The issue is that this kills off yet another "viable" build that could actually help us in greater rifts (because MM dmg stacked up over time = more dps the more hp the monster has). I'm not even sure any other build has been made "viable", so we're gonna be stuck in either archon, or hydra.
The dream was beautiful. The spec was viable but not overpowered compared to hydra's etc.
BUT YET! BLIZZARD HAS DECIDED TO KILL IT OFF: Conflagrate:The missile piercesthrough enemies andcausesthem to burn for130% weapon damage as Fire over 3 seconds./Burn damagestacks up to 3 times and any Fire damage taken from you refreshesallstackstotheirmaximum duration.
Area dmg? Completly unaffected AFAIK.
Sentry dmg? Add 15% sentry dmg, and your 10M sentry hit becomes 11.5M. That easy (it starts getting more complicated when you factor in elemental %dmg, elite dmg, specific skill dmg etc though).
You can dl the ptr and play 2.1. We have debated this in other threads, maybe take a look at those.
Uh. Yes. I have. Thanks for stating the obvious. The 2.1 Ptr is indeed "live". The 2.1 Ptr is also in the first of what will probably be atleast three iteration stages (Initial, seasons+gems, and tuning of seasons+gems). We have absolutely no clue as to what will end up being the strongest when the PTR is over (AKA: 2.1 results have yet to be seen). But if there's any relevant information that I might have missed, feel free to link it to me so I can catch up - just saying "we've debated this in other threads" doesn't really help me if I don't want to read through fourty posts bickering about the potential of cold builds in 2.1, when I'm asking for advice on *live*.
They're pretty great on a MM-wizard. Frees a defensive skill slot to break CC (teleport), which means you either get another defensive, or just another dmg ability. Not a lot of alternatives, either, for that specific spec (2 set cains being the only other one with legs/feet - new DD's means that isn't an option anymore, though). It's pretty undervalued how much you actually get slowed down/frozen etc, even as a ranged, doing everything "perfectly". It is true that it does not prevent the damage, but unless you're doing G30-35 rifts, then you're not going to be oneshotted by the initial application - you're going to get killed because you can't get out of subsequent shit fast enough.
Its your choice to play defensive and shoot slow. I agree on the hexing pants, more overrated than harrintons
It has less to do with choise than common sense. Consider the link you sent me - I could, with my 45% TnT, get to the 2.16 breakpoint (which as you said yourself, only adds more bolts). It'd be absolutely stupid to give up a 15% elite dmg (in favor of 7% attack speed, mind you) affix on the ring AND 10M toughness, for 2x bolts more per cycle+pets hitting faster. I'm quite sure the elite damage alone will outweight that damage.
2.1, remains to be seen. But right now, don't fool yourself that TnT's are "strong": They're really, really not.
For solo play, the fire build is largely the same with the only difference being your offset item - build will consist of:
5 or 6 pieces of Mara.
Your offpiece (Magefists, Cindercoat, Hexing pants, or Unity - obviously for the first 3, you neglect the corresponding Mara piece, and pick up RoRG. For Unity, you take all 6 pieces and neglect RoRG).
As you have a Cindercoat that you want to use, it's also very important that you get a well-rolled Reapers Wraps. Most sentry builds do not rely on a generator, which means that your hatred pool will largely come from passive regen and picking up globes. The standard Fire Mara build, as far as I can tell, is what was linked above, although most of the talent choises are up for discussion depending on if you need toughness or not (personally, I've dropped both Custom engineering and Ballistics for the two survivability talents, although you need a rucksak to drop CE, and I have dropped steady aim for the Tactical advantage rune+vault's half-disc-cost-on-next-use glyph, in order to get insane speed in bounties/when kiting etc - this is down to if you feel steady aim is worth it as a talent, need to be good at keeping your distance to mobs, and you don't have a lot of CC apart from vault to keep distance).
But, TL;DR -
5 Pc mara.
RoRG.
Cindercoat.
Bombardiers rucksack.
Reaper wraps.
2h xbow with high dmg.
Best of luck draco. The 1.46 breakpoint i mentioned is the bare min u need for sentrys, look at the charts in the link. It kinda goes without saying.
You cant use soj/unity and get the benefits of a tnt/cinder/mage/hexing.
Well, not really bare min looking at that chart, it's the same shot cycle except .4 sec shaved off of the cycle with 1.46 instead of 1.25.
And obviously I can't use a soj/unity combo and get the benefits of tnt/cinder/mage/hexing. I mean. That goes without freaking saying <.<? SoJ/Unity is still by far the stronger combo for solo play. Consider the benefits/cost:
With TnT, no SoJ/Unity:
Gains 40-50% pet attack speed. Gains IAS on ring if Unity is switched, crit or crit dmg if SoJ.
Loses 12-15% elite dmg+100% toughness if Unity.
Loses 15-20% ele dmg+25-30% elite dmg if SoJ.
Same goes for everything else:
Magefists = 20% dmg.
Cindercoat = 20% dmg+reduc cost, but lose the vitality.
Hexing pants = 25% dmg, but have to never stop moving (I have these, tested them, they kept falling off whenever I changed directions despite being in motion. Was not worth the hassle).
Basicly, in all cases, the dmg they provide is not worth losing SoJ (20% dmg+30% elite dmg vs 20-25% dmg and 50% crit dmg or 6% crit).
For a solo player, losing ~8-10M toughness for 10% dmg is not worth it either (remember Unity's elite dmg affix).
Not having done the math, but judging from my gut feeling, I see no reason to drop T&T. It's stronger than you might think. Use LfB / Arsenal and you're good to go until tier 35-40. Given that you have to use a WH and possibly even some Paragon points to get to 1.46, going for 2.16 seems like a no-brainer to me.
You are completly misunderstanding what I've asked. This has nothing to do with PTR (on which some IAS bugs have been fixed, and we'll thus have to redo the tests that has been done) - it's strictly live, strictly solo. There is absolutely no doubt that my SoJ+unity combo is doing *far* more damage than my TnT+RoRG combo did. Going for TnT in a fire build (the appeal of TnT is that it boosts pets who are physical) is a complete waste on live, but it might not be on PTR =P. My question thus persists:
Is 1.30 APS or 1.46 APS better, when I get an extra ~4% crit, and toughness from harringtons over witching hour.
1.74 is the highest break point you can reach with 2h xbow. It has the best bolt vs ca/ms ratio (1ca, 2ms, 2bolt per rotation). Going to 2.16+ only adds more bolts.
In 2.1 ea/chaka will replace our bolt, until then we can only use ms/ca due to the sentry's bugging to 1aps.
At the 1.46 breakpoint (ca/ms) your sentries shoot 1.66 aps, at 1.74 they are 2.0.
Ballista = cindercoat (ca pierce spam) and serrated arrow. Hellrack/chan = hexing pants and mark.
That... I'm not sure that had anything to do with it either. I hope you're responding to the TnT guy. I have no means to get to 1.74 (or 2.16) outside of TnT. The question was 1.30 (1.25) or 1.46 <.<...
As for the offpieces, yea, for solo, you're not gonna be wanting to use anything but SoJ/Unity for damage/defensive bonuses. Cindercoat/magefists aren't even close to worth it.
They are not rings first and foremost, that's just a placeholder.
The season legendary for wizard is a wand that removes cd on teleport and adds a 25 AP cost to it.
Alot of old legendaries are getting new powers, so i still think this effect will be present on the new green orb or on the swami, or firebirds new bonus.
atm i use storm armor to proc tal'rasha's meteor so i would be using prismatic armor and still get the lightning procs + 12% reduction from cold armor, imo it's actually quite good, specially if paired with the party one like ppl metioned.
If you're using Tal Rasha meteors and need to waste a skill slot on proc'ing the lightning meteors (especially concidering it means you're then losing either Pinpoint or Prismatic), then you need to reconsider if you really want to give that much up for just one of four element procs... Or get a thunderfury or something.
It would still be handy outside of greater rifts, that's for sure.
True. Nemesis bracers/homing pad hotbuttons aswell, please. Wouldn't mind that at all (or maybe fucking give us some proper paragon perks, EG 1 trinket-like effect able to be equipped on your char every 100 levels - pick between 9. Could be like:
Nemesis bracer effect.
Homing pad effect.
Those wristguards that give exp-on-gold effect.
Fire walkers effect.
Ess of Johan pull-in to target effect.
Deadmau5 necklase-effect.
Gladiator gauntlets massacre-bonus gold effect.
Fill in the blanks, but you get the point - all those small, fun legendary affixes that you'd love to get to use if they didn't totally suck VS shit like Strongarms, Aughilds, Ice climbers etc almost gamebreaking bonuses).
I know . But as u know many ppl using PSR, take advantage of using portal to chage their weapon before the last boss appears. Its tedious and we want comport option for that
That's just fucking stupid, no offense to you. The intention is that you shouldn't be switching gear/talents. If you *want* to switch gear/talents, you have to take the penalty of teleporting to town and setting shit up, then getting back into the dungeon, thus loosing time. It's intended behaviour (you pay for the benefit of swapping things around). A comfort option isn't what's needed - a nerf to the Furnace is what's needed.
So... You want a button that switches your current weapon with another weapon? In greater rifts? Sorry to tell you mr Bruce, but Blizz has completly disabled gear and skill changes inside Greater Rifts. It's not intended for you to switch shit around in there to do better, it's intended for you to go in with a well-rounded gear/skillset that will allow you to progress despite what you might meet.
Season only legendaries have yet to be released. Chances are that this will be one of them (considering it is very class specific).
That said, unlocking all armors is kinda meh. I mean, sure, you free up a skill slot (but do you really? You won't get your prismatic or pinpoint bonus through this effect, which are pretty big fucking reasons for taking the skill in the first place).
What you get is essentially:
12% melee dmg reduc.
Chill enemies if they melee you.
35% armor.
and the 147% wep dmg lightning aura.
I mean, I'd straight up trade 12% melee dmg reduc/147% wep dmg lightning for prismatic or pinpoint any day of the week either way <.<.
For a Mirrorball Wizard, it's going to depend a lot really. Taking Blur, Audacity, EE and Conflag, it basicly leaves you with these choises for a fifth passive:
Glass cannon (can you deal with the survivability loss that you can't get rid of if its on the neck?).
Unwavering will (will you stand still long enough for it to be usefull?)
Minor survivability talents like Dominance and UA, or maybe even evocation (although that'd only just BARELY be usefull if you used archon in the MM build).
I mean... It's not really great. I can see some specs who would have great use of a fifth passive (say, perma archon who will always want evocation), but right now, Mirrorball ignite seems like the strongest due to the depth diggers. I'd probably stick to my Mara's necklase if it wasn't because it doesn't have fucking elemental dmg.
But compared to a neck where you can roll ele dmg, CC, CHD, mainstat and a socket? I probably wouldn't take any of those passives over a few of the gems (plus primary dmg for MM dmg or plus bleed gem due to the "ignite"-like effect + attack speed to benefit ignite stacking).
That is, of course, just for wizard.
For my fire sentry DH, I can totally see the neck being extremely good. Currently running awareness/TA/archery/perfectionist, and I wish I could fit in steady aim/Custom engineering/ballistics/ambush.
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0
BUT YET! BLIZZARD HAS DECIDED TO KILL IT OFF:
Conflagrate:The missile piercesthrough enemies andcausesthem to burn for130% weapon damage as Fire over 3 seconds./Burn damagestacks up to 3 times and any Fire damage taken from you refreshesallstackstotheirmaximum duration.
0
Sentry dmg? Add 15% sentry dmg, and your 10M sentry hit becomes 11.5M. That easy (it starts getting more complicated when you factor in elemental %dmg, elite dmg, specific skill dmg etc though).
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0
They're pretty great on a MM-wizard. Frees a defensive skill slot to break CC (teleport), which means you either get another defensive, or just another dmg ability. Not a lot of alternatives, either, for that specific spec (2 set cains being the only other one with legs/feet - new DD's means that isn't an option anymore, though). It's pretty undervalued how much you actually get slowed down/frozen etc, even as a ranged, doing everything "perfectly". It is true that it does not prevent the damage, but unless you're doing G30-35 rifts, then you're not going to be oneshotted by the initial application - you're going to get killed because you can't get out of subsequent shit fast enough.
0
2.1, remains to be seen. But right now, don't fool yourself that TnT's are "strong": They're really, really not.
1
5 or 6 pieces of Mara.
Your offpiece (Magefists, Cindercoat, Hexing pants, or Unity - obviously for the first 3, you neglect the corresponding Mara piece, and pick up RoRG. For Unity, you take all 6 pieces and neglect RoRG).
As you have a Cindercoat that you want to use, it's also very important that you get a well-rolled Reapers Wraps. Most sentry builds do not rely on a generator, which means that your hatred pool will largely come from passive regen and picking up globes. The standard Fire Mara build, as far as I can tell, is what was linked above, although most of the talent choises are up for discussion depending on if you need toughness or not (personally, I've dropped both Custom engineering and Ballistics for the two survivability talents, although you need a rucksak to drop CE, and I have dropped steady aim for the Tactical advantage rune+vault's half-disc-cost-on-next-use glyph, in order to get insane speed in bounties/when kiting etc - this is down to if you feel steady aim is worth it as a talent, need to be good at keeping your distance to mobs, and you don't have a lot of CC apart from vault to keep distance).
But, TL;DR -
5 Pc mara.
RoRG.
Cindercoat.
Bombardiers rucksack.
Reaper wraps.
2h xbow with high dmg.
Go to town.
0
And obviously I can't use a soj/unity combo and get the benefits of tnt/cinder/mage/hexing. I mean. That goes without freaking saying <.<? SoJ/Unity is still by far the stronger combo for solo play. Consider the benefits/cost:
With TnT, no SoJ/Unity:
Gains 40-50% pet attack speed. Gains IAS on ring if Unity is switched, crit or crit dmg if SoJ.
Loses 12-15% elite dmg+100% toughness if Unity.
Loses 15-20% ele dmg+25-30% elite dmg if SoJ.
Same goes for everything else:
Magefists = 20% dmg.
Cindercoat = 20% dmg+reduc cost, but lose the vitality.
Hexing pants = 25% dmg, but have to never stop moving (I have these, tested them, they kept falling off whenever I changed directions despite being in motion. Was not worth the hassle).
Basicly, in all cases, the dmg they provide is not worth losing SoJ (20% dmg+30% elite dmg vs 20-25% dmg and 50% crit dmg or 6% crit).
For a solo player, losing ~8-10M toughness for 10% dmg is not worth it either (remember Unity's elite dmg affix).
0
You are completly misunderstanding what I've asked. This has nothing to do with PTR (on which some IAS bugs have been fixed, and we'll thus have to redo the tests that has been done) - it's strictly live, strictly solo. There is absolutely no doubt that my SoJ+unity combo is doing *far* more damage than my TnT+RoRG combo did. Going for TnT in a fire build (the appeal of TnT is that it boosts pets who are physical) is a complete waste on live, but it might not be on PTR =P. My question thus persists:
Is 1.30 APS or 1.46 APS better, when I get an extra ~4% crit, and toughness from harringtons over witching hour.
That... I'm not sure that had anything to do with it either. I hope you're responding to the TnT guy. I have no means to get to 1.74 (or 2.16) outside of TnT. The question was 1.30 (1.25) or 1.46 <.<...
As for the offpieces, yea, for solo, you're not gonna be wanting to use anything but SoJ/Unity for damage/defensive bonuses. Cindercoat/magefists aren't even close to worth it.
0
2
Nemesis bracer effect.
Homing pad effect.
Those wristguards that give exp-on-gold effect.
Fire walkers effect.
Ess of Johan pull-in to target effect.
Deadmau5 necklase-effect.
Gladiator gauntlets massacre-bonus gold effect.
Fill in the blanks, but you get the point - all those small, fun legendary affixes that you'd love to get to use if they didn't totally suck VS shit like Strongarms, Aughilds, Ice climbers etc almost gamebreaking bonuses).
That's just fucking stupid, no offense to you. The intention is that you shouldn't be switching gear/talents. If you *want* to switch gear/talents, you have to take the penalty of teleporting to town and setting shit up, then getting back into the dungeon, thus loosing time. It's intended behaviour (you pay for the benefit of swapping things around). A comfort option isn't what's needed - a nerf to the Furnace is what's needed.
0
0
That said, unlocking all armors is kinda meh. I mean, sure, you free up a skill slot (but do you really? You won't get your prismatic or pinpoint bonus through this effect, which are pretty big fucking reasons for taking the skill in the first place).
What you get is essentially:
12% melee dmg reduc.
Chill enemies if they melee you.
35% armor.
and the 147% wep dmg lightning aura.
I mean, I'd straight up trade 12% melee dmg reduc/147% wep dmg lightning for prismatic or pinpoint any day of the week either way <.<.
0
Glass cannon (can you deal with the survivability loss that you can't get rid of if its on the neck?).
Unwavering will (will you stand still long enough for it to be usefull?)
Minor survivability talents like Dominance and UA, or maybe even evocation (although that'd only just BARELY be usefull if you used archon in the MM build).
I mean... It's not really great. I can see some specs who would have great use of a fifth passive (say, perma archon who will always want evocation), but right now, Mirrorball ignite seems like the strongest due to the depth diggers. I'd probably stick to my Mara's necklase if it wasn't because it doesn't have fucking elemental dmg.
But compared to a neck where you can roll ele dmg, CC, CHD, mainstat and a socket? I probably wouldn't take any of those passives over a few of the gems (plus primary dmg for MM dmg or plus bleed gem due to the "ignite"-like effect + attack speed to benefit ignite stacking).
That is, of course, just for wizard.
For my fire sentry DH, I can totally see the neck being extremely good. Currently running awareness/TA/archery/perfectionist, and I wish I could fit in steady aim/Custom engineering/ballistics/ambush.
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