If your cold gear is anything like your fire gear, just stick with torment 1, and you will get more loot faster. Trying to push higher torments is a great way to make yourself get a lot less loot because you kill a lot slower. Clearing a rift taking 30-50% longer for 15% more loot is just not worth it. Even if you never ever die and can just stand there laughing at the monsters - If it's just 15% slower it's already not really helping you get loot any faster.
Your fire build seems pretty useless to me. Conflagrate is a joke without the 2 extra missiles from a mirrorball, and meteor shower is just not as strong as frozen orb.
Also, on andariel's, unless your 4th stat was really terrible, it is better to remove the attack speed. Skill bonus, int, crit chance, socket and vit (int that order, though socket and vit can interchange depending on your current vit and life%) are all preferable over a measly 6% attack speed, especially if you don't have a mirrorball.
Once you have the gold for imperial gems and up, only socket int in your items, and only use items with max number of sockets (enchant it if you must). Sockets and int are pretty much a must-have on every item that can roll more than 1 socket.
If you can craft any legendary boots easily (preferably Ahsera's, which has good set bonuses and is very easy to farm), try craft ones with int, vit, arcane orb damage and either all resist or armor with a single resist secondary. Keep in mind that enchanting arcane orb damage on boots that have all other 3 stats is more difficult than enchanting any of the other 3 (well, 4, but you will only end up with 3) stats on an item that already has the other 2 and arcane orb damage, simply because there are multiple skills that can get rolled but are blocked if the boots already have arcane orb damage. So only spend a lot enchanting arcane orb onto your boots if they are already very good, and otherwise keep trying to craft ones with arcane orb damage. This actually works for meteor too, I just don't recommend using meteor...
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Apr 25, 2014GalZohar posted a message on Stuck in rut - Wizard needing help pushing higher torment levelsPosted in: Wizard: The Ancient Repositories
Apr 24, 2014GalZohar posted a message on Gold.. the cause of and answer to all of D3's problems!As said, there is no real need to spend so much. Just kick the gambling addiction out of you and stop spending like a mofo... It's really not that hard (though for some, professional help may be needed). You don't HAVE TO have that perfect enchant, nor do you HAVE TO try every new item you find. Sometimes a few quick clicks on the calculator can get the job done. Sometimes just testing the proc coefficient is enough to tell if the item is worth using.Posted in: Diablo III General Discussion
Play smart, and you'll wonder what the hell you are supposed to do with all that gold.
Apr 21, 2014GalZohar posted a message on Unlmited arcane orbs with zero cooldown zombie dogs
For gameplay, skip to the last 2 minutes of the video.
This video shows the standard frozen orb build with a twist when playing with a witch doctor using legacy items to make the zero dogs build work, spawning a lot of health globes to trigger the power hungry passive. This allows frozen orbs can be spammed almost indefinitely.
Later, I also got reaper's wraps which make this even more powerful.
If you have any questions about the build - Feel free to ask! If there are enough requests, I can create new guides for whatever is needed.
Nov 24, 2012GalZohar posted a message on 2hand WW barb speed build, 80+m/hour 6-7min clears100k with a skorn is basically like 50-70k with a strong main hand weak off hand combination for sprint/whirlwind, which should be just as easy to obtain if not easier, and give you more fury as a bonus.Posted in: Barbarian: Bastion's Keep
Nov 20, 2012Posted in: Barbarian: Bastion's KeepQuote from Adhal
Monks do not need crazy gear to not run out, spent about 50m on my starting set on monk and could hhold TR all day w/o running out of spirit. Also if your farming you dont need high mp levels, you can average a legendary every 15 min out of MP0 if your doing it right.
How much time do you spend on actually killing things, though? If you take more than ~3 seconds to kill an elite pack, for example, you aren't being fast. If the AOE of your thunderclap doesn't kill just about anything in 1-2 hits, you also aren't being very fast. To get the gear that would actually let you compete in speed with a barb will be very expensive, even though you can farm at an OK speed without too big of an investment (simply due to 1.0.5 nerfs).
Nov 17, 2012Yeah for attack speed you have to look at your breakpoints. You get in reality a lot less or a lot more than the paper DPS shows because of it - If it just goes over a breakpoint you get a lot more, but if you're just short of a breakpoint you get a lot less than you would think.Posted in: Barbarian: Bastion's Keep
Obviously, if you want to do a complete analysis you'll have to also look at other sources of IAS (which you can take where you don't have and/or drop where you do have) to get optimal results.
Nov 17, 2012Strength affects both weapons as well. Besides, most of your damage comes from sprint tornadoes which is main hand only. In any case, it's nowhere near 2:1.Posted in: Barbarian: Bastion's Keep
And well, sure you can find good buyout deals if you spend all day on the AH, but in most cases you're still better off bidding. Not only do you save yourself the "oops, I guess this was too much" after you buy something you thought was a good deal, but you also let yourself farm more and AH less, as for bidding you only need to check the AH once every 36 hours rather than every 2 minutes.
Nov 17, 2012It's pretty bad situation where everyone want to move as fast as possible because monsters are so easy and increasing their power is counter-productive as you don't gain enough of a bonus.Posted in: Barbarian: Bastion's Keep
However, the barb's fast movement ability is still the best one, even if the difference is minimized by reducing gear requirements so that tempest rush monks and vault demon hunters can sort of compete (but not really because monks need crazy gear to not run out of spirit and still kill fast, and don't actually kill so fast as they have to stop in order to attack, and DHs need pretty good gear to survive while vaulting everywhere, 4pc legacy natalya for discipline and still have to stop to attack). Running through everything at +40% movement speed and watching everything die behind you (or not watching it) is still better than everything else. Plus the overall survivability and damage dealing ability of the build is at least as good as other builds (if you build it right and take advantages of sprint dual wielding mechanics to get very strong tornado ticks for cheap), making it an overall clear winner.
Short version: Barb is faster, and the less gear both you and the other classes have, the more apparent the difference is.
Nov 15, 2012With enough gold (and with how easy the game is now, even without enough gold), anything is viable. It's just not anywhere near as cost-efficient as going with the cookie-cutter and properly using the AH.Posted in: Barbarian: Bastion's Keep
Nov 15, 2012For your own gear, adding your main hand min/max damage together plus any min/max damage from jewelry gives 1922 total.Posted in: Barbarian: Bastion's Keep
Your strength adds 2136% to your damage, for a total of 2236%.
1 strength will therefore increase your relative damage by 0.0447%.
1 max damage (or 0.5 average damage) would increase your relative damage by 0.052%.
How you get it as "worth 2 str" is beyond me. At least for your tornadoes, it's worth ~1.16 str, and for your whirlwind not a lot more.
Nov 15, 2012As for 3% attack speed, it is actually no real match for the 3% crit from the soundrel unless it brings you just above the next ticking breakpoint, which is quite unlikely. However, the enchantress does also give 5% extra armor and has better MF potential.Posted in: Barbarian: Bastion's Keep
Nov 13, 2012Read again. I said 1 max damage ~= 0.5 average damage ~= 1 str. Which is exactly what you were saying (you said 1 damage (I assume average) is worth 2 str, which is the same as 0.5 average damage being worth 1 str).Posted in: Barbarian: Bastion's Keep
The 1.9 is exactly why I said ~= and not =, as you obviously noticed my gear is a good example for it being only close but not exact. Also, if you actually look at tornado damage rather than character screen DPS, it's actually 1.67 strength per 1 point of average damage with my gear. The real value is slightly higher due to whirlwind also contributing a bit of DPS (though still less than what the d3rawr would since I try not to waste fury on whirlwind when I don't have to).
Just because an item loses its value over time doesn't mean you should just buy higher than what it's worth right now. Just because it loses value over time doesn't change the fact you shouldn't waste your gold. It does mean, though, that if you don't really need an item for personal use right now, just skip buying it and either keep your gold, sell it on RMAH, or buy an item to sell on RMAH to avoid the 15% gold selling fee.
If anyone is making himself look stupid, it's you. I'll leave it to the other forum readers to decide if to read my posts or not. You are free to ignore them.
Nov 13, 2012Posted in: Barbarian: Bastion's KeepQuote from Kshatriya
uhm.. your adding nothing of value here....
Why? Just to be clear, here's the short version: If you can't sell IK helm just keep that because the mempo isn't a big enough of an upgrade to justify using it instead of a practically free item.
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Oct 11, 2012A more detailed explanation of why monster power scaling is just not going to do its job in terms of making the game more enjoyable and rewarding as well as making the players focus more on killing speed rather than movement speed:Posted in: News
The above post contains an excel file with a detailed calculation of how your farming efficiency scales with monster power taking a few simple parameters into account.
Oct 9, 2012GalZohar posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?As long as you aren't killing stuff in 1 shot and/or spending well over 80-90% of your time running around rather than killing stuff, you should lower the MP if you want to be efficient for both MF and exp. Of course the exact % of time running around needed to up the MP even if you aren't 1-shooting stuff can vary based on your existing MF and XP and the exact scaling, but most likely most people will spend too low of a % of their time running around if they aren't 1-shooting everything, as even 1-shooting everything you probably still spend more than 10% of your time actually attacking.Posted in: News
In the end, monster power mostly adds time it takes to kill stuff with a slight challenge of increased damage and increased chance of dying because stuff take longer to kill. In terms of rewards, monster power is a joke, as the only case you'll increase it for efficiency is if the game is already extremely boring and then you'll increase it to a level where the game is still extremely boring.
They really need to lower HP, up the damage and up the MF and XP bonuses if they want MP to be used other than just for messing around.
Oct 8, 2012GalZohar posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?HP increase from base is deceiving. Show the HP increase from MP1 would give a much better picture on how the bosses scale, since anyone who is good enough to ever touch mosnter power in inferno doesn't care about how strong stuff are relative to act 1/2 MP0 monster strengths.Posted in: News
I think the "jump" to 63 is inferno-only, everywhere else is just the "normal" scaling like what you see in Act 3 inferno, so even if you beat hell at MP10 it still doesn't mean you're strong enough for act 1 inferno MP1 or even MP0.
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