Yeah, but being able to just stand there and take no damage is silly and makes even inferno trivial.
Yeah, but being able to just stand there and take no damage is silly and makes even inferno trivial.
I didn't need to kill anything and the mobs next to the chest only attacked after like 10 seconds because they were chanting/channeling one of those circles. All my gear was the worst blues with the highest MF I could get. Just 5k crap off the AH. That's why it was so good. High MF without needing to have hp or kill stuff.
EDIT: And smoke screen let me loot longer too :D
Looks like it's back to 5 stack NV skeleton king runs.
My normal gear has 58mf on it.
Willing to bet Blizzard will do something about Crystal Shell + Venom + Living Lightning + Critical Mass for wizards soon...
Link the build you speak of.
There's nothing wrong with Crystal Shell. The amount of abuse it takes looks pretty large, but the duration is short and Hell/Inferno mobs eat through it fast. There's also nothing wrong with Venom Hydra, except that it's fucking awesome. As for the other two, I have no idea.
http://us.battle.net/d3/en/calculator/wizard#biXOSR!gaf!cbaYYb
Build your crit chance up with gear and then do something like that and you can literally crit so fast with living lightning + venom that diamond skin is recharged well before it's used up. Throw a venom hydra up and you can just stand there straight up tanking with diamond skin and let everything melt in pools of poison.
Hmm, interesting. Does the Venom rune on Magic Weapon convert ALL your damage to poison, and does it stack the added damage on top of Venom Hydra?
Adds poison to everything. When you attack with both that and living lightning you just see a wall of low numbers come flying up lol.
Very nice, I'll have to give that a shot.
Have you tried using Blizzard in place of Disintegrate in your build? That'd be a face-melting good time!
I just threw disintegrate into there for no reason. The other five skills are the ones you really want for the build, and the hydra is just to speed kills up, because spamming the LL + venom isn't incredibly damaging, but it makes you hard as fuck to kill. The mobs will stand in the venom pools taking massive damage trying to kill you.
Edit: It's not 100% fool proof obviously, especially after the force armor nerf (ie fighting a single mob that hits really hard is not a good idea with the build), but it's a pretty neat little trick. I have just screwed around with it a little bit, but it's not what I normally use.
Blues are not supposed to be better than legendaries period. Those extra random stats are supposed to be extras that give legendaries the ability to be amazing. Not something that you need a good roll on in order to just be usable. Have fun trying to get a .01% chance combination on an item that drops .0001% of the time.
Fucking hell, even white items are better than legendaries.
Spoiler: show
DH nerf wouldn't bother me so much if the "still get hit by a melee attack even though you moved out of range" thing wasn't intentional. Honestly, I feel less inclined to play multiplayer games since the boosts to mob HP generally means a higher likelihood of getting attacked. I don't feel so bad about sacrificing my templar to die, either. All the extra fast bullshit just makes things worse, since they'll almost always catch you. Shielding or Immune Minions will be even more of a dick combo.
hm? that's a badass mace. and a shitbomb staff legendary. i'm not shocked by an awesome rare weapon being the best thing to use in your weapon slot. guess some people don't remember the 12 months of Diablo 2 classic 2000 to 2001.
white is solid with the big IAS boost.. it's like a big ala d2 great maul type 2hander but sped up with that awesome base damage. your legendary there also has no base damage boost. also has no IAS boost. but yet you are comparing it to 2 other END GAME 60 TIER LEVEL items both of which have one or the other. are you serious dude? not gonna explain how i view white blue yellow orange green items at week 1-2 of diablo 3 one by fucking one.
random drops right now are random. and random. and it's fun to kill random demons going for 3, 4, 6 snazzy affixes, whatever color text (i think we all know it's a safe bet a higher % will be orange in the future). maybe i'm just easy to please, but i'm thinking..
come on people, this is like week 1 of the ride of blizzard and diablo. 12 years ago they supported and added stuff over 9 years. kill demons, hunt for items. use what's best, get stronger, repeat.
you guys are kidding yourselves if you think you won't have orange letters you'll be salivating over. sheesh. main d3 thread is rough -_-;
I've actually always hated the concept of "colored" items if, for any reason, trying to justify superiority when one chances to drop. Conceptually, I have no issue with things like "uniques" tending to offer a specific range of stats as an offset to the high rarity numbers game of finding a good rare and whatnot, but at the moment, it's like Blizz took that idea and worsened it with either too few fixed (albeit variable) mods or not filtering out junk mods that pretty much make shit worthless when they roll (and probably will). Just feels like a backlash from the "one item to rule them all" mentality that seemed to pop in D2 regarding builds and specific slots. Instead of SoJs being the primary +skill ring, other unique rings or even rares could've gotten the mod, too. I guess it's just easier to knock down the top tier than it is to bolster the lower, much as everyone hates nerfs and/or shitty balance.
It does work on end bosses and was intended for you to clear the place then go after the boss.
I just rerolled a Wizard (~20) and I'm not upset about the Energy Armor / Force rune change; shit was screaming nerf especially considering how broken it was. You had Wizards cruising around Inferno with specifically designed no plus-VIT builds resulting in max HP @ 60 of ~4,000, but lots of life regen to constantly regenerate the ~1,400 HP lost per hit in short order. I think it's fair how it works now.
And what does this mean in the hotpatch notes?
"Players will no longer remain invulnerable to attacks after defeating Diablo."
And I still think Inferno A2+ is going to be best done by ranged classes even without the semi-broken defensive abilities. Barbs with 50,000 HP and 650+ resistances across the board still get one shot without Ignore Pain (-65% DT) up.