new Skull Grasp ring: Increase the damage of Whirlwind by 441% weapon damage.
new barb set: triple rend dmg/duration, triple ww dmg on enemies affected by rend
let's jump ahead to whatever season has this combo, k thx
edit - especially if the ring double dips with ww-dust devils
I'm curious to know how it stacks with the set's damage. Either way it looks pretty cool, though I wish Rend didn't interrupt Whirlwind.
No plans to change unity, no mention of lowering damage. Bummer, I was pretty interested in the revamped monk sets, but seeing as I have to zdps to play above 37 then there's no point.
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Big Red Tiebeautiful clydesdale style feettoo hot to trotRegistered Userregular
edited November 2014
ww
i would like a build that revolvs around generating a lot of procs and hitting breakpoints, and encouraging some synergy between skills (ww -> EB/SA etc.)
Yeah, helltooth is like the set god forgot about. I wouldn't mind them changing it up wholly from scratch: Make the set bonuses some theme/idea they've had lying around, preferably with some synergy potential, and just scrap this whole wall of zombies bullshit. Noone gives a crap about that spell anyways.
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Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I think for saders, +holy damage is only worth getting on SoJ, Bracers and Amulet. My experience is that the other slots are seldom worth it because you can fill the slot in with a better item at least for the better builds.
Can't really comment on monk, so I don't play one. Not sure if they have anything that is worth getting outside of what I listed or if they are in the same boat.
that doesn't even mean anything. it doesn't matter if I expected it or not, either way I think they're wrong about adding in new items when there are tons of crappy ones around. now you're going to be fishing for a slow time set and getting invoker/tals/firebird/vyrs and it's going to suck. especially since 3 out of those 4 sets aren't useful.
New items are more interesting than modified existing items, in my opinion
Crappy items always suck but there are always going to be items which are crappier than others. At some point you need to stop balancing what you have and just make new stuff or it all stagnates.
I'll definitely agree there are especially egregious things out there like the Invoker set, for sure
But I don't really need every single legendary that drops to be good or useful either.
Dunno, just saying being annoyed they're adding more items is like yelling at the sun. They should fix all the items, sure. Dunno if they ARE, but should.
"For no one - no one in this world can you trust. Not men. Not women. Not beasts...this you can trust."
Probably worth considering that wasn't an exhaustive list of revamped legendary items either. We've yet to see the next PTR, so plenty of time for them to increase that list and IIRC they did add an affix to one or two trash legendary items during PTR. Plus, I'm pretty sure they have a nice huge list of ideas from the legendary workshop thread, asking for legendary powers from the player base. Sure a ton of those are going to be non-starters for various reasons, but they probably got plenty of things they can work with (be that mostly what was proposed or iterating further on a suggested idea).
Granted, I'm not holding out hope that they'll do anything with Invoker or Helltooth anytime soon.
MaratastikJust call me Mara, please!Registered Userregular
The new barbarian set seems pretty cool. How do barbarians sustain whirlwind these days? Or do you just alternate between building fury and then dumping all of it?
The new barbarian set seems pretty cool. How do barbarians sustain whirlwind these days? Or do you just alternate between building fury and then dumping all of it?
No barbarians sustain whirlwind right now really, because it's garbage.
Lightning sustains itself, fire has all manner of cindercoats to sustain with. Physical can sustain with 4pc IK. Cold is just shit out of luck.
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D3: HexDex#1281, PSN: DireOtter, Live: DireOtter
My petsader build forgoes both untiy and SoJ for an RoRG and Eternal Union. So it's not like all builds gravitate towards soj/unity combo. Then again if T&T wasn't BiS for the build, I might end up running either ring, if it maths out to not be worth using Leoric's Crown or some other piece would preclude me from the 6pc bonus for the Akkhan set. Not to mention that petsader isn't exactly a great grift build. So I'm not sure it says much, when I mention that build not using either unity or SoJ . . .
I had the opportunity to run pet crusader with some clan mates up to Grift 39. It was very impressive in terms of damage. With all the debuffs going around, the bowmen crit between 33-34 million per arrow! This was with 5 piece Akkhan, Royal Ring, Tasker and Theo, Furnace, and Eternal Union.
My problem is so far is the horrific AOE damage they do when the density of the Grift is too much. Yes, too much density is so bad for this build. I really wish they could make the bowmen arrows pierce.
BroloBroseidonLord of the BroceanRegistered Userregular
I think they were just part of a slide about the new items that were being worked on while they were talking about design philosophy stuff. No actual info on them.
Fuck I hate people closing Rifts before I have a chance to loot. Got stuck fighting a mob, got killed and kept getting murdered before I could find something to drop to pick up the item I wanted - an orange Two-Handed flail. I'm just certain if was a Fate. /sigh
Invoker/helltooth/etc pretty clearly need to be fixed
but I won't begrudge new sets being made, content is content
Helltooth could be golden if wall of zombies was worth a damn. So I'm in agreement with Blizz that the best option is probably to make that ability worth using before even considering doing anything with Helltooth.
Invoker, I'm not sure what they can do because I'm pretty sure making thorn damage good is off the table (since it takes no game play really). Maybe if they made it so that the 4pcc bonus was enemies hit by the players thorns take double damage from all sources of the player's damage that aren't thorns (promotes active game play, also avoids the issue of groups wanting a tank to be double damage debuff bot). Either remove the current 2pc bonus of 4000 thorn damage which is really lackluster or leave it, and make the current 4pc bonus into the 2pc bonus, but in addition to to hitting all mobs in 15 yards with thorns damage, that damage is also doubled (2pc would be mostly valued for getting the double damage debuff up on as many mobs as possible, while maximizing uptime of the debuff. I think part of Blizz's issue is they don't want to touch because they are afraid of upsetting people that have found gimpy thorn builds they like, I think what I proposed would avoid that issue since it would have pretty much zero negative impact on them.
My petsader build forgoes both untiy and SoJ for an RoRG and Eternal Union. So it's not like all builds gravitate towards soj/unity combo. Then again if T&T wasn't BiS for the build, I might end up running either ring, if it maths out to not be worth using Leoric's Crown or some other piece would preclude me from the 6pc bonus for the Akkhan set. Not to mention that petsader isn't exactly a great grift build. So I'm not sure it says much, when I mention that build not using either unity or SoJ . . .
I had the opportunity to run pet crusader with some clan mates up to Grift 39. It was very impressive in terms of damage. With all the debuffs going around, the bowmen crit between 33-34 million per arrow! This was with 5 piece Akkhan, Royal Ring, Tasker and Theo, Furnace, and Eternal Union.
My problem is so far is the horrific AOE damage they do when the density of the Grift is too much. Yes, too much density is so bad for this build. I really wish they could make the bowmen arrows pierce.
Yeah, the build gets screwed on AoE in so many ways. I wish arrows could pierce, since that would help. I've found that if I run grifts in a group with it, that it's better to drop baleful because most of the pets from that end up being useless and sport a furnace. So in some ways, I feel like they need to revisit weapons and make it so that furnace is go to weapons for so many grift specs. I doubt petsader is at the top of their list of Crusader specs to work on (my guess is either Roland or Condemn will be up there, since they likely do want to get a melee dps spec up to where stampede is for the class first). In addition to arrows from bowmen piercing, I'd probably either add to baleful's proc an on chance to lower all CDs by 1s when pets land successful hits or make that into a legendary item for another affix. The former has the upside of limiting the change to just specs that could switch to baleful without dropping a build defining weapon (sadly, I don't think there really is any way to limit it to just petsader). The latter would avoid possible justifications to make baleful rarer or complaints about the weapon being to OP, but it has the downside of having a far greater impact since if it is an amulet, belt or bracers, makes it something that any Akkhan build that can fit bowmen or get away with baleful, could use. I suppose they could do it for anything that really isn't gloves or rings (every petsader build wants T&T and both the Akkhan and non-Akkhan builds are pretty much booked on rings with SoJ, Unity, RoRG and Eternal Union as solid rings.
I'd also like to see them revisit primary generators for the build because either the melee stuff is a no go for high lvls or the ranged stuff is pretty lacking. None of the physical justice runes are particularly good for the build. If they aren't willing to do that, I would mind something added that makes using one of the medium cost spenders more sustainable. Not to mention that Falling Sword and Bombardment need shorter baseline CDs, with Falling Sword possibly being free.
Invoker needs to be rolled into a super defensive Crusader class set (be it four piece or six piece set) that emphasizes defense and thorns like I said in the long response to something Rolo asked a while back. It might have even been a Crusader set back in RoS beta, but can't remember at all if it was or not.
This gives you an equal number of sets per class since Crusader never got a four piece set like IK, Nat's, etc. from vanilla, stops if from dropping for other classes, and since Blizz doesn't seem to want to do anything with thorns for Barbs or Crusaders, allows them to focus on thorns and defense for Crusaders offering the exact opposite play style of the offense focus from both the other Crusader sets. It also gives Blizzard other tweak options moving forward for Hack (make it a 2H axe or a 1H or 2H flail, something Crusader specific), Vo'toyias Spiker (make it a Crusader shield), and frees a set bonus from the Demon set (two piece bonus is 6k fire thorns to melee and ranged attackers), all options that don't require a massive rework like brand new sets, skins, animations, etc. all do.
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I'm curious to know how it stacks with the set's damage. Either way it looks pretty cool, though I wish Rend didn't interrupt Whirlwind.
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Also very psyched to have that
Not really excited to farm for it all though. Won't be a lot of fun to play before getting that stuff.
it gives me hope that some cm like build (maybe minus the stuns) will eventually get made...
archon? ww?
i would like a build that revolvs around generating a lot of procs and hitting breakpoints, and encouraging some synergy between skills (ww -> EB/SA etc.)
but then KITTY MOJO happened
You know what? Fuck this game.
and then just kind did an about face and said "oh well nevermind"
You know aside from SoJ and bracers
Amulet and Shield (Lidless Wall and Hallowed Barricade).
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Can't really comment on monk, so I don't play one. Not sure if they have anything that is worth getting outside of what I listed or if they are in the same boat.
battletag: Millin#1360
Nice chart to figure out how honest a news source is.
I mean
did you expect they wouldn't be adding new items to the game?
Crappy items always suck but there are always going to be items which are crappier than others. At some point you need to stop balancing what you have and just make new stuff or it all stagnates.
I'll definitely agree there are especially egregious things out there like the Invoker set, for sure
But I don't really need every single legendary that drops to be good or useful either.
They add more and fix the current ones. Win.
Granted, I'm not holding out hope that they'll do anything with Invoker or Helltooth anytime soon.
battletag: Millin#1360
Nice chart to figure out how honest a news source is.
No barbarians sustain whirlwind right now really, because it's garbage.
Lightning sustains itself, fire has all manner of cindercoats to sustain with. Physical can sustain with 4pc IK. Cold is just shit out of luck.
D3: HexDex#1281, PSN: DireOtter, Live: DireOtter
but I won't begrudge new sets being made, content is content
I had the opportunity to run pet crusader with some clan mates up to Grift 39. It was very impressive in terms of damage. With all the debuffs going around, the bowmen crit between 33-34 million per arrow! This was with 5 piece Akkhan, Royal Ring, Tasker and Theo, Furnace, and Eternal Union.
My problem is so far is the horrific AOE damage they do when the density of the Grift is too much. Yes, too much density is so bad for this build. I really wish they could make the bowmen arrows pierce.
Helltooth could be golden if wall of zombies was worth a damn. So I'm in agreement with Blizz that the best option is probably to make that ability worth using before even considering doing anything with Helltooth.
Invoker, I'm not sure what they can do because I'm pretty sure making thorn damage good is off the table (since it takes no game play really). Maybe if they made it so that the 4pcc bonus was enemies hit by the players thorns take double damage from all sources of the player's damage that aren't thorns (promotes active game play, also avoids the issue of groups wanting a tank to be double damage debuff bot). Either remove the current 2pc bonus of 4000 thorn damage which is really lackluster or leave it, and make the current 4pc bonus into the 2pc bonus, but in addition to to hitting all mobs in 15 yards with thorns damage, that damage is also doubled (2pc would be mostly valued for getting the double damage debuff up on as many mobs as possible, while maximizing uptime of the debuff. I think part of Blizz's issue is they don't want to touch because they are afraid of upsetting people that have found gimpy thorn builds they like, I think what I proposed would avoid that issue since it would have pretty much zero negative impact on them.
Yeah, the build gets screwed on AoE in so many ways. I wish arrows could pierce, since that would help. I've found that if I run grifts in a group with it, that it's better to drop baleful because most of the pets from that end up being useless and sport a furnace. So in some ways, I feel like they need to revisit weapons and make it so that furnace is go to weapons for so many grift specs. I doubt petsader is at the top of their list of Crusader specs to work on (my guess is either Roland or Condemn will be up there, since they likely do want to get a melee dps spec up to where stampede is for the class first). In addition to arrows from bowmen piercing, I'd probably either add to baleful's proc an on chance to lower all CDs by 1s when pets land successful hits or make that into a legendary item for another affix. The former has the upside of limiting the change to just specs that could switch to baleful without dropping a build defining weapon (sadly, I don't think there really is any way to limit it to just petsader). The latter would avoid possible justifications to make baleful rarer or complaints about the weapon being to OP, but it has the downside of having a far greater impact since if it is an amulet, belt or bracers, makes it something that any Akkhan build that can fit bowmen or get away with baleful, could use. I suppose they could do it for anything that really isn't gloves or rings (every petsader build wants T&T and both the Akkhan and non-Akkhan builds are pretty much booked on rings with SoJ, Unity, RoRG and Eternal Union as solid rings.
I'd also like to see them revisit primary generators for the build because either the melee stuff is a no go for high lvls or the ranged stuff is pretty lacking. None of the physical justice runes are particularly good for the build. If they aren't willing to do that, I would mind something added that makes using one of the medium cost spenders more sustainable. Not to mention that Falling Sword and Bombardment need shorter baseline CDs, with Falling Sword possibly being free.
battletag: Millin#1360
Nice chart to figure out how honest a news source is.
This gives you an equal number of sets per class since Crusader never got a four piece set like IK, Nat's, etc. from vanilla, stops if from dropping for other classes, and since Blizz doesn't seem to want to do anything with thorns for Barbs or Crusaders, allows them to focus on thorns and defense for Crusaders offering the exact opposite play style of the offense focus from both the other Crusader sets. It also gives Blizzard other tweak options moving forward for Hack (make it a 2H axe or a 1H or 2H flail, something Crusader specific), Vo'toyias Spiker (make it a Crusader shield), and frees a set bonus from the Demon set (two piece bonus is 6k fire thorns to melee and ranged attackers), all options that don't require a massive rework like brand new sets, skins, animations, etc. all do.