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On June 30 2012 22:27 HadeCiao wrote:has anybody else tried spectral blades (healing rune)? i was playing a hydra/blizzard build and due to arbitraging for a couple of days i could effort an amazing gear: 33k life 58k damage, 1000 all resis (with prismatic amor AND glass cannon), 2000 life reg (with galvanising rune) and 200 life on hit along with increased dmg vs elites  now i went for spectral blades and exchanged the green gem in my wand for a purple one, reaching 700 life on hit - without losing much damage due to changing hydra into familiar sparkflint. I can easly kill everyting in act1 / act2. this is so much fun i can tell you. I can tank butcher, belial and most of the champion mobs. however in act3 / act4 it gets difficult, mobs are hitting harder and meelee becomes less viable. I believe hydra/blizzard build is better there. but i was thinking if i could double the amount of life on hit. f.e. getting a weapon with life on hit and ouroboros amulett. I would probably loose about 3-5k damage, 50 all resis and 200 life reg but reaching about 1400 - 1600 life on hit. Has anybody tried act3/act4 with a huge amount of life on hit along with spectral blades? What are your experiences with meele wizard?
Try using the deep cuts rune on spectral blades. There are coefficients to each spell/rune for effect-on-hit abilities (e.g. life on hit) and deep cuts has a higher coefficient than the healing rune.
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You are right Skyro, i have found this list somewhere in the internet:
+ Show Spoiler + All of these tests were done in Act 1 of Inferno on the slow zombies. I need some help from the rest of you wizards in helping me correct and refine some of these values. They're only rough values at the moment because I haven't had time to do more extensive testing. In any event, I thought it would be useful.
When I refer to a % value, that's the percent of life-on-hit you get. So if you cast Magic Missile and you have 100 life on hit, you get 120 life, but casting Arcane Orb only gives you 30 life per target hit by the explosion.
-------------SIGNATURE SPELLS-------------- Magic Missle: -Charged Blast: 100% (single target) -Split: 33.8% per target hit -Penetrating Blast: 24.6% per target hit -Attunement: 100% (single target) -Seeker: 100% (single target)
Shock Pulse: -Explosive Bolts: 16.5% per target hit per bolt + 33% on explosion -Fire Bolts: 33% per target hit. This includes per bolt. If more than 1 bolt hits, you get the benefit of both (ie: 2 bolts is double the healing 1 bolt is) -Piercing Orb: 25% per target hit -Lightning Affinity: 33% per target hit -Living Lightning: 2% per tiny shock.
Spectral Blade: -Deep Cuts: 88.8% per target per triple hit, bleed generates no healing. -Impactful Blade: 66.6% per target per triple hit. -Siphoning Blade: 66.6% per target per triple hit. -Healing Blades: 66.6% per target per triple hit. -Thrown Blade: 33.3% per target per triple hit.
Electrocute: -Chain Lightning: 16.5% per target hit -Forked Lightning: 16.7% per target hit, unsure of auxiliary bolt healing (test?) -Lightning Blast: 16.7% per target hit, successive hits heal all in one tick as a lump sum -Surge of Power: 25% per target hit -Arc Lightning: 16.7% per target hit
-------------SECONDARY SPELLS--------------
Ray of Frost: - (All Runes): 33% per tick for all runes except Sleet Storm. Remember that ticks are every half second, so if you channel for 2 damage ticks (ie: anything longer than a brief touch), you'll see a 66% healing number because it adds them up. -Sleet Storm: 50% per target per tick
Arcane Orb: -Obliteration: 33% per target hit -Arcane Orbit: 25% per target hit -Arcane Nova: 16.7% per target hit -Tap the Source: 33% per target hit -Celestial Orb: 20% per target hit
Arcane Torrent: -Disruption: 20% per missile per target hit -Death Blossom: 60% per missile per target hit -Arcane Mines: 50% per mine explosion per target hit -Power Stone: 20% per missile per target hit -Cascade: 20% per missile per target hit, cascading missiles generate no healing (? needs further testing)
Disintegrate: (remember that ticks are every half second, so if you channel for longer than 0.5 seconds, you see the sum of the healing for 1 second or 1 tick, which is 22% per target). A "touch tick" in this case is just tapping the monsters with the beam for 1/4 second, not channling. -Convergence: 11% (22%) per target per touch tick. -Chaos Nexus: 11% (22%) per target per touch tick + 11% (22%) per target per tick of the sub-beam. -Volatility: 12.5% (25%) per target per touch tick, explosion value unknown for now -Entropy: 16.7% (32%) per target per touch tick -Intensify: 16.7% (32%) per target per touch tick
NOTE: Wraith in this thread did some testing with conflicting results. Here are his results for Disintegrate:
-Convergence: 33.3% per ½ second (per target hit) -Chaos Nexus: piercing beam 33.3% per ½ second (per target hit), small beams 22.2% per ½ second against 1 target, being near 2 targets gave inconsistent results but seemed to average around 33.3% per ½ second (more testing required), 3 targets either kill me or die too quickly at the spots I tried testing at. -Volatility: 23.46% per ½ second (per target hit), explosion ??? -Entropy: 50% per ½ second (per target hit) -Intensify: 50% per ½ second (per target hit)
-------------DEFENSIVE SPELLS-------------- Frost Nova: -Frozen Mist: 10% per target per tick in the ice patch
Teleport: -Calamity: 10% per target hit by the wave on arrival
-------------FORCE SPELLS-------------- Wave of Force: -Impactful Wave: 16.7% per target hit -Force Affinity: 16.7% per target hit -Forceful Wave: 16.7% per target hit -Teleporting Wave: 16.7% per target hit -Exploding Wave: 16.7% per target per hit. Sub-waves do not generate any healing.
Energy Twister: -Mistral Breeze: 10% per target per tick -Gale Force: 10% per target per tick -Raging Storm: 10% per target per tick, for both big and little tornados -Wicked Wind: 10% per target per tick -Storm Chaser: 10% per target per tick of the regular tornados, 21.4% per target per tick for the big sig tornado
Hydra: -(All Hydras): 0%, they don't heal
Meteor: -Molten Impact: 50% per target per impact, plus 25% per burning tick per target -Star Pact: 50% per target per impact, plus 25% per burning tick per target -Meteor Shower: 19.7% per target per impact -Comet: 50% per target per impact, plus 25% per cold tick per target -Liquefy: 50% per target per impact, plus 25% per burning tick per target
Blizzard: -Grasping Chill: 2% per tick per target -Frozen Solid: 2% per tick per target -Snowbound: 2% per tick per target -Stark Winter: 1% per tick per target -Unrelenting Storm: 2% per tick per target
-------------CONJURATION SPELLS-------------- Familiar: -(All Familiars): 0%, they don't heal
-------------MASTERY SPELLS-------------- Archon: -Arcane Destruction: 20% on explosion per target hit -(Archon beam ability): 25% per target per tick -(Archon melee ability): 50% per target hit -(Archon explosion ability): 20% per target hit
Explosive Blast: -Unleashed: 33% per target hit -Time Bomb: 33% per target hit -Short Fuse: 33% per target hit -Obliterate: 12.5% per target hit -Chain Reaction: 11% per target hit per each explosion (you get 3 explosions per cast of the spell)
Credit to Grumbul on the Mirror Image thing here. Mirror Image:-Mocking Demise: 50% per target hit per image detonation -Mirror Mimics: 0%, image damage does not heal
I have tested both and there is no big difference. I really want to play spectral blade build, but what should I do in act3 / act4 and especially vs mobs with affixes like invulnurable fast minions with lasers and walls. I can survive in there - maybe much longer than others - but i still die. I thought blizzard wanted to make every build viable...
btw i have tested the build without glass cannon as well, the damage is still fine and i get even more resis/amor but it is still not sufficiant enough to tank most of the act3/act4 elite mobs
I know my items are not perfect, but each one of them costs at least 10 million, and when i tried to find better items yesterday, i could not even find better ones in some cases like amor/gloves etc.. and only a few ones in other cases like weapon/shoulders which would cost 250 million and would only by a very small improvement. Does blizzard want us to have really perfect items for every slot before being able to farm act4 with spectral blade build? i still find most champions difficult with the hydra/blizzard build. I look forward to the day where chars can tank blue orpressors in act4
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On July 01 2012 02:10 HadeCiao wrote:You are right Skyro, i have found this list somewhere in the internet: + Show Spoiler + All of these tests were done in Act 1 of Inferno on the slow zombies. I need some help from the rest of you wizards in helping me correct and refine some of these values. They're only rough values at the moment because I haven't had time to do more extensive testing. In any event, I thought it would be useful.
When I refer to a % value, that's the percent of life-on-hit you get. So if you cast Magic Missile and you have 100 life on hit, you get 120 life, but casting Arcane Orb only gives you 30 life per target hit by the explosion.
-------------SIGNATURE SPELLS-------------- Magic Missle: -Charged Blast: 100% (single target) -Split: 33.8% per target hit -Penetrating Blast: 24.6% per target hit -Attunement: 100% (single target) -Seeker: 100% (single target)
Shock Pulse: -Explosive Bolts: 16.5% per target hit per bolt + 33% on explosion -Fire Bolts: 33% per target hit. This includes per bolt. If more than 1 bolt hits, you get the benefit of both (ie: 2 bolts is double the healing 1 bolt is) -Piercing Orb: 25% per target hit -Lightning Affinity: 33% per target hit -Living Lightning: 2% per tiny shock.
Spectral Blade: -Deep Cuts: 88.8% per target per triple hit, bleed generates no healing. -Impactful Blade: 66.6% per target per triple hit. -Siphoning Blade: 66.6% per target per triple hit. -Healing Blades: 66.6% per target per triple hit. -Thrown Blade: 33.3% per target per triple hit.
Electrocute: -Chain Lightning: 16.5% per target hit -Forked Lightning: 16.7% per target hit, unsure of auxiliary bolt healing (test?) -Lightning Blast: 16.7% per target hit, successive hits heal all in one tick as a lump sum -Surge of Power: 25% per target hit -Arc Lightning: 16.7% per target hit
-------------SECONDARY SPELLS--------------
Ray of Frost: - (All Runes): 33% per tick for all runes except Sleet Storm. Remember that ticks are every half second, so if you channel for 2 damage ticks (ie: anything longer than a brief touch), you'll see a 66% healing number because it adds them up. -Sleet Storm: 50% per target per tick
Arcane Orb: -Obliteration: 33% per target hit -Arcane Orbit: 25% per target hit -Arcane Nova: 16.7% per target hit -Tap the Source: 33% per target hit -Celestial Orb: 20% per target hit
Arcane Torrent: -Disruption: 20% per missile per target hit -Death Blossom: 60% per missile per target hit -Arcane Mines: 50% per mine explosion per target hit -Power Stone: 20% per missile per target hit -Cascade: 20% per missile per target hit, cascading missiles generate no healing (? needs further testing)
Disintegrate: (remember that ticks are every half second, so if you channel for longer than 0.5 seconds, you see the sum of the healing for 1 second or 1 tick, which is 22% per target). A "touch tick" in this case is just tapping the monsters with the beam for 1/4 second, not channling. -Convergence: 11% (22%) per target per touch tick. -Chaos Nexus: 11% (22%) per target per touch tick + 11% (22%) per target per tick of the sub-beam. -Volatility: 12.5% (25%) per target per touch tick, explosion value unknown for now -Entropy: 16.7% (32%) per target per touch tick -Intensify: 16.7% (32%) per target per touch tick
NOTE: Wraith in this thread did some testing with conflicting results. Here are his results for Disintegrate:
-Convergence: 33.3% per ½ second (per target hit) -Chaos Nexus: piercing beam 33.3% per ½ second (per target hit), small beams 22.2% per ½ second against 1 target, being near 2 targets gave inconsistent results but seemed to average around 33.3% per ½ second (more testing required), 3 targets either kill me or die too quickly at the spots I tried testing at. -Volatility: 23.46% per ½ second (per target hit), explosion ??? -Entropy: 50% per ½ second (per target hit) -Intensify: 50% per ½ second (per target hit)
-------------DEFENSIVE SPELLS-------------- Frost Nova: -Frozen Mist: 10% per target per tick in the ice patch
Teleport: -Calamity: 10% per target hit by the wave on arrival
-------------FORCE SPELLS-------------- Wave of Force: -Impactful Wave: 16.7% per target hit -Force Affinity: 16.7% per target hit -Forceful Wave: 16.7% per target hit -Teleporting Wave: 16.7% per target hit -Exploding Wave: 16.7% per target per hit. Sub-waves do not generate any healing.
Energy Twister: -Mistral Breeze: 10% per target per tick -Gale Force: 10% per target per tick -Raging Storm: 10% per target per tick, for both big and little tornados -Wicked Wind: 10% per target per tick -Storm Chaser: 10% per target per tick of the regular tornados, 21.4% per target per tick for the big sig tornado
Hydra: -(All Hydras): 0%, they don't heal
Meteor: -Molten Impact: 50% per target per impact, plus 25% per burning tick per target -Star Pact: 50% per target per impact, plus 25% per burning tick per target -Meteor Shower: 19.7% per target per impact -Comet: 50% per target per impact, plus 25% per cold tick per target -Liquefy: 50% per target per impact, plus 25% per burning tick per target
Blizzard: -Grasping Chill: 2% per tick per target -Frozen Solid: 2% per tick per target -Snowbound: 2% per tick per target -Stark Winter: 1% per tick per target -Unrelenting Storm: 2% per tick per target
-------------CONJURATION SPELLS-------------- Familiar: -(All Familiars): 0%, they don't heal
-------------MASTERY SPELLS-------------- Archon: -Arcane Destruction: 20% on explosion per target hit -(Archon beam ability): 25% per target per tick -(Archon melee ability): 50% per target hit -(Archon explosion ability): 20% per target hit
Explosive Blast: -Unleashed: 33% per target hit -Time Bomb: 33% per target hit -Short Fuse: 33% per target hit -Obliterate: 12.5% per target hit -Chain Reaction: 11% per target hit per each explosion (you get 3 explosions per cast of the spell)
Credit to Grumbul on the Mirror Image thing here. Mirror Image:-Mocking Demise: 50% per target hit per image detonation -Mirror Mimics: 0%, image damage does not heal
I have tested both and there is no big difference. I really want to play spectral blade build, but what should I do in act3 / act4 and especially vs mobs with affixes like invulnurable fast minions with lasers and walls. I can survive in there - maybe much longer than others - but i still die. I thought blizzard wanted to make every build viable... btw i have tested the build without glass cannon as well, the damage is still fine and i get even more resis/amor but it is still not sufficiant enough to tank most of the act3/act4 elite mobs I know my items are not perfect, but each one of them costs at least 10 million, and when i tried to find better items yesterday, i could not even find better ones in some cases like amor/gloves etc.. and only a few ones in other cases like weapon/shoulders which would cost 250 million and would only by a very small improvement. Does blizzard want us to have really perfect items for every slot before being able to farm act4 with spectral blade build? i still find most champions difficult with the hydra/blizzard build. I look forward to the day where chars can tank blue orpressors in act4
Did you post your current build anywhere? I don't see it.
edit: Most builds use critical mass + energy twister and spam frost nova/diamond skin to survive (although you will still have issues with invul minions since you can't proc critical mass on them). A particularly nasty combo that I've seen is the synergy twister w/ storm chaser rune + arcane dynamo.
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A particularly nasty combo that I've seen is the synergy twister w/ storm chaser rune + arcane dynamo.
mmhh? i dont quite see the synergy there?
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not yet this is the spectral blade build:
spectral blade: deep cuts blizzard: Stark Winter magic weapon: force weapon Energy amor: prismatic diamond skin: crystal shell Familiar: sparkflint
passives: Blur Glass cannon (tried to replace it to have more amor, but still doesnt help much) galvanising wand
i just went with a monk to kill diablo inferno for the cooperative achievement. He had medium gears but could easily tank the fireballs and stand in the fire, i know monks and barbs get a defense bonus but i have 60+ resis on all possible items except one ring. how could i stack more to tank those attacks?
testing the energy twister build now, any experiences with mass life on hit in combination with spectral blades?
EDIT: energy twister does not really suit my style. its not a ranged attack and the tornados stumble disoriented around. i dont see why you should not use blizzard instead of
critical mass with frost nova seems to work but you need some kind of luck. if the spell counter is not reset you have a huge problem, after some more testing i think its not viable
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On July 01 2012 03:18 BeMannerDuPenner wrote:Show nested quote +A particularly nasty combo that I've seen is the synergy twister w/ storm chaser rune + arcane dynamo. mmhh? i dont quite see the synergy there?
Spectral blades triggers lots of arcane dynamo procs and increase twister damage by quite a bit. Storm chaser in turn also procs critical mass.
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On July 01 2012 03:27 HadeCiao wrote: not yet this is the spectral blade build:
spectral blade: deep cuts blizzard: Stark Winter magic weapon: force weapon Energy amor: prismatic diamond skin: crystal shell Familiar: sparkflint
passives: Blur Glass cannon (tried to replace it to have more amor, but still doesnt help much) galvanising wand
i just went with a monk to kill diablo inferno for the cooperative achievement. He had medium gears but could easily tank the fireballs and stand in the fire, i know monks and barbs get a defense bonus but i have 60+ resis on all possible items except one ring. how could i stack more to tank those attacks?
testing the energy twister build now, any experiences with mass life on hit in combination with spectral blades?
EDIT: energy twister does not really suit my style. its not a ranged attack and the tornados stumble disoriented around. i dont see why you should not use blizzard instead of
critical mass with frost nova seems to work but you need some kind of luck. if the spell counter is not reset you have a huge problem, after some more testing i think its not viable
Well you're going to be in meele range anyway if you want to use spectral blades. Twister is currently the skill which procs critical mass the fastest, although this may get nerfed, and the targeting issue is not really an issue if you're in meele range already. I actually see no point at all for having blizzard in a build with spectral blades.
And you do need to rely on critical mass procs so in that sense it is "luck," but twister procs critical mass so often it is not a problem in practice.
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Seeking serious price check on this and sorry in advance if anyone has issues with it. It just is meerly a pure Wizard hat and I got some decent rolls in the stats outside no Vit so think it probably worth a bit. Thank you!
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any wizards out there farming a3 comfortably? mind if i see stats/gear?
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I farm act 3 quite comfy, using archon build: Magic wep, sparkflint, FA prismatic, archon, with galvanizing and glass cannon for passives.
Got critical mass along with twister and diamond skin if I should happen to go out of archon way early.
Dunno how to show gear like people have done.
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How do you kill elites in archon mode?
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@NTTemplar I am very interested to see at least your main stats, like HP/armor/all res/dps/crit/crit dmg/AS, thank you;)
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On July 02 2012 16:01 NTTemplar wrote: I farm act 3 quite comfy, using archon build: Magic wep, sparkflint, FA prismatic, archon, with galvanizing and glass cannon for passives.
Got critical mass along with twister and diamond skin if I should happen to go out of archon way early.
Dunno how to show gear like people have done.
On July 02 2012 16:19 DnameIN wrote: @NTTemplar I am very interested to see at least your main stats, like HP/armor/all res/dps/crit/crit dmg/AS, thank you;)
I am using something similar. Improved Archon is just way to powerful at the moment. I've noticed significant improvements in time of my Act 3 runs; having twister/critical mass means there is almost no down time for improved archon. I start from the very beginning and complete the entire act.
Arcane Orb with Tap the Source, Twister with Mistral Breeze (this is absolutely OP; I figure it will be patched soon - you can literally cast 3/4 of these into trash and in about 3-4 seconds my Improved Archon CD of 1min30secs will reset LOL), Sparkflint, Force Armor, Diamond Skin Crystal Shell, Improved Archon
Critical Mass, Astral Presence, Glass Cannon
I was using venom hydra instead of twister before. Switched over to twister and haven't looked back since.
The only issue I had before was damage reflect elites. Now, I just kite, drop 5/6 twisters, and spam diamond skin (so I literally take zero reflect damage as diamond skin is always up with critical mass).
Stats are: 98k dps (with familiar only - 110k dps with both), 43k hp, 380 all res, 5k armor, 52% crit chance, 260% crit damage, 1.40 attack speed
** The above stats are with all my skills above turned on/buffed up and with scoundrel helper
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On July 02 2012 16:18 Zidane wrote: How do you kill elites in archon mode?
With high dps, you go improved archon. If they are not damage reflect, you lure them to a door way or a narrow choke, press key 2, hold right click and the elite literally dies in about 3-6 game seconds depending if they are more hp or less.
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@DnameIN 32k/6,5k/600/105k/50%/269%/27% AS from rings, pants and boots
@Zidane ?? by just blasting them I suppose, they die in like 2 seconds
btw Inflexion I used to have some trouble with reflect, but I just bought an item with a ton of +life on hit and just switch too it when I meet that, and then it is no problem.
I have to ask why arcane orb over magic wep, and why astral presence.
I would think you lose a lot of dmg from not having magic wep, and since you are archon why use astral for more arcane power?
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Seeking serious price check on this and sorry in advance if anyone has issues with it. It just is meerly a pure Wizard hat and I got some decent rolls in the stats outside no Vit so think it probably worth a bit. Thank you!
I dont know what "worth a bit" means for you, but this helm is pretty much trash. Way too low Int and Crit to make it a good offensive helm and no allres or vit for people, who may look for more survivalbility.
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On July 01 2012 05:07 iLLusive wrote:Seeking serious price check on this and sorry in advance if anyone has issues with it. It just is meerly a pure Wizard hat and I got some decent rolls in the stats outside no Vit so think it probably worth a bit. Thank you! ![[image loading]](http://i.imgur.com/l2RZ3.jpg)
paid 500k on one with +armor and 5.5% probably not more than 100k .... edit: and more int too ...
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what do you think i should change next? + Show Spoiler +Stats: ![[image loading]](http://666kb.com/i/c565betnyqy8yxzs8.jpg) EQ: ![[image loading]](http://666kb.com/i/c565ikgyudjtaqq94.gif) i use arcane orb: celestial magic missle: seeker hydra: venom energy armor: prismatic magic weapon: force teleport: fracture glass cannon, astral presence, temporal flux
i thought i geht some more resists and some life regeneration instead of vitality?
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On July 03 2012 03:04 Zeon0 wrote:what do you think i should change next? + Show Spoiler +Stats: ![[image loading]](http://666kb.com/i/c565betnyqy8yxzs8.jpg) EQ: ![[image loading]](http://666kb.com/i/c565ikgyudjtaqq94.gif) i use arcane orb: celestial magic missle: seeker hydra: venom energy armor: prismatic magic weapon: force teleport: fracture glass cannon, astral presence, temporal flux i thought i geht some more resists and some life regeneration instead of vitality?
Your resists are plenty fine. The marginal gain you will get from upgrading gear for resists at this point will be minimal. Life regernation terrible stat to look for at this point of end game.
If I were you this is what I would do:
Get your crit chance to +45% with an amulet. Look for one with decent stats but with +6% crit chance. Should be a reasonable price.
Then save up 40mill+ to upgrade to a 1 hander with 1000+ dps but with socket. I think you'll see the most dps increase from this.
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On July 03 2012 02:22 noD wrote:Show nested quote +On July 01 2012 05:07 iLLusive wrote:Seeking serious price check on this and sorry in advance if anyone has issues with it. It just is meerly a pure Wizard hat and I got some decent rolls in the stats outside no Vit so think it probably worth a bit. Thank you! ![[image loading]](http://i.imgur.com/l2RZ3.jpg) paid 500k on one with +armor and 5.5% probably not more than 100k .... edit: and more int too ...
You bought a helm with 167+ int, 5.5 crit, armor, and a socket for 500k? That is an absolute steal my friend.
As for the helm in the pic the low crit is what keeps it from being worth a ton. If it had 6% crit on it it would sell for 10m easily IMO.
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