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On June 02 2012 12:37 Serelitz wrote:Show nested quote +On June 02 2012 12:32 dae wrote: When your soloing, you have to accept that some rare packs are simply too much of a pita to kill, and are way easier to just skip. Yeah, and that was the retarded design I was venting about before I got a fuckton of unwanted condescending advice. I don't want to be forced to skip/restart on Hell already just because of bad design. Show nested quote +On June 02 2012 12:37 diophan wrote:On June 02 2012 12:01 Serelitz wrote: edit: I came here to vent about blizzard's retarded design, not to ask for help that I can find by 1 google search. I seriously don't get how you expect people to be able to stand still and let him leech life as molten/electrified so your 'advice' isn't even good to begin with. Don't be such a condescending asshole if you don't know any details. I really don't think the point of this thread is to complain about everything and not care that there's actually a way to beat it. If you want to just complain for no reason you could post on bnet. Like phael I didn't have difficulty with anything before inferno so perhaps it's not blizzard's "retarded design" and you're actually doing something incorrectly. How do you propose they fix the "retarded design"? If you're a wizard they refuse to load certain affixes and if you're another class they don't load another? IMO the game is easy enough already. I'm not complaining about 'everything', I'm not saying there wasn't a way to beat it (I posted that I already did beat it in case you hadn't read it). I'm saying that it's bad design to make mobs semi unkillable for certain solo classes from a wizard POV. And yeah, limiting the randomization of affixes is one way to fix it. That doesn't mean you have to lower the difficulty, it means you can more accurately set difficulty instead of making players roll a dice on the difficulty of mobs. Relying on randomization for loot is one thing but making the difficulty random based on mob spawns and varying by such amounts is bad design, plain and simple.
Dude it wasnt condescending advice. That is just how the game works. My complaint is that it doesnt happen more often or before i have invested about 30 hours into the game.
Sure parts are frustrating but you do actually need to move in leter levels rather than just tank. I think people got too used to the obscenley easy difficulty of normal that really begs the question ... if a task is unchallenging and takes silly amounts of time what about it is a 'game' exactly. That is more like a story ... its vertainly not an adventure.
So you died, congrats ... you now have a game to figure out how to play.
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On June 02 2012 14:29 diophan wrote: Okay so people who have beaten diablo on inferno, I have a couple of questions:
Did you do it with just +12% move from boots or did you get some additional +movespeed? The legendaries with move on them seem pretty bad except for Tyrael's Might, but a decent one costs a ton of money.
Is there a tell for when he's doing the prison thing other than that it's been a while? It's easy for me to dodge them if I know they're coming but other times I'll be sitting there nuking thinking I'm safe but then I get caught and then die.
Does MM+seeker go further than AO? I'm unsure on what I should use as my damage dealer other than venom hydra. What I've been doing is MM+seeker/venom hydra/force weapon/DS/force armor/teleport w/ wormhole. As passives I've been doing glass cannon, arcane flux, and galvanizing ward but I'm not so sure about the last slot.
I've been making it into p2 but not getting very far in there. My gear is 41k dps/44k hp/310 resists/4800 armor. -12% is what I used.
-Prisons are very clearly highlighted on ground, play it safe and just run when they get cast because the hitbox is wider than it looks (especially if you have any latency).
-Seeker is silly, you can see him on the minimap at all times, just use charged blast imo. You have no reason to miss and bonus damage makes things go faster.
-Galvanizing Ward regens too slowly to be of use imo, I used Evocation for faster DS/Teleport recharge (illusionist is also an option here).
-For phase 2, play it much more defensive - keep on the move, get the hell out when he teleports at you, and only attack when he's at distance and not moving fast.
On June 02 2012 20:43 Phael wrote: My orbs hit for 70k and crit for 220k ... I'm fairly sure that's a bit higher than what you have there, even though I stack the heck out of IAS gear. Ahh no wonder your damage is crazy, I do about the same with normal orbs but have practically 0 crit bonuses :p
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what is the best rune for arcane orb?
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On June 03 2012 00:16 AgentChaos wrote: what is the best rune for arcane orb? Tap the Source is the most practical, Obliteration deals the most damage. Celestial has probably the most badass animation of any spell in the Wizard arsenal though, you're literally firing galaxies ^^
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Lalalaland34491 Posts
If you're using MM with seeker I'm starting to wonder if using Obliteration is better. If you only have AO with no signature spell then I'd definitely agree that TtS is better though.
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On June 03 2012 00:27 HaXXspetten wrote:Show nested quote +On June 03 2012 00:16 AgentChaos wrote: what is the best rune for arcane orb? Tap the Source is the most practical, Obliteration deals the most damage. Celestial has probably the most badass animation of any spell in the Wizard arsenal though, you're literally firing galaxies ^^ so arcane nova is not very good?
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On June 03 2012 00:41 AgentChaos wrote:Show nested quote +On June 03 2012 00:27 HaXXspetten wrote:On June 03 2012 00:16 AgentChaos wrote: what is the best rune for arcane orb? Tap the Source is the most practical, Obliteration deals the most damage. Celestial has probably the most badass animation of any spell in the Wizard arsenal though, you're literally firing galaxies ^^ so arcane nova is not very good? no, not really
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On June 03 2012 00:27 HaXXspetten wrote:Show nested quote +On June 03 2012 00:16 AgentChaos wrote: what is the best rune for arcane orb? Tap the Source is the most practical, Obliteration deals the most damage. Celestial has probably the most badass animation of any spell in the Wizard arsenal though, you're literally firing galaxies ^^
I'm gearing up to try a Melee Wizard soon (just looking for a good inferno shield/1H) and I'm going to try the mario kart turtle shell arcane orbs. I hope it'll rule~
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Act4 here i come!
Rakanoth ^^
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After about 20 tries I finally got him down. Diablo inferno with the following build:
http://us.battle.net/d3/en/calculator/wizard#aYRXQO!abY!cZba.Y
So much defensive, woot! Best survivability ever. Only 38000 damage and 42500 health but 25% movementspeed!! and 2.45 attacks per second! Got a nice blue source of him even. Obviously in farmbuild I have 55000 damage.
Oh btw, I'm using Murlocket for 6% movementspeed and Hammer Jammers for 7% - good ones though with 139 vit and 90 int or something. And ofcourse 12% boots
It's a shame, I streamed the kill but had some retarded xsplit settings on making it look like a powerpoint presentation. Got it sorted now, might go for another kill in about 15min or so if any of you guys are interested in watching
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Where do you guys farm in act 2 inferno? I tried every area but it takes really long for me to kill elites/champions and usually only after repeated deaths. Most packs are kind of unkitable and my play is just not efficient enough. My stats are below:
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On June 03 2012 03:06 Resolve wrote: Where do you guys farm in act 2 inferno? I tried every area but it takes really long for me to kill elites/champions and usually only after repeated deaths. Most packs are kind of unkitable and my play is just not efficient enough. My stats are below:
Try Siegebreaker runs in Act 3, imo. I farmed those a long time with comparable(actually, worse) stats than yours. However, I use AO/hydra build for it, so maybe that makes a difference?
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On June 03 2012 01:52 Nokarot wrote:Show nested quote +On June 03 2012 00:27 HaXXspetten wrote:On June 03 2012 00:16 AgentChaos wrote: what is the best rune for arcane orb? Tap the Source is the most practical, Obliteration deals the most damage. Celestial has probably the most badass animation of any spell in the Wizard arsenal though, you're literally firing galaxies ^^ I'm gearing up to try a Melee Wizard soon (just looking for a good inferno shield/1H) and I'm going to try the mario kart turtle shell arcane orbs. I hope it'll rule~
Lidless wall is pretty good for the money. The ones with int can have good stats for super cheap.
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On June 02 2012 20:43 Phael wrote: My orbs hit for 70k and crit for 220k ... I'm fairly sure that's a bit higher than what you have there, even though I stack the heck out of IAS gear.
The best way to get your dps up there ... start off with a very slow weapon (0.9 atk speed preferred), then stack haste on every slot you can get. Yes you have less int, but the weapon packs a large punch already given its attack speed, and you need haste to up your cast speed so you can kite properly with it.
Glass cannon is a staple as well. If you can find a weapon with a socket, a 70 crit dmg gem goes a long way into upping your dps.
Remember - crit, crit dmg, and haste are all multiplicative. Upping their values by 10% in each category will increase your total dps by 33.1%, 20% in each will get you 72% more, etc.
Once you start getting high damage though, you're free to experiment. You know that room of death halfway down the bridge in siegebreaker? A small 40x40 room and an elite is always there. I can zone in and just blitz down all the minions before dying now with orb spam, zone out regen AP, then go back and kill the elite all without dying. Lots more fun than blizz kiting (it's -not- fun to crit three times and reflect 20k damage onto yourself though -_-). Fun comes with better gear. That seems pretty damn high for stacking attack speed. What's your attack speed at and crit/crit dmg? I only crit for 140k on act 3 mobs and I have 255% crit damage. You crit a LOT harder, but I can't imagine you having that much more DPS than I do at 58k.
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I posted a screenshot of my stats on page 91. I'm actually at 106k dps now, 1.5 aps, 32% crit and like 230 crit dmg (one small upgrade).
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That's pretty intense, although you are lacking 150 all resist and a bit of armor. Attack speed and crit is pretty difficult to get, but possible I suppose, and that's when I'd pick up a 2 hander. Rings/amulets would benefit a lot from that since crit can only go up to like 3-4% on those, and I don't want to overstack attack speed. Do you use the nat 2 set bonus? The ring and boots seem like the perfect setup.
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so blizzard and venom hydra dmg are based off of weapon damage, which is the xxxx-xxxx damage stat right? NOT the weapons dps #?
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On June 03 2012 04:52 Phael wrote: I posted a screenshot of my stats on page 91. I'm actually at 106k dps now, 1.5 aps, 32% crit and like 230 crit dmg (one small upgrade). Honestly though, I feel like with a few upgrades in my slots + nat ring (one of my rings is utter garbage), a better offhand, better gem in my socket, and catching my int by sacrificing resistances I could get up close to your DPS with the setup I have now.
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On June 03 2012 03:10 Leyra wrote:Show nested quote +On June 03 2012 03:06 Resolve wrote: Where do you guys farm in act 2 inferno? I tried every area but it takes really long for me to kill elites/champions and usually only after repeated deaths. Most packs are kind of unkitable and my play is just not efficient enough. My stats are below:
Try Siegebreaker runs in Act 3, imo. I farmed those a long time with comparable(actually, worse) stats than yours. However, I use AO/hydra build for it, so maybe that makes a difference?
How is that effective? I can down him with my normal gear but he will drop crap. My MF gear is so bad I cant finish him.. How do you farm Siegebreaker effectively?
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