
        • Activates belt for 50% damage reduction in addition to weakening enemies 30% - massive for survivability.
        • Paired with Brigg's Wrath, can help group up mobs that are far away to micromanage. Also helps with initial Bone Armor stacks.

    Passives -

      • [Swift Harvesting]
        • 15% IAS means more frequent blood nova procs

      • [Stand Alone] or [Final Service]
        • Simple Survivability, not sure how much of a boost Stand Alone ends up being otherwise Final Service for the typical 2nd chance

      • [Essence Overwhelming
        • Using Reilena's Shadowhook in cube means we get 20% more damage from this!

      • [Spread Malediction]
        • Group up monsters around you by default are afflicted by Frailty in addition to casting Decrepify.. good boost with more mobs!

    Gear -

      • Head [Inarius*]
      • Shoulder [Inarius*]
      • Chest [Inarius*]
      • Legs [Inarius*]
      • Gloves [Inarius*]
      • Feet [Inarius*]
        • Inarius set, straight forward melee range centered bonus. This build is all about damage whats within ~25 yards

      • Bracers [Strongarm Bracers] or [*Open Slot*]
        • Brigg's Wrath triggers this damage boost.

      • Belt [Dayntee's Binding]
        • 50% DR is more than necessary when you're a stand-and-channel melee build.

      • Weapon [Trag'ouls' Corroded Fang] or [Scythe of the Cycle]
        • Gives 200% damage boost to any mob afflicted by curse (anyone within 15+ yards because of aura).
        • "can" swap with Scythe of the Cycle, depends what ends up being the bigger damage boost with Reilena's Shadowhook also considered for cube.

      • Off-hand [Iron Rose]
        • Required. 50% chance to cast blood nova when you deal damage with Siphon Blood.

      • Ring 1 [Brigg's Wrath]
        • This ended up being more of preference and I think more skilled players with grouping up mobs might find it hurtful. Can use Krysbin's in place to free up a cube slot. I found it very helpful to continue doing damage to more mobs while standing still and channeling for damage.

      • Ring 2 [Convention of Elements]
        • Wonderful ring for necromancer since there is only 3 damage types (woo!)

      • Amulet [Wisdom of Kalan]
        • Wonderful synergy with Inarius' set. 75% DR instead of 50% is beautiful.

    Cube -

      • [Reilena's Shadowhook] or [Scythe of the Cycle]
        • Scythe of the Cycle can be swapped to MH but between the 3 weapons listed, not sure which is top dps.
        • Reilena's Shadowhook.. well you never spend *much* essence.

      • [Aquila Cuirass]
        • Straightforward at this point. 50% DR, just getting it massive.

      • [Krysbin's Sentence]
        • Bonus damage to slowed enemies, paired with bane of the trapped is HUGE! Plus Bone Armor will proc the additional damage boost when it stuns.

    Gems - (Only listing damage focused choices, for higher GR use survivability gems like esoteric)

      • [Bane of the Trapped]
        • Synergy with Krysbin's and an overall great gem

      • [Bane of the Stricken] or [Gogok of Swiftness]
        • Not the greatest, but stricken helps quite a bit for single target since it will proc from both blood siphon and blood nova - stacking fairly quick.
        • Gogok is likely the better choice in most situations.

      • [Pain Enhancer]
        • Range restricted bonus isn't an issue and more attack speed is such a great boost!

    Game play:

    Once at 15 stacks of Bone Armor, it simply becomes a game of group 'em up. When in large enough groups, start channeling Blood SIphon on top of the group to spam cast blood nova. Useful to note Blood Siphon is ranged, so you can channel on something farther away and blow up the mobs near you.


    Use Bone Armor as a DMG boost; during the stun you'll deal more damage.


    Don't be afraid to regroup up mobs, reapplying the curse to trigger Brigg's Wrath also triggers Armstrong Bracers (if being used).


    Make sure to always keep decrepify on at least 1 mob.


    Speed build variation:

    Avarice Band + Boon of the hoarder

    You get a bonus 15 yard radius to suck in mobs with the Brigg's Wrath + Aura of Frailty Combo. Simplying running around can kill most mobs in a normal rift. Found this very fun! Likely drop COE for this ring.

    Posted in: Necromancer
  • 0

    posted a message on [2.4 PTR] Frozen Orb (alt. Arcane Twister) DMO set build
    Quote from Cratic»

    Good idea. I hadn't thought about using frozen orb in DMO channeling.


    You might consider:

    IMO - no need for CDR in the build. If anything you'd want attack speed for the extra RoF damage. But that's debatable. Probably better just to roll VIT or area damage.

    RoF damage is negligible compared to the arcane orb damage by far. Those changes are definitely more worth it for higher survivability no doubt.
    Quote from Cratic»

    I just tried out a version of your build, and it feels a little clunky with the arcane orbs not exploding at your cursor. If you do make this work, it would have to be a ranged build, so probably no APD / no Halo. Probably will not push high greater rifts since you can't fit all of the following in:


    • Unstable Scepter
    • Triumvirate
    • Etched Sigil
    • Deathwish
    It's intended as a ranged build and not a tank and cast - it's the bonus to having frozen orb be cast once per second - you don't need the constant channeling to keep it up. Unstable Scepter is more than likely the better weapon choice to deathwish; it would surely be preferable to have all 4 of those for more synergy but I would think the damage output makes it viable regardless of the lack of 'complete' synergy. I've played each season and each PTR and I've not done this much damage (that wasn't eventually patched) by a decent margin.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on [2.4 PTR] Frozen Orb (alt. Arcane Twister) DMO set build
    Quote from igorkrnic»

    dude your idea is terrible but you probably realizes that by now


    1) for channeling you use endless walk set over f/r also you can equip one more ring then for more dmg or survive

    2) what is the point of using ray of frost or other channeling spell when they are not buffed by the set

    3) arcane orb fired by new source does not proc 2 set so no slow time cool down



    I fail to see how a lack of "complete" synergy makes something terrible.
    @1 - already been stated; does not affect the actual builds play but to avoid someone else making the same mistake, I've updated it.
    @2 - 15% cold damage bonus + etched sigil gives constant channeling and never AP drained. 1 cast every second is going to beat out any average for dumping then casting to get ap back, especially since you can focus IAS on a different stat. Also the channeling gives damage bonus from weapon and cubed shoulders; 100% and 25% respectively.
    @3 - irrelevant, you're casting missile every ~3-4 seconds making the default 15s slow time CD get 2 to 3 casts off between each slow time which you're not even mass casting because its only a buff. Can easily get 3 slow times down on my shitty geared PTR toon.
    Really unsure if you read the whole thread or not.

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on [2.4 PTR] Frozen Orb (alt. Arcane Twister) DMO set build

    While F/R is more constantly damage, endless walk + coe would give much better burst damage for sure - cubing coe for full 200%. plus the DR from the set might help quite a bit actually heh. Thanks! Definitely overlooked.


    Messing more with the twister build - it certainly does more damage at peak but it takes quite a bit longer to ramp up. Possibly useful in high GR groups but it melts T10 quick enough to make it annoying to have to constantly ramp up. Which is also another downside, the 'ramp up' is location specific - getting 5 twisters ontop of each other whereas the frozen orb build is much more friendly - the ramp up is getting 3 stacks of triumvirate which clearly goes with you as you move!

    Worth noting just having 5 twisters anywhere gives the damage bonus, but the ramp up is specifically 5 hitting the main target/group.

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on [2.4 PTR] Frozen Orb (alt. Arcane Twister) DMO set build

    2-3B soft crits (yellow text), seen as high as BB hard crit (orange text).


    Curious to see how far someone else can take this build as without any gems and far from optimal gear (level 39 belt) and I'm a trashcan at playing <3 but I'm melting T10 on the PTR though so I think this has a very high chance for subtle changes to make it easily solo and group high GR builds.. especially since slow time gives very nice buffs to party members (25% DR from 4p, enemies deal 25% less damage, enemies take 15% more damage, 10% ias to allies).


    The idea behind the build is to weave between channeling Ray of Frost and Magic Missile (at least once every 4-5 seconds). Because of the Etched Sigil source, Ray of Frost will be casting a frozen orb once every second. Worth noting because this mechanic isn't affected by IAS, it is effectively useless and should be avoided.


    Helmet: Crown of the Primus ((Slow time gains the effect of every rune))

    Shoulder: Dashing Pauldrons of Despair ((Set 1))

    Neck: Traveler's Pledge

    Chest: Harness of Truth ((Set 2))

    Gloves: Fierce Gauntlets ((Set 3))

    Bracers: *any* - Parthan Defenders give a nice defense boost (currently using Nemesis though)

    Belt: Hergbrashes Binding ((Reduces Arcane Power cost of ... and Ray of Frost by 50%-65%))

    Ring 1: The Compass Rose

    Ring 2: Convention of Elements - can be swapped for more defensive if need be

    Pants: Leg Guards of Mystery ((Set 4))

    Feet: Striders of Destiny ((Set 5))

    Weapon: Deathwish ((While channeling ... or Ray of Frost, all damage is increased by 75%-100%))

    Off-hand: Etched Sigil ((Your ... and Ray of Frost also cast one of your other damaging Arcane Power Spenders every second))


    Cube:

    Weapon: Triumvirate ((Your Signature Spells increase the damage of Arcane Orb by 200% for 6 seconds, stacking up to 3 times))

    Armor: Mantle of Channeling ((While channeling ... or Ray of Frost, you deal 25% increased damage and take 25% reduced damage))

    Jewelry: RoRG ((you know))


    Stat focus: Generic crit/crit dmg, cold damage, arcane orb damage.

    Secondary focus: CDR (less important because of 2p bonus but still very useful)


    Build: http://us.battle.net/d3/en/calculator/wizard#aZSgOc!ZiWh!ZcZ.cc


    Gameplay:

    1) Envelop enemies and self in Slow Time bubble(s)

    2) Maintain full Triumvirate stacks (inevitably maintaining focus/restraint as well)

    3) Channel your heart out

    Note:

    (*) Don't need to constantly channel Ray of Frost, can cast it once every second and each time you'll cast a Frozen Orb (giving more mobility) but you'll still get the damage boost from channeling for it :)

    (*) Unwavering Will is a possibility for another passive (giving a 5th for hellfire), possibly better than once of the 4 I have now (unsure exactly).

    (*)The etched sigil cast is put ontop of your cursor, so cursor placement matters not only directionally for channeling, but along that channel if you're using twister (or experiment with other skills)

    Alternate Weapon suggestion:

    Unstable Scepter ((Arcane orbs explosion triggers twice)), rolls hard 50-65% arcane orb damage


    Currently not using because my deathwish is ancient and Im unsure how a double proc actually affects frozen orb damage since it's not one burst.


    Alternate Build Idea: (just though of writing this thread, possibly can do more damage if able to stay still i.e. better surviv)


    Changes:

    Ray of Frost --> Disintegrate - intensity

    Arcane Orb --> Twister - Wicked Wind

    Cube Weapon --> The Twisted Sword ((100% damage boost to Twister for each Twister active))

    Neck --> Moonlight Ward -- hard arcane roll

    Wrist --> Ranslor's Folly ((Twister periodically pulls an enemy in within 30 yards away))


    With this build change, you need to keep twisters ontop of each other, let your bracers pull in the junk and watch it melt away. This works well since the bracers pulling the mobs in allows for smarter time warp placement (or vice versa, twister placement in time warp). Does more constant damage, less bursty, but requires more buildup (need to get 4-5 twisters out at a time to do great damage)

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on New Torment drop rates

    Is anyone aware of the new drop rates for Torment based % item such as the infernal machines? I was assuming T10 had 100% drop chance but nope :( killed a keywarden without a drop earlier.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Any Viable Arcane Builds for Greater Rifts Around 30?
    Im not geared enough to get this high, but I am curious how my build would fare.. though it partially requires a Aether Walker. If you don't have one then Teleport - Calamity for Blizzard - Frozen Solid and Storm Armor for Teleport - Safe Passage

    Disentigrate - Chaos Nexus (can keep it channeled for quite a long time, main damage dealer)

    Teleport - Calamity (Can be swapped with Blizzard - Frozen Solid if you do not have a good enough Aether Walker)

    Magic Weapon - Conduit

    Familiar - Arcanot

    Storm Armor - Power of the Storm (replace with Teleport - Safe Passage if no aether walker)

    Black Hole - Supermassive (only for increased range, though that's basically play style - you could still use Spellsteal)

    Astral Presence, Unwavering Will, Temporal Flux, Blur

    With Temporal Flux I also use the gem that increases damage on mobs that are slowed for an added damage boost.

    I cut pretty clean through T4 rifts. Teleport is practically a must have imo just because of the great utiity for if you get stuck or immobalized. In group rifts, you can close to perma freeze anything with Blizzard - Frozen Solid for a good chunk of time. Im afraid it might be too dependent on Aether Walker to being as fun as Im having with it though.. For more defensiveness can change Calamity to Safe Passage and Storm Armor to Energy Armor - Prismatic.

    Anyways conduit + chaos nexus is infinite arcane power on large mob groups. Plus 80% slow gives more time to react or just stand still dealing damage before getting attacked.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Looking for Tested Analysis on Farming Efficiency by Act
    Depends entirely on your gear. If you can blow through a3 stuff (with mf gear) then it is obviously where you should farm.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Resplendent Chests now worthless?
    Once MF swapping "fix" is implemented, it is likely they will revert this back to having chests be affected by mf.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Global Warming Disproven? New Study Shows 2000 Yrs of Cooling!
    It's climate in northern europe for SUMMER only. This isn't very conclusive especially since the largest part of "global warming" is affecting the colder seasons more.

    And greenjoke, since "climate change" is something that has always happened you take all previous data to see if the earth is out of its normal climate change period.

    The even more hilarious thing is that the graph, from like 1900+ is above the "cooling" trend line.. further proving nothing EXCEPT that before 1900 we were in a cooling trend.

    The key thing to take away though is that according to this study, the tempature (during summer) has been higher in the past 2000 years where the study has also proven was during a cold trend.. but this is all with like a 1 degree Celsius variance.
    Posted in: Off-Topic
  • 0

    posted a message on Blizzard servers attacked?!
    This made my day.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on A better solution than Blizzards 5 for gear swapping
    You lose NV stacks on this idea on the sole action of swapping an item for another that has MF. Get an upgrade, fine! Get an upgrade with MF, fine! Get two upgrades, both with MF within 3 minutes of each other.. well then youre waiting 3 minutes to use one of them. The chances of finding two solid upgrades within 3 minutes of each other, both having magic find on it are miniscule to the point this does not affect anyone except people who plan to swap out gear to gain an added bonus to magic find.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.