It's that offensive skills are just terrible in comparison.
The Fury Spenders are certainly all pretty bad, but if you look at the passives, there are quite a few decent offensive passives that I would love to run instead of having to have vit->armour, +25% armour, and either Pound of Flesh or 20% reduced non-physical.
Seismic Slam w/ -Fury cost makes you your Demon Hunter friend's favorite bodyguard. That's about all the spenders are good for.
Even that video of the Barb whirlwinding around champs in Act 2 was fairly pathetic, given how geared it was.
34) As a max level player, I want an option to skip all cutscenes/dialogue so that I don't have to constantly press the spacebar to advance in the current game flow.
If you hit Esc during any 'forced' conversations, cutscenes, etc. you can skip right through them. We think it works pretty well. I'd be open to hearing any specific issues it's causing, though.
The iPhone is great because Steve Jobs would put heads on spikes for this kind of thinking. When you run the same bit of the game over and over and over, listening to stupid dialog and having to esc out of cutscenes matters. If you don't understand that it matters you don't understand excellence :P
themightypuck on
“Reject your sense of injury and the injury itself disappears.”
― Marcus Aurelius
Be waywee waywee cayfuw when playing the AH. I put up a nice 800dps mighty one hander with a 200K buyout but didn't put a minimum in because hell I bought it for 240K two days earlier. Sold for 50K.
“Reject your sense of injury and the injury itself disappears.”
― Marcus Aurelius
Path of Exile: themightypuck
0
BethrynUnhappiness is MandatoryRegistered Userregular
Yeah, always fill out your minimums with the least you want to see from an item.
10 times is not a good sample size for testing magic find. You would have to do tens-hundreds of thousands of runs in the least to get a correct sample size. If you did 5,000 runs, the results should good enough to match up to if you had done hundreds of million runs. I believe this is still innacurate for the whole system though due to the size of the roll. Doing 10 runs is literally playing a slot machine 10 times while holding your lucky magic rabbits foot and going "fuck this thing doesnt work" when it only gives you a 8% chance better of winning hundreds of prizes out of millions of possible returns.
If you hit Esc during any 'forced' conversations, cutscenes, etc. you can skip right through them. We think it works pretty well. I'd be open to hearing any specific issues it's causing, though.
I know its a 'canned pr response', but the issue it is causing is breaking up gameplay. You know, what he stated in his question/issue. And it would probably be much nicer if it were a hard stop on those cut scenes, but it isnt. theres load, whatever fires off while you have to go and hit the OK button, then the unloading that always occurs.
For those who complain that barbarians and monks are forced into defensive passives:
Demon hunters have downright terrible defensive passives, and three excellent no-brainer 15-20% damage increase passives.
But they're forced into:
Smoke Screen with Lingering Fog rune
Preparation, but diverse rune choices here
Hungering arrow with the Devouring arrow rune is pretty much a no-brainer too, all the other hatred generators deal significantly less damage and have drawbacks.
Elemental Arrow with the Nether Tentacles rune is an absolute must, it hits bosses multiple times, hits every mob in a pack, you can cast it a lot without running out of hatred, and you can alternate between firing and running away.
that leaves us a whopping two skills that we can pick for ourselves.
good ones are:
Impale with Grievous Wounds is an absolute necessity if you have a crossbow and stack critical hit chance and damage
Caltrops to help kite the faster champion packs
Companion with the bat rune is a decent choice, to cast more Nether Tentacles against bosses and packs
Marked for Death with the Mortal Enemy rune, increases damage against bosses and makes hatred generation with Nether Tentacles a non-issue
Spike Trap is alright because of its very high damage
Multishot with the Fire At Will rune is decent
Rain of Vengeance with Dark Cloud rune is okay, fire every 30 seconds for some low-effort extra damage
Let's count the useless Skill/Rune combos for inferno, shall we?
Marked for Death / Contagion
Marked for Death / Grim Reaper
Marked for Death / Death Toll
Evasive Fire x5 (too unreliable, too slow, costs discipline)
Fan of Knives x5 (lousy damage, close-range)
Spike Trap / Sticky Trap
Spike Trap / Lightning Rod
Sentry x5 (deals 20% weapon damage, not worth the skill slot and discipline cost)
Strafe x5 (lousy skill, huge hatred cost, low damage, hard to use)
Multishot / Burst Fire
Multishot / Full Broadside
Multishot / Arsenal
Cluster Arrow x5 (you can cast a whopping two of those before running out of hatred)
Rain of Vengeance / Beasty Bombs
Rain of Vengeance / Anathema
Total: 85 useless skill/rune combos out of 115.
(This is strictly for Inferno farming, where you don't want to swap skills in order to preserve Nephalem Valor stacks)
Useless passives:
Thrill of the Hunt
Vengeance (it's super good pre-inferno though)
Brooding
Numbing Traps
Perfectionist (used to be good before the Smoke Screen nerf)
Grenadier
Ballistics (none of the rocket skills are good)
For those who complain that barbarians and monks are forced into defensive passives:
Demon hunters have downright terrible defensive passives, and three excellent no-brainer 15-20% damage increase passives.
But they're forced into:
Smoke Screen with Lingering Fog rune
Preparation, but diverse rune choices here
Hungering arrow with the Devouring arrow rune is pretty much a no-brainer too, all the other hatred generators deal significantly less damage and have drawbacks.
Elemental Arrow with the Nether Tentacles rune is an absolute must, it hits bosses multiple times, hits every mob in a pack, you can cast it a lot without running out of hatred, and you can alternate between firing and running away.
that leaves us a whopping two skills that we can pick for ourselves.
good ones are:
Impale with Grievous Wounds is an absolute necessity if you have a crossbow and stack critical hit chance and damage
Caltrops to help kite the faster champion packs
Companion with the bat rune is a decent choice, to cast more Nether Tentacles against bosses and packs
Marked for Death with the Mortal Enemy rune, increases damage against bosses and makes hatred generation with Nether Tentacles a non-issue
Spike Trap is alright because of its very high damage
Multishot with the Fire At Will rune is decent
Rain of Vengeance with Dark Cloud rune is okay, fire every 30 seconds for some low-effort extra damage
Let's count the useless Skill/Rune combos for inferno, shall we?
Marked for Death / Contagion
Marked for Death / Grim Reaper
Marked for Death / Death Toll
Evasive Fire x5 (too unreliable, too slow, costs discipline)
Fan of Knives x5 (lousy damage, close-range)
Spike Trap / Sticky Trap
Spike Trap / Lightning Rod
Sentry x5 (deals 20% weapon damage, not worth the skill slot and discipline cost)
Strafe x5 (lousy skill, huge hatred cost, low damage, hard to use)
Multishot / Burst Fire
Multishot / Full Broadside
Multishot / Arsenal
Cluster Arrow x5 (you can cast a whopping two of those before running out of hatred)
Rain of Vengeance / Beasty Bombs
Rain of Vengeance / Anathema
Total: 85 useless skill/rune combos out of 115.
(This is strictly for Inferno farming, where you don't want to swap skills in order to preserve Nephalem Valor stacks)
Useless passives:
Thrill of the Hunt
Vengeance (it's super good pre-inferno though)
Brooding
Numbing Traps
Perfectionist (used to be good before the Smoke Screen nerf)
Grenadier
Ballistics (none of the rocket skills are good)
Good post. Here, let me list the useful builds monks have for farming Inferno:
You've got a different problem, mate. A lot of barbarian and monk offensive skills are so bad (not to mention that they have no natural synergy with each other, like defensive skills do) that we're forced to completely depend on defensive abilities and high resist/vit gear to make slow progress through inferno.
While you have a handful of skills that are so overpowered that it makes other skills irrelevant, and you can farm late game inferno independent of gear besides a high DPS weapon.
The best thing in trade right now is people offering to craft stuff for a tip with your mats.
Here's how the scam works:
They make 1 item at a time by themselves. If its good, they sell it on AH, if its bad, they stop and keep it in their inventory.
Someone asks them to craft something.
They make the item, and if its good, they keep it and give you the shitty one they saved. If its worse then what they were saving, you get the item.
You are literally handing them money to put into the slot machine, only you can't see the machine, and he's charging you for the privledge of peeking around from the slot machine saying "ooooooooooh so sorry, heres your pile of shit, maybe next time!"
Anybody who trusts a stranger from the chat channels in any sort of blind transaction deserves to get ripped off.
Not really.
You just have to know the risk and be ok with it. I had @Rius craft me one of those claws last night, and yeah, I knew he could have an old one in his inventory and he could steal my godly IAS, Life on Hit, 1k DPS, +200 Dex claw and toss me a crappy version. But I didn't think he would do that, cause he is a PA guy and not a dick. And while I didn't quite get the godly weapon I wanted, it is still pretty sweet:
(Note: AH screenshot so DPS is not including the Ruby)
To close: thanks Rius!
I keep hearing wizards/demon hunters can solo act3/4 with glass cannon builds but how? My wizard can do 34K DPS if I use all offensive abilities and I struggle with elites in act 1 because they hit so hard, how can I possibly do act 3/4?
So yesterday I did a little gearycrafting (ha ha, get it?) and worked on rebuilding my Monk's gear for the trip into Act 2. When considering certain affixes like attack speed, move speed, crit chance, crit damage, spirit regen, life per spirit spent and life on hit, all those things only appear in certain slots (discounting Uniques). Chest Armor, Belts, Pants, and Shoulders can't have any of those. Bracers can have crit chance and boots can have movement speed.
So I decided to look for some new chest armor, a belt, pants, shoulders and bracers with as much defensive stats as I could find. I had just gotten a couple mil from selling many Act 1 drops at 200-300k so I was looking to spend 300-400k per item. My chest armor and belt are actually pretty decent already, both having ~75 dex and vit and ~75-80 combined resist all and resist poison. Plus my chest armor has 3 slots, so that's going to be pretty expensive to upgrade.
I found pants, shoulders and bracers with ~75 dex and vit, ~90 combined resist all for 350-400k each. They also have between them some life per second. I found boots with same plus 12% movement speed and +7 yard pickup radius for 250k. The pickup radius is super helpful for Dashing Strike'ing through a group of enemies to the far side, grabbing all the health along the way.
The next thing I want to find is a badass Monk helm with Dex, Vit, 75+ combined Resist All/Poison, 20+ Life per spirit spent and 1.75+ Spirit Regen per second. Probably going to pay out the ass for that sort of thing. Then it's on to saving up for nice rare jewelry with attack speed and crit chance.
This don't get hit strategy with blizzard//poison hydra is working in act 2 LOL, I'm sure it isn't perfect but man, I can see why people are complaining. Gonna take a break gearing my barbarian.
Changes to barbs I would most like to see:
1. Decreased cooldowns on the ultimate abilities by 30 seconds.
2. Some damage reduction would be nice
3. Flat attack speed buff maybe? Or maybe some better lifesteal %'s. D2x had 10%+ lifesteal, and it's how barbs LIVED.
Basically, the lack of a pet means I can't grab aggro like a monk, and I'm just a single stone blocking people from my 25k dps wizard friend.
The last thing I would like to see is a buff to the ultimates, well besides Call of the Ancients. But the class already relies too much on wotb and eq.
Did a long session today with 208% baseline MF. From my understanding, that's pretty close to the max possible right now. Picked up around a thousand blues + yellows (~150-200 hour). Zero unique or set items. Boss drops do not seem affected by MF, I still got 2-4 yellows with 3 on average with full NV.
What are you doing to get 150 yellows an hour? Or you mean 150-200 blues/yellows an hour?
I usually do siegebreaker in about 30 minutes and get 7-9 yellows per run.
Bought my first legendary item (Gladiator's Gauntlets). They were the only item type to both have +life on hit and +crit %, crucial to my Critterbarb build (stack crit so high every single crit ability goes off constantly).
Now I just need to level my barb to 60 (and find a good 1 hander + shield).
Grenades x5 (ridiculously hard to use and lousy damage)
You really should try them out before poo-poo'ing them
stun grenades do great damage, and they stun A LOT
I have perma-stunned boss/champ packs with them
yeah, they take a little getting used to, but they absolutely do NOT belong on the useless list
and remember, you fire off 3 of them
so you're doing 95% x 3
that's huge
most mooks can be hit with 2 grenades
bigger guys can get hit by all 3
or down hallways
Sentry x5 (deals 20% weapon damage, not worth the skill slot and discipline cost)
I suppose solo, maybe
but in a group, Guardian Sentry is AWESOME
my monk buddy tanked Diablo Hell in it, the 15% dam red is great
and yeah, it's 20% weapon damage, but it shoots at your attack rate
so 20% * 1.6 aps * 30 seconds = a LOT of damage in a boss fight
Cluster Arrow x5 (you can cast a whopping two of those before running out of hatred)
the stun version, coupled with stun grenades, is incredible
you can stun large groups for a long time
and seriously, the damage is pretty beefy considering
add in grenadier, and you have the fastest hatred generator around
and can now fire off 3 cluster arrows
mint
I realize people are just starting Inferno, and are frothing about cookie cutter builds, but let's not pigeonhole entire classes like this, there is still quite a bit of build flexibility and options out there
you know, the one with like one room and a tiny hallway leading into it
what's inside?
zombie boss pack!
horde molten mortar fire chains
...
That's an easy one.
Try mortar, invulnerable minions, fast, jailer. Pretty much anything but the slowest base creature with the most anemic mods becomes impossible if it has invulnerable minions.
For melee: vampiric, extra health, and invulnerable minions are the three worst. Each one combined with any other 3 affixes is awful, but any two from that list combined then it's an unkillable mob unless you're geared to the point where you shouldn't even be in the act you're in.
random observation: the scariest force-multiplying mod on any champ/elite pack is "fast"
there are very few combinations of mods that aren't make 10x harder to deal with than the guys being quicker than you
I literally ran around in circles for 20 mins while taking one or two shots at these fast packs while they gnawed at my ankles as my spirit / health regened.
This is fucking ridiculous. All this time wondering how the hell am I gonna gear up for act 2-4 inferno and I discover the blizzard/poison hydra build and now I just solo'd maghda no problem. They need to make kiting not possible and reduce inferno monsters damage.
For melee: vampiric, extra health, and invulnerable minions are the three worst. Each one combined with any other 3 affixes is awful, but any two from that list combined then it's an unkillable mob unless you're geared to the point where you shouldn't even be in the act you're in.
Eh this isn't true at all. I find Vampiric is not a problem with extra health. Same with Vampiric Invuln unless it is tied with something like Frozen/Jailer. But vampiric for the most part is one of the affixes I am usually glad to see since I can easily outdamage their healing so long as I'm not standing in desecration or molten (Which if I am I'm dead anyways)
On a side note. I have an interesting question regarding some dps changes that i'll post shortly once I get a screenshot of the change. I would appreciate any input as I am having trouble wrapping my head around the math on this one.
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Mortar is easy to avoid for ranged classes if it doesn't have jailer, vortex or waller.
It's even easier for melee classes as Mortar has a minimum range (10 yards or so and then up to 30'ish).
On inferno the mortars seem to travel faster, seek more, and fire more rapidly. With any kind of CC it is hard to avoid unless you can kite at max range. IF the mobs have teleport... well you're just screwed. For some reason when they teleport and mortar at the same time, they have no min/max range on the mortar. 90% of the time one will teleport to me and instantly launch 3 mortars into my face w/o any travel time in the air.
So yesterday I did a little gearycrafting (ha ha, get it?) and worked on rebuilding my Monk's gear for the trip into Act 2. When considering certain affixes like attack speed, move speed, crit chance, crit damage, spirit regen, life per spirit spent and life on hit, all those things only appear in certain slots (discounting Uniques). Chest Armor, Belts, Pants, and Shoulders can't have any of those. Bracers can have crit chance and boots can have movement speed.
So I decided to look for some new chest armor, a belt, pants, shoulders and bracers with as much defensive stats as I could find. I had just gotten a couple mil from selling many Act 1 drops at 200-300k so I was looking to spend 300-400k per item. My chest armor and belt are actually pretty decent already, both having ~75 dex and vit and ~75-80 combined resist all and resist poison. Plus my chest armor has 3 slots, so that's going to be pretty expensive to upgrade.
I found pants, shoulders and bracers with ~75 dex and vit, ~90 combined resist all for 350-400k each. They also have between them some life per second. I found boots with same plus 12% movement speed and +7 yard pickup radius for 250k. The pickup radius is super helpful for Dashing Strike'ing through a group of enemies to the far side, grabbing all the health along the way.
The next thing I want to find is a badass Monk helm with Dex, Vit, 75+ combined Resist All/Poison, 20+ Life per spirit spent and 1.75+ Spirit Regen per second. Probably going to pay out the ass for that sort of thing. Then it's on to saving up for nice rare jewelry with attack speed and crit chance.
I'm gonna be farming for a while.
I'm in your boat Rius, except stacking Arcane instead of Poison. I just finished Act 2 and have now hit the wall that is Act 3. The thing is now, each upgrade is typically 1million + (on the low end) so the farm is exponentially longer now haha. I'm hoping to find something that I can use myself. I'm pretty jealous of your boots with movement speed and the dex/vit/resist on them. I keep missing on any boots with the stats I want that also have movement speed and they help ridiculously well in the kite-fest that is Act 2 inferno and beyond.
Smoogy-1689
3DS Friend Code: 1821-8991-4141
PAD ID: 376,540,262
Posts
Seismic Slam w/ -Fury cost makes you your Demon Hunter friend's favorite bodyguard. That's about all the spenders are good for.
Even that video of the Barb whirlwinding around champs in Act 2 was fairly pathetic, given how geared it was.
I loved that.
Also, is there a way to search for minimum weapon DPS in the AH?
Then you add maximum buyouts and lower it until you reach the DPS you want for your money.
The iPhone is great because Steve Jobs would put heads on spikes for this kind of thinking. When you run the same bit of the game over and over and over, listening to stupid dialog and having to esc out of cutscenes matters. If you don't understand that it matters you don't understand excellence :P
― Marcus Aurelius
Path of Exile: themightypuck
― Marcus Aurelius
Path of Exile: themightypuck
I know its a 'canned pr response', but the issue it is causing is breaking up gameplay. You know, what he stated in his question/issue. And it would probably be much nicer if it were a hard stop on those cut scenes, but it isnt. theres load, whatever fires off while you have to go and hit the OK button, then the unloading that always occurs.
Demon hunters have downright terrible defensive passives, and three excellent no-brainer 15-20% damage increase passives.
But they're forced into:
Smoke Screen with Lingering Fog rune
Preparation, but diverse rune choices here
Hungering arrow with the Devouring arrow rune is pretty much a no-brainer too, all the other hatred generators deal significantly less damage and have drawbacks.
Elemental Arrow with the Nether Tentacles rune is an absolute must, it hits bosses multiple times, hits every mob in a pack, you can cast it a lot without running out of hatred, and you can alternate between firing and running away.
that leaves us a whopping two skills that we can pick for ourselves.
good ones are:
Impale with Grievous Wounds is an absolute necessity if you have a crossbow and stack critical hit chance and damage
Caltrops to help kite the faster champion packs
Companion with the bat rune is a decent choice, to cast more Nether Tentacles against bosses and packs
Marked for Death with the Mortal Enemy rune, increases damage against bosses and makes hatred generation with Nether Tentacles a non-issue
Spike Trap is alright because of its very high damage
Multishot with the Fire At Will rune is decent
Rain of Vengeance with Dark Cloud rune is okay, fire every 30 seconds for some low-effort extra damage
Let's count the useless Skill/Rune combos for inferno, shall we?
Hungering Arrow / Cinder Arrow
Hungering Arrow / Shatter Shot
Hungering Arrow / Spray of Teeth
Entangling Shot x5 (not even half the damage of hungering arrow)
Bola Shot x5 (delay before exploding)
Grenades x5 (ridiculously hard to use and lousy damage)
Impale / Impact
Impale / Chemical Burn
Impale / Awareness
Rapid Fire x5 (let's stand still for extended periods of time!)
Chakram x5 (it's an okay skill but it's just not good enough)
Elemental Arrow / Ball Lightning
Elemental Arrow / Screaming Skull
Elemental Arrow / Lightning Bolts
Caltrops / Carved Stakes
Caltrops / Bait the Trap
Smoke Screen / Displacement
Smoke Screen / Breathe Deep
Smoke Screen / Special Recipe
Shadow Power x5 (huge discipline cost for a lousy 3-seconds buff)
Vault / Action Shot
Vault / Rattling Roll
Companion / Spider Companion
Companion / Boar Companion
Companion / Ferret Companion
Companion / Wolf Companion
Marked for Death / Contagion
Marked for Death / Grim Reaper
Marked for Death / Death Toll
Evasive Fire x5 (too unreliable, too slow, costs discipline)
Fan of Knives x5 (lousy damage, close-range)
Spike Trap / Sticky Trap
Spike Trap / Lightning Rod
Sentry x5 (deals 20% weapon damage, not worth the skill slot and discipline cost)
Strafe x5 (lousy skill, huge hatred cost, low damage, hard to use)
Multishot / Burst Fire
Multishot / Full Broadside
Multishot / Arsenal
Cluster Arrow x5 (you can cast a whopping two of those before running out of hatred)
Rain of Vengeance / Beasty Bombs
Rain of Vengeance / Anathema
Total: 85 useless skill/rune combos out of 115.
(This is strictly for Inferno farming, where you don't want to swap skills in order to preserve Nephalem Valor stacks)
Useless passives:
Thrill of the Hunt
Vengeance (it's super good pre-inferno though)
Brooding
Numbing Traps
Perfectionist (used to be good before the Smoke Screen nerf)
Grenadier
Ballistics (none of the rocket skills are good)
Good post. Here, let me list the useful builds monks have for farming Inferno:
While you have a handful of skills that are so overpowered that it makes other skills irrelevant, and you can farm late game inferno independent of gear besides a high DPS weapon.
You just have to know the risk and be ok with it. I had @Rius craft me one of those claws last night, and yeah, I knew he could have an old one in his inventory and he could steal my godly IAS, Life on Hit, 1k DPS, +200 Dex claw and toss me a crappy version. But I didn't think he would do that, cause he is a PA guy and not a dick. And while I didn't quite get the godly weapon I wanted, it is still pretty sweet:
(Note: AH screenshot so DPS is not including the Ruby)
To close: thanks Rius!
Use skills that can be cast quickly so you can alternate between casting and running.
Assuming you never get hit, enemies die relatively quickly.
B.net: Kusanku
So I decided to look for some new chest armor, a belt, pants, shoulders and bracers with as much defensive stats as I could find. I had just gotten a couple mil from selling many Act 1 drops at 200-300k so I was looking to spend 300-400k per item. My chest armor and belt are actually pretty decent already, both having ~75 dex and vit and ~75-80 combined resist all and resist poison. Plus my chest armor has 3 slots, so that's going to be pretty expensive to upgrade.
I found pants, shoulders and bracers with ~75 dex and vit, ~90 combined resist all for 350-400k each. They also have between them some life per second. I found boots with same plus 12% movement speed and +7 yard pickup radius for 250k. The pickup radius is super helpful for Dashing Strike'ing through a group of enemies to the far side, grabbing all the health along the way.
The next thing I want to find is a badass Monk helm with Dex, Vit, 75+ combined Resist All/Poison, 20+ Life per spirit spent and 1.75+ Spirit Regen per second. Probably going to pay out the ass for that sort of thing. Then it's on to saving up for nice rare jewelry with attack speed and crit chance.
I'm gonna be farming for a while.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Level 60
~260 Armor
+75 Strength
+56 Vitality
+14% attack speed
+26% crit damage
couple other useless mods
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
That's where I placed them. I put them up for 2 million bid/4 million bin
1. Decreased cooldowns on the ultimate abilities by 30 seconds.
2. Some damage reduction would be nice
3. Flat attack speed buff maybe? Or maybe some better lifesteal %'s. D2x had 10%+ lifesteal, and it's how barbs LIVED.
Basically, the lack of a pet means I can't grab aggro like a monk, and I'm just a single stone blocking people from my 25k dps wizard friend.
What are you doing to get 150 yellows an hour? Or you mean 150-200 blues/yellows an hour?
I usually do siegebreaker in about 30 minutes and get 7-9 yellows per run.
DH made it into Act 1 Inferno
hit up the Dank Cellar
you know, the one with like one room and a tiny hallway leading into it
what's inside?
zombie boss pack!
horde molten mortar fire chains
...
Yeah me too!
Now I just need to level my barb to 60 (and find a good 1 hander + shield).
They're just taking space in my bank.
One has +poison resist and the other has +cold resist.
You really should try them out before poo-poo'ing them
stun grenades do great damage, and they stun A LOT
I have perma-stunned boss/champ packs with them
yeah, they take a little getting used to, but they absolutely do NOT belong on the useless list
and remember, you fire off 3 of them
so you're doing 95% x 3
that's huge
most mooks can be hit with 2 grenades
bigger guys can get hit by all 3
or down hallways
I suppose solo, maybe
but in a group, Guardian Sentry is AWESOME
my monk buddy tanked Diablo Hell in it, the 15% dam red is great
and yeah, it's 20% weapon damage, but it shoots at your attack rate
so 20% * 1.6 aps * 30 seconds = a LOT of damage in a boss fight
the stun version, coupled with stun grenades, is incredible
you can stun large groups for a long time
and seriously, the damage is pretty beefy considering
add in grenadier, and you have the fastest hatred generator around
and can now fire off 3 cluster arrows
mint
I realize people are just starting Inferno, and are frothing about cookie cutter builds, but let's not pigeonhole entire classes like this, there is still quite a bit of build flexibility and options out there
That's an easy one.
Try mortar, invulnerable minions, fast, jailer. Pretty much anything but the slowest base creature with the most anemic mods becomes impossible if it has invulnerable minions.
there are very few combinations of mods that aren't make 10x harder to deal with than the guys being quicker than you
Path of Exile: snowcrash7
MTG Arena: Snow_Crash#34179
Battle.net: Snowcrash#1873
It's even easier for melee classes as Mortar has a minimum range (10 yards or so and then up to 30'ish).
I literally ran around in circles for 20 mins while taking one or two shots at these fast packs while they gnawed at my ankles as my spirit / health regened.
Witty signature comment goes here...
wra
this may be true, but i personally find the hardest ability to deal with to be the butcher's grappling hook. amirite, gris?
Twitch Channel
Eh this isn't true at all. I find Vampiric is not a problem with extra health. Same with Vampiric Invuln unless it is tied with something like Frozen/Jailer. But vampiric for the most part is one of the affixes I am usually glad to see since I can easily outdamage their healing so long as I'm not standing in desecration or molten (Which if I am I'm dead anyways)
On a side note. I have an interesting question regarding some dps changes that i'll post shortly once I get a screenshot of the change. I would appreciate any input as I am having trouble wrapping my head around the math on this one.
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On inferno the mortars seem to travel faster, seek more, and fire more rapidly. With any kind of CC it is hard to avoid unless you can kite at max range. IF the mobs have teleport... well you're just screwed. For some reason when they teleport and mortar at the same time, they have no min/max range on the mortar. 90% of the time one will teleport to me and instantly launch 3 mortars into my face w/o any travel time in the air.
I'm in your boat Rius, except stacking Arcane instead of Poison. I just finished Act 2 and have now hit the wall that is Act 3. The thing is now, each upgrade is typically 1million + (on the low end) so the farm is exponentially longer now haha. I'm hoping to find something that I can use myself. I'm pretty jealous of your boots with movement speed and the dex/vit/resist on them. I keep missing on any boots with the stats I want that also have movement speed and they help ridiculously well in the kite-fest that is Act 2 inferno and beyond.
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