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    posted a message on Energy Twister Wizard (Torment VI)
    I'm using these two now ( energy twister and mirror image). The twisters are everywhere. I'm not using raging storm rune, though. I'm using Gale Force rune, it gives 15% more fire damage. The images themselves are not doing a lot damage, that's true. But they make the twisters travel all over the screen. And with slow time (time wrap rune), the mirror image technically give you 25% damage boots up if you're using fire skill. If you have enough cooldown reduction, it'll works perfect.

    and I think energy twister isn't very good at killing elites pack. But we probably won't have enough AP to cast two skill in the same time. Here is the part 15s cooldown meteor kicks in. It deals great damage and don't need too much AP.

    This is what I thought about energy twister build, but I never test it on high torment difficulty. ( work perfectly on T1 ) :) Maybe you can test it out?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Energy Twister Wizard (Torment VI)
    Have you tried energy twister + Mirror image? and have some area damage. You can let the mirror image kill all the withe monsters for you and you just stand there and watch. :)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on I really hope this is a bug...
    why would anyone want to pay for this? If you have money to buy this, why not just buy a expansion? It doesn't make any sense.

    If reduce level requirement is a bug property, why bring it up now? isn't it there in the game all the time? or, Level 44 character using a highest level gear before expansion is totally OK, but it somehow become a big deal when expansion comes out? I just don't get it.
    Posted in: Diablo III General Discussion
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    posted a message on nothing

    I didn't read all of it. ( it was too bright ) But I assume that everything you said was runewords? I don't think runewords can make the itemization better, in fact, the itemization will be more complicated and even harder to improve. Even in D2, only few of them are useful. It was liked itemization in D3V. Spirit made every casting shield trash. Infinity, Enigma was way too powerful, like Echoing fury. Every unique weapons were trash compare to Grief and Faith. The only Paladin shield I remember after runewords is Exile. Runewords was a item system that complete out of control.

    The mechanism of drop is more like a dice not a coin. I think you need to know more before you talk about it.

    Posted in: Diablo III General Discussion
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    posted a message on Full Uncut Nephalem Rift Run (Torment II)

    Thanks for clearing that up for me. :)

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Full Uncut Nephalem Rift Run (Torment II)
    It's just that the current difficulties make me kind of confuse. From what I experienced on the PTR, you don't have to play the highest difficulty as possible. The rewards are really slightly different and it's great. I mean, the monster power thing is a torture to me. I had to keep gearing up my characters for better rewards. In the video, I saw that Jaetch was playing on T2 and it wasn't really fast or efficient ( no offense ). It makes me wonder if there is some kind of reason that he picked this difficulty. Like the reward is actually much better than I though, so even he wasn't doing the Nephalem Rift fast but the sweet rewards make everything worth. And Torment is just another monster power system, I have to keep gearing up my characters again. The efficient way of farming wasn't the thing I was trying to find out. Sorry about the confusion. :)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Full Uncut Nephalem Rift Run (Torment II)

    was that necessary or important to farm Nephalem Rift on T2? I mean wouldn't it be better if you farm on the difficult that you can one shot the withe monsters? Because from my experience on PTR, there are only 2 or 3 difficulties actually mean something, normal, T1, (or expert if I have the expansion). The best way for me to farm is pick up the difficulty that I can clean the withe monsters in 1 - 2 multishots and stack magic find as many as I can. Does the Nephalem Rift make any different?

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Immortality on Monks reachable ?

    I don't think this is game breaking at all. It just gives you better chance to survive. I use Mantra of healing a lot and I have 20 spirit regen per second, I can keep activating it as many times as I want. But you still can be killed in many situations. Beside once you have good enough DPS, this mantra kinda becomes useless. From my experience it's not that powerful at all, just a back up option if I die too fast in a fight.

    Posted in: Diablo III General Discussion
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    posted a message on A little Heart to Heart about RoS...
    I think this is kinda fit the dev team goal. Everyone is using different gears and builds, no more cookies cutter builds. The problem is they completely remove my goals playing this game. Let me say that I'm planning to play a fire skills Demonhunter now but the fact is I can't plan anythings. All I can do is play the game, pick up the loots, fool around the skills base on the loots I've got, move forward to higher difficult. That's it. Actually brainless. Yes, I probably can play all the builds if I spend enough time on this game, but what's the points? It likes I want to go to Paris, I buy a fly ticket and go to airport, have a fly then having fun in Paris. But now I can't go Paris like this, I buy a fly ticket go to airport, take a fly then I'm in Tokyo, yes sure it's fun place, but I want to go to Paris! Finally after all the flying beyond counting, I got to Paris. After few weeks, I want to go to Tokyo this time 'cause Paris isn't as fun as I though. Guess what, I need to take those totally unpredictable fly again. Great. How many times I need to travel around the world before I get to the place I wanted? I think this is a very hard problem right now, it can't be fixed with number changing, higher drop rate or lower drop rate, no essential difference. Right now everything is individual due to BoA, the real thing I'm looking for is a way to somehow translate the thing I don't want or I don't need to something I'm asking for. Of course, it's not trading. That's obviously. A better and more complicate crafting system maybe, only time can tell.
    Posted in: Diablo III General Discussion
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