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May 31 2012 07:00pm
2h is effective dps increaser because a similar 1h+orb combo tends to cost much more since 1handers are more costly in general.
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May 31 2012 07:14pm
Doesn't the Venom Hydra's DPS decrease drastically if you're unable to keep enemies in the poison pools?

I've seen posts about the benefits of Teleport/Fracture.

I think it should be core to the build because the mimics that spawn from fractures can engage/aggro monsters that you're trying to kill, effectively keeping them in place for venom pools while you're running away. Just a thought, perhaps it could be expanded to mimics?

Imma try mimic/fracture now for multibodied fun :D

[edit] Meh. You can only have EITHER Fracture mimics OR Teleport Mimics. HOWEVER you CAN chain them so that you'll always have at least 2 mimics with you (mirror image can be runed for more or other upgrades). In addition, I just experienced a glitch that made me invulnerable against Diablo because of TeleFracture.

Viability?



This post was edited by PerfectLuck on May 31 2012 07:18pm
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May 31 2012 07:31pm
There should be quite a few poison pools to kite them around. Blizzard plus kiting in circles will somewhat keep them in the damage. Also the base damage from hydra is not bad at all either.

I'm playing around with using tele-fracture in places where I'm less geared and archon for places where I'm overgeared.

What's this glitch you speak of and how easy/hard is it to replicate?
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May 31 2012 07:32pm
I have got enough ias, vita, int and dps now. What next for better survival? Armor, all resists or something else?
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May 31 2012 07:37pm
Quote (xfer @ May 31 2012 08:32pm)
I have got enough ias, vita, int and dps now. What next for better survival? Armor, all resists or something else?


Armor is more rare than resists, so probably start with resists. The potential problem with doing this is you'll likely end up "trading stats" unless you find a bargain at the AH
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May 31 2012 07:40pm
Quote (qgan0914 @ May 31 2012 06:31pm)
There should be quite a few poison pools to kite them around.  Blizzard plus kiting in circles will somewhat keep them in the damage.  Also the base damage from hydra is not bad at all either.

I'm playing around with using tele-fracture in places where I'm less geared and archon for places where I'm overgeared.

What's this glitch you speak of and how easy/hard is it to replicate?


Not quite sure. I believe it has something to do with when Diablo picks you up, or when he snares you, you are in the middle of teleporting with fracture. Then you take no damage, and damage you might take is dodged.

Meanwhile, I've been playing around with Fracture and Mirror Image. It's actually kind of fun, since with Mocking Demise (mimics explode for 45% weapon damage and 50% chance to stun), you can actually trigger the explosions by teleporting, since the mimics from teleport/fracture replace the mimics from mirror image.

So with Illusionist set up, when you are in a tough situation, Mirror Image-->Teleport. Immediate get away, and the fracture will cause a large AoE 50% stun explosion. Meanwhile blizzard/vhydra around.

The problem with this build is that the final slot is either Force Weapon or Force Armor...hard to choose.

Also, why is Piercing orb better than, say, Lightning Blast (Electrocute)?
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May 31 2012 07:43pm
Quote (qgan0914 @ Jun 1 2012 09:37am)
Armor is more rare than resists, so probably start with resists.  The potential problem with doing this is you'll likely end up "trading stats" unless you find a bargain at the AH


Armor more rare meaning it serves better in terms of survivability? I understand what you meant, so it'll cost alot to upgrade.

Whats a good resistance range like?
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May 31 2012 07:45pm
I'm going to guess orb will probably do more damage. Additionally, it has a better life on hit ratio than electrocute does I believe. Finally, the orb moves slower with a wider range which probably provides additional crowd control (better chance to hit target and more chances to hit more targets)

Quote (xfer @ May 31 2012 08:43pm)
Armor more rare meaning it serves better in terms of survivability? I understand what you meant, so it'll cost alot to upgrade.

Whats a good resistance range like?


I've heard anywhere from ~500 to ~1000+. Depends on your damage, kiting skills, and (most importantly) luck with spawning certain attributes on elites.

10 armor is about equivalent to 1 resist (all), when both are similar. +200 armor (rare valued mod) is about equivalent to +20 resist all (not nearly so valued mod). If your armor and resist (x10) are very far off, you'll benefit more by upgrading the lower stat

This post was edited by qgan0914 on May 31 2012 07:48pm
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May 31 2012 08:01pm
Quote (qgan0914 @ Jun 1 2012 09:45am)
I'm going to guess orb will probably do more damage.  Additionally, it has a better life on hit ratio than electrocute does I believe.  Finally, the orb moves slower with a wider range which probably provides additional crowd control (better chance to hit target and more chances to hit more targets)



I've heard anywhere from ~500 to ~1000+.  Depends on your damage, kiting skills, and (most importantly) luck with spawning certain attributes on elites.

10 armor is about equivalent to 1 resist (all), when both are similar.  +200 armor (rare valued mod) is about equivalent to +20 resist all (not nearly so valued mod).  If your armor and resist (x10) are very far off, you'll benefit more by upgrading the lower stat


Interesting thank you. Does the armor reflects in my resistance on my char?
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May 31 2012 08:26pm
Quote (xfer @ May 31 2012 09:01pm)
Interesting thank you. Does the armor reflects in my resistance on my char?


Armor and Resist have their own formulas for reduction. They stack multiplicatively

Roughly (assuming you're lvl 60, slight change according to monster level)
Armor / (Armor + 3000) and
Resist / (Resist + 300)
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