But then we have to use vyrs gloves. and no magefist. gain ~100% dmg from diggers. and lose 20% fire from magefist. its worth well gonna love to try this tho
Just don't be derpy and use Vyrs. You can keep Archon as a cooldown against particularly nasty elites if you want, but you really don't need vyrs to lower the cd by 20%, or the "well, these skills are fun but not really needed as I rip everything apart anyway LOL"-skills that the set provides. If you're playing solo, Unity+SoJ with magefists/cindercoat/depth diggers/aughild 3 set through helm/shoulder/bracer and ice climbers is prob your best bet.
Just remembered, Vigilante belt will have CDR now. That'll become the go-to for a *TON* of builds, as it opens you up to not wasting CDR on high-value slots like rings/necks/weapons
Sorry for Off-Topic..
But how long does it usually take for Blizzard to drop the real patch ?
No one can tell you, it varies greatly. If we had any indication, it'd be all over the site already.
An unqualified guess, considering what has been implemented (backwork for new legendaries, greater rifts, change of old legendaries, leaderboard, initial class changes) and what hasn't (seasons, new legendaries in the game and tested, legendary gems in the game and tested, further refining of class balancing) I'd say no less than a month, probably closer to two. They'll probably keep the current state of PTR around for a week or so, gauge how people are doing and let them get used to their new class synergies, then roll out a patch update with further refinements to classes, new legendaries, and legendary gems, and test them for a few weeks untill they make the final pass, and test that for a few weeks aswell to make sure everything is as it should be.
Witching hour > Hellcat > Fleeting strap would be the obvious answers for belts alone. Captain crimson belt with boots or legs would be another. Tal rashas for wizards suddenly becomes a lot better if you've not got access to a witching hour, as you can go with belt/chest/helm rather than neck.
So, now that we've got confirmation on how to make the new hellfire amulet (same mats as the ring, plus 10 forgotten souls), there's basicly two things I can do to prep for 2.1 -
Finish off my last 1-2 imperfect items through RiF farming the menu, and farming materials to build the hellfire amulet in 2.1. I plan to spend my time doing both over the next few weeks while the PTR runs, but obviously, Uber farming has been pretty "dead" since... Well, forever, really.
I'm wondering if there's other people like me who are going to be farming the keys (and subsequently, machines) to kill the ubers? And if so, if people would like to team up in order to get higher chances at ring mats. It takes no stephen hawking to figure out that with four different encounters and four slots in a party, everyone contributing one machine to do a clear of the realms will vastly improve efficiency. I plan to get to atleast 100 machines (currently 39/8/5/13 keys), so getting 100 shots at each mat would be much preferably to 25.
Edit: Just as I hit submit, I realised I was in the wrong forum. Ment to post this in looking for group. Don't burn me at the stake, it's 6:30 am and I haven't slept yet :(. If a mod would move the post, I'd be grateful!
Holy point shot now rolls with elemental damage (can roll all different ones, not just one specific like winters flurry/fire birds eye for wizards).
Northern highlands has been "nerfed" (no longer guarantee 2 goblin spawns and 1 cursed chest spawn - on live there's always 1 goblin in the downstairs area, and 1 in the upstairs area, and always a chest in either location, occasionally two).
This is a Signature spell. Signature spells are free to cast.
Launch a missile of magic energy, dealing 170% weapon damage as Arcane.
MM are not a resource generator, so it shouldn't work with MM. It may with Prodigy, but it will need to be tested on the PTR.
DO NOT DENY ME MY DREAM. I SHALL NOW GO AND CRY.
Hadn't even really considered MM not to be a "generator", but it's true they say it's a "signature spell". In which case, this might be the reason they buffed the base damage of magic missiles (to balance with other classes having depth diggers available)? Either way:
BOOO :(.
YOUR DREAM WILL RETURN.
Saw a linked pair of depth diggers on PTR, the text said "Your Resource Generators and Signature Spells deal 98% more damage."
Edit: Put in the 98% instead of range.
YES! IT LIVES! OH MY GOD IT LIVES!
Already doing 7-8M crits on mobs and 12-14M crits on elites with my missiles. So one cast of magic missile = potential 75M dmg to a boss. Notbad.jpg
This is a Signature spell. Signature spells are free to cast.
Launch a missile of magic energy, dealing 170% weapon damage as Arcane.
MM are not a resource generator, so it shouldn't work with MM. It may with Prodigy, but it will need to be tested on the PTR.
DO NOT DENY ME MY DREAM. I SHALL NOW GO AND CRY.
Hadn't even really considered MM not to be a "generator", but it's true they say it's a "signature spell". In which case, this might be the reason they buffed the base damage of magic missiles (to balance with other classes having depth diggers available)? Either way:
BOOO :(.
Shadow power was buffed to 35% dmg reduc, so it's basicly a "viable" way of making a DH very tanky - you can run shadow (gloves, legs, chest/boots) and nats (ring, helm, legs/boots, or the slayer wep which always seem to roll incredibly well - 2.7-2.8k dps instead of the ring) at the same time and basicly be tanky as fuck with shadowpower while keeping your rain up all the time.
(No, but seriously, they're going to buff a spec that's already fairly viable - MM conflag - by doubling the damage output it does simply by getting a pair of pants? Which, I might add, has not been an important slot for MM conflag unless you ran with Vyrs at the same time, which I personally don't cos giving up magefists/cindercoat and ice climbers sucks).
How about (for solo play, obviously) 6 pc marauder + unity/SoJ combo? 100% toughness would probably end up allowing you to pull more recklessly and speed you up even more than whatever bonus cinder/hexing/taskers can give you (not to mention that 15% elite dmg on unity isn't a bad affix at all).
Yea honestly from what I have read all TnT does is boost auto attack speed of the turret, not how fast cluster and multi shot shoot.. So in all reality more % damage is best for the sentry build.
It does add shots at specific thresholds for Multishot. Cluster arrow stays at 9 per turret throughout, though. Here's a post detailing it:
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An unqualified guess, considering what has been implemented (backwork for new legendaries, greater rifts, change of old legendaries, leaderboard, initial class changes) and what hasn't (seasons, new legendaries in the game and tested, legendary gems in the game and tested, further refining of class balancing) I'd say no less than a month, probably closer to two. They'll probably keep the current state of PTR around for a week or so, gauge how people are doing and let them get used to their new class synergies, then roll out a patch update with further refinements to classes, new legendaries, and legendary gems, and test them for a few weeks untill they make the final pass, and test that for a few weeks aswell to make sure everything is as it should be.
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Besides, you're US
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Finish off my last 1-2 imperfect items through RiF farming the menu, and farming materials to build the hellfire amulet in 2.1. I plan to spend my time doing both over the next few weeks while the PTR runs, but obviously, Uber farming has been pretty "dead" since... Well, forever, really.
I'm wondering if there's other people like me who are going to be farming the keys (and subsequently, machines) to kill the ubers? And if so, if people would like to team up in order to get higher chances at ring mats. It takes no stephen hawking to figure out that with four different encounters and four slots in a party, everyone contributing one machine to do a clear of the realms will vastly improve efficiency. I plan to get to atleast 100 machines (currently 39/8/5/13 keys), so getting 100 shots at each mat would be much preferably to 25.
I can personally bring either my T6 geared conflag wizard or marauder sentry DH to the table, and I expect to spend all the machines on T6 for max droprates.
Armories:
http://eu.battle.net/d3/en/profile/Draco-2719/hero/35820468 (Conflag wiz).
http://eu.battle.net/d3/en/profile/Draco-2719/hero/1261899 (Mara DH).
Edit: Just as I hit submit, I realised I was in the wrong forum. Ment to post this in looking for group. Don't burn me at the stake, it's 6:30 am and I haven't slept yet :(. If a mod would move the post, I'd be grateful!
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Northern highlands has been "nerfed" (no longer guarantee 2 goblin spawns and 1 cursed chest spawn - on live there's always 1 goblin in the downstairs area, and 1 in the upstairs area, and always a chest in either location, occasionally two).
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Already doing 7-8M crits on mobs and 12-14M crits on elites with my missiles. So one cast of magic missile = potential 75M dmg to a boss. Notbad.jpg
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Hadn't even really considered MM not to be a "generator", but it's true they say it's a "signature spell". In which case, this might be the reason they buffed the base damage of magic missiles (to balance with other classes having depth diggers available)? Either way:
BOOO :(.
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Magic Missile
Legendary Power added
All resource generators deal 80-100% more damage
(No, but seriously, they're going to buff a spec that's already fairly viable - MM conflag - by doubling the damage output it does simply by getting a pair of pants? Which, I might add, has not been an important slot for MM conflag unless you ran with Vyrs at the same time, which I personally don't cos giving up magefists/cindercoat and ice climbers sucks).
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http://us.battle.net/d3/en/forum/topic/12945884471