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Hi guys,
I need your help and advice to finish inferno act 3 and 4. I can pretty much cruise through act 2 without any problems with the exception of the "fast moving molten, fire chain, descecrator and arcane sentry" elite pack :-).
Now I just got to act 3 in the hopes of rushing through the rest of the game....woops, not gonna happen. All was well till i reached quest for destroying the ballistas and i started dying continiously...
I have a crit mass wizard using the standard skills. Been playing that setup for about 80 hours, so I am pretty used to the gameplay and my items are setup for critting. See links to my stats below, one defensive setup (shield+LoH wand) and one offensive (crit dmg 1 hand+skull).
What am I doing wrong?? What is recommended with regard to stats for act 3 & 4?
Been playing for 180 hours and I am really looking forward to kicking diablo's inferno ***.
Thanks,
Hookipa.
http://imageshack.us/f/13/statsdef.jpg/
http://imageshack.us/f/9/statsoff.jpg/
(first time using link image shack so let me know if the link does not work properly)
Your defensive stats is a bit better than mine and I do ok in act 3. I play coop, havent tried solo in act 3.
Certain ground AoE is almost impossible to stand in, Herald of Pestilence is one of them for me. I can take one or two plagued pools but Heralds arms, desecrator, arcane sentrys and several plague pools hurt badly even with 2000 wicked winds up. The only thing I can think of is that you need more repositioning to avoid ground poop, if you do that already than I dont know.
I believe 800 all res and 6000 armor is considered enough for an act 3 critical mass wizard, check Magicrectangles guide.
Your defensive stats are more than fine for a3, so the problem is something else. I can't tell from the screenshots, but how much APoC do you have? Obviously neither your shield nor your spear can have it, but what about wand offhand and hat? I recommend a minimum of 20 APoC so you can really get the spam going. APoC is actually why I don't generally recommend a shield for this build, the extra APoC from an offhand turns out to provide more survivability than the shield does.
Thanks for replies guys.
@MrNajsman: I am constantly repositioning if necessary, so I dont think that is the problem but it complicates keeping a freeze lock. . I also use teleport+wormhole so that makes me kind of flexible.
@ magicrectangle: my hat and off hand have 10 ap on crit each and my wand 7. When I use them all my total crit chance is 39%, with shield 42,5%.
The thing is when an arcane sentry or fire chain hits me my diamond armor decimates and I do have difficulties keeping the elites in freeze lock (even though I use cold snap and evocation). Mainly because the repositioning that is needed due to (frozen/fair chain etc.).
Is my damage output high enough? Without spear I crit dmg at about 10-15k and with spear 20-30k (dps shown respectively about 15k and 20k).
Your DPS is plenty for doing a3 if your goal is just to kill it for quest completion. If your goal is farming I'd say your DPS is a little low for a3. Packs are just going to take too long to kill for it to be a good way to generate loot/time.
39% crit + 27 ap-on-crit + ~1000 res all + 5.3k armor should be more than enough to stay alive. If elite packs are causing you a big problem with those stats I'd say you need to look to playstyle as the weak point rather than gear. There's a lot of repositioning that has to happen as you note, and you need to make quick, small repositionings to keep a lockdown going (doesn't always work, sometimes you have to start from scratch). Teleport helps with this, I often teleport past an oncoming arcane beam. With fire chains I often move backwards just a TINY amount, barely stopping casting at all. If I get bum rushed with firechains I just wormhole spam and start the lockdown fresh.
here's a couple of my critical mass videos that show some of the playstyle stuff in action:
Act 4 full clear: https://www.youtube.com/watch?v=K2VHHzas4qQ
Act 3 keep depths: https://www.youtube.com/watch?v=9YrdKiSiMzI
Act 3 Cydea + Azmodan in 10 minutes: https://www.youtube.com/watch?v=xvKSezAI-vE
I find the lockdown very difficult in A3 if fire chains or arcane are on the table. This is the one time for this build that I think the answer is more dps...you're simply going to have to restart your lockdown repeatedly against these mods (especially if they have anything like fast, teleport, knockback, etc with them). The more dps you have, the fewer times you'll have to restart and the fewer chances you'll have to get wiped out.
Granted, I suck at CM compared to magicrectangle. My old claws are probably just not nimble enough for this build.
Once the lockdown is going solid against fire chains it isn't any harder than any other pack, getting the lockdown going solid is more dicey. If they're fire chains + shielding then it is more of an issue.
Thanks for the input and nice vids. Solid gameplay really.
Looking at your stats I should be able to pull it off with my current gear.
I guess I have been playing too much lazy-man style in act 1 and 2. I need to focus more on gameplay and specifically maintaining the freeze lock.
Can you guys have a look at my gear and give some advice what to upgrade next?
http://eu.battle.net/d3/en/profile/H...3/hero/4263116 (let me know if link does not work, first time i tried this)
As mentioned in my first post I have a shield and crit dmg+LoH weapon on switch (I use the weapon often for whites and easy elites).
I was thinking of upgrading 3.5 crit % ring, off hand skull and belt. Ofc good wand is also on the list...
Thanks guys,
Hookipa.
(some moments I wish I could import my D2 Hammerdin and pown them all :-))
The shoulders are probably a pretty easy piece to either pick up another 20 res all or more int/vit (or both depending on budget). Both rings leave something to be desired, although a clear upgrade for either will be several million. Int + res all + crit is a somewhat expensive combination.
Your boots would annoy the piss out of me, I can't stand not having runspeed. I highly recommend a pair of sage's seekers. As long as you don't go for optimal stated ones you can get them for 500k, and they are quite good. Just search ones with int around 70. If you search for 130+ int the price goes up to like 5-10 mil.
IMHO wand is the biggest thing to look at upgrading. Get one with a socket and ap-on-crit, put a crit damage gem in the socket, and things will be feeling nicer from a DPS perspective.
I don't know what your budget is, but a quick look at the AH reveals this for 4.5 million buyout:
Swap the gem for the best green gem you can afford and your DPS won't feel nearly so meager.
On a similar note Im also looking to upgrade my wand to one with crit dmg. But I cant get my head around the math concerning crit damage.
How much dps is a certain percentage of crit dmg worth?
Stats today:
Wand listed dps: 896, no crit dmg or socket (or Int)
Dmg on source: 47-206
Dmg on amu: +14 max
Dmg increased by Int: 1351%
Crit Chance: 41%
Crit Dmg: 76%
Attacks/sec: 1,4
Total dps: 20,6k
I cant afford a wand with the same dps + crit dmg or socket. I have to drop some dps on the wand.
Lets say theres a wand with 100 less listed dps, how much crit dmg is needed to just even out the loss? Dont want to spend 2 million and find the total dps is the same..
Edit: I bought a sword with a socket (862 dps) and did some testing. The specific numbers only apply to me but Ill write them here. Anyone with similar stats could benefit as well.
Dropping 50 dps on the weapon drops me about 1000 dps total.
Adding 70% crit dmg (up to 146%) adds me about 4400 dps total.
900 dps + 70% crit dmg: 20,6k => 25k
800 dps + 70% crit dmg: 20,6k => 23k
Last edited by MrNajsman; 09-08-2012 at 14:19.
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