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:
Actually, let's be fair here: you missed the one good farming build Monks have for Inferno.
...it's called having a friend with a level 60 Sorc.
I don't really like the Templar much but I always feel a bit gimped when I don't have his increased resource regen on my DH.
Yeah, I only really use the templar because he has regen skills.
But his dialogue is starting to really annoy the shit out of me so I may have to switch soon. If I hear "but the light is both a literal and figurative foe of evil!" one more time I might punch a duck.
"The Enchantress is... QUITE INTRIGUING, is she not?"
So is the enchantress into ladies. someone implied that a while back. I assume they were joking but hey who knows
Witch Doctors could use some love too. Make their minions better, and up their damage on other skills so that Zombie Bears/Vision Quest isn't the build 90% of WDs use past Act 1 Hell.
Personally, I think they should up the 30% DR Reduction for Barb&Monk to 35-40%, while also changing the curve for Resistances. Instead of me needing 1000 fucking resist all to not get my shit pushed in on Act 3/4, it should be a more realistic 700 or so.
I don't remember being required to have the absolute highest resist all stat on every fucking piece of gear I was wearing in D2 to do anything. It really limits our options on gearing, because resist all is by far the best stat you can get. If the requirements were lowered and a soft cap and hard cap were put on it then it would open up so many more options for us.
I don't mind so much that DH and Wizards have an easier time doing the same content. It's impossible to balance them against us just because really good players simply won't get hit while playing a ranged character. It's just how much easier some farming spots are for them in comparable gear.
I'm going to give playing Auction House Hero a try, because that seems the easiest and fastest and least frustrating way to get the ridiculous gear requirement for Act 3 and beyond. I feel really bad for anyone that will be starting Inferno in 2 weeks. The RM AH will be out by then, and unless they want to spend 20 hours a week for 2-3 months farming Act 1 then they will have to spend some real cash to beat act 2.
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)
Every single other affix you can compensate for with positioning or tactics to nullify their advantage. With molten or fire chains I just find a choke point and burn them down one by one.
Extra health/vampiric/invuln minions are just pure gear check affixes. If I'm at a point in the game where I can kill them then I can kill anything else.
Ok so here is the deal. I found a nice DPS 1H with a lot of LoH and over 200 dex. I figured though since my Main hand is 900+ dps that a 600+ dps 1h would be a loss in dps. I knew the Dex would help a bit to compensate for that but I figured I would still be taking a dps hit.
Anyone want to explain this?
Is the .5 more attacks per second really the reason I'm getting more dps than before?
Also just for reference here is my Monk with new weapons and a couple new pieces of gear. Trash in Act 2 is no issue at all now and I've taken out couple champ packs that I've tested it on thus far. LoH so OP.
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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.
Yea I meant blues and yellows together. This is with a barb so it's only Act1. I clear Watchtower then on to Jailer + Butcher all in 25 mins on average including item sorting. I'll do a few runs today and actually count the yellows.
Well going from 1.4 to 1.5 attacks per second makes any +damage gear you have slightly more effective, and if you are dual wielding the dex benefits both weapons while I believe the +% damage on the monk fist does not?
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
Ya, a lot of people just read tooltips without really trying something out first. They look at single skills and when they dont see big numbers assume its crap, but some skills are only good when synergized with others and appropriate gear.
Cluster arrow (which he listed as bad) with stun rune and fast hate building setup absolute destroys stuff.
I'm on act 4 inferno now with my DH and have been running a vault/frost arrow kite build and am doing just fine.
Ok so here is the deal. I found a nice DPS 1H with a lot of LoH and over 200 dex. I figured though since my Main hand is 900+ dps that a 600+ dps 1h would be a loss in dps. I knew the Dex would help a bit to compensate for that but I figured I would still be taking a dps hit.
Anyone want to explain this?
Is the .5 more attacks per second really the reason I'm getting more dps than before?
Also just for reference here is my Monk with new weapons and a couple new pieces of gear. Trash in Act 2 is no issue at all now and I've taken out couple champ packs that I've tested it on thus far. LoH so OP.
\
It's faster and has 300 dexterity, that's probably why.
Cat's pretty much out of the bag on crit damage/crit chance combos. The gear has skyrocketed in price.
Interesting fact: +Critical damage on weapon with a socket can top out at 90+% with a socket for another 85% or so - around 175% per weapon.
Demon hunters and barbarians can dual wield 2 weapons like this.... I think you could eventually get numbers like twin 1k+ dps one handers with 500% bonus critical damage and 50% crit rate.
Well going from 1.4 to 1.5 attacks per second makes any +damage gear you have slightly more effective, and if you are dual wielding the dex benefits both weapons while I believe the +% damage on the monk fist does not?
That is an excellent point and one I had not considered. I did not calculate in that the Dex modifier would affect both weapons.
As an Aside after seeing that Barb vid where he was clearing Act 4 inferno with only 14k DPS I'm less concerned with upping my damage now. I originally wanted to get to 20k dps (And I still kind of do) but I'm going to focus on gearing out my weaker slots with a bit more LoH and some more resists. (I have my eye on a SWEET pair of gloves that would almost be a perfect BiS for me. Not too expensive either but I have to be cautious and not bid on them yet to avoid starting a bid war until the last second.)
I'm very excited because I believe that with the gear upgrades that I have gotten along with my Barb buddy and his upgrades that we should be able to clear Act 2 this week. (With the barb war cry i'm over 1000 resist all along with being close to 6000 armor with keen eye and roughly 30k HP I'm feeling pretty darned good about my monk)
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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
Ya, a lot of people just read tooltips without really trying something out first. They look at single skills and when they dont see big numbers assume its crap, but some skills are only good when synergized with others and appropriate gear.
Cluster arrow (which he listed as bad) with stun rune and fast hate building setup absolute destroys stuff.
I'm on act 4 inferno now with my DH and have been running a vault/frost arrow kite build and am doing just fine.
This is why I really like the new skill/rune system, especially the unlock aspect
I would never have tried a grenadier spec without it
At first, I was all "HA/FA, HA/FA, HA/FA"
Then I saw cluster grenades and thought "hmmm, I should try them out, if I don't like them, no big deal"
I then thought "what would pair well thematically with this?" and said oh, hey, cluster arrow
and I ran with it, and really liked it!
I figured there'd be a point where it would peter out, so no biggie
then I got stun grenades...and it was all over, no going back
cluster stun + stun grenade + immob caltrops = things don't move unless I want them to
it's a lot of fun, and I really understand blizzard's thought process on the skill/rune unlocking system now
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
I tried it. Stun grenades + stun cluster arrows, guardian sentry, solo, act 3 inferno.
Didn't work. At all.
Stun is completely ineffective against small melee enemies, since they die in 2-3 hits anyways, so most of them die before getting stunned.
Alternating throwing grenades and running away, I often get enemies running up to me and attacking me. They just don't die fast enough / get stunned reliably enough.
Ranged enemies have enough time to throw projectiles inbetween stuns, and they have enough time to throw a projectile before my grenades have a chance to even hit them once.
Switched back to Hungering Arrow + Nether tentacles, melee enemies die before they can reach me, and I can out-range ranged enemies if I know where they are.
Oh and to touch on MF again, in D2 getting 200% mf improved drops very very significantly, but at the same time most sets/uniques would be low level because top level monsters could drop any level item. Getting an item from a top tier to drop was half the battle. Now in D3 you get top tier (for the area you're in) all the time, but on the other hand it's much less affected by MF.
Not sure which system I prefer, but I'm leaning toward D2. More item and quality variety in drops.
Really nice post from Bashiok (2 days old). My favourite quote:
We think Invulnerable enemies are a bit ridiculous right now anyway
I'm reading through that, and some of it looks interesting, but the OP didn't need to put "as a _______" before every sentence. It gets a little annoying.
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
Ya, a lot of people just read tooltips without really trying something out first. They look at single skills and when they dont see big numbers assume its crap, but some skills are only good when synergized with others and appropriate gear.
Cluster arrow (which he listed as bad) with stun rune and fast hate building setup absolute destroys stuff.
I'm on act 4 inferno now with my DH and have been running a vault/frost arrow kite build and am doing just fine.
Missile Dampening is ideal. Barbarians and Monks aren't affected, Wizard blizzard and Venom Hydra puddles still work great, and Demon Hunter Hungering Arrows hit every enemy in the area multiple times.
The best mod is health link, I think that's the only mod that actively helps the player?
Healthlink/Avenger/Fast/Mortar I think would be my Ideal Champ pack to come across as a monk. Basically a loot pinata.
Pretty sure Health Link doesn't appear with Avenger. And I wanted to say before, but I don't think Yellow dude+minions appear with Fire Chains, I think it's a blue only mod, in reference to the Horde+fire Chains post. I don't know for sure though.
Things I do know after 4k elite pack kills.
Yellow+Minions only mods: Invulnerable Minions, Missile Dampening, Horde
Blue only mods: Health Link, Avenger and Fire Chains(I think)
Minions do not get these mods from the yellow lord if he has them: Frozen, Desecrate, Jailer, Waller.
Horde+Molten+Vortex+anything can go suck a dick. Same with Fire Chain+Molten+Vortex. They are instagibs if you get vortexed. Unless you out gear the content significantly.
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
Ya, a lot of people just read tooltips without really trying something out first. They look at single skills and when they dont see big numbers assume its crap, but some skills are only good when synergized with others and appropriate gear.
Cluster arrow (which he listed as bad) with stun rune and fast hate building setup absolute destroys stuff.
I'm on act 4 inferno now with my DH and have been running a vault/frost arrow kite build and am doing just fine.
See the problem there?
I think most of these responses are responding to logicows post about how most of his abilities are worthless as a DH. I mean feel free to complain about melee classes all you want (By the way there are a least 4 different monk builds in here that have worked in Act 2 and beyond) but I don't know how productive it is to keep beating this horse.
Yes Ranged classes have it "easier" because they can kite and can therefor focus on glass cannon builds. Should they? That is up to the player. I'll be running my wizard as a melee wizard in Inferno. It will be tough, it will require a LOT of good gear, but it will also be fun.
Also I have yet to hit a wall with my Monk in Inferno, I've made slow progress and have slowly gotten better and better gear, I have 2 builds of my own that work depending on how I feel like playing that day and I am also still duel wielding instead of using 1h + shield.
I also laugh everytime something sneezes in the direction of my DH friend and he explodes into a fine red mist. (Best one so far was when he stepped too close to one of the fire grates in Act 1 and exploded) You should hear him complain about how hard he has it when my barb buddy and me are playing with him. He complains that his class relies more on "skill" than gear and how we are having an easier time gearing up than him. And he's even a full Act ahead of us!
It is delicious
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The best mod is health link, I think that's the only mod that actively helps the player?
Unless it's health linked bees that shoot bees. Ran into that when I first tried Act 2. Not being able to reduce their numbers means there's a constant stream of bees. Didn't help that they were fire chains and move faster than base move speed (can't get any good boots with move speed).
The problem is you didn't look at what I was replying to in the first place.
I have a 60 monk, barb, and DH. The DH can clear content with less gear than the melee characters if that's what you are implying by the bolded letters.
My point was that a lot of skills are more viable than people think, because they don't consider the entire build when reading what a single skill can do.
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!
No problem man! What did you decide to list that on the AH for? The more I look at it, the more I think it's actually a pretty good craft. Attack speed, big Dex, big LoH, socket... should sell pretty well.
I feel like Blizzard really dropped the ball on crafting. There's no chat log output of crafted items so that scam would be super easy to run. I will just have to point toward my longstanding association with the PA forums as proof I'm not going to be a douchenozzle
The best mod is health link, I think that's the only mod that actively helps the player?
Healthlink/Avenger/Fast/Mortar I think would be my Ideal Champ pack to come across as a monk. Basically a loot pinata.
Pretty sure Health Link doesn't appear with Avenger. And I wanted to say before, but I don't think Yellow dude+minions appear with Fire Chains, I think it's a blue only mod, in reference to the Horde+fire Chains post. I don't know for sure though.
Things I do know after 4k elite pack kills.
Yellow+Minions only mods: Invulnerable Minions, Missile Dampening, Horde
Blue only mods: Health Link, Avenger and Fire Chains(I think)
Minions do not get these mods from the yellow lord if he has them: Frozen, Desecrate, Jailer, Waller.
Horde+Molten+Vortex+anything can go suck a dick. Same with Fire Chain+Molten+Vortex. They are instagibs if you get vortexed. Unless you out gear the content significantly.
I'm pretty sure I've seen Avenger/Health Link (Although only once ) It was glorious because me and my partner both stopped afterwards and commented on how silly that was. 90% sure on this, although there is a slim change we just happened to kill an Avenger pack all at once. Could'vet sworn they were life link though.
Either way Avenger, Jailer (not combined with Desecration/Moltan/Arcane) Health Link, Missile Dampening, Knockback, Nightmarish, Vampiric, Mortar, and Electrified are all ones I breath a sigh of relief when I see (provided they aren't paired with some ungodly combination)
I think I have enough LoH to laugh at Reflects Damage as well. (although Reflects Damage + Electrified might still be a little tough)
And Vortex + anything on the ground (Plague/Arcane/Molten/Desecration) can definitely suck a dick. Firechains have been manageable though lately as I've gotten REALLY good at dancing around just as much as they try to do.
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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
Ya, a lot of people just read tooltips without really trying something out first. They look at single skills and when they dont see big numbers assume its crap, but some skills are only good when synergized with others and appropriate gear.
Cluster arrow (which he listed as bad) with stun rune and fast hate building setup absolute destroys stuff.
I'm on act 4 inferno now with my DH and have been running a vault/frost arrow kite build and am doing just fine.
See the problem there?
I think most of these responses are responding to logicows post about how most of his abilities are worthless as a DH. I mean feel free to complain about melee classes all you want (By the way there are a least 4 different monk builds in here that have worked in Act 2 and beyond) but I don't know how productive it is to keep beating this horse.
Yes Ranged classes have it "easier" because they can kite and can therefor focus on glass cannon builds. Should they? That is up to the player. I'll be running my wizard as a melee wizard in Inferno. It will be tough, it will require a LOT of good gear, but it will also be fun.
Also I have yet to hit a wall with my Monk in Inferno, I've made slow progress and have slowly gotten better and better gear, I have 2 builds of my own that work depending on how I feel like playing that day and I am also still duel wielding instead of using 1h + shield.
I also laugh everytime something sneezes in the direction of my DH friend and he explodes into a fine red mist. (Best one so far was when he stepped too close to one of the fire grates in Act 1 and exploded) You should hear him complain about how hard he has it when my barb buddy and me are playing with him. He complains that his class relies more on "skill" than gear and how we are having an easier time gearing up than him. And he's even a full Act ahead of us!
It is delicious
You're in a duo (with a barb I think?) which helps a lot. Other than that, no monk builds do anything apart from say "lol, I hope your gear is awesome".
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
Ya, a lot of people just read tooltips without really trying something out first. They look at single skills and when they dont see big numbers assume its crap, but some skills are only good when synergized with others and appropriate gear.
Cluster arrow (which he listed as bad) with stun rune and fast hate building setup absolute destroys stuff.
I'm on act 4 inferno now with my DH and have been running a vault/frost arrow kite build and am doing just fine.
See the problem there?
I think most of these responses are responding to logicows post about how most of his abilities are worthless as a DH. I mean feel free to complain about melee classes all you want (By the way there are a least 4 different monk builds in here that have worked in Act 2 and beyond) but I don't know how productive it is to keep beating this horse.
Yes Ranged classes have it "easier" because they can kite and can therefor focus on glass cannon builds. Should they? That is up to the player. I'll be running my wizard as a melee wizard in Inferno. It will be tough, it will require a LOT of good gear, but it will also be fun.
Also I have yet to hit a wall with my Monk in Inferno, I've made slow progress and have slowly gotten better and better gear, I have 2 builds of my own that work depending on how I feel like playing that day and I am also still duel wielding instead of using 1h + shield.
I also laugh everytime something sneezes in the direction of my DH friend and he explodes into a fine red mist. (Best one so far was when he stepped too close to one of the fire grates in Act 1 and exploded) You should hear him complain about how hard he has it when my barb buddy and me are playing with him. He complains that his class relies more on "skill" than gear and how we are having an easier time gearing up than him. And he's even a full Act ahead of us!
It is delicious
You're in a duo (with a barb I think?) which helps a lot. Other than that, no monk builds do anything apart from say "lol, I hope your gear is awesome".
No, I am playing with a friend, but my testing earlier today was solo. In fact it's actually EASIER solo than with him but I like playing with other people.
And to be clear, yes your gear needs to be awesome. That is the point. You need to properly gear up to progress. It takes time, it takes gold, it takes luck. That is simply how you progress.
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Vortex + Molten and/or Arcane is probably my worst nightmare; I need to remember to save Serenity for that and also to engage them around corners. Vortex works in a straight line and won't pull you around obstructions.
Once I get Vortex'd, I just hit Serenity + LTK (Armada) and Dashing Strike to one of them for more killin's.
I'm pretty comfortable with just about any other mod or combination of mods. I really hate being repositioned against my will.
Vortex + Molten and/or Arcane is probably my worst nightmare; I need to remember to save Serenity for that and also to engage them around corners. Vortex works in a straight line and won't pull you around obstructions.
Once I get Vortex'd, I just hit Serenity + LTK (Armada) and Dashing Strike to one of them for more killin's.
I'm pretty comfortable with just about any other mod or combination of mods. I really hate being repositioned against my will.
Pretty much this. (Vortex/Waller is hilarious btw) Being pulled into Arcane or Desecration (Molten/Plague is KINDA manageable) is just so disheartening.
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The key is to split that sort of pack up right away with Sweeping Armada, then keep them seperated and let them each Vortex you to his lonesome as they will. Being sucked on top of one Molten is a shitton better than onto 4-5 Moltens.
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Actually, let's be fair here: you missed the one good farming build Monks have for Inferno.
...it's called having a friend with a level 60 Sorc.
Currently playing: GW2 and TSW
So is the enchantress into ladies. someone implied that a while back. I assume they were joking but hey who knows
Personally, I think they should up the 30% DR Reduction for Barb&Monk to 35-40%, while also changing the curve for Resistances. Instead of me needing 1000 fucking resist all to not get my shit pushed in on Act 3/4, it should be a more realistic 700 or so.
I don't remember being required to have the absolute highest resist all stat on every fucking piece of gear I was wearing in D2 to do anything. It really limits our options on gearing, because resist all is by far the best stat you can get. If the requirements were lowered and a soft cap and hard cap were put on it then it would open up so many more options for us.
I don't mind so much that DH and Wizards have an easier time doing the same content. It's impossible to balance them against us just because really good players simply won't get hit while playing a ranged character. It's just how much easier some farming spots are for them in comparable gear.
I'm going to give playing Auction House Hero a try, because that seems the easiest and fastest and least frustrating way to get the ridiculous gear requirement for Act 3 and beyond. I feel really bad for anyone that will be starting Inferno in 2 weeks. The RM AH will be out by then, and unless they want to spend 20 hours a week for 2-3 months farming Act 1 then they will have to spend some real cash to beat act 2.
Extra health/vampiric/invuln minions are just pure gear check affixes. If I'm at a point in the game where I can kill them then I can kill anything else.
Anyone want to explain this?
Is the .5 more attacks per second really the reason I'm getting more dps than before?
Also just for reference here is my Monk with new weapons and a couple new pieces of gear. Trash in Act 2 is no issue at all now and I've taken out couple champ packs that I've tested it on thus far. LoH so OP.
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Yea I meant blues and yellows together. This is with a barb so it's only Act1. I clear Watchtower then on to Jailer + Butcher all in 25 mins on average including item sorting. I'll do a few runs today and actually count the yellows.
Ya, a lot of people just read tooltips without really trying something out first. They look at single skills and when they dont see big numbers assume its crap, but some skills are only good when synergized with others and appropriate gear.
Cluster arrow (which he listed as bad) with stun rune and fast hate building setup absolute destroys stuff.
I'm on act 4 inferno now with my DH and have been running a vault/frost arrow kite build and am doing just fine.
¯\_(ツ)_/¯
It's faster and has 300 dexterity, that's probably why.
Interesting fact: +Critical damage on weapon with a socket can top out at 90+% with a socket for another 85% or so - around 175% per weapon.
Demon hunters and barbarians can dual wield 2 weapons like this.... I think you could eventually get numbers like twin 1k+ dps one handers with 500% bonus critical damage and 50% crit rate.
That is an excellent point and one I had not considered. I did not calculate in that the Dex modifier would affect both weapons.
As an Aside after seeing that Barb vid where he was clearing Act 4 inferno with only 14k DPS I'm less concerned with upping my damage now. I originally wanted to get to 20k dps (And I still kind of do) but I'm going to focus on gearing out my weaker slots with a bit more LoH and some more resists. (I have my eye on a SWEET pair of gloves that would almost be a perfect BiS for me. Not too expensive either but I have to be cautious and not bid on them yet to avoid starting a bid war until the last second.)
I'm very excited because I believe that with the gear upgrades that I have gotten along with my Barb buddy and his upgrades that we should be able to clear Act 2 this week. (With the barb war cry i'm over 1000 resist all along with being close to 6000 armor with keen eye and roughly 30k HP I'm feeling pretty darned good about my monk)
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This is why I really like the new skill/rune system, especially the unlock aspect
I would never have tried a grenadier spec without it
At first, I was all "HA/FA, HA/FA, HA/FA"
Then I saw cluster grenades and thought "hmmm, I should try them out, if I don't like them, no big deal"
I then thought "what would pair well thematically with this?" and said oh, hey, cluster arrow
and I ran with it, and really liked it!
I figured there'd be a point where it would peter out, so no biggie
then I got stun grenades...and it was all over, no going back
cluster stun + stun grenade + immob caltrops = things don't move unless I want them to
it's a lot of fun, and I really understand blizzard's thought process on the skill/rune unlocking system now
Every time I notice a champion pack has knock back, I sigh in relief.
Witty signature comment goes here...
wra
I tried it. Stun grenades + stun cluster arrows, guardian sentry, solo, act 3 inferno.
Didn't work. At all.
Stun is completely ineffective against small melee enemies, since they die in 2-3 hits anyways, so most of them die before getting stunned.
Alternating throwing grenades and running away, I often get enemies running up to me and attacking me. They just don't die fast enough / get stunned reliably enough.
Ranged enemies have enough time to throw projectiles inbetween stuns, and they have enough time to throw a projectile before my grenades have a chance to even hit them once.
Switched back to Hungering Arrow + Nether tentacles, melee enemies die before they can reach me, and I can out-range ranged enemies if I know where they are.
Not sure which system I prefer, but I'm leaning toward D2. More item and quality variety in drops.
I'm reading through that, and some of it looks interesting, but the OP didn't need to put "as a _______" before every sentence. It gets a little annoying.
See the problem there?
Currently playing: GW2 and TSW
Healthlink/Avenger/Fast/Mortar I think would be my Ideal Champ pack to come across as a monk. Basically a loot pinata.
Ooo I take that back! Healthlink/Avenger/Jailer/Mortar. Group em all up nice and tight and pummel away.
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Pretty sure Health Link doesn't appear with Avenger. And I wanted to say before, but I don't think Yellow dude+minions appear with Fire Chains, I think it's a blue only mod, in reference to the Horde+fire Chains post. I don't know for sure though.
Things I do know after 4k elite pack kills.
Yellow+Minions only mods: Invulnerable Minions, Missile Dampening, Horde
Blue only mods: Health Link, Avenger and Fire Chains(I think)
Minions do not get these mods from the yellow lord if he has them: Frozen, Desecrate, Jailer, Waller.
Horde+Molten+Vortex+anything can go suck a dick. Same with Fire Chain+Molten+Vortex. They are instagibs if you get vortexed. Unless you out gear the content significantly.
I think most of these responses are responding to logicows post about how most of his abilities are worthless as a DH. I mean feel free to complain about melee classes all you want (By the way there are a least 4 different monk builds in here that have worked in Act 2 and beyond) but I don't know how productive it is to keep beating this horse.
Yes Ranged classes have it "easier" because they can kite and can therefor focus on glass cannon builds. Should they? That is up to the player. I'll be running my wizard as a melee wizard in Inferno. It will be tough, it will require a LOT of good gear, but it will also be fun.
Also I have yet to hit a wall with my Monk in Inferno, I've made slow progress and have slowly gotten better and better gear, I have 2 builds of my own that work depending on how I feel like playing that day and I am also still duel wielding instead of using 1h + shield.
I also laugh everytime something sneezes in the direction of my DH friend and he explodes into a fine red mist. (Best one so far was when he stepped too close to one of the fire grates in Act 1 and exploded) You should hear him complain about how hard he has it when my barb buddy and me are playing with him. He complains that his class relies more on "skill" than gear and how we are having an easier time gearing up than him. And he's even a full Act ahead of us!
It is delicious
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Unless it's health linked bees that shoot bees. Ran into that when I first tried Act 2. Not being able to reduce their numbers means there's a constant stream of bees. Didn't help that they were fire chains and move faster than base move speed (can't get any good boots with move speed).
The problem is you didn't look at what I was replying to in the first place.
I have a 60 monk, barb, and DH. The DH can clear content with less gear than the melee characters if that's what you are implying by the bolded letters.
My point was that a lot of skills are more viable than people think, because they don't consider the entire build when reading what a single skill can do.
¯\_(ツ)_/¯
No problem man! What did you decide to list that on the AH for? The more I look at it, the more I think it's actually a pretty good craft. Attack speed, big Dex, big LoH, socket... should sell pretty well.
I feel like Blizzard really dropped the ball on crafting. There's no chat log output of crafted items so that scam would be super easy to run. I will just have to point toward my longstanding association with the PA forums as proof I'm not going to be a douchenozzle
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.
I'm pretty sure I've seen Avenger/Health Link (Although only once
Either way Avenger, Jailer (not combined with Desecration/Moltan/Arcane) Health Link, Missile Dampening, Knockback, Nightmarish, Vampiric, Mortar, and Electrified are all ones I breath a sigh of relief when I see (provided they aren't paired with some ungodly combination)
I think I have enough LoH to laugh at Reflects Damage as well. (although Reflects Damage + Electrified might still be a little tough)
And Vortex + anything on the ground (Plague/Arcane/Molten/Desecration) can definitely suck a dick. Firechains have been manageable though lately as I've gotten REALLY good at dancing around just as much as they try to do.
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When you kill one of them the remaining ones get faster and more powerful.
However it very rarely outweighs the benefit of having one less of them to deal with so it's usually a cake walk.
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You're in a duo (with a barb I think?) which helps a lot. Other than that, no monk builds do anything apart from say "lol, I hope your gear is awesome".
No, I am playing with a friend, but my testing earlier today was solo. In fact it's actually EASIER solo than with him but I like playing with other people.
And to be clear, yes your gear needs to be awesome. That is the point. You need to properly gear up to progress. It takes time, it takes gold, it takes luck. That is simply how you progress.
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Once I get Vortex'd, I just hit Serenity + LTK (Armada) and Dashing Strike to one of them for more killin's.
I'm pretty comfortable with just about any other mod or combination of mods. I really hate being repositioned against my will.
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.
Pretty much this. (Vortex/Waller is hilarious btw) Being pulled into Arcane or Desecration (Molten/Plague is KINDA manageable) is just so disheartening.
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I think it's 10% for Blizzard and none for Hydra.
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.