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I'm sort of against nerfing Inferno difficulty. I got passed act 2 and is almost done act 3. It was brutal. I died countless times and wasted lots of money on repair. However the challenge was worth it. It forced me to play smart and dodge more, as well as learning the boss mechanics.
I hope blizz doesn't nerf inferno.. people will complain that its too hard, and once they beat it, they'll complain it's too easy.
the new drop rates are nice. maybe monk/barb could use a slight buff to even out the classes, but other than that, if anything, they should make inferno harder.
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Just completed a wiz build that's really viable for acts 3 and 4, so I thought I'd share some info on gear and skills and provide some insight/justification. Basically, after the force armor nerf it became pretty hard for wizards to take hits. My previous build had about 600~800 all res depending on which type of energy armor rune I was using. I was also rockin a pretty decent shield along with having about 37K hp. Although act 2 was pretty easy with the previous build, I found it very hard to progress into acts 3/4 because my DPS was so low. This new build is almost a polar opposite to my prev. build. It focuses on max movespeed cap (25% but I'm at 24% lol o well) and high attack speed with a heavy hitting 2 hander so you can kite fast and make sure it hurts. Range attacks will barely hit you if you move in time because of the move speed, I find it really makes a difference.
I'm planning to primarily use this build to farm act 3 and progress to act 4 inferno. I'm not too deep in act 4 thought. Currently I do siegebreaker runs in around 30 minutes if I don't come across impossible (for me) mobs. Before getting max move speed, "fast" mobs were always a problem but I can deal with them now as long as they aren't also reflect damage or vortex+jail at the same time.
Pics of info is in spoiler below:
Spoiler!
Skills used:
Stats:
-with magic weapon/force weapon and energy armor/force armor buffs
Gear:
So I'll start off with the gear because it's probably the most important part of the build. As you can see, I lack top tier gear, look at my rings and ammy. These pieces could have 150~200 int with a socket along with vit or all resist and of course IAS to be ideal, they will probably be my next endeavors in the game.
My pants, boots, and bracers provide a total of 24% movespeed, just 1% below the 25% cap. If I had OCD, I would spend an extra mil (or a few more possibly) to hit the cap, but it doesn't really bug me at the moment and is not detrimental to the build. Also, I should add that the IAS on my pants is currently broken but blizzard is going to fix it in the next patch. I should ALSO add that IAS on items are going to be nerfed very soon which means that there is a chance that this build would fail to work in acts 3/4 in the future.
Andy's visage is probably one of the best dps items for a wizard because of the crit, decent int, and aspd. I would want a socket for +life% or mf% but those are going for exponential prices currently.
Some of my gear, like my chest and shoulders still have +all resist on them, and that's because they are from my previous build. They could use a little more offensive stats, like more int, but all resist, even when not compounded by every piece of armor, is good, as force armor still keeps me alive from most trash and some elite mob hits. Anyway, getting more int on these pieces is not a top priority right now, I feel like I need to work on getting better rings and ammy first.
As for the skills, most of them are pretty self explanatory. I could swap out glass cannon for illusionist for a bit more survival, but currently I'm finding that the extra 15% damage is too good to pass up, as most mobs die before hitting me anyway, and if an elite pack gets too close I'm probably going to die anyway. I've used blizzard/hydra to kite back in act 2, but in act 3 you're going to need more DPS.. Seriously DPS is everything for a wizard in the later stages of inferno imo. Arcane orb with the 30% arcane slow passive offers MASSIVE burst damage and enough kitability (especially with my movespeed) for me. The combination of movespeed, burst damage, and kiting power is what makes the build.
Magic missile//seeker is something I used to think was over rated but it is really useful for having tyreal tank mobs in a tight corridor and you can go around the corner to avoid ALL damage and pew pew away. It has really high single target DPS, and if you're playing smart, you won't have to face more than 3~4 strong mobs at a time anyway, since you can split up champ/elite packs by kiting.
In total the important pieces of my gear probably only cost a little over 10 mil for the pieces. The bracers were 3.1 from a last minute bid, the helm was 2, the pants were 2.7, and the weapon was 4. 10 mil is about the amount you'd make off a lucky drop in act 1 inferno. Rare rings/ammys or legendary pieces of armor can go for really high, so yes it is possible to get rich. Best way is to wait for your "break" aka, a decent item to drop, and use that as capital to buy low sell high. This game places a stronger emphasis on information (value of items, etc) than skill and mechanics in order to "beat" the game...
Well hopefully this helps out some wizards out there good luck farmin! I'd love to hear suggestions on improving the build too, I have a feeling that oppressors in act 4 are going to own me.
Not too keen on nerfing Inferno. It's called Inferno for a reason. However, I think if they buffed the melee class, iron out the transition from Act 1 > Act 2 > Act 3 > Act 4, fix the drop tables then the game would be much more solid.
All the problems with the AH and farming ridiculous amounts of gold will go away once they real money AH comes into play. Less spam too. Oh god that stupid General chat.
The problem with inferno was that people werent able to get ilvl63 gear from act 1 which made it really hard to bind the gap required to go to and beat act 2,3,4. Now that the patch will allow better gears to be dropped it act 1, that alone should balance it out. But they decided to nerf inferno as well, requiring players to spend less time/effort in finishing the game.
Though, they are planning to nerf IAS as well so maybe it balances it out overall? time will tell....
The only thing thats keeping me from refunding is pvp...... :S
Beat act 2 inferno on my monk today *big sigh of relief
SO IT IS DO-ABLE blizz don't need to nerf =p
My gear wasn't all that special each piece costed me a couple hundred thousand from the AH.
Was not baller enough to buy LOH weapons..so I stacked resistances and try to keep armor up and my dodge up while keeping a... 15k+ DPS
in the end it was something like 700+ all resistance (lost about 100 resist cause I needed to up my armor)
about 6k+ armor
and 60% dodge
edit: forgot to mention about 34k hp
key thing to note when buying *armor* is that strength = armor.
Blizz announced inferno was suppose to be retardedly hard and IT IS, but kept it do-able so I hope they don't nerf it too much..
I can see every class finishing act 1 2 and 3 with decent gear.
No way a Barb can go throught act 2 without redonkulous gear.
Just cuz Barb main stat is strength and that only gives you armor. Monk & DH gets dex which helps dodge, witch doc and wiz get intelli which gives them res..... bs
Beat act 2 inferno on my monk today *big sigh of relief
SO IT IS DO-ABLE blizz don't need to nerf =p
My gear wasn't all that special each piece costed me a couple hundred thousand from the AH.
Was not baller enough to buy LOH weapons..so I stacked resistances and try to keep armor up and my dodge up while keeping a... 15k+ DPS
in the end it was something like 700+ all resistance (lost about 100 resist cause I needed to up my armor)
about 6k+ armor
and 60% dodge
edit: forgot to mention about 34k hp
key thing to note when buying *armor* is that strength = armor.
Blizz announced inferno was suppose to be retardedly hard and IT IS, but kept it do-able so I hope they don't nerf it too much..
Glad to hear the extra armor and balancing your stats worked out