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    posted a message on Showcased Build - Ultra tanky, high effective damage, cold and dots. Fast & safe T4 farm, easy T5, do-able T6.
    This is definitely an interesting build in terms of how "Circle of Life" gives you decoys.

    I also do play Haunt (just for excessive infinite mana pool), my use is just spam Haunt to everything I see, and yeah I use Creeping Death as well. I was still trying to figure if I should bring in Locust Swarm Pestilence, however I do not use Pirahnado unless I'm asked to do so for Goblin Rifts, I also usually use Big Bad Voodoo Jungle Drums instead of the current Slam Dance, I use Jungle Drums because of situational awareness that we often move a lot (more than before, and I've always believed that we should be constantly moving ---hence the "Orbiter affix" came about, so did "Thunderstorm affix", in my opinion, is that we should be somewhat "constantly be moving to avoid things instead of "tanking up everything for almost any class", and I mean some people really don't move "at all".

    Here's what I use and I use the Frozen Ground rune (Frozen Pirannas) to "amplify" and stall-away while you get DoTs going via Haunt, I also use it because it allows me to cast it more often on things I want to control.Yeah the skills I use is just really excessive mana supply, I realize that I could be doing a lot more with some of what you have there.

    Good job writing up everything in such detail, will definitely try to implement some of your stuff into what I am currently using:(again, I don't really main WD, so I am not taking any build as for my own)

    Those are some of my items on screenshot, I just didn't want to seem to post profile for irrelevance over with my other characters.

    Pickup Radius from your Locket is amazing. I also, generally play with around 3 to 11 Pickup Radius as best I can for any class. I love reaching for Health Globes whenever I am fighting (ever since 1.0.3+ I valued highly on Life Regeneration and Health Globe Bonus, and I used to not be able to play with less than 10 Pickup Radius, just a habit)

    The current setup I have is around 5k LoH, 13.5k LIfe Regeneration [after Paragon Points, still yet to be maxed on either of those two lines in its respective Points-tabs].

    Thanks!
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on RE: The famous Heat Wave Wizard
    I tweaked out the other skills except for the famous Heat Wave rune of Wave of Force.

    I am using



    1) Familiar Sparkflint

    2) Meteor Meteor Shower (I was using Lightning Bind when I was using my own Lightning build back on the first night of the Patch 2.0.1 when it came live), then I tried Meteor Shower and it was meltingly amazing!

    3) Wave of Force Heat Wave <--- I did not come up with this one

    4) Storm Armor Power of the Storm (for skills cost reduction)

    LC) Shock Pulse Fire Bolts (You can change this one but i just wanted full fire damage)

    RC) Teleport Wormhole



    I hope you guys enjoy, it took me a while to post this because I can safely now say that, it is viable Torment 4 if you are reasonably geared, you do not absolutely need to play Archon or Frozen Orb to self-solo without a tank on Torment 4.

    This is viable to at least Torment 4, depending on your "Toughness rating", you can go Torment 5 as well, but 6 is definitely a stretch.



    Thanks for your time.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Considering datamined wizard changes
    Possible Legendary Passives
    Well i told some people when i saw that first passive ring about "No cd on explosive blast", well, now it turns out to be like a game of "Alien Hominid" where fastest finger nerves tapping haha...

    All these different passives make me think of things I would like to just bring up (whether it is relevant). It is such food for thought.


    Onto the Wizards

    Energy Twister : I think that the Wizard will have to go back to the Generator skills. I mean, it is good that we're doing "dump" methods but half the current classes dont really go with the "dump" methods. So here's the game changer if they were to really fix this.


    Paralysis
    I personally like stun builds. I was hopeful but it ended up (as of right now) still just too little, especially if they ever touch attack speeds again. Lightning Blast rune under Electrocute was how I started out because it reminded me of the "Lightning Sorc" (The new one that copies "Souls/Black Souls", I actually fell in love with the right click mouse button killer of the traditional Lightning Nova build, back when D2 Cow levels was mass killed, of course there was later with crazy FCR that you could do Charged Bolts build as well to "mow" down cows)


    Frozen Orb
    I mean this is going back to the roots, Frozen Orb build, there's not enough "slowing" I think in this game for ranged to "stall time", especially how this favors "kiting builds", people just presumably go for "Kill on sight", something that only bores people even more as the game gets easier while their "SHEET dps" skyrockets (i'm definitely envious of those high crazy numbers, but the game gets too boring when you simply eliminate/take-down 3 monsters or 5 monsters or even 10 at a time, i like "massive half-a-screen pulls that feature mob density challenges, kind of like the "Crypt runs" even though it gets rather server-heavy and spoil the fluidity of the game but it is fundamentally like the oldest non-patched Cow Levels where you can't even "walk more than a few steps before you see the whole screen full of cows.


    Sidetracking to challenge myself as a CM Wizard
    What I have been doing as a CM Wizard is to do pulls like 45 to 50%-efficiency as to a WD Pestilence (in which I used to use for Fields of Slaughter way before Mob Density came up to create more impact fun) but at the same time, most people gear in a different way. Not anymore that of the "know your character like in Diablo 2 where you would time your FULL Rejuv potion at correct use (like at 5% HP), kinda in way like the "Health spike" but not that, basically you know your character well enough, not just by DPS numbers, but everything else, it is very hard to explain what this means if you never played the more-well-rounded sense of a game.


    Aside from freezing things and taking almost no damage or health spiking via Lifesteal, with the newly increased damage on each class, the conclusion will come to that the HP of Monsters will definitely be much higher. However, I really hope that the game evolves into, games like boss fights or whatever, "the longer you take, the harder it gets", like you take more damage as you take "too long", I mean, if DPS and skills become this strong or even stronger, for example, dealing more damage is just less time to get hurt, then this game has nothing to become of "well-roundedness". it's almost like I think the challenge of Rakanoth or A4 keywarden's fighting strategies are quite challenging, even Izual progressively was difficult, I think that's what makes the game fun, rather than "time-wasting creature types like Occultists and Ghostly Phantoms", I think it is important that we take into account what "Armor"/"Defense" in which some CM's have started to run but they end up with 2.9k to 3k armor and still do fine, when it doesnt meet most of people's "optimal mitigation values" perspective, it occurs to me that people become rather contradictory, more and more so.

    Temporal Flux
    Back to the topic, Temporal Flux + Star Pact or Arcane Hydras was pretty cool, if you guys remember the methods of doing Diablo 2 Viper Temple or Tombs, where you would need to open the door to access each room (more or less)...

    Slowing attacks create more ways to pack punches rather than freezing and repositioning. "Efficiency also comes down to how compact the elite pack has spawned, Like Blazing Guardians, they were not just awfully too powerful their fireballs and burning effect, they were also a hassle to deal with if they spread out like in all directions.

    The method as a sorceress was like Spam 3 meteors at the door, let the burning on the ground begins, cast glacial spikes towards the door while using Telekenesis to open the door and then if the creature types were capable of being frozen in place that your meteor and burning damage (like Conflagaration does for D3), I mean, I would love to see more of these kinds of situations, it makes it fun for people to think-up more AOE builds around slowing and stunning, not necessarily freezing, and of course utilizing "chokepoints" (which is then environmental, that we used to try to stick to a wall so that molten damage won't be as painful because when the elite pack runs around you over and over, the molten damage used to "stack" or "further drain" your health like as if you had no resistance to fire at all.


    Chokepoints as a form of generating more "impact DPS" even for low-end gear
    I know that this sounds like being stuck in the past but I think that the game style of chokepoints and using the environment strategically is just like Ghom Inferno 1.0.3 where there were Kiting Wizards that have to use practically the entire Ghom room before taking him down, until we saw the Tank DH build, stuff like that just makes it interesting and we learn builds through these kinds of challenges, I'm not saying that the game should be full of time-wasting gameplay but I believe that it will ultimately obligates us to change builds depending on scenario. I miss "static" and it came down to people who were "lazy to static the waves in Throne room". Static and radius come on, use some of the properties that we have "Pickup Radius".
    Posted in: Wizard: The Ancient Repositories
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    posted a message on The Ninja Wizard Build Revisited
    Jaetch: ".... Illusionist and Force Armor enough to let you spam Teleport and Mirror Image"

    I've always fancied the Mocking Demise rune, however its shifting can either cause trouble or save oneself.

    As far as this goes, I believe truly in Life Regeneration, I was a big fan of that, I remember Week 4 I played Witch Doctor with 2.4k Life Regen AND 9.3k Thorns while using a Passive (that I will mention therebelow) and I cannot wait to see how we can gear Life Regeneration (I really dont mind having an entirely different emphasis in gear, as I believe that when one uses a Passive, it should be a "Gear-oriented motivation".

    What do I mean by that?

    i) It's like "One with Everything"< so we seek to identify a Focus Resistance.

    ii) It's like "Vengeance"< so we (for that, I mean especially myself, I do not simply go by its default advantage, I actually have a gear slot that has Health Globe Bonus and Pickup Radius to boost the Passive's tooltip.

    iii) It's like "Critical Mass", we take into account as much as we can, the critical hit chance (chc), gradually increasing it to better our "CM rotational skills".

    iv) Fierce Loyalty ... (Audience goes: What is this?) This is one of the listed Witch Doctor skills that we end up rather abandoning because "Life Regeneration and Thorns" turns out to be among two of four statlines/properties "put off to the bottom of the pile", that "seemingly" or "rather in actuality" affecting our gear to be "Sheet-DPS oriented" (aka "It's all about the numbers, unbuffed or buffed).


    Here's what I like about where this video or the direction in which OP Jaetch is taking us, I await for more awesome shows regarding this build.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on The Ninja Wizard Build Revisited
    Dear Awesome Jaetch,

    I remember making my wizard wear a rare chest that went all the way to 800 total armor defense with 1 open socket, as well as 1 rare amulet that had an open socket. Both of these sockets, I used a star or higher green gem at the time, to boost my dodge chance % all the way to 33.4%.

    My oldest theory that I put into either Critical Hit Chance theories, or Block Chance, or even Dodge Chance (as your video and caption mentioned about Dodge as being vital. I always told my friends or suggested about the total chance of "1 in 5 (20%), 1 in 4 (25%), 1 in 3 (33.5% to 35%), 1 in 2 (50%) for virtually any class... of course one could always end up between 39.5 to 45% and still do just fine comparing to actually hitting exactly 50%.

    Anyhow, I really enjoy your emphasis on dodge for Wizard as I did use Dodge Chance as one build long time ago, like a 50k HP with 33.4% dodge chance, of course I never went into such detail of SKILLS, I thoroughly enjoy your awesome creativity and guidance every time I see your name.

    We will definitely soon see this in action more and more. I have always loved dodge chance as an "extra pool" when I had used Crystal Shell, not only was I already spamming that ability, I am mitigating with the dodge chance, almost doubling its effect (not that the math sounded anything correct) but it just made my wizard seemed awesome especially for Stonefort and Fields of Slaughter at the time.

    Let's keep our Wizard strength going! Cheers!



    EDIT

    Current Main:

    US WiZ (PL 90) CM

    Strength: 322
    Dexterity: 675 (23.5% chance)
    Intelligence: 2951
    Vitality: 1034

    +471 Resistance to All Elements
    Armor Rating: 4030 (with Enchantress' Armor Buff, and AFTER Glass Cannon activated)
    DPS (with GC): 279790

    I, too have an emphasis on having close to 25% dodge chance.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Need advice on Monk builds and items
    Quote from pylorih

    So what are People playing for Monks these days?

    Before I stopped playing there was a 1H monk weapon that was mandatory basically for them.

    Now I saw at the top an odd build with a 100dps weapon which doesn't make any sense.

    Anyone here able to catch me up quick?

    OP, you might be seeing some people who simply play "Support Monk" role. Or another temp build is that, they are just simply pulling mobs together until they are satisfied.

    Support Monk is basically the role of staying alive and providing "boost of DPS" via having Guiding Light passive and some healing skills in the bar, cyclone strike as well to pull them in.

    The only common mistake is to over-do the cyclone strike on "Fire Chain affix" and killing especially the Wizard or WD.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Looking for some improvement
    The updated mix builds better consistency (The Ruby was also updated, so your "Average Damage" will be increased, it was done to enable the mentality that Emerald in Weapon is not the LONE choice)

    Of course, unless you're going on hard-hitting to better your Life Return from your Crit Damage numbers, back when people played Loaded for Bear, and stuff to snipe things down (Yet... I still remembered how many people die to the animation teleport of a single Phasebeast, before it even finish its swing, and 1-shot dead, this is just without activating Shadow Power or Smokescreen due to "lag" or whatever excuse. Mine was at least 2-shotted unless it's an Elite Pack Phasebeast)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Looking for some improvement
    1) On your Manticore (unless you're playing "one-shot high crit numbers") you should change 1 gem to Radiant Star Ruby.

    My own way of improvement is when you should try to maximize your base +Vitality on slots that you want +vit on.

    1) Shoulders: 200+ dex / no less than 62-vit / etc...

    2) Inna's Pants: Yours is nice with that +vit, but now you want more offensiveness as well.

    >>> 162+ dex / 62+ vit / 9% IAS / 420+ default armor defense

    3) Nat's Boots: 224+ dex / 62+ vit / 76+ AR / 5 or 6% Melee Dmg Reduction

    4) At some point, you'd probably craft your Dex Bracers, so this is why I want you to improve your base +Vitality in the other defensive slots so you don't feel pressured like this to leave your current bracers "locked up".

    5) Your amulet is pressured at max crit hit chance, I mean this is great if you balance the other statlines/properties as well.

    6) Witching Hour, stat-wise you're pretty decent except for your "39% CHD" can go much much more.

    7) Your Quiver, that thorns is taking away the more crucial stats, like more Dex :)
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Healing changes
    Quote from miles_dryden

    So, obviously the information in the datamined class changes is pre-beta so there's no telling what will change. Just getting that out of the way.

    I noticed that pretty much every skill and passive with a healing component (including a lot of them that previously worked based on a lifesteal-ish effect) have been changed to scale with your bonuses to health globe effectiveness from gear. This change makes a lot of sense and I have no problem with it.

    So...why don't they just change the name of the affix on gear to something like "Healing Bonus" or "Healing Power", or similar. That seems a lot more explanatory considering what all that bonus can do now.

    I dunno, it has no real effect on gameplay whatever it's called, it just occurred to me that they could make that a little simpler and I thought I'd throw that out there.
    Quote from ChaosCode

    Its a good point. +1 from me :)
    Quote from maka

    Quote from ChaosCode

    Its a good point. +1 from me :)

    I noticed that you wrote "+1" but didn't actually gave his post +1 (that green arrow at the bottom of his post) :P


    ^ lol... and i loved Health Globe Bonuses, since 1.0.3, sorta, i remember buying a shoulders when i saw 10k health globes... especially for DH, for Vengeance passive...

    and then there's always 0-dog ( i did in mid-Feb .. then was just a small turning point of prices )

    i love health globes..
    Posted in: Diablo III General Discussion
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    posted a message on How to upgrade my CM wiz?
    Again, I'm not saying it's the ideal, I am saying I am trying out another build, I do have Nat's Ring + Nat's Boots as my US Combo, and I do have both Crit Storm Crow or Crit Mempo for the main US side to switch for.

    EDIT #2: I just thought that it'd be nice to discuss about how Crit Storm Crow is one item covering two aspects (the LoH + APoC) and ofc the CHC, but I wanted to "challenge myself in fixing up both the LoH and APoC, especially the LoH in a different way, and actually also using the BT Amulet as a DPSer (since i want to really know why the CHD & CHC BT amulets are so expensive for a reason and I saw why after I tried this "weird build") than a pure-freezing cheap way because the "non-Crit Hit Damage BT Amulets aka the plain CHC BT Amulets" are also considered for really budget builds.

    Besides, it only makes one think more on how to set it up towards 2.73xx while still having the LoH (until you craft a gg amulet that covers that base), or until you have budget for a gg-LS Black Damage Weapon, infact it's not even so much about the budget but whether the "market" has the right non-Chantodo's for you to use to not make you lose in some way, whether defensive or offensive.

    I just wanted my other side to be different, initially i started out with all the standard ways, the Crit Storm Crow, then the Crit Mempo (of course mine's not 6, so I could change it up)


    I don't know why people dont bother trying other pieces of gear, it's almost like saying the Tal's Chest doesnt suit the Monk builds, or the 2-2-2 Monk setup (IK + Nats + Inna's), all those are just different ways to gear, if I reach the same goal, and not lack too much, it works, there are many out there that mix it all strange and lack eHP.

    And yes, I want to note and admit that I am sure everyone has had the time when they missed 1 slot of AR before people realized how to use Rare Bracers, and normally the Gloves slot is not easy to get the AR either initially, and if you ever did, you locked it up. And then some people would obviously not miss the AR if you happened to go with the 3-pc Zuni (in which then you force the IAS on another slot)

    Anyways, I really honestly can say the same for people who went for Tal's Chest on Monk, or again that 2-2-2 monk setup whether budget effective or not, it doesnt matter because the "Standard Legendary items" seemingly suits the way to play.

    EDIT #3: Since I am not using my Nat's Boots, i am using my previous AR Zuni Boots, so it'll match but almost the power of Crit Mempo in terms of the INT loss, and my Crit Nat's Helm happens to also have 193-int, of course that's for "my case", but I am listing it out so that you realize how much I am really losing in terms of Primary Stat.

    To make EDIT #3 more clear: My Crit Nat's Helm has 193 int, my high-AR Zuni Boots has 152 int (this is semi-low int) but Primary Stat adding both together, seemingly makes it less apparent on how much I'm losing compared to the "standard builds" except the IAS and AR and the Life%. The Life% went to the BT Amulet, the IAS went to the BT Amulet, the major loss would be that AR. For those who favor Crit Storm Crow, then the AR issin't going to be questioned.

    EDIT: And also to note, like i mentioned again, some people still end up with 3k to 3.3k armor at the end which doesn't seem to fit the "optimal mitigation values" :) I know I have seen ALOT of people with this.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wyatt Cheng on Negative Effects of Inconsistent Health Pools, RMAH Delay Issues Resolved, What Business Would Each Follower Want
    I really enjoyed reading that Health Pool article.

    Latter half of #1 and the whole of #2 reminded me of many things:

    a ) One time, I was in Keep Depths 2 (Edit: or was it 3, probably 3 now that I think about it) in the starting room of one of the random mappings, I was immediately engaged by a set of Tongue Fast moving Elites (Arcane, Waller, Mortar, "Fast" or something) I was on my WD at the time, and I, would try to dodge the beams and the mortars, while escaping from being trapped by walls while the beams swipe all over the place.

    I died after a pure 5-minutes battle of being a Poison Darter Zombie Bears build, this was before Carving Knife existed, so it was much tougher to handle the situation. I stayed inside this semi-big room the entire time circling around the four walls of the room space, diagonally cross from one corner to the other when i get U-walled.

    But this process made me play my DH better.

    On a further note,
    b ) #1 and #2 made me thought of "back-in-the-day" Horde + Mortar, it was like instant-gg (especially when they are not all packed together or not-in-sync together (i mean it still hurts obviously if they all shoot at once but random times are much more annoying because you have to dodge each one differently)

    Ahhh, those rather "painful" memories.


    I just thought I'd like to share this, makes me laugh a little inside of how "fun" the game seem to be when you actually take the challenge instead of "standing on the inside range of mortars to take nothing" like it was also clearly pointed out in your points.
    Posted in: News & Announcements
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    posted a message on How to upgrade my CM wiz?
    Quote from Goldkirby

    I still think for chant users, mempo with apoc source is the ideal way to go, along with a nat's boot + ring combo. It's probably the easiest way to reach 89% mitigation, and the reduced damage from melee from nat's boots is very nice. It's also easier for me to maintain 2.73 since the helm has ias on it. That way I don't necessarily need IAS in the bracer or ammy slot.


    For 2.73xx, just for your information (no argument, just to verify your counting.

    9 from chest, 9 from gloves, 9 from rare ring OR nat's ring + 9 from belt, 9 from source, 9 from Lacuni
    = 9 + 9 + 9 + 9 + 9 + 9 = 54%

    + 9 from helm = 54% + 9 = 63%, you're actually still short of 3% for a 0.25 Chantodo's Will. [Note: I bolded the above thing for you]

    Yeah I use BT Pants, unless you're using the Inna's Pants, then yes you can put less work to the Amulet but not really for the Bracers.

    BIG EDIT: I guess a second speed ring slot (cheaper) like a Speed Litany [placeholder method] would let ease to an easier time for the bracers slot.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on How to upgrade my CM wiz?
    Quote from Goldkirby

    imo, nat helm + ring is only worth it if you have the following:
    Nice Int trifecta ammy with LoH OR AR
    Zuni boots with 70+AR and armor or double vit and tri-pox.

    You also need an apoc source for a nat's helm, and those are expensive. You will also need ias on bracers to reach 2.73, so you are stuck with lacuni's.

    Nat's helm is the hardest to gear to work correctly, and to make it competitive with mempo, maybe even more expensive. Storm crow is the easiest/cheapest, and you can find nicer EHP chant forces for the price compared to apoc forces.

    I still think for chant users, mempo with apoc source is the ideal way to go, along with a nat's boot + ring combo. It's probably the easiest way to reach 89% mitigation, and the reduced damage from melee from nat's boots is very nice. It's also easier for me to maintain 2.73 since the helm has ias on it. That way I don't necessarily need IAS in the bracer or ammy slot.

    I still choose to use lacuni's atm because I have no usuable trifecta ammy (just a couple of trash ones I crafted), and having 24% movespeed is nice.

    EDIT: However, that being said about the Mempo, I truly believe that storm crow is the true endgame helm for CM wiz, because then you can use lifesteal swords or daggers and still get enough apoc with the source and crow helm. Going the 300k dps dagger/sword route also lets you relax on defenses a little bit (still need 87-88%) and stack HP instead.


    Yeah I just wanted to make it different for my EU side.

    1) BT Amulet + BT Pants make that 2-pc bonus work for that HP issue (yeah this gets expensive if you make a true non-pure freeze BT Amulet [in which a lot of people use that when they just want to pure-freeze role, kinda like the pure-buff Guiding Light monks]

    2) Yes, my rare ring in terms of +int is comparable to a non-Average Damage Regular Crit Pox.

    3) Crit Nat's Helm has the high +Armor that also helps with people who I've seen gear between the "rather low" 3k to 3.3k Armor "somehow" (and no they werent using Glass Cannon, they somehow don't know how to get the +Armor on top of their standard AR requirement to have the "optimal mitigation values" that some people here tend to use those "84 to 89% mitigation" things.

    EDIT: I actually find that this total Armor Defense Rating the most common mistake, not about the All Resistance part. I always see really low Armored, especially those people who never went for the Armored Tal's Chest at low Paragon Levels, they went for the "AR Tal's only good for expensive ones", you lose double vit, you lose +Armor at the beginning, then you gear it all weird and already start out with really low Armor Rating, I've seen some Wiz go down to 2.9k to 3k as a CM, their gear looks fine, it's just that they dont know how to make things go hand-in-hand, and I see them only knowing about "Vile Wards", making it work "the hardest".

    4) I didn't say that mine was a low budget but it is actually pretty easy to get to 2.73xx with Nat's Helm. And for me, I have +442 AR from gear alone with that Nat's setup.

    EDIT: I have 201k unbuffed as a low Paragon, and my next point (#5 i'm still short of DPS from my source) will show that I can still be a lot more unbuffed, of course this not your typical near-ending 300k+ DPS setup, unless you start slacking some resistance. And when I mean slack some resistance, I mean at endgame using the boosted base Int from being a Paragon 90 to 100, and then using your overall Int to give you the bare minimum AR instead of having 1 slot of AR (yeah I know people do this quite often)

    5) Yes I do have an APoC source on my EU Wiz and it was still relatively cheaper as the Average Damage on my 9-APoC source, can still give me at max around 11k more dps if i get a much much much higher Average Damage roll.

    6) Yes I totally agree with the Crit Storm Crow in your EDIT is the true endgame to open up room for the Lifesteal Black Damage Weapon, but I was just trying to make my EU side different from the US side, to make the game interesting for me.

    7) Stuck with Lacuni, I don't mind Lacuni, I know 24% MS issint quite necessary but I actually prefer sidestepping faster whenever I am doing my CM rotations, one this keeps me awake, and two you can easier "move against" a beam, instead of taking a full 2-second blow as each swipe you, if somehow they placed some before you started, or that Fast Affix messes things up to get them to cast in-between cc's.


    Anyways, I'm just having fun with builds, it works and my EU wiz at Paragon 36 has 688 or 689 total res after adding Int (EDIT #2: my poor crafted Int Shoulders has +54 AR and +111str so i'm also not at 700+ yet), and 3852 armor (not including Enchantress because I finally turned to the Scoundrel), yeah I am using my previous Zuni Boots with the rare ring (almost comparable to the non-Average Damage Crit Pox because I still need the IAS on that slot, like you said, the speed from Nat's Helm loss so it troubles the non- Tri Pox (now this one is REALLY expensive, which I don't have).
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Recently returned, where to go next?
    GEAR BONUSES
    +2387 Strength
    Critical Hit Chance Increased by 32.0%
    Critical Hit Damage Increased by 420%
    Attack Speed Increased by 48%
    +523 Vitality

    HP @ PL 54: 38.6k (after Perfect Star Amethyst in Helm)

    Note (which you know very well): Your current resistance: 80 + 73 + 74 + hmm... where else (you'll have to decide how to make your "Defensive Slots" more defensive while at the same looking rather offensive, the trickiest part for the barb)


    Okay now that you have already have a "rather use-able" "Str-ish" Shoulders (aka your current 199str/53vit/80 AR Vile Ward), the most ideal upgrade (which people emphasize on) is to go with:

    1) Vitality Shoulders, and hope for a Barbarian upgrade

    2) Once you've completed #1, you can change at the very least the VIT GEM in your Ice Climbers to a STR GEM.

    3) Your mainhand's Average Damage needs work even though you have all that 109str/78% CHD/2.7%+ LS.

    During your Fields of Misery, I hope you entered the Decaying Crypt whenever possible, I'm sure you do.

    4) Your amulet could obtain " xx - xx Average Damage " like both your rings do, on top of its current stats, probably losing slightly on that 100% CHD.

    Other people can help you more.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on A big thank you to Invis!!
    Quote from Hiem

    For making monk not suck with your current spec on Shakespears!!

    Hats off to you for the most enjoyable monk spec I've tried, finally something with enough spirit gen to use bells like they should be used, and enough dps to get solo elites, trash mobs and goblins down without issue, bonus for being a spec that should work great in the xpac with the buff coming to dashing strike and bells not pushing things all over the place.

    Thanks again,

    Monks +1

    I'm glad you enjoyed the awesome build(s) :)
    Posted in: Monk: The Inner Sanctuary
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