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d2jsp Forums > Diablo > Diablo 3 > D3 Discussion > How To Multiply Your Dps*23 Vs 3elites ! > Wizard Explodes Over 11 Times In A Sec!
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Jul 27 2012 04:25am
Quote (WhiteCrow @ Jul 27 2012 09:40am)
this build decent money (10 mill for some + res + kritt armor 1 mill for a weapon ~ 30k dps)

get a monk and a barb gg everything go for diablo

solo akt 3 but ranged mops ... hate them scubus crap ya

so nice build with decent money but will destroy your mouse and keyboard ;)


faceroll theorycraft... :D
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Jul 27 2012 09:29am
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 :p
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Jul 27 2012 12:08pm
Quote (Neuuubeh @ 27 Jul 2012 17:29)
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 :p


well yes you are right and at a certain point your gear will result in such high dmg that there is nn for any builds anymore. imagine you reach 300k dps with a wizard there is no need for any tactics or skill builds. just archonbeam evrything to dust. at this point there is no use in getting even more dmg because there is no content in this game where this much dmg is needed. that's something I said a while ago: D3 is nothing where you want to maximize your dmg because at a certain point there are no enemies left where you need your dmg. but between 30k and 100k there is a BIG difference. if you don't invest real money or tons of time into this game you won't get to 100k dps with good res/armor anytime soon. if I wanna get the next 50k dps from 50k to 100k without losing survivability I'd have to pay around 40M for evry item slot. 40M is either 6-8 hours of work for me or farming of 15-30 hours. just to get one upgrade.

but you are absolutely correct: at a certain point there is just NO use for these builds. maybe when pvp comes out we HAVE to make new strategies but if your dmg is already enough for all content in D3.. nothing left.. except fun at theorycrafting : )
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