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On May 24 2014 09:51 dAPhREAk wrote: i would prefer to use the storm armor at all t, but survivability is an issue > t4 since i use disint-entropy and have to be in the face of monsters. i also tend to not use storm armor on t4 if i am the only one tanking (i.e., ranged wizards and dh). I haven't changes my storm armour for months. It does sooo much for the AP for a disintegrate build. I also like the extra damage, and the lightning damage that gives another 5% with elemental exposure. But then I am almost only running T1, so survivability isnt really an issue. :o)
What armour do you use otherwise?
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On May 24 2014 10:15 Cascade wrote:Show nested quote +On May 24 2014 09:51 dAPhREAk wrote: i would prefer to use the storm armor at all t, but survivability is an issue > t4 since i use disint-entropy and have to be in the face of monsters. i also tend to not use storm armor on t4 if i am the only one tanking (i.e., ranged wizards and dh). I haven't changes my storm armour for months. It does sooo much for the AP for a disintegrate build. I also like the extra damage, and the lightning damage that gives another 5% with elemental exposure. But then I am almost only running T1, so survivability isnt really an issue. :o) What armour do you use otherwise? energy - pinpoint barrier or energy - prismatic. just for survivability on t5 and more rarely on t4.
do you use entropy or another rune? because its hard to be face-to-face and not take serious damage if im not running prismatic.
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On May 24 2014 10:21 dAPhREAk wrote:Show nested quote +On May 24 2014 10:15 Cascade wrote:On May 24 2014 09:51 dAPhREAk wrote: i would prefer to use the storm armor at all t, but survivability is an issue > t4 since i use disint-entropy and have to be in the face of monsters. i also tend to not use storm armor on t4 if i am the only one tanking (i.e., ranged wizards and dh). I haven't changes my storm armour for months. It does sooo much for the AP for a disintegrate build. I also like the extra damage, and the lightning damage that gives another 5% with elemental exposure. But then I am almost only running T1, so survivability isnt really an issue. :o) What armour do you use otherwise? energy - pinpoint barrier or energy - prismatic. just for survivability on t5 and more rarely on t4. do you use entropy or another rune? because its hard to be face-to-face and not take serious damage if im not running prismatic. I asked mainly to know what to use at higher Ts. At T1 it is fine to face-tank with storm armour. If I were to go up in difficulty and would swap storm armour for survivability my first guess would have been prismatic.
But already T2 doesn't feel efficient for me. The +15% legendaries are nowhere close to make up for the loss in clearing speed I get from higher HP, more careful play style, more AP problems, and the occasional death. I just don't have the gear to be efficient I think.
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Just found my first piece of Vyrs! (now just 3 more pieces and rogg!!)
So as I am now very close to vyrs 4x bonus (), let me ask: exactly how does cooldown reduction work? D3 seems to have this obsession with adding up %increase damage instead of multiplying, which is bad for things that increase other things. But as this reduces something, adding is better than multiplying. So does reduce cooldown add or multiply? Does it add with passive as well?
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Caldeum1976 Posts
On May 24 2014 12:29 Cascade wrote:Just found my first piece of Vyrs! (now just 3 more pieces and rogg!!) So as I am now very close to vyrs 4x bonus ( ), let me ask: exactly how does cooldown reduction work? D3 seems to have this obsession with adding up %increase damage instead of multiplying, which is bad for things that increase other things. But as this reduces something, adding is better than multiplying. So does reduce cooldown add or multiply? Does it add with passive as well? All cooldown reduction is multiplicative.
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On May 24 2014 14:10 Valiver wrote:Show nested quote +On May 24 2014 12:29 Cascade wrote:Just found my first piece of Vyrs! (now just 3 more pieces and rogg!!) So as I am now very close to vyrs 4x bonus ( ), let me ask: exactly how does cooldown reduction work? D3 seems to have this obsession with adding up %increase damage instead of multiplying, which is bad for things that increase other things. But as this reduces something, adding is better than multiplying. So does reduce cooldown add or multiply? Does it add with passive as well? All cooldown reduction is multiplicative.
They always use what is less efficient for players.
%Life stacks additively. %EleDmg and %EliteDmg stacks additively. %DmgReduction of all kinds stacks multiplicatively. %CDR and %RCR stacks multiplicatively.
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On May 24 2014 20:06 Sek-Kuar wrote:Show nested quote +On May 24 2014 14:10 Valiver wrote:On May 24 2014 12:29 Cascade wrote:Just found my first piece of Vyrs! (now just 3 more pieces and rogg!!) So as I am now very close to vyrs 4x bonus ( ), let me ask: exactly how does cooldown reduction work? D3 seems to have this obsession with adding up %increase damage instead of multiplying, which is bad for things that increase other things. But as this reduces something, adding is better than multiplying. So does reduce cooldown add or multiply? Does it add with passive as well? All cooldown reduction is multiplicative. They always use what is less efficient for players. %Life stacks additively. %EleDmg and %EliteDmg stacks additively.%DmgReduction of all kinds stacks multiplicatively. %CDR and %RCR stacks multiplicatively.
I'm pretty sure that one's not true.
edit: Actually, that is an unclear sentence, yo.
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On May 25 2014 02:24 Mindcrime wrote:Show nested quote +On May 24 2014 20:06 Sek-Kuar wrote:On May 24 2014 14:10 Valiver wrote:On May 24 2014 12:29 Cascade wrote:Just found my first piece of Vyrs! (now just 3 more pieces and rogg!!) So as I am now very close to vyrs 4x bonus ( ), let me ask: exactly how does cooldown reduction work? D3 seems to have this obsession with adding up %increase damage instead of multiplying, which is bad for things that increase other things. But as this reduces something, adding is better than multiplying. So does reduce cooldown add or multiply? Does it add with passive as well? All cooldown reduction is multiplicative. They always use what is less efficient for players. %Life stacks additively. %EleDmg and %EliteDmg stacks additively.%DmgReduction of all kinds stacks multiplicatively. %CDR and %RCR stacks multiplicatively. I'm pretty sure that one's not true. edit: Actually, that is an unclear sentence, yo.
Oh yea, you are right. I did mean that all EleDmg stacks additively, just like all Elite & Skill Dmg. But in fact they do stack multiplicatively between each other, which is more efficient for us... Weird ^^
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United States37500 Posts
I personally can't see where you can get much more CDR, you have it on shoulders and gloves.
In terms of efficiency (if you're willing to cut the HP from Born's set): Crimson Pants/Belt: giving you the CDR as Born's but added RCR. Get Vyr's Armor instead. Craft Aughild's Shoulders instead, this will free up either Helm (for an Arcane Andy's) or Bracers (Strongarm Bracers).
You should also have Energy Armor (Pinpoint or Force) and Magic Weapon (Force Weapon). All you really need is Archon + one other attack (not counting Black Hole) for Arcane Wizard. My personal preference is Arcane Torrent/Archon.
Oh, you could technically get 10% more CDR if you do Born's Shoulders/Weapons...
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On May 26 2014 18:13 Sek-Kuar wrote:Show nested quote +On May 25 2014 02:24 Mindcrime wrote:On May 24 2014 20:06 Sek-Kuar wrote:On May 24 2014 14:10 Valiver wrote:On May 24 2014 12:29 Cascade wrote:Just found my first piece of Vyrs! (now just 3 more pieces and rogg!!) So as I am now very close to vyrs 4x bonus ( ), let me ask: exactly how does cooldown reduction work? D3 seems to have this obsession with adding up %increase damage instead of multiplying, which is bad for things that increase other things. But as this reduces something, adding is better than multiplying. So does reduce cooldown add or multiply? Does it add with passive as well? All cooldown reduction is multiplicative. They always use what is less efficient for players. %Life stacks additively. %EleDmg and %EliteDmg stacks additively.%DmgReduction of all kinds stacks multiplicatively. %CDR and %RCR stacks multiplicatively. I'm pretty sure that one's not true. edit: Actually, that is an unclear sentence, yo. Oh yea, you are right. I did mean that all EleDmg stacks additively, just like all Elite & Skill Dmg. But in fact they do stack multiplicatively between each other, which is more efficient for us... Weird ^^ Except audacity, that stack multiplicatively for whatever reason.
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On May 26 2014 18:22 Emnjay808 wrote:I got 3 piece Vyrs recently, so Im trying out Melee/Archon build and Im enjoying it a lot. So far I only have 60cdr and I feel like it should be closer to 80%. Any idea what kind of items or item re-enchants I should go for? http://us.battle.net/d3/en/profile/Emnjay808-1832/hero/41848284 probably the strongest really cdr-focused archon builld is the following:
borns sword and shoulders aughilds helm and bracers vyrs gloves, chest and pants/boots captain crimson belt and boots/pants rrog soj amu of your choice mirrorball with native cdr on it
then use mm conflagrate.
this gives you 20% (evocation) + 10% (paragon points) + 12.5% (helm socket) + 10% (borns) + 10% (captain crimson) + 8% (mirrorball) + 8% (shoulders) of cdr without sacrificing any damage rolls on rings or amu for it.
the total cdr with this setup would be 1 - (0.8 * 0.9 * 0.875 * 0.9 * 0.9 * 0.92 * 0.92) = 56.8%
the only things you give up for this setup compared to "perfect damage fire archon" is: magefists, witching hour/harrington, strongarms, tf procs. by having borns and captain crimson set, you gain 15% life, 50 allres and 2000 life/s in exchange.
with this setup, you can still get 60% fire bonus, 45% elite bonus and full int cc and cd stats.
an alternative would be the following: tf, preferably rerolled with cold damage magefists vyrs chest boots pants aughilds shoulders and helm strongarms witching hour/harringtons rrog soj amu of your choice mirrorball
compared to the spec above, this setup sacrifices 2x10% cdr from borns and captain crimson sets, but gains a whole lot more bang behind it. a thunderfury with rerolled cold damage is particularly strong: this gives you cold (affix on weapon), fire (main attacks), lightning (tf procs) and arcane (black hole spellsteal) stacks on elemental exposure for 15-20% damage bonus. (depending on the black hole uptime). with this setup, you can reach up to 46.7% cdr.
a third alternative is an arcane based setup as follows:
aughilds bracers and shoulders tals helm and source vyrs gloves chest boots/pants captain crimson belt and pants/boots rrog soj moonlight ward weapon of your choice, preferably a tf
then use arcane torrent as your main non-archon skill. with this setup, you can reach up to 52% cdr without compromising your damage too much. since you are using a spender, you need to keep up your ap somehow. a tals source can have 4 apoc and cdr on it, while a triumvirate would have 4apoc and 10% arcane, but no cdr. using a tals source also allows you get the much needed 2 tals pieces while also keeping aughilds, vyrs and captain crimson and also the moonlight ward. (which has 5% more arcane bonus on it than other amus and also has the procs on it that are nice since you are fighting at close distance most of the time anyway.) alternatively, you can use tals amu and triumvirate instead. this variation would gain 5% arcane bonus over mlw/talsource, but would lose the cdr and the mlw procs in exchange.
by using captain crimson in this setup, you gain cdr and also resource cost reduction. having 4 apoc, 10% crc form gear and the tals ap bonus, you can spam your arcane torrent pretty much infinitely. it also allows you to make use of the offensive paragon points beyond plvl 600 since this setup can "handle" more ias on your gear than the usual arcane specs. since there are no magefists for arcane, you do not directly lose out damage by incorporating captain crimson like you do on fire specs.
overall, im pretty sure that the second fire spec i described is the strongest possible build for wizards right now, stronger than any non-archon fire builds, stronger than wand of woh builds, stronger than any archon spec. if only mm conflagrate wouldnt feel like shit to use. just for the feel of it, i still prefer the arcane spec....
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That seems really complicated lol. I only play D3 casually so I cant really aggresively hunt for certain items. Just getting Vyrs Chest and Auguild shoulders seems more possible for me lol. Thanks for the input guys.
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How often do you actually use MM? You've got disintegrate when Archon is on CD. I feel like a different source with +Arcane damage would do you better than the mirrorball.
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The only source that gives arcane is triumvirate, which I find rather underwhelming. I find MM to be more effective against single, large targets compared to disintegrate.
My current setup procs the tal set meteor 4 times at once with sparkflint (fire), MM/Distintegrate(arcane), TF proc(lightning), and templar's azurewrath(cold, before this I did not know follower attacks count). In single player it's pretty amazing. I'd like to keep the Tal bonus if possible, so more CDR isn't an option at this point.
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wow, i would KILL for your moonlight ward!
overall, i think your gear is nice and makes sense except for the mirrorball. just use arcane torrent instead of magic missile and a triumvirate instead of the mirrorball. yes, you will lose out on 7 cdr, but you gain 10% arcane bonus in exchange. alternatively, you could use a tals source with the same stats as your mirrorball. then, you could swap out the tals belt for a harrington. or you switch either the tals helm or tals chest for an aughilds piece and replace the bracers with strongarms.
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Valhalla18444 Posts
if I don't have a group to rift with, what's a ballpark dps/toughness/key items to clear T2 quickly? Currently running Tele / Black Hole(Spellsteal) / Magic Weapon(20%) / Sparkflint /MM (Glacial) / RoF(Black Ice)
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