Diablo III General Discussion - Page 989
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Frolossus
United States4779 Posts
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Duka08
3391 Posts
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Frolossus
United States4779 Posts
On September 06 2015 03:33 Duka08 wrote: I miss my shottie crusader. I really wish there was a solution by now to the rubberbanding/lag with it or I would totally scrape together another build for it on my hammersader this season you just had to have clean stutter steps and it won't do that shotgun was my second favorite build behind jade doc and i guess neither of them are played much atm | ||
Qwyn
United States2779 Posts
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Archeon
3260 Posts
On September 05 2015 23:15 Latham wrote: What kind of stats should I be aiming for as WD? I know INT (+ VIT) as main, crit chance and crit damage, but then? What is better? +Life %? armor? all resist? Are main prefixes that give bonus damage to skills even worth it, or should I focus on INT and crit to be an all-rounder? And Paragon skills? I'm taking move speed, life, crit damage, and... area damage? Most of the stats in the game have an inverse scaling or balance each other, f.e. if you have a high crit chance and low crit damage (1:10 was the balanced ration i think), increasing crit damage has a higher impact. So if you have an int class, armor is better than all resist, because your all resist is high from main stat anyways. %Life vs armor depends on how much %life and vit you already have, most of the time having it on helm (socket) and shoulders is good but enough. I often try things out if I'm unsure, since they change a lot depending on what you have on the rest of your gear. Bonus damage to skills or elemental damage can be very well worth it. It scales completely multiplicatively with everything, which makes it pretty strong once you run your final build and have some basic stats. If I remember right, bonus elemental damage and bonus skill damage are always secondary attributes, which means that the BIS always has it. I might be wrong about that part though. Tbh Set/unique>>>stats nowadays. You only want to start thinking about stats once you have your gear essentially finished and are looking for an upgrade in a slot. Are you playing Tsunimassa? | ||
Latham
9563 Posts
On September 06 2015 05:52 Blackfeather wrote: Most of the stats in the game have an inverse scaling or balance each other, f.e. if you have a high crit chance and low crit damage (1:10 was the balanced ration i think), increasing crit damage has a higher impact. So if you have an int class, armor is better than all resist, because your all resist is high from main stat anyways. %Life vs armor depends on how much %life and vit you already have, most of the time having it on helm (socket) and shoulders is good but enough. I often try things out if I'm unsure, since they change a lot depending on what you have on the rest of your gear. Bonus damage to skills or elemental damage can be very well worth it. It scales completely multiplicatively with everything, which makes it pretty strong once you run your final build and have some basic stats. If I remember right, bonus elemental damage and bonus skill damage are always secondary attributes, which means that the BIS always has it. I might be wrong about that part though. Tbh Set/unique>>>stats nowadays. You only want to start thinking about stats once you have your gear essentially finished and are looking for an upgrade in a slot. Are you playing Tsunimassa? Currently I have 2 pieces of Zunni (feet+chest) on, and 2 Helltooth (arms+head). I was planning on going full Zunni with Dagger of Darts(cubed), Head of Jeram (Cubed), Ring of Grandeur (cubed), Kukri equipped, cat-thing mojo, belt of transcendence etc. for the full fetish experience ![]() But then I equipped 2 helltooth's and my world changed. Just by equipping these 2 parts I went from struggled in Torment 4 (11-14 minute clears) to breezing through Torment 4 in 8-9 minutes. The DPS increase is incredible. Stuff is just erased from the game, i have no time to read elite affixes. I only have to be weary of the ground exploding ones of fire and ice. There's a reason everybody in Grifts 60 and above runs helltooth's on EU and US I guess. | ||
Arnstein
Norway3381 Posts
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Latham
9563 Posts
+ Show Spoiler + As you can see, I have 2 Ancient weapons now. I think I should change from Empyrean to Scrimshaw solely based on the fact it compliment WD skills and would synergize as fuck with Helltooth's set. But what do I reroll on the Scrimshaw? +6% damage is the lowest it could have had or the decent 900 VIT? I do have Ramaladni's cube, so if I roll 1 socket, can I get another on the weapon? Or can it only fix bad rolls like 2 sockets on chests and 1 on pants? | ||
Vorenius
Denmark1979 Posts
On September 06 2015 08:37 Latham wrote: OK guys, real decision time. + Show Spoiler + As you can see, I have 2 Ancient weapons now. I think I should change from Empyrean to Scrimshaw solely based on the fact it compliment WD skills and would synergize as fuck with Helltooth's set. But what do I reroll on the Scrimshaw? +6% damage is the lowest it could have had or the decent 900 VIT? I do have Ramaladni's cube, so if I roll 1 socket, can I get another on the weapon? Or can it only fix bad rolls like 2 sockets on chests and 1 on pants? You can't have two sockets on weapon. I's roll vit to a socket and save gift for now. Neither of these are good enough to use gift on. You'll just be missing it when you get a good weapon (p400 here and no gift so far) | ||
dae
Canada1600 Posts
On September 06 2015 08:44 Vorenius wrote: You can't have two sockets on weapon. I's roll vit to a socket and save gift for now. Neither of these are good enough to use gift on. You'll just be missing it when you get a good weapon (p400 here and no gift so far) That scrimshaw is good enough to push grift 60+, with helltooth zombie charger build. it's actually one of the top 3 weapons for witchdocters right now. The others being SuWongs Diviner mostly (Acid Cloud Helltooth), and I've seen a couple Furnace SMK combos. I'd probably do the math and see if you can roll the damage high enough to be better then 4% damage or not, then roll the one that can get your damage higher. (and gift the scrimshaw, it will last until you find another gift.) | ||
Frolossus
United States4779 Posts
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Kyhron
United States945 Posts
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Frolossus
United States4779 Posts
damage falls off too hard after that. i'm really sad because it was my second favorite build after jade doc which also can't go very far these days. | ||
crappen
Norway1546 Posts
And what mobs do you guys skip? Do you always skip yellow pack? Are there certain blue ones you skip as well, depending on map (open or narrow)? | ||
AeroGear
Canada652 Posts
On September 06 2015 19:34 crappen wrote: How far can I push my solo with my toon ? And what mobs do you guys skip? Do you always skip yellow pack? Are there certain blue ones you skip as well, depending on map (open or narrow)? Brag post...? How would you not know, you're geared for GR 50+... Solo is not different from team, just less synnergies. Otherwise its the same gimmicky monk play, dash, epiphany, active mantra, apply exploding palm and seven sided strike away, a toddler could do it, altough he'd prolly end up getting a seizure. You prolly want to replace conviction with agility, and get the +dodge dash. And replace madstone legendary power with the 40% damage reduction from the legendary bracers. I'd get rid of fleet footed as well, and maybe roll another hellfire amulet since NDE is not as essential for SC. 'white mobs' are good to dispatch depending on density, and ofc the pace at which you can kill them. Huge mobs like the hammering ones might not be worth it, depending on how fast you're able to kill them. At my level (GR40), I can still kill them in 1-2 SSS casts. | ||
crappen
Norway1546 Posts
On September 06 2015 22:40 AeroGear wrote: Brag post...? How would you not know, you're geared for GR 50+... Solo is not different from team, just less synnergies. Otherwise its the same gimmicky monk play, dash, epiphany, active mantra, apply exploding palm and seven sided strike away, a toddler could do it, altough he'd prolly end up getting a seizure. You prolly want to replace conviction with agility, and get the +dodge dash. And replace madstone legendary power with the 40% damage reduction from the legendary bracers. I'd get rid of fleet footed as well, and maybe roll another hellfire amulet since NDE is not as essential for SC. 'white mobs' are good to dispatch depending on density, and ofc the pace at which you can kill them. Huge mobs like the hammering ones might not be worth it, depending on how fast you're able to kill them. At my level (GR40), I can still kill them in 1-2 SSS casts. I was using fleet footed and madstone for some bounties. Near death is quite handy and I've seen many use it at high levels, that is why I kept the neck. I am however farming for a new one as I need it when I'm with a healmonk. I wonder what kind of mobs you skip. I did gr60, which is faar from impressive, people do 65 with less gear than I have, so it was definately not a brag post. What affixes are you guys skipping? I have trouble with arcane when there is a big pack casting them in narrow space, as it costs time to reposition and bring them to a safer spot. I hate shielding mobs that spreads out, so I guess those are good to skip. | ||
radscorpion9
Canada2252 Posts
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Latham
9563 Posts
Thankfully I'm done with kanai's cube for my doc. Furnace/Convention of Elements/Grin Reaper. Now if only I could fucking roll some helltooth gear... I've wasted 3x 750 shards on pauldrons but so far no luck -_-; I'm still thinking about that ancient scrimshaw... should I maybe try for another (better) one with Cain's Hope, or maybe Law of Kulle it? Or go for that ancient 2-handed staff for poison mist? | ||
dAPhREAk
Nauru12397 Posts
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Valiver
Caldeum1977 Posts
On September 07 2015 03:35 dAPhREAk wrote: i have found 6-7 unities, but no focus/restraint..... Too bad that's the opposite of how it happened a few seasons ago... | ||
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