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On June 12 2012 21:17 Gamera wrote: Hey, I've got a couple of questions since I'm starting 2nd ACT on Inferno, obviously I have some troubles but that's not the case here.
21k DPS, 43k hp, ~6k armor with FA 1H/OF Blizzard, Orb, Hydra Diamond Skin, Magic Weapon, Force Armor ~170 Arcane Power
My conception of build is as follows: I want to focus as much on crit dmg as possible - dealing a lot of dmg and regenerating arcane power by that. I don't use any primary spell so I'm depending much on items with: +arcane on crit +max arcane power +crit hit chance and obviously +crit hit damage. I'm now around 29% crit chance and +178% crit dmg. I had almost 36 crit chance but only 96 crit damage so changed that recently. Now I'm not as often criting (thus not regenerating as much arcane) as I used to but I have better crit dmg (still it's low I know).
Eventually I want to have ~36 crit chance and ~200% crit damage, with good vitality and intelligence. Is it even possible to have it without having to invest into it crazy amount of gold? I'm struggling even to get one million as of now (crap drops).
It's kinda hard to get +arcane power +crit chance +arcane on crit with good % at the same time. Afaik you can only get crit chance from amulets, rings, braces, gloves, helm and +arcane power +arcane on crit from helm, wand, source, so I'm kinda limited.
I don't have much resists, and much armor, but I don't care. I can kite pretty well, and if I die - so be it. I'm playing with friends as a support anyway. Has anyone here similar build/conception? Has anyone here ~40 crit hit chance and ~250% crit damage? Thoughts?
I don't want to play a lame style 4 defensive skills + MM + hydra. For me it's not Diablo.
I've got a similar build where I stack crit chance and AP on crit. Still looking for a 850+ dps wand with AP on crit and crit damage, but these seem to be somewhat out of my budget range for now. All in all I've spent maybe 5-6 million gold while picking up some great bargains (my source which I got for 40k has 30 int, 65 vita, 9 AP on crit, 6% crit and another 5% crit for AO, albeit only about 30-230 damage)
I have 50k dps with magic weapon, 29k health, ~500 resists, 170 crit damage and 42% crit including the special 5% AO crit on my source. Both my hat and my source give AP on crit, but at the moment it still feels like I run out of AP very quickly, even with astral presence and a little bit of max AP from my hat. I'm even using tap the source, when my whole idea with this build was to get enough crit and AP on crit so that I could use obliteration instead.
It seems unlikely that another 8-10 AP on crit and ~12 max AP from a good wand can change this significantly. But I guess one of the best things about getting a wand is that you don't move towards the mobs when you run out of AP, which is really annoying.
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Is there such a thing as reduce mana cost of arcane orb modifier? I saw one for hydra the other day and that got me wondering.
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On June 14 2012 08:16 Itsmedudeman wrote: Is there such a thing as reduce mana cost of arcane orb modifier? I saw one for hydra the other day and that got me wondering. tap the source rune.
edit: oh, i think you mean on a weapon/item. i dont know.
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On June 14 2012 08:16 Itsmedudeman wrote: Is there such a thing as reduce mana cost of arcane orb modifier? I saw one for hydra the other day and that got me wondering.
I don't think so, if you search the AH for Wizard skill bonus: arcane orb all that comes up is crit chance.
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why do people ever chose magic weapon over familiar? Seems to me +12% all damage passive + 20% wep dmg active >> +15% wep dmg.
I'm probably doing the math wrong but here's my comparison of the two passives let's say wep dmg = 1 and avg multiplier on your spells is 100% (per ~1 second: venom hydra+bliz+an orb every so often). dmg with magic wep: 1.15*1 = 1.15 versus 1*(1+.2 [familiar]) = 1.2 --> 1.2 * 1.12 [12% from rune] = 1.344 that's 15% more dmg from the familiar
also here's my build (lvl 55 hell actII). Before you look at the build let me tell you, i have NO arcane power issues, I only run out once in every 5 or so elite packs I face (didn't run out v butcher/quest elites): thanks to arcane orb/blizzard mana cost reductions.
for everyday life: http://us.battle.net/d3/en/calculator/wizard#clRjOX!aXY!Ybbaba (debating whether I want wave of force or familiar) for more tankiness v belial etc http://us.battle.net/d3/en/calculator/wizard#clRdOX!aXb!Ybbaba
going to try someone else's build: http://us.battle.net/d3/en/calculator/wizard#cRSjOX!UXY!YbZaba (because it looks 100% better than mine).
Also what is everyone's opinion on glass cannon v blur?
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On June 14 2012 08:54 tsarnicky wrote:why do people ever chose magic weapon over familiar? Seems to me +12% all damage passive + 20% wep dmg active >> +15% wep dmg. I'm probably doing the math wrong but here's my comparison of the two passives let's say wep dmg = 1 and avg multiplier on your spells is 100% (per ~1 second: venom hydra+bliz+an orb every so often). dmg with magic wep: 1.15*1 = 1.15 versus 1*(1+.2 [familiar]) = 1.2 --> 1.2 * 1.12 [12% from rune] = 1.344 that's 15% more dmg from the familiar also here's my build (lvl 55 hell actII). Before you look at the build let me tell you, i have NO arcane power issues, I only run out once in every 5 or so elite packs I face (didn't run out v butcher/quest elites): thanks to arcane orb/blizzard mana cost reductions. for everyday life: http://us.battle.net/d3/en/calculator/wizard#clRjOX!aXY!Ybbaba (debating whether I want wave of force or familiar) for more tankiness v belial etc http://us.battle.net/d3/en/calculator/wizard#clRdOX!aXb!Ybbaba
You misread Familiar, in a pretty major way. The familiar attacks for 20% weapon damage (i.e., the little floaty orb tickles monsters when it feels like it). You get a 12% damage increase on your attacks.
And unless things have changed, the Magic Weapon bonus is applied twice for some reason, it's more than a 15% increase in practice. MW is much better than Sparkflint.
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On June 14 2012 09:01 Iranon wrote:Show nested quote +On June 14 2012 08:54 tsarnicky wrote:why do people ever chose magic weapon over familiar? Seems to me +12% all damage passive + 20% wep dmg active >> +15% wep dmg. I'm probably doing the math wrong but here's my comparison of the two passives let's say wep dmg = 1 and avg multiplier on your spells is 100% (per ~1 second: venom hydra+bliz+an orb every so often). dmg with magic wep: 1.15*1 = 1.15 versus 1*(1+.2 [familiar]) = 1.2 --> 1.2 * 1.12 [12% from rune] = 1.344 that's 15% more dmg from the familiar also here's my build (lvl 55 hell actII). Before you look at the build let me tell you, i have NO arcane power issues, I only run out once in every 5 or so elite packs I face (didn't run out v butcher/quest elites): thanks to arcane orb/blizzard mana cost reductions. for everyday life: http://us.battle.net/d3/en/calculator/wizard#clRjOX!aXY!Ybbaba (debating whether I want wave of force or familiar) for more tankiness v belial etc http://us.battle.net/d3/en/calculator/wizard#clRdOX!aXb!Ybbaba You misread Familiar, in a pretty major way. The familiar attacks for 20% weapon damage (i.e., the little floaty orb tickles monsters when it feels like it). You get a 12% damage increase on your attacks. And unless things have changed, the Magic Weapon bonus is applied twice for some reason, it's more than a 15% increase in practice. MW is much better than Sparkflint.
I'm probably being retarded here, but it seems to me that is how I read familiar? Could you explain how you would do the damage calculation?
Also for magic weapon, are you saying the damage bonus is actually x1.15^2?
edit: I also edited my OP, care to answer / comment on the stuff i added? ty
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United States281 Posts
Glass cannon and sparkflint stack. You do 115% damage with glass cannon only, 112% with sparkflint only, and 127% with both.
Magic weapon-force takes whatever number you had previously and multiplies by 1.3
Buggy? Intended? Who knows. But magic weapon is in general three times as strong as sparkflint on the char screen at least.
In practice, the 20% bolt does about 3-5% of your total damage, so force weapon is "only" about twice as strong as sparkflint.
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Hey folks.
Coming back to D3 after several weeks of not playing. I've (barely) defeated butcher inferno in a group, but my gear is still pretty crap, so consider me roughly new to Inferno mode. Any build tips I should know? Any idea where I should be farming? I've been trying to focus on just running through act1 areas solo, as I can't even break out into the desert in act2 lol. I figure I need to farm up some gear before I can move on to act 2.
All tips are much appreciated!
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Farm butcher with 5 stacks, id suggest starting at the quest before it, so you can get warden too. As for builds and gear, that has been said about every 2 pages on this thread, so i won't repeat it.
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Lalalaland34491 Posts
So tempted to post 'just read the last 20 pages you lazy bugger' :>
Act 2 sucks, get through it as quickly as possible, act 3 is where the current 'go-to' spot for farming is (siegebreaker).
Venom hydra is amazing and most builds utilise it, it's your choice whether to go the more defensive MM/blizzard/hydra build or the more aggressive Arcane Orb/hydra (sometimes also with MM) build. Force Armor and Magic Weapon are essential, you have one (or two if no MM) additional utility skills which is usually a toss up between Diamond Skin and Teleport.
Gear wise - your neck/bracer/gloves/rings should be a mix of int/attack speed/crit chance/crit damage. Boots need to have 12% movement speed on them. Other pieces are basically int/vit/all res.
I'd say about 30k hp + 250 all res + 35k dps is enough to progress to act 2 or 3. If you haven't reached that point yet either buy gear off the AH or continue to farm Butcher.
edit: hey NB, perhaps you should consider quoting this post in the OP. I think it's a pretty decent summary of the current most common meta for builds/gearing and it would be nice if newcomers to the thread could easily find this. If anyone else has anything else to add please do.
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On June 14 2012 09:51 Firebolt145 wrote: So tempted to post 'just read the last 20 pages you lazy bugger' :>
Act 2 sucks, get through it as quickly as possible, act 3 is where the current 'go-to' spot for farming is (siegebreaker).
Venom hydra is amazing and most builds utilise it, it's your choice whether to go the more defensive MM/blizzard/hydra build or the more aggressive Arcane Orb/hydra (sometimes also with MM) build. Force Armor and Magic Weapon are essential, you have one (or two if no MM) additional utility skills which is usually a toss up between Diamond Skin and Teleport.
Gear wise - your neck/bracer/gloves/rings should be a mix of int/attack speed/crit chance/crit damage. Boots need to have 12% movement speed on them. Other pieces are basically int/vit/all res.
I'd say about 30k hp + 250 all res + 35k dps is enough to progress to act 2 or 3. If you haven't reached that point yet either buy gear off the AH or continue to farm Butcher.
edit: hey NB, perhaps you should consider quoting this post in the OP. I think it's a pretty decent summary of the current most common meta for builds/gearing and it would be nice if newcomers to the thread could easily find this. If anyone else has anything else to add please do.
thanks for that. was looking for something similar. just hit inferno with 22k hp, 12k dps and not much res. lol i'm screwed
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After much pain and tears of frustration I have also killed Diablo on inferno. Thanks for the good advice earlier in the thread (too tried to scroll back and quote), personally i felt that using wave of force to reflect the fireballs while good, inevitably leads to death in phase 3 when he throws 2 in a row (because you aren't used to dodging). Once i switched that slot over to sparkflint and simply focused on dodging everything it took about 15 tries.
My gear: 44k HP, 380 fire resistance (only one that matters as far as i saw, so i double stacked 3 pieces to raise that), 53k dps (with all buffs). curious question to the people who killed him sooner, how do you deal with the AO clone? For me that was basically an instant wipe. I could easily deal with the 2 other configurations (twister/blink, charge pulse/meteor) but the AO guy one shotted me after spawning through diamond armor every single try...
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United States47024 Posts
On June 14 2012 10:05 Doraemon wrote: thanks for that. was looking for something similar. just hit inferno with 22k hp, 12k dps and not much res. lol i'm screwed Spend your gold on a good 2H. Even without upgrading anything else, that should bump your DPS up to 20-25k, which should be enough to farm act 1, and clean up your gear for act 2.
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Yah yah I've read the last dozen pages. Just asking for a general update or farming recommendations, because my gear overall is pretty crappy. Recommendations for folks with 40k dps and 800 res and 40k+ hp doesn't quite apply to my poor wizard.
As a random aside, has anyone experimented with tornado? I'm actually having a lot of fun spamming tornadoes like a lunatic, and/or using it to farm. The 30% slow with all that AoE is kind of like having a giant misshapen blizzard sort of everywhere, that deals very inconsistent damage. When 4-5 tornadoes converge on each other, things melt very fast, but long tornadoes don't do much at all. The slow is really really nice though. I'm having a blast with this, but I doubt it's super effective.
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On June 14 2012 10:06 Tula wrote: After much pain and tears of frustration I have also killed Diablo on inferno. Thanks for the good advice earlier in the thread (too tried to scroll back and quote), personally i felt that using wave of force to reflect the fireballs while good, inevitably leads to death in phase 3 when he throws 2 in a row (because you aren't used to dodging). Once i switched that slot over to sparkflint and simply focused on dodging everything it took about 15 tries.
My gear: 44k HP, 380 fire resistance (only one that matters as far as i saw, so i double stacked 3 pieces to raise that), 53k dps (with all buffs). curious question to the people who killed him sooner, how do you deal with the AO clone? For me that was basically an instant wipe. I could easily deal with the 2 other configurations (twister/blink, charge pulse/meteor) but the AO guy one shotted me after spawning through diamond armor every single try... Get a handle on the timing of his appearance, and teleport-wormhole so that you're in the middle of the string of teleports when he appears and shoots.
You'll end up far enough away that his first shot can be avoided, and from there it's easy.
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On June 14 2012 10:14 TheYango wrote:Show nested quote +On June 14 2012 10:05 Doraemon wrote: thanks for that. was looking for something similar. just hit inferno with 22k hp, 12k dps and not much res. lol i'm screwed Spend your gold on a good 2H. Even without upgrading anything else, that should bump your DPS up to 20-25k, which should be enough to farm act 1, and clean up your gear for act 2.
thanks. so act 1 just focus on dps? i'm using a 1 hander + source right now.
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On June 14 2012 11:03 Doraemon wrote:Show nested quote +On June 14 2012 10:14 TheYango wrote:On June 14 2012 10:05 Doraemon wrote: thanks for that. was looking for something similar. just hit inferno with 22k hp, 12k dps and not much res. lol i'm screwed Spend your gold on a good 2H. Even without upgrading anything else, that should bump your DPS up to 20-25k, which should be enough to farm act 1, and clean up your gear for act 2. thanks. so act 1 just focus on dps? i'm using a 1 hander + source right now.
well obviously you want to upgrade your entire gear so all your stats go up, but for the beginnning of act 1 the things you need the most are about 20k dps and 20k hp. Since you got the HP DPS is your priority. Note you will have to spend a lot of time kiting anyway, even if you had 40 k HP, so don't missunderstand us HP is important (as is all resist and other stuff) but to play comfortably in inferno you need to be able to actually kill stuff 
A cheap blue 2h weapon should almost double your damage (1.2k dps goes for about 50k on the EU servers...) after that your next priority should be boots with movement speed (if you don't have them). Then start upgrading everything
The usual order of importance still applies: IAS > Int/Vit > Crit > Crit damage > all resist (movement speed is sort of outside that order since it only exists on boots and legendary items, but it is definitly the most important stat to play comfortably).
After the patch (whenever that might actually be) we'll probably need to reevaluate how important IAS is, but currently it's definitly the most important stat.
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Kentor
United States5784 Posts
On June 14 2012 09:04 tsarnicky wrote:Show nested quote +On June 14 2012 09:01 Iranon wrote:On June 14 2012 08:54 tsarnicky wrote:why do people ever chose magic weapon over familiar? Seems to me +12% all damage passive + 20% wep dmg active >> +15% wep dmg. I'm probably doing the math wrong but here's my comparison of the two passives let's say wep dmg = 1 and avg multiplier on your spells is 100% (per ~1 second: venom hydra+bliz+an orb every so often). dmg with magic wep: 1.15*1 = 1.15 versus 1*(1+.2 [familiar]) = 1.2 --> 1.2 * 1.12 [12% from rune] = 1.344 that's 15% more dmg from the familiar also here's my build (lvl 55 hell actII). Before you look at the build let me tell you, i have NO arcane power issues, I only run out once in every 5 or so elite packs I face (didn't run out v butcher/quest elites): thanks to arcane orb/blizzard mana cost reductions. for everyday life: http://us.battle.net/d3/en/calculator/wizard#clRjOX!aXY!Ybbaba (debating whether I want wave of force or familiar) for more tankiness v belial etc http://us.battle.net/d3/en/calculator/wizard#clRdOX!aXb!Ybbaba You misread Familiar, in a pretty major way. The familiar attacks for 20% weapon damage (i.e., the little floaty orb tickles monsters when it feels like it). You get a 12% damage increase on your attacks. And unless things have changed, the Magic Weapon bonus is applied twice for some reason, it's more than a 15% increase in practice. MW is much better than Sparkflint. I'm probably being retarded here, but it seems to me that is how I read familiar? Could you explain how you would do the damage calculation? Also for magic weapon, are you saying the damage bonus is actually x1.15^2? edit: I also edited my OP, care to answer / comment on the stuff i added? ty http://gaming.stackexchange.com/questions/68778/damage-calculation-of-the-wizards-magic-weapon
you get the additive stacking with glass cannon so (1+.15+.15) then you get another multiplicative stacking of 1.15 so magic weapon with glass cannon increases dps by a factor of 1.3*1.15 instead of just 1.3
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On June 14 2012 11:12 Tula wrote:Show nested quote +On June 14 2012 11:03 Doraemon wrote:On June 14 2012 10:14 TheYango wrote:On June 14 2012 10:05 Doraemon wrote: thanks for that. was looking for something similar. just hit inferno with 22k hp, 12k dps and not much res. lol i'm screwed Spend your gold on a good 2H. Even without upgrading anything else, that should bump your DPS up to 20-25k, which should be enough to farm act 1, and clean up your gear for act 2. thanks. so act 1 just focus on dps? i'm using a 1 hander + source right now. well obviously you want to upgrade your entire gear so all your stats go up, but for the beginnning of act 1 the things you need the most are about 20k dps and 20k hp. Since you got the HP DPS is your priority. Note you will have to spend a lot of time kiting anyway, even if you had 40 k HP, so don't missunderstand us HP is important (as is all resist and other stuff) but to play comfortably in inferno you need to be able to actually kill stuff  A cheap blue 2h weapon should almost double your damage (1.2k dps goes for about 50k on the EU servers...) after that your next priority should be boots with movement speed (if you don't have them). Then start upgrading everything The usual order of importance still applies: IAS > Int/Vit > Crit > Crit damage > all resist (movement speed is sort of outside that order since it only exists on boots and legendary items, but it is definitly the most important stat to play comfortably). After the patch (whenever that might actually be) we'll probably need to reevaluate how important IAS is, but currently it's definitly the most important stat.
thanks for the help! will look for the weapon, it's really annoying because i can't really tell how much actual damage a 2H will add through the AH, especially since i'm using offhand+1H so i have to add up the difference and guestimate lol
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