I feel like you totally misunderstood or misread his question.
- Limdul
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Member for 11 years, 10 months, and 18 days
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Doc_Skillz posted a message on The Swami & Obsidian RingPosted in: Site Feedback -
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Bagstone posted a message on Open letter to BlizzardPosted in: Diablo III General DiscussionOkay... thread locked. It just derailed into name-calling and discussing who's the bigger troll, and OP entirely missed out on actually engaging in a thoughtful debate - and many of you seem to want to chime in on some Saturday forum spam. If you suspect behavior that's against the forum rules, may I remind everyone to not respond to it but report it. Had to delete quite a few posts for that reason. Thanks.
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knightofthorns posted a message on Diablo 3 is no more an RPG game, its more like an arcade fight game.Posted in: Diablo III General DiscussionDiablo series has never been RPG. A better term for Diablo-like games is "dungeon crawler".
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Jaetch posted a message on Greater Rift level 70 (4-man) - Wizard POVPosted in: Wizard: The Ancient RepositoriesI haven't been around much due to:
1. Work and IRL obligations
2. When I'm free, too busy playing the game
But anyway, I've been wanting to record higher level wizard group play for a while because there aren't a lot of resources/footage of it out there. I keep forgetting, but no more! Finally got to it.
Spec:
TL;DR:
Disregard ALL defense. Your defense = witch doctor + crusader. DPS all the way. YOLO.
Rotation Details:
From the build link, this is the cycle I generally follow to the best of my ability. Yes,
sometimesusually the buff bar is uncooperative and you won't be able to track your Tal Rasha stacks, but you're going to have to develop an internal clock for timing the stacks.
Tal = Tal Rasha stacks
F/R = Focus and Restraint stack
- 5x Electrocute (1x Tal, 1x F/R)
- Hydra (2x Tal, 1x F/R)
- Blizzard (3x Tal, 2x F/R)
- 5x Electrocute (3x Tal, 2x F/R, initial F/R stack refreshed)
- Hydra (3x Tal, 2x F/R)
- 5x Electrocute (3x Tal, 2x F/R, initial F/R stack refreshed)
- Star Pact (4x Tal, 2x F/R, second F/R stack refreshed)
- 5x Electrocute + up to full AP (4x Tal, 2x F/R, initial F/R stack refreshed)
- Star Pact (4x Tal, 2x F/R, second F/R stack refreshed)
- 5x Electrocute + up to ~75% AP (4x Tal, 2x F/R, initial F/R stack refreshed)
- Star Pact (4x Tal, 2x F/R, second F/R stack refreshed) impact will be post-4 stack expiration
- Electrocute transitioning to next cycle (1x Tal, 2x F/R, initial F/R stack refreshed) you do this while the previous Star Pact has yet to land
- Hydra (2x Tal, 2x F/R)
- Blizzard (3x Tal, 2x F/R, second F/R stack refreshed)
- Continue/repeat
A note for the video:
Super easy Rift, but a clear is a clear.
In-game audio removed because we were talking dirty to each other.
RG took about 4.5 minutes to kill, which is too long. Something went wrong there and I have a feeling it has to do with Eskandiel's hitbox because this isn't the first time I noticed that he took an abnormally long time to die. Since it takes about 3 minutes for us to kill an RG on GR69 without a Pylon, either one or both of us really screwed up our DPS cycles on the RG (which I don't believe could have been that drastic), or Eskandiel is a jerk. -
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Jamoose posted a message on Grand VizierPosted in: Wizard: The Ancient RepositoriesThe Grand Vizier is definitely a solid option. I cleared a GR 50 solo eu ns using it and missed a GR 53 by 12 seconds.
I specced around Thunder crash so it's a slightly different playstyle than that of SS since you must be spamming meteors everytime you get the 4 buffs up. I wanted to post a build here using the build tool but it fucked me up and i lost most of the progress so i gave up and posted it on my clan's internal forums.
The biggest downside to this build in comparison to the SS spec, is that you have really low damage on the RG. With the SS build, the hydras can kill the RG in a few minutes. Using the Grand Vizier, it takes me 5 minutes to kill almost any RG which means that you have to have a good density rift and you need to pull a lot of mobs together before you start damaging them - Like seriously, pulling the whole fucking rift is your only option after a certain level (probably GR51 or so... depending on paragon and gear).
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Macalpine posted a message on Electric Eye - A guide for lightning wizardsHello everyone!Posted in: Wizard: The Ancient Repositories
The build:
http://www.diablofans.com/builds/1614-electric-eye
My intention is to update this guide everytime I find something new or a new constructive feedback is given by you guys.
Enjoy!
...
As a lot of wizards lately I was aiming for 6 piece Firebird to play with the fire build.
Then I came across a lot of itens which provided me a good amount of % lightning damage and decided to try it out.
This build is a result of some testing with the gear I had (FAR from optimal) and some suggestions for what in theory are good itens.
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SKILLS AND PASSIVES
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Skills:
Arcane Torrent (Static Discharge) -> This one is INSANE. The damage output is huge even in single target. It reminds me of the old Well of Souls Witch Doctor build with the upside of being REALLY GOOD for AoE.
Familiar (Sparkflint) -> 10% passive damage increase.
Alternative: Familiar (Arcanot) -> If you feel your mana regen is a problem, switch to this rune. Prioritize this instead of changing any of your passives to Astral Presence.
Alternative 2: Blizzard (Lightning Storm) -> It provides a good damage output (good, not great), and it will increase all your lightning damage dealt to enemies affected by the storm by 15%. This is an alternative because you want to spend your time casting AT only for higher dps output.
Teleport (Safe Passage) -> Survivability and mobility.
Alternative: Teleport (Wormhole) -> This rune saved me so many times from death I can't count. Also the better option for mobility.
Black Hole (Supermassive) -> The damage output is HUGE and the upside (as if the damage was not) is that it will pull everything together for your Arcane Torrent destruction.
Alternative: Black Hole (Event Horizon) -> I'd say that this rune is mandatory for higher content, as it provides GREAT survivability at the cost of some dps.
Storm Armor (Shocking Aspect) -> The dps loss without this rune + the stuns you won't get from Paralysis make this option unique.
Alternative: Storm Armor (Prismatic Armor) -> Survivability!
Alternative 2: Energy Armor (Force armor) -> Provides survivabilty if you are too squishy. Good for boss fights.
Magic Weapon (Conduit) -> Provides "infinite" arcane power. You'll NEVER starve as long as you hit something.
Alternative: Magic Weapon (Force Weapon) -> If you feel like your regen is enough with your Arcane Power on crit.
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Passives:
Paralysis -> MUST HAVE. Main purpose is survivability. As you are hitting with a LOT of lightning your opponents are often stunned. (Bonus: Every 30 seconds you'll summon shadow clones from Haunt of Vaxo).
Unwavering Will -> MUST HAVE. Really good! When you are in a rush situation (lower greater rifts, for instance), it won’t make any difference. At higher Torment you’ll have to stop and dps in most situations. I’m almost getting into the point where I set this as a MUST HAVE passive.
Illusionist -> Movement speed + reset for your Teleport can be really good to escape death.
Blur -> Survivability!
Alternatives:
Dominance -> You'll kill a lot of things...and FAST! This passive will provide you a shield for every enemy killed (up to 10). Not good during most boss fights thou.
Glass Cannon -> Damage at the cost of survivability. Really good at lower Torment.
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GENERAL COMMENTS
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About itens and attributes:
1. Always try to get % Lightning damage.
2. Focus on attack speed. Reason? Attack speed provides more hits which means you’ll trigger Paralysis more often. Also it plays really well with Arcane Power on crit and life on hit.
3. As there's no item set in the game in favor of lightning skills, choose whatever you want between Cain's (Attack Speed), Vyr(Intelligence) , Tal Rasha (Intelligence), Firebird(500 Intelligence)….. Or stick to a good item with +% lightning damage.
4. If you want to have % damage for a skill, choose Arcane Torrent, not black hole or any other.
5. Ice climbers are always good.
6. RoRG is not a must have in this build as you won't be focusing on getting more than 2 parts of any set (maybe Aughild's).
7. Speaking of Auguild's, it is the best set to aim for. Craft it until you perfect it.
8. 2 handed builds are good, as they provide a decent dps, but I miss the stuns and arcane on crit. I guess it is a matter of taste.
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LEGENDARY GEMS
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Legendary Gems:
Sometimes a matter of taste, but so far:
1. Wreath of Lightning
2. Mirinae, Teardrop of the Starweaver
3. Bane of the Powerful
4. Bane of the Trapped
Being tested: Zei's Stone of Vengeance.
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PARAGON POINTS
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Core:
1. Movement Speed
2. Max Arcane Power (can be switched to intelligence if you find yourself confortable with your arcane power regen).
Offense:
1. Attack speed
2. Crit chance
Defense:
1. Resist All
2. Armor
Utility:
1. Resource Cost Reduction (focus on Life on Hit if you find yourself confortable with your regen).
2. Life on Hit
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HOPE YOU GUYS ENJOY!
ANY FEEDBACK IS MORE THAN WELCOMED.
BIG THANKS TO BLACKMORGRIM FOR THE THEORYCRAFTING.
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UPDATES
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2014/10/09 -> Added T3-T6 guide.
2014/12/09 -> Removed the lower torment part of the guide. Testing, the skills mentioned were not as effective as the ones used at higher Torment. Instead, I’m offering alternatives to skills/passives.
2014/17/09 -> Changed some skills, runes, passives and gems after testing and theorycrafting. - To post a comment, please login or register a new account.
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Current build:
6 TR + 4 del (5+3+RORG)
Lightning signature (piercing orb)
Blizzard
Hydra
slowtime, arcane as highest +elemental damage
No meteors but that slowtime damage with the 600% from TR is hilarious
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After trying out the new TR set I quickly noticed that the stacking of the damage buff is kind of awkward. It is not possible to keep them up, just to refresh up to 4 and reapply when they fade.
2 Questions:
1 Is it considered best to just get 4 stacks back up ASAP when they drop (which means casting a hydra eventhough it's already up). Or would is be better to refresh when the time is about to run out?
2 Depending on the party set-up I sometimes have so many buffs that the TR stacks are not shown. Is there a way to fix this?
PS: It's an interesting set which gives a different playstyle but keeping the stacks up, with the current mechanics, makes me feel like healers in WoW. I spend more time looking at the little box with the stack count than I do at the rest of the game.
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The 1:10 ratio is of importance when comparing crit chance WITH crit damage.
What the rule says is that if your crit chance is lower than the 1:10 ratio that crit chance is more valuable than CHD.
If in turn your CHD is below the 10:1 to crit chance then CHD is more valuable.
It's not that your DPS magically goes up when you hit this ratio, it simply means that it's most beneficial to keep close to this ratio.
Example: 40 paragon points (assume your crits deal 0% bonus damage and you have 0% crit by default, I know you have a base 50% CHD but ignore that for the example)
Crit chance gives 0.1% per point
CHD gives 1% per point.
If you put 30 points in CHC and 10 in CHD then you would have a 3% chance to deal 10% bonus damage = 0.3% bonus damage on average
20 in CHC and 20 in CHD you would have 2% chance to deal 20% bonus damage = 0.4% bonus damage
5 in CHC and 35 in CHD would give 0.5% to deal 35% bonus damage = 0.175% bonus damage
As you can see the 2-20% balance (= 1:10 ratio) grants the highest DPS
If your gear set is imbalanced you could end with 20% CHC but 400% CHD = 80% increased damage
While a better balanced set of the same value could have 30% CHC and 300% CHD = 90% increased damage
That's a whole 10% more damage gained from the same value items/paragon points by simply balancing them out.
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Or actually I don't like having to pick the items up. Why can't they just spawn in my bags when I'm offline. This way diablo won't interfare with my other activities.
I don't like having to to something I don't want to ><
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Quite easy to test by just equipping an attackspeed item and seeing the number increase.
edit: So option 1
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Firebird's is good (design wise) because:
- It is impossible to combine with a full vyr's, forcing me to (or more like giving me a reason to) drop Archon.
- It Emphasises an element in a more interesting way than + 20% fire damage.
It is however not good because:
- Its damage is way to high pretty much forcing people into fire.
- It supports drop and run specs. (hydra + blizzard etc). I can't even call it kiting anymore when I just drop a hydra around a corner and start running.
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