Quote from vvdanvv
http://us.battle.net...dSUP!ZSh!ZcYZYc
So pretty much this will be my main character build for inferno.The purpose for this build is to pretty much stay in wrath of the berserker as long as i can and to deal as much damage as possible.
That's actually a very interesting build - awesome to see the different possibilities. I was building my Barbarian more around AoE and knockback, while being able to use Ancient Spear to yank them back in.
http://us.battle.net/d3/en/calculator/barbarian#bTXdkg!Xfg!YZcZYb
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I'll actually be able to duo Inferno with a friend now. It was just plain stupid that duoing was 10x harder than soloing because mobs 1-shot you instead of 3-shotting you.
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+ Makes it so that you can actually enter four fucking digits into the Auction house boxes so you can actually search for move speed %, life on kill, and other stats correctly.
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The Enchantress is probably the more popular choice because she has the Erosion ability, which synergies very well with Venom Hydra.
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I swear they hit harder than Act 3 elites too. I have 500+ all resists and around 7k armor and I can take 3-5 hits from elites in Act 3 but was 2-shot by a champion pack in Act 2 today.
Could be very dependent on the base mob type, but it is still pretty ridiculous.
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Not to mention, wouldn't you be missing pretty much all the waypoints and stuff?
I guess you could run through the game a second time on the other difficulties with that toon at 60 with full Valor stacks and MF gear.
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More than one spell does not show that it crits (no yellow numbers), but it actually does crit (damage is higher sometimes and procs critical mass and stuff).
Really the best way to check is using +AP on Crit gear so you can watch the AP spike up if it can crit.
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I could beat Phase 1 about 99% of the time.
I could beat Phase 2 about 5% of the time.
I beat Phase 3 once in 6 attempts that got there.
I found a VERY simple and cheap way to increase that Phase 2 number from 5% to 50%+ (I got the kill within 30 minutes after changing this).
+Extra Health From Globes
Yes, I'm completely serious. Every third snake drops a health globe. Replace two of your worst pieces of gear with +6000ish Extra Health from Globes. Make sure one of them has around 5 yards increased pickup (I wouldn't get more than 7-8 yards max - it makes it harder because you waste globes).
Stuck in a corner without a teleport cooldown? Take a hit, teleport out, take another hit, down to 5% HP... THERE'S A HEALTH GLOBE - FULL HP.
It's actually ridiculous how effective this was for me and the two pieces of gear only cost 30k gold total.
Stats/Build:
36k hp, 4500 armor, 190 all res, 28k damage (with Glass Cannon and Force Weapon)
http://us.battle.net/d3/en/calculator/wizard#RlOSXQ!XdY!bbYZaY
Also, I did this without any follower just to prove how ridiculous health globes were (okay, actually I forgot her). I would recommend Scoundrel or Enchantress (Enchantress is probably better because of Erosion working with Venom Hydra) for this. The Templar will stand in front of Belial and be 1-shot every cast.
Strategy:
Phase 1 - Refresh your Energy Armor (if needed). Throw up Blizzard patches in front of you and to the right of you. Run to the right end while throwing up a path of Blizzards for them to waddle through. Throw up your Hydra when you get time to help DPS them down. Teleport away right when they would reach you. Repeat this going to the left end, then the right, then the left. You should have very little issues here because globes drop everywhere in Phase 1 and you can get full hp by complete accident.
Phase 2 - This is the hardest phase by a long shot. Refresh your Energy Armor. Throw up Diamond Skin if you can because he will get a hit in immediately. Put up Hydra and Teleport away (hopefully still within Hydra range, if not recast it again). Belial will charge you three times and try to melee each time. After 3-4 seconds of not finding you (if you teleported away or he was slowed), he will give up and move to the next charge. After those 3 charges/melees, he will shoot the split orb attack four times. It is very important to keep Hydra up in this phase at all times. If you are feeling cornered by the adds and have no real escape or if you need the hp, use Hydra near the adds to fish for globes. If you are ok on adds and hp, use it near Belial (especially when he stops to shoot the orbs). Most of the time, you want to use it on Belial. Ending the phase is a huge priority.
Phase 3 - http://www.youtube.com/watch?v=LcV8iKXgNT8. That Witch Doctor covers the perfect movement strategy for Phase 3. I recommend practicing it on Hell just so you get the hang of it (Phase 3). The last thing you want is to get into Phase 3 and die over and over because you're making stupid mistakes (took me 6 painful deaths). All you have to do in this phase is cast Hydra every 15 seconds and focus 100% on dodging. I also frequently refreshed Energy Armor and Magic Weapon in this phase, mainly because I was paranoid.
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"Stutter Step is a technique where you order a unit to move right as its attack animation starts. This way it will deal damage but instantly start moving again, allowing you to keep up with fleeing units and attacking again."
Basically, you attack and then instantly move, then the second the animation for the attack ceases, you can attack again and move again. The result is that you will attack at essentially the same rate as somebody who is standing still except you will be moving.
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Additionally, Magic Weapon is potentially bugged because its benefit applies twice (21% instead of 10%, 32% instead of 15%). http://mmo-mechanics.com/swtor/forums/Thread-Your-Damage-number-and-how-various-stats-affect-it has a discussion on that interaction.
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I first explained it away as "it's the weekend", but the issue only got worse Monday night as the AH slowed down to a complete halt.
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Click Gear icon.
Click Leave Channel.