Once you get your gear itemized properly, you will be doing a lot more damage with Blizzard (Apocalypse) and Hydra (Mammoth)... Usualy, in T6, I cast 1 blizzard on top of a pack of white mobs and they die before they reach the border of my screen
Elite packs, 1 Blizzard + 1 Black Hole (Blazar) and they're done for.... add Teleport (Whormhole) + Illusionist passive and it makes your bounties go really fast!
- Heavendenies
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Member for 12 years, 3 months, and 21 days
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Drildgen posted a message on Forgo damage passives with Firebird?Posted in: Wizard: The Ancient Repositories -
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BDF2000 posted a message on Forgo damage passives with Firebird?Most damage passives just aren't worth using at all,Posted in: Wizard: The Ancient Repositories
Conflag doesn't work with firebirds because your crit chance for the dot is snapshotted before the debuff can be applied
EE isn't usually worth it since most weapons worth using don't give you the option to not have fire or holy damage.
Unwavering Will is useless because you're always moving.
Glass Cannon CAN be useful, but I find it often better to run glassy in general with dps stats on gear as opposed to being tanky enough to feel safe with glass cannon.
Audacity is bad for the same reason Unwavering will is, not to mention zei's leg gem.
Arcane Dynamo is useless since you don't use sig spells and even if you did the dot will not benefit form this passive.
Cold Blooded is cold.
So yeah, wiz has really poopy dmg passives in general, but doubly so for dot damage. -
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tiddlesOZ posted a message on Forgo damage passives with Firebird?It depends if you just want to run T6 rifts all day then damage passives are great for clear speed but in high level GR's you'll want anything that helps you not get one shot. Although once past GR40 or so you may want to switch back to damage since just about everything will one-shot you no matter what.Posted in: Wizard: The Ancient Repositories -
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TrueColdkil posted a message on Do all cold skills apply a 'chill' effect?Most of them, but not every one. Specifically for DH, Strafe with cold rune doesn't apply the chill effect with the ranged shots but it does apply it with the ground aoe it leaves (as stated by the tooltip).Since it's the only case i know of, it can be a) a bug or the ranged component is still physical damage. in any case something just sounds wrong here since all other skills work in the same way and this is the only exception i know of.Posted in: Demon Hunter: The Dreadlands
As per weapon shots, if the weapon has cold damage normal shots will apply the chill effect, but firing a skill will overwrite the damage type thus won't apply the chill effect. -
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sepercrod posted a message on [2.0.5] - Testing the MASSIVE Grin Reaper Buff!I tested mimics with a Tall Man's Finger fire dog-only pet build in solo T5. I didn't expect to replace my Mask of Jeram, but it was interesting to play around with it.Posted in: Witch Doctor: The Mbwiru Eikura
Link for gear: http://us.battle.net/d3/en/profile/sepercrod-1543/hero/2231726
My gear (if not updated): TF, Uk Serpent, Tasker (50%), 2 pc Blackthorne's, Cindercoat, SoJ, TMF, and a Grin Reaper (hp socket)
My Stats: 8800 Int, 52 crit, 375 crit dmg, 1.88 atks per second, almost 500k hp ... 30% dog dmg, 74% fire dmg, 40% elite dmg
My most used skills: Burning Dogs / Spirit Walk (mana), Soul Harvest (languish), Horrify (armor) / Vampire Bats, Nado
Passives: Fierce Loyalty, Midnight Feast, Zombie Handler - Frequently I switched between Grave Injustice and Pierce the Veil to see damage differences. I typically prefer GI for control although I honestly don't NEED it with this many options. Pierce the Veil upped the damage of everything - me, mimics, and pet.
Replacing the MoJ cut my dog damage almost in half which brought it down to 35-50 per crit (add about 10 mill to that with Pierce the Veil). I normally use a Flayer for Addling Toads, but for the purposes of this test I used a Thunderfury to spread it's debuff from myself and the mimics with constant Nado / SoulHarvest (languish for reduced move speed / atk speed). This was also more effective than using a Burning Axe of Sankis as far as damage output from what I could tell.
The mask summons 2 mimics at once for a duration of around 5 seconds. I couldn't tell what the internal cooldown on mimic spawning was and maybe Grave Injustice influenced that. It seemed like they were up for every other pack although I wasn't clearing quickly. You must be the one attacking to spawn them (although you can spam skills in town and they will appear) as I found out that running around while the dog did all the work wasn't working. They used every skill they had access to and seemed to prefer offensive abilities to defensive. Rarely they used spirit walk, and didn't use any abilities while they were running around with it. Sometimes they seem to choose abilities at random, but when they spawn while you are attacking, they tend to stick with ones you are currently using such as Toads or Bats or Bears. If you know which abilities WON'T be used (such as pet summons and long cooldowns) then you could limit them to a smaller set to direct them.
It's too unreliable for constant Nado spam like I was hoping for, although it was nice when several were up. If you're looking to use them for control then your mileage may vary. Having lower dmg skills on your bar is not advised - since you want them to add as much dps as possible. For the purposes of this build, Vampire Bats and Burning Zombie Chargers were significantly more effective than Firebombs or Flaming Darts. Seeing them running around while channeling Vampire Bats was an interesting mix with my dog's fire aura, and the damage ramped up when we all focused down a single group. I think narrowing down their possible skills is the best way to get them to focus on higher damage.
They weren't up all the time, but they were around often enough to make using them fun and interesting. I still solo'd a few T5 rifts just as easily although a little slower than usual, but nothing bad. I'm not sure how effective they would be in higher level grouping situation in T5 & T6. I would like to see more people give them a try and post their results. -
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DiegoF posted a message on Need guides and comments on Current DH Gears/Builds for further improvement :> (Hope my Thread helps all DH too ^^)You dont need archery with 1h xbow because Sharpshooter is a better option for it (since you are losing 1% crit only, but most of the time you will have more crit chance). But since you dont use sharpshooter either....there is something wrong here....Posted in: Demon Hunter: The Dreadlands -
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Saphyron posted a message on Zoo Bulid and zunimassa setPosted in: Witch Doctor: The Mbwiru Eikura
Don't spread misinformation.Quote from Girltoy69
Class specific sets in torment+ is a lie unless they've changed it recently. Me and my guildies have found plently from doing bounties on normal + killing elites along the way.
It is a long time ago they announced that class sets like zunimassa, IK , tal Rasha, inna's and natalja's will only drop from torment and above
http://us.battle.net/d3/en/forum/topic/12189178940 -
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Badglad posted a message on Demon Hunter stat weightsYou want to stack some CHD while stacking crit, roughly 50% CHD for every 10% crit. Makes no sense to be critting if it's not for big numbers right?Posted in: Demon Hunter: The Dreadlands
AS is nice, but certain skills (grenades, cluster arrow, multishot, etc) just don't scale with attack speed as they do with other damage stats. If you can't get dex, average damage, crit, crit hit damage, or elemental %, go for AS -
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Badglad posted a message on Demon Hunter stat weightsPosted in: Demon Hunter: The Dreadlands
This is pretty close for DPS, completely off for survivability, but that's probably because it's old.Quote from Heavendenies
Although I'm not sure how reliable they are. Noxxic has these stat weights for the DH.
DPS: Weapon Damage > Dexterity > Crit Chance >= Crit Damage > Attack Speed
Survivability:Resists = Armor > Dexterity = Vitality
Weapon damage > Dex > ~50% crit chance > 50% CHD per 10% crit > Attack Speed. Fire and Physical % + modifiers are of equal importance as CHD, but worry about those more when you have decent gear and need more power %.
Survivability = Resist All > Vit > Armor, I'm not throwing DEX in there because you're retarded if you're using straight VIT gear for a DH. -
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thatFPGAguy posted a message on Heavenly Strength tipI spend all my paragon points on plus movement speed. (I'm only paragon 167). I suppose if I was doing UBERS I might spec to all +str, but for doing bounties, it's pretty nice to move as quick as possible. Also as Heavendenies said, shield bash is a great gap closer if you have an enemy to target.Posted in: Crusader: The Church of Zakarum
Isn't there a legendary that removes the movement penalty? Granted, leg drops are RNG. But I never thought I'd find a thunderfury and yet I found one before the expansion even went live. (Unfortunately I was lvl 47 at the time.) - To post a comment, please login or register a new account.
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Very good long range damage. My Spirit Barrage actually fills my mana pool, from there I cast how ever many Haunts I need, then throw Acid Rain out there. From there I wait about 6 seconds and recast the Haunts and Acid Rain.All while continually to cast Spirit Barrage
Here's my character:http://us.battle.net/d3/en/profile/HeavenDenies-1161/hero/3415138
As you can see the only 2.0 gear I have is the Hellfire ring. So I would wager this build would work even more if the gear supported it.
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