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So, I recently got into the beta and wanted to investigate one of the machanics, fury generation, in the beta a little closer. First I just wanted to try out the rune effect for bash, the one that increases the generation by 6 fury/attack to 12 fury in total. My fury generation of course got increased a lot and I felt that my fury bulb got filled a lot faster. This felt like a good and balanced effect in many ways.
However, then when I got to lvl 13, I noticed that one of the effects for the Weapons Master passive was a +3 fury per hit for mighty weapons. Awesome, I thought, and immediatly noticed a 15 fury per attack for my bash. Compared to the 5 fury/attack from cleave this was a huge difference.
After I played a while with that passive, I wanted to try if the effeckt (+3 fury/hit) also worked for fury spenders and other abilities like ground-stomp, and was surprised that it actually did work. The cost of Hammer of the Ancients got decreased by 3 for every enemy that I struck. If you do the math, you will come to the conclution that HotA actually generates fury if it hits for more than 7 enemies with this passive.
But it wasn't until I tried Ground Stomp things got a little bit out of hands I think. I rallied a bunch of enemies toghether to a huge pack of monsters and popped Ground Stomp with an empty fury bulb and witnessed an increase of 81 fury. 81! :O ...
22 enemies * 3 fury/attack + 15 for GS = 81!
This example is of course a little extreme, but often enough when I played normally I could get up to 50 fury per stomp, and most of the time 30-40 fury. When pared with Leap Attack I could easely fill my fury bulb with just 1 cast of each skill and maybe 1 hit with bash. Ppl with beta access can easily try this out by themself, and I encourage you to do so.
To demonstrat how ridiculous the fury generation could get at lvl 60 I created this build with the skill calculator.
http://eu.battle.net/d3/en/calculato...dPS!YWX!ZcZZcZ
My question is: Will this get nerfed? Otherwize I think this could be my first char for release.
Cheers!
Last edited by snurrfint; 06-03-2012 at 20:48.
Totally agreed, +3 fury per attack from Weapons Master is totally ridiculous as it is now. I'm predicting it changing from 3 -> 1 or possibly making it a chance to regenerate 3-5 fury with small percentage of attacks.
I think it would still make it TOO useful to not have on any build. Dunno, time will tell.
My bet: It'll be per attack and not per hit in the end of the day...
Barbarian has a lot of way too good fury generation options. Another good example is Overpower with Momentum rune effect, it's probably the worst of all. Into the fray rune on Battle rage could end up sick as well. It's no wonder that everybody and their mother is thinking about sustained WotB builds with these numbers flying around.
Wizard and Witch Doctor have had their resource generation nerfed just recently, so I guess it's just a matter of time before the axe hits here.
yeah, wow. Momentum is just sick. Hitting 5 enemies will generate 15 * 5 = 75 fury with weapons master.
I guess with all these options, Blizzard wants us to generate a huge amount of fury one way or another. Maybe its not overpowered? I think it maybe just feels that way when compared with vanilla bash where you need 15 attacks to generate 90 fury.
I really hope that it stays on hit because I want to use it on whirlwind but I can't see them nerfing it on every AoE skill other than whirlwind :-(
I think the big dispersion between AOE and single target is what's truly flawed here. Making it per attack rather than per hit is where they need to start. Same thing goes for stuff that proc on crits - If crits are per target rather than per attack, than anything that procs "per crit" gets either extremely overpowered for AOE abilities or extremely weak for single target abilities.
It is already going to be hard for them to balance the single target abilities with AOE abilities. They shouldn't create even more mechanics that favor AOE.
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