Actually, I'm taking into account that you get the Cold-Blooded passive bonus. Without the bonus, it'd be more like a 19% damage difference. The benefit of Comet lies primarily in whether the snare allows you to be more efficient in dealing damage, as enemies can't move around. :)Yeah, it's a great choice for solo play. Though, in the ideal situation of 1:1 LL to Meteor ratio, you're dealing 14.35% less damage than with Molten Impact. BUT... I'm pretty sure you makeup for that lost damage, since monsters don't run around and you can keep them snared and close to your LL+Meteor spam.
Pretty sure CB triggers on cold rune meteor. Chilled or frozen it says.
If it works, then maybe it isn't 14.35% less damage?
The cold rune on meteor + CB is noticably less damage output. The ice that pops up is also easily confused for frozen pops.Yea that gets me also, I rotate between comet/molten and meteor shower whenever the mood takes me and the light beams from molten sure confuses a lot of people thinking they are getting drops.
Though the same argument can be made for Molten Impact since I think I'm getting a legendary for every meteor...
02/09/2013 10:29 AMPosted by TekkZeroThen that's exactly where you should be! :D The key is that your EHP should be set by the MP difficulty, not the amount of damage you deal. After 1.0.7, I think the desired EHP threshold will be more universal across SNS wizards, and not steadily increased up for CM/WW wizards with more DPS.
RD is not the problem for me too, even with GC in live. As Whisper said, I build my EHP for Molten Succubus Desecrator in mind. I never built my EHP with RD in mind after I was no longer hurt by Electrfied.
There is no way we need less EHP than we do now, it's just an illusion created by /new changes/
02/09/2013 08:39 AMPosted by TekkZero@Whisper: The reason RD isn't a problem for you and me is that we have low DPS relatively speaking. And we have enough mitigation that RD is a piece of cake. But RD, as it stands, is a function of DPS. Many of the CM/WW wiz players with high dps only have a very high mitigation to address RD. After 1.0.7 they can drop to levels similar damage mitigation to the rest of us, since there is still a sweet spot for face-tanking most things. But that sweet-spot of damage mitigation is now not as correlated to a character's DPS, but rather just the MP difficulty. :)
I don't know, the debates already been done to death, it just kind of annoying to see the game nerfed in such a way that you no longer need end game gear to do end game content.
When a Monk & I or a DH & I can carry guys that can scrape through MP5-6 on MP10, its getting kind of sad.
Nice video, thanks.
I also tried paralysis, and found it not to work at all. I believe the stuns you are seeing in this video are coming entirely from the gear.
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