Quote (EVAZ @ 27 Jul 2012 08:17)
you got a point but imagine your gear with this tactic. 1.000.000 dps? I use a similar tactic but with 45k dps and no shield. I don't die and do a lot more dmg in 4 ppl a3 runs than with 100k dps and Archon. ofc if I'd have my stats and just add 50k raw dps Archon seems legit but it does not support your team (even though you prolly play solo and don't need it anyways.
Yeah, im more of a solo player - most of the people I played with at the start quit or just like me hop on for like 1-2 hours, make a few runs and leave.
it A
But the question that bugs me with all these builds relying on heavy critical mass to reduce cooldown on close-range skills, the monsters tend to die at some point. Id say even before the mass chain-cooldown reducement starts to happen (after "warm up" so to say). Its like the previous wiz build Tommy was posting about, the infinite-meteor one. That one relied on continuous arcane power and hp generation from crits off meteor. Well, I did try it with 60ish k at that time, no normal monsters really survived one crit hit+ the first tick...
You get my point I hope, its just Im curious as Im inclined to think such builds start losing efficiency massively with increasing dps output. I never played much with the "boom wiz" as I kept getting annoyed with frozen mortar elites
