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Diablo3 class thread
Edit: Site timeout double post nonsense Frown
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hadriel Wrote:I try not to use IAS stuff/skills because of their conflict with resource consumption. Because Slow Time bubble doesn't actually move, I feel that it would be of little benefit unless you're tanking melee elites/champions because Sleet Storm's AoE is just too small and nasty against stuff that runs. Teleport-Calamity actually sounds like pretty good replacement for Slow Time, so you could probably toss in Evocation or Illusionist to replace Galvanising ward (I'd give up the Regen).

But yeah it sounds like a pretty interesting idea, the damage is good.

Just my 2p.

Hadriel

I haven't really found IAS to be that much of a detriment, definitely not with Energy Twister since it lets you put out more Twisters. Might be more difficult with Sleet Storm, but I chose Slow Time to have a snare that adds damage and has defensive capabilities. There's plenty of other options available that are good though, and if Slow Time doesn't work out, I can default to a Hydra.

FabledGumbo Wrote:Does that affect life steal too? Or is that independent of coefficient? That still seems like something that could be counteracted by a good Barbarian belt, especially if it had whirlwind crit chance or whirlwind reduced fury cost too.

Life Steal % always works at 100% effectiveness.
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hadriel Wrote:I try not to use IAS stuff/skills because of their conflict with resource consumption. Because Slow Time bubble doesn't actually move, I feel that it would be of little benefit unless you're tanking melee elites/champions because Sleet Storm's AoE is just too small and nasty against stuff that runs. Teleport-Calamity actually sounds like pretty good replacement for Slow Time, so you could probably toss in Evocation or Illusionist to replace Galvanising ward (I'd give up the Regen).

But yeah it sounds like a pretty interesting idea, the damage is good.

Just my 2p.

Hadriel

I haven't really found IAS to be that much of a detriment, definitely not with Energy Twister since it lets you put out more Twisters. Might be more difficult with Sleet Storm, but I chose Slow Time to have a snare that adds damage and has defensive capabilities. There's plenty of other options available that are good though, and if Slow Time doesn't work out, I can default to a Hydra.

FabledGumbo Wrote:Does that affect life steal too? Or is that independent of coefficient? That still seems like something that could be counteracted by a good Barbarian belt, especially if it had whirlwind crit chance or whirlwind reduced fury cost too.

Life Steal % always works at 100% effectiveness.
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You accidentally doubled =P I've been having issues posting too.

Primarily the issue is with Disintegrate - I always find myself draining Arcane faster if I use a slow weapon e.g. Polearm versus a wand, and I just tested it using an IAS-ed bow (1.47 aps, drains arcane noticably) and a 2H mace (0.90 aps, arcane moves very slowly). So this was my main concern for you if you used Sleet storm since it's also a channel-type spell. Of course whether it really does affect your build depends on your character. IAS is really good for resource-generator characters, but I'd really just not have that if none of my spells generate Arcane for me.

The only other thing that I could think of would be Blizzard for the snaring, but lacks the defence... Now that you say it the 1st 3 runes of Slow Time are all equally viable for the extra offensive aid, and I would seriously consider Time Shell for myself too after the patch. Drop Galvanising for Cold Blooded too? Lots of ideas for your build.

Hadriel
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PTR notes have been updated!

Quote:The chance for Legendary and set items to drop has been doubled

Also more nerfs and whatnot.
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Oh yay, let's reduce more proc coefficients for Wizards!

And on a side note, I've recently lost interest in mindlessly repeating the same small part of Act 3 over and over. Guess I'll wait to see what 1.0.5 brings of new.
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Welp! There goes the viability of Critical Mass builds.
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Shidoshi Wrote:Oh yay, let's reduce more proc coefficients for Wizards!

And on a side note, I've recently lost interest in mindlessly repeating the same small part of Act 3 over and over. Guess I'll wait to see what 1.0.5 brings of new.

Tikey Wrote:Welp! There goes the viability of Critical Mass builds.

Quick everyone. Find the next FoTM build for all the classes! *flailing arms*
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As if Ice Armor - Crystallize, or Covering Fire - Hardened for that matter were too good. Pretty pomegranatety deal for all CM Wizards.

I want them to buff Ice Armor - Frozen Storm to something like 5 to 10 second duration and/or with a damage buff and maybe give it a small proc rate like 0.05 since you can activate it while using Sleet Storm. Would be really sweet, but god forbid a skill be viable outside of facerolling pre-inferno bot areas. Right now, all it can be used for is botting.

http://us.battle.net/d3/en/calculator/wi...fWg!YZYYaY

I've been running my Snow Storm build in A2, and it works fine except I'm too used to being able to tank through everything with Diamond Skin. I've been using Prism for its AP reduction, but I don't actually think it's necessary, at least with the current proc rate. The build should focus on high resist, moderate armor, and Life Regen. Life on Hit I feel wouldn't work well since only Sleet Storm activates it and it has such unreliable range and high DPS. Blizzard only provides 2%, which is nothing. Maybe if they buff Hydra to proc LoH it could be useful. For ranged monsters that kite me or things I can't tank (for long), I snare with Blizzard and have a Hydra to kill them, and I use Sleet Storm and tank and then kite until my HP regens. I'd like to be able to top 2k without Galvanizing, but that feels unrealistic without a pomegranateton (will to spend) more money. I think Sleet Storm deserves a bit of a range buff though. Black Ice might be a decent alternative too.
I might need some more max AP to be able to comfortably use this build though, as it doesn't appear to be too efficient in Act 2. Everything dies to Sleet Storm, so I rarely have to use Blizzard and Hydra (not to mention I don't have enough AP to use all three). It's really only there as flavour or pre-engagement on large groups. I honestly don't think Snowbound is worthwhile as a rune, especially post-patch. I just need a bit more AP to be able to start everything, upkeep is fine as it is. I need a Stone of Jordan (or two) and after 1.05, a good helm to round this build out. SoJ with Ray of Frost are difficult to find. I think other people are buying all the good ones. Maybe a Source with Blizzard Duration as well since that's neat, but a better source in general. Also, what the pineapple Blizzard, you have an item that can reproduce the effect of a rune? Really?

I wish Frozen Orb existed... I miss my MeleeOrb...


Also, my Demon Hunter has 299% Gold Find, and I'm going to start scaling some towards more Magic Find and Pickup Radius I guess. I bought a Gold Skin to see how often it procs, and it's like less than 10%, unaffected by Gold Find and difficulty, and has an internal cooldown of 10 seconds or something.
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Currently hit a wall at A3. Too slow at killing, cause I just don't have enough DPS. Too poor - my entire eq setup is achieved in 100-200k iirc. Just to survive, I've dropped Glass Cannon for... well... currently using Power Hungry but maybe I'll swap over to Galvanising instead, again.

I used to use Prism, but it doesn't help when something hits me and it drops off... Disintegrate is still cool in A2 (managed to kill Belial afterall on top of Arcane Hydra) but I might just use Archon for A3 if I still want to use a Disintegrate-type skill... looks like it's time for me to move on top something like Arcane Orb... sadly.

Needs damage...

Hadriel
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1.0.5 PTR notes updated

Buffs and fixes from the looks of it.
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Disintegrate buff - oh yeah baby. 10% increase in damage overall.

I am pretty amazed at the buff to Sentry. Gonna make kiting more interesting.

Hadriel
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Bug fixes, bug fixes, and more bug fixes!
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I guess it's good that they're fixing things but I kind of wish they'd hurry it up at the same time. It's really discouraging to play something when you know that you're playing for a diminished reward because there's something better coming along that's just not implemented yet. Hell, I'm kind of already doing that with Maplestory and Kaiser.
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I found out the other day you can only wear one Stone of Jordan at a time. I wasn't impressed. I set up my Monk to be able to use Tempest Rush infinitely, and I ran Act 2 Normal a few times. Planning to give it a shot at MP10 to get a Leoric's Signet, and otherwise just to plantain around. Wish it had a bit more attack range though. And a rune to make you not knock things back. Or a rune specifically to make you knock things back. Then it might be viable for something other than running around stupidly fast.

They said they were planning to improve more of the Monk's spenders after this patch, and their idea of it was to give Lashing Tail Kick a rune that gives KB, and remove KB from the other ones. Pretty uninspired like a lot of the runes. Coupled with the fact that unless you're an LpSS Monk with Spirit Regen, you don't have enough spirit to actually spend beyond the Mantra, it's evident that it won't matter.
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Dunno if anyone else saw, but "Mage" obtained world first Level 100 Paragon in HARDCORE
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Dark Link Wrote:Dunno if anyone else saw, but "Mage" obtained world first Level 100 Paragon in HARDCORE

MONSTER! The fact it's a squishy wizard is even more impressive.
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It's gonna be a real shame when he dies and loses all 100 paragon levels. Unless of course he's just going to abandon his character or play so far below his equipment that he stands virtually no danger of dying.
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Looks like 1.0.5 is going live on tuesday. I'm pretty hyped to try out MP and stuff.

EDIT (because I can mostly): Patch confirmed for tomorow, can't wait Big Grin
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Played around with some friends looking for the 3 keys today.

For Act 1 my barb can probably solo all the way up to MP 6 or 7, at MP 10 the damage was starting to edge over my regeneration and even white mobs took too long to kill.
Act 3 at MP 4 was mildly challenging, I can probably still do it at MP 5.

I've got the 3 keys already, the Act 1 & 2 bosses that drop them are not specially hard, with the one on Act 2 being specially easy.
The boss for Act 3, man that was a huge challenge. I can complete Act 3 on MP 4 just fine with no deaths, but this boss killed me 3 times before I could down it on the same difficulty level.
I'll leave the surprise for everyone to find out by themselves just how terrible this last one can be.
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