04/25/2012 04:49 PMThe explosion damage on death (like fire enchanted in D2) is easily avoidable if it's not bugged lol. At least in D2 this attribute only applied to the head monster, which had more health than anything else which means it would die last unless you focused it.
Posted by Snoo
In D3 all mobs in the champion pack have the affix.
In last year's D3 Blizzcon footage (Q&A session I think), they discussed super-elites and their affixes. The developer specifically mentioned that we will not see super-elite monster packs that are just wildly overpowered. I think the example he used from D2 was Fanatism aura + Extra Strong + Extra Fast...something like this.
This depends on what you meant by super elite champion packs. I can't find it right now but I do recall a blue recently talking about how Inferno mobs can have pretty nasty combinations of modifiers i.e. Horrify+extra strong+frosty. Quite frankly, any three modifiers sounds like bad news to me.
04/25/2012 03:30 PMwell I notice I just linked the wrong build up there. It was supposed to be this.
Posted by Snoo
Lastly, I really think this build is pretty fatally flawed.
To begin, you have 3 generators. One is a gap closer, one gives a debuff/spirit on crits, and the last one gives spirit on crits and hits across small gaps. My question is, what is the point of Deadly Reach
? It's completely redundant. Crippling Wave does everything it does, but better, and you don't need to hit mobs from a few yards away if you already have a gap closer (which I assume you would use first). Basically, you're using DR to gain an additional 8% damage for 3s when used in conjunction with Combination Strike. To me, this seems like a waste of an active, and a passive skill slot.
This leads to my second qualm. You implied that you were basically using LTK for CC knockback (situationally) and CS for a utility ranged-mob grab. If this is the case, what are you using as a spirit dump
and perhaps more importantly, how can a build that focuses on generator combos effectively use spirit
(since, like any resource, spirit unspent is spirit wasted)? If your build is so reliant on combos, I imagine that LTK and CS would both disrupt your flow of combat considerably (the KB on LTK can be huge). If you are using LTK as a spirit dump, you'll spend most of your time chasing scattered mobs which seems counter-productive to the build (since you said you plan on maxing DPS. Maxing DPS requires spending more time in combat, not chasing, and ideally using AoE). If you use CS as your spirit dump, I would just say that's silly since it does pathetic (100%) damage.
Moving on, why does your build which revolves around generator-combos put
so much emphasis on spending spirit
? Two of your generators generate spirit on crit and Transcendence heals you for spirit spent. Your build seems backwards to me. In order for a build to best utilize Transcendence and spirit on crit, you need to be spending as much spirit as possible
. The best suited skill for this is FoT with Quickening, the rest should be spirit spenders, not generators
. This again leads to a wasted passive slot (and generator rune slots).
Finally, your build has no CC/oh @#$% skill
. LTK or Mantra of Healing with Boon of Protection does not count as adequate CC. Some champs have teleport, which makes KB ineffective, and for mobs that are hitting hard enough to kill you, I doubt a 2s, 15% of max-life bubble is going to stop them (which costs a lot
). I guarantee some champ packs are going to wipe the floor with you if you're unable to stun/bubble/escape.
P.S. For some reason I'm unable to post with links to D3 builds/skills which is why the links are not included :P.