I'm running a 1/2 melee, 1/2 kite wizard build. The build is:
I can farm act 2 inferno with this build, but most elites rough me up in act 3 though. Any suggestions on how I can improve my build?
I am upto Act 3 inferno and have completed some quests however seem to continually die, mainly against elites or hard hitting melees. Realising that this could be gear dependant I have purchased gear... groups) Nerves of Steel Weapon Master Tough as Nails - (Usually Swap for Ruthless and focus on more attack if not killing Ghom) Any help or advice would be greatly appreciated. At the moment I am...) Health 69000 (67000) Life per second 800 Life per hit 1743 (883) My skills are: Frenzy Sidearm Ignore Pain - Contempt for Weakness (Iron Hide if not killing Ghom usually) or Battle Rage
auto-attacks for special skills since they can only be used once at a time. When can I expect to get a weapon or skill that can attack multiple enemies and not consume MP? (if any) If it means getting a particular job at a particular level or certain item, I can rush to that point in the game and be happy with that. If no such weapon or skills exist, it's not the end of the world, I'd just like... multiple enemies require MP. Special attacks that can target multiple enemies cannot be used always. I have to build up the attack before I can use it. By requiring MP, I am forced to keep my MP
The nonintuitve part of "Increase attack speed by x%" is, it also increases your CAST speed. There are a fair few different type of skills in Diablo3, in addition to the generic "nuke": Channelled Summons Fire/Forget Damage over time How does increased attack speed interact with the aforementioned list of skill types? This is a followup on Is resource cost adjusted with weapon speed in diablo 3?, which answers the weapon speed aspect of channelling spells but does not comprehensively cover other spell types.
Modern Warfare 3 introduced the concept of the "Prestige Token," and one of its uses is to "Unlock Gear." I'm trying to decide if I want to invest any of my tokens in this category. Can someone explain what this means precisely? What I'm curious about is: What can I unlock? Just weapons, or can I unlock equipment or Perks? How long does it stay unlocked? For just the next Prestige, or for all my other Prestiges as well? If I can unlock Perks, do I get to keep the Pro version of the perk? Do I get to keep my Weapon XP on a weapon if I unlock it? Do weapon challenges reset
I'm considering trying out a melee wizard build for Inferno (now that monsters in acts 3/4 don't hit quite as massively!) but was wondering one thing... I know that Lifesteal (weapons with 2.5% damage turned into life) gets an 80% penalty (IE. it's only 20% effective) in inferno difficulty to curb the potential invulnerability from the stat early on like D2 had. I was wondering if the wizard skill Spectral Blades with the rune Healing Blades (on a crit, get 8% of the damage back as life) gets this same penalty, or can I be sure to get that full 8% returned? If it takes an 80% penalty
Possible Duplicate: Are class-specific weapons better than other weapon? I have a level 10 wizard and I am still using the wand I started with. I noticed my damage seems to fall off in comparison to the other characters I was in game with, who had picked up new weapons as the act progressed (none of which were wizards). That made sense to me as they were melee classes using melee weapons. I have been reading and apparently I can wield any weapon and my magic damage increases (ok a rusty axe does more magic damage than a crooked wand, weird?!). After looking quickly at low level
Act II mercenaries are capable of only using polearms, spears, and javelins. Polearms are the obvious choice due to the number of good runewords that can be made (particularly Insight and Infinity). The Arreat Summit lists stats for the rangeadder (the weapon-related portion of the melee reach calculation) of each elite polearm (with similar stats for lower-difficulty polearms). Are Act II mercenaries affected by the weapon reach? Against the same size monster, will my Act II mercenary have a smaller reach with a Scythe or Thresher than with a Poleaxe or Great Poleaxe?
I'm looking for example showing the math behind the calculation of the weapon strength. I'm aware of other questions, but can someone show the actual math in the following weapons? Pistol 1: Weapon screen: Physical damage 26 - 52, +5 Physical damage, Speed .64, DPS 67 Character screen (under strength): 37-67 Arcane screen: 37-67, DPS 82 Pistol 2: Weapon screen: Physical damage 26 - 52, +7... Poison damage, Speed 1.32, DPS 97 Character screen (under strength): 103 - 198 Arcane screen: 95-190, DPS 118, Speed 1.28, +8 Poison damage Well, how does the game get these numbers and should I sling
Using the Diablo 3 Wizard Spell "Mirror Images" or "Teleport: Fracture", do the created mirror images make use of both effects? theoretical build example: http://us.battle.net/d3/en/calculator/wizard#QlgkSd!RWeS!YZbZYb Magic Weapon: Ignite - added fire damage to all attacks Passive Conflagration - Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by 6% for 3 seconds Do mirror images' spells add this debuff to enemies because they have an added fire damage from "Magic Weapon: Ignite"?