Nah, WoD provided new content, that content just sucked. S7 doesn't provide any new content at all.
- DisposableHeero
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Member for 11 years, 7 months, and 7 days
Last active Thu, Dec, 5 2019 21:26:41
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Aug 4, 2016DisposableHeero posted a message on Patch 2.4.2 Roundup & Season 7 CountdownPosted in: News
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Mar 17, 2016DisposableHeero posted a message on Shadow Mantle x Marauder Interaction on PTR, Patch 2.4.1 DH SummaryPosted in: News
It will never be a viable build on live. If the shadow 2 piece does not buff the damage of the sentry fired spenders, it will essentially always be strictly inferior to the Marauder 6 piece.
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Sep 12, 2012DisposableHeero posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupPosted in: News
His point about barbarian gear is moot. Barbarian gear is more expensive because of how fast they farm exp and blast through content, and consequently how popular they are, it is not a justification for the efficiency ceiling differential. It probably takes similar amounts of gold to put together most builds (Critical Mass, Double Tornado, or equivalent DH, WD, and Monk builds) to the point of being able to farm act 3 comfortablty, but the payoff at the end is clearly weighted towards barbarians right now when we talk about very high end gearsets. I'd rather they focused on making other classes and other builds of barbarian just as viable but its hard to see them doing that efficiently without tying moving faster into killing faster the way the tornado build does, which won't lead to a lot of build diversity.Quote from phatosen
This guy truly has it figured out. Don't kill mah WW-barb! Being disconnected every 10 mins because of WW is bad enough...Quote from AlucardIX
http://us.battle.net...opic/6521343540
People always bash on WW barbs nowadays...
As to 1.0.5's mystery changes that will wind up as buffs even though they look like nerfs, I suspect as others do something like the following. How damage reduction is calculated is going to change substantially through a buffing of the baseline damage reduction of armor and resistances, and to compensate for that skills like War Cry and Energy Armor and passives like them are going to be nerfed to roughly the same effect they have now in terms of damage reduction gains. The reason for this being two fold: first, for pretty much every class that has an effect like this, it is the most ubiquitous skill of that class, and in the case of some (wizards primarily) it is locking out other skills and runes because of it, making those skills under-utilized. Second, damage relative to EHP probably needs to come down some before PVP goes live to prevent it from being an affair made up completely of one shots where temporary damage immunity skills reign supreme. - To post a comment, please login or register a new account.
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Energy Twister is largely only for melee builds because it becomes exponentially harder to connect the farther you are from the target, coupled with the fact that when compared with most meteor runes (Meteor also suffers from being difficult to reliably connect with) the damage just isn't there.
Wicked Wind and Storm Chaser are the runes that are most reliable to hit with, WW doesn't do much damage but was the staple spell of critical mass tanks before the proc coefficient was nerfed. Storm Chaser is the only rune I consider viable in inferno anymore because you can easily aim the wind charge tornado and the proc coefficient is still high enough to run Critical Mass builds, and it does substantially more damage than WW did.
Strategically a Kite Build can make use of this by filling up relatively enclosed spaces with numerous tornados and running packs of mobs through them repeatedly. All Energy Twister runes deal arcane damage so Temporal Flux can give you a slow to assist your kiting without adding an additional skill. Storm Chaser has a high proc coefficient given the way it hits enemies and will therefor with some solid crit chance pair very well with Arcane Power on Crit gear to let you run up a pretty hefty wall of tornados. Combining this with a high damage signature spell setup (Electrocute - Forked Lightning being a pretty popular one) you could make a decent kite build out of it.
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I'll definitely be trying diamond shards though if it will proc on refresh.
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Thread: http://us.battle.net...opic/6398490038
Build: http://us.battle.net...XYOi!gYZ!bcaZca
My thoughts:
1) I'm not sold on Hydra vs Explosive Blast for damage. Hydra costs less arcane power than EB but will not cause CM procs on his own while EB racks up quite a few. Hydra is more damage per cast and more damage per arcane power but significantly less overall damage than EB spam.
2) I'm not sold on Shock Pulse for the signature spell. I'd consider using Spectral Blades (Deep Cuts) for Life on Hit or Electrocute (Forked Lightning) for AoE Damage or a rune that can refund some arcane power to lower the APoC requirements a little .
3) I want teleport back, so if Gale Force or Raging Storm procs as well Stormchaser I'm dumping the signature spell and just dealing with all the baggage of "Aiming Energy Twisters"
4) If this works as well as it seems to, Cold Snap won't be needed and Bone Chill can go in its place.
5) Glass Cannon in a Nova Spam build seems like a waste in light of Cold Blooded.
Big pros if this build works out are that Storm Chaser is a HUGE damage upgrade from Wicked Wind, and Gale Force would be an even more enormous one, the downsides will be dealing with Energy Twister pathing issues in wide open spaces, I'm not convinced even if the proc rate is really solid that I'm not going to die a few times to Twister Whiffs.
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I think my feedback is going to have to be that current wizard skills do not nearly proc things enough since the nerf because as far as I can tell wicked wind is STILL the best way to proc critical mass after the nerf. I would be fine with that if those stupid coefficients weren't the deciding factor in fucking everything. Arcane Power on Crit, Critical Mass, Life on Hit, Legendary Procs, Venom Weapon, just about fucking everything good that can be done in inferno boils down to this single blasted number on skills and we don't even have one thats any good for it anymore. That number that isn't even in the tooltip is infinitely more important than the damage the skill does in determining how a wizard plays.
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Also its hard to reach sustainable arcane power without using a two hander and cutting that much attack speed cuts down the number of procs significantly (I could channel for about 35 seconds with 37% crit and 27 arcane power on crit using my attack speed setup which is around 1.9 attacks per second which is the closest I came to rolling Crystal Shell)
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http://www.twitch.tv...895/b/319528069
There is a video clearly showing Ray of Frost and Disintegrate procing critical mass.
This easiest way to see the results of this in game is to cast one of these spells on a mob with reflect damage and watch the fountain of tiny red numbers that sprout off you while the ticks are being reflected.
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Edit:
After some googling, I found some slightly conflicting information that indicated that Disintegrate (Entropy) and Disintegrate (Intensify) might in practice have very high proc rates (roughly double what wicked wind had pre-nerf) I might to try test this out, though I'm not sure if the channeling will work out, I think you can crystal shell while channeling it in which case frost nova might be dropped for some other defensives (Slow Time - Time Warp comes to mind) or Force Weapon/Sparkflint for more damage.
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The proc coefficient on spells is one of the most important thing to understand for builds like this. When you score a critical hit, this coefficient is the change for critical mass to trigger. When you use life on hit, this coefficient is the percentage of your life on hit that is granted. I believe it also effects arcane power on crit as well but it may not.
For Spectral Blade versions the proc coefficient on deep cuts is considerably higher than on any of the other runes so it is generally used. With a solid amount of life on hit this will work out to more healing than healing blades will, while making diamond skin and frost nova available more often. Too that end this build eventually evolved to using Energy Twister (Wicked Wind) because it generated so many more procs than spectral blades/meteor. This version stacks up to ~20 arcane power on crit and uses explosive blast (chain reaction) to deal most of its damage in addition to wicked wind. Energy Twister and all of its runes had their proc coefficient cut in half in patch 1.04 because they would proc legendary items to easily. I'm not sure if that change makes spectral blade the way to go again or not but for a spectral blade build, you should look at the following changes:
1) Deep Cuts will give you more healing than Healing Blades assuming you can get yourself around 800-1000 total life on hit.
2) Comet is not needed to trigger Cold Blooded, you should have very high uptime on Frost Nova CCs if you are optimizing this correctly, which will trigger the frozen condition needed for Cold Blooded. It should be noted that the "change" in the patch notes to cold blooded is a tooltip correction, as it works this way in 1.0.3.
3) Even with the reduction in monster damage and the buffs to Ice Armor, I just don't see this build working without either Force Armor or Prismatic Armor runes from Energy Armor.
4) Teleport (Fracture) or Teleport (Safe Passage) are extremely useful skills to have in a build like this and I don't think Force Weapon really makes enough of a difference in a tank focused build to justify not having one of these.
5) Gearing for this build is very specific. Critical Mass demands high crit chance mixes with some improved attack speed, and usually some life on hit and arcane power on crit to run the engine for you. Tanking demands bonus armor, resist all, and at least a respectable amount of vitality. Dealing enough damage for solo play involves stacking intelligence and Crit Damage, so you're going to be pulled in a lot of different directions and finding the right balance is tricky.
I'll be trying some wicked wind variations when I get home from work to see if they are still the way to go or if the proc nerf kills it.