The FO changes aren't that big of a deal. The skill still works as it did before, just a smaller radius and lower chill effect. I'm totally fine with that.Quote from Crumplezone
15 % damage reduction on all sources on crusader? Oh thank you god.
30% would have been nice, but I see the 15% reduction as a middle ground by blizzard especially considering Crusaders are not fully geared out yet, this is excellent and I hope this means I stop getting my health annihilated by magic attacks so badly from magic orientated groups in t2 and above.
Oh and the tears to come from all the FOTM frozen orb wizards, I just can't wait to see, mm, delicious.
Also really sensible changes to crafting mats especially on rares, it means its going to be more feasible to craft yellow upgrades with not requiring death's breaths and no more FLAWESS GEMS in crafting recipes! My god thats quality of life change or what.
I do think that the big wins for the day are:
1. Increased Crusader toughness.
2. Increased Crusader dps
3. Crafting quality of life improvements.
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Electrocute - Forked Lightning
Meteor - Meteor Shower
Teleport - Wormhole
Magic Weapon - Force Weapon
Familiar - Sparkflint
Energy Armor - Pinpoint Barrier
Passives:
Arcane Dynamo
Power Hungry
Astral Presence
I'm going up to T2 tonight to see how this works on that difficulty. If I have problems, then I might make the following changes to this build.
If I'm killing too slow
-Sub Familiar - Sparkflint for Slow Time - time warp
If my HP is getting wrecked
-Sub Energy Armor - Pinpoint Barrier for Energy Armor - Prismatic armor
-Sub Magic Weapon - Force Weapon with Magic weapon - Electrify
-sub Astral Presence with Paralysis
-Sub Meteor - Meteor Shower with Meteor - Lightning Bind (This is my last resort as the damage from meteor shower is redonkulous.)
I never sub teleport because it is really useful in getting out of binds and I would, now, rather take a slight dps hit than die.
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In regards to Oleg, each melee class has a method of trapping, moving too, or pulling him. If he is really annoying you, just swap to one of those skill. Now that you don't have to worry about NV stacks being dropped, you shouldn't feel totally frustrated by fighting him. Adapt to the new system!
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FoT-Quickening
Cyclone-Eye of Storm
Breath of Heaven-Blazing Wrath
Sweeping Wind-Cyclone
OWE
Resolve
Seize the Initiative
I was nuking T1 last night with no problems. Even went from p107 to 108 in about an hour (174mil xp).
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However, I don't care about vanity items at all, so I have hard time feeling like I have a pig in this race.
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I like the idea of having places where magic find increases based upon some action, but I'm not certain that rifts are that place. I think the rift design is broken if you can fight the rift guardian far before completing the rift to the end. Should be something like:
1) Rifts have 10 levels.
2) You need to kill about 80% of the white mobs and elites to progress to level 11 (boss level).
3) You fight the rift guardian if you have unlocked the gate. If the gate is still locked, then go back to the other levels and kill more stuff.
Magic find may have a better place in something like "wells of mystery" or "wells of greed". Think of them like health wells that increase your MF and GF for a short period of time. Or they can buff the impact and frequency of shrines in certain areas.
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Even anything, it feels like higher Torment levels scale like a paragon chart when it comes to overall difficulty. (Nor = Nor, Hard = N, Master = Hell-->MP1-2, T1 = MP3-6, T2 = MP5-9, T3 = M8-12, etc.)
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Can someone in the beta please talk about what the Pools of Reflection are and how they work?
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This might be a separate thread, but how is the wizard broken in beta? I'm seriously asking, as I don't have access to the beta. I've been playing wizard on PTR and enjoy it immensely. My DH still sucks though...