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Rllulium

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  1. I was mostly thinking about Combat Arts such as Callous Execution and Ravaged Impact, that provides a "double hit" when you are dualwielding.
  2. The obvious exception here is the Combat Arts that actually provides a second hit when dualwielding. Although only the right hand weapon's damage will be shown in the tooltip.
  3. To start things off: Regeneration times are based of a "regeneration speed", rather than a timer. The regeneration speed for each aspect is displayed when you mouse over the name of the aspect in the Combat Art pane. The average regeneration speed of all three aspects is displayed when you mouse over your Stamina. So in your case, you have an average of 322.2% increased regeneration speed. In order to reduce your regeneration times you should continue placing points in your regeneration reletad skills and pick the right gear. Wearing gear that provides negative regen is a good idea, but you should be on the look out for gear that provides regeneration benefits in other ways, such as +All skills, + to specific regeneration skills and pure -%regeneration time. It is also adviced that you make sure not to get to much +Combat Arts on your gear, as that will hamper your regen. I also would advice you to NOT place any points in Stamina. You will be swimming in good regen at higher levels. Lastly, if you are in a hurry to reduce your regeneration times, read alot of Grand Invigoration runes. Grand Invigoration provides only beneficial stats, so just read until you are happy with the regen provided or you run out of runes. Consider picking up Delphic Arcania Focus to increase the value of each rune you read and get modification points for regeneration mods on the same buff.
  4. A number of things that disturb me here. 1. Source Warden Lore does not help you get higher CA lvls. Do you mean Source Warden Focus? 2. Concentrations effect diminish constantly when you increase the skills level. There is nothing special about level 22. In any case, you will have +skills to go beyond 22, so this placement seems odd. 3. Calling the useful Spell Reflect mod PHAIL is hardly contructive. 4. Making Combat Alert a buff reduces its effect, yes. Althought that should not matter, since you do not have Concentration Mastery in this build. 5. You do not mention anything about the builds playstyle. I can sense a meleebased TG from what you have written, what Combat Art do you use in what situation?
  5. Are you sure that the Wands will not count as Ranged weapons?
  6. This is quite nice, but I doubt that I will ever use it. A "easy" way to reach invincibility does not sound too fun in practice. I am pretty confident that the game uses a formula to directly reduce damage with armor instead of converting armor to DM%. The formula: (Original damage * Original damage) / (Original damage + Armor) = Mitigated Damage is thrown around lot. I haven't tested it throughly, but it feels accurate. I can atleast say that Armor does NOT provide DM% that can be stacked for this immortalpurpose.
  7. I can see why placing points in Dexterity would not be a large gain since the Dryad already gets so much Dex automaticly. But I really cannot se how Stamina would be a large damage increase for a character using weaponbased CAs, since one can leave these CAs at rank 1 and still enjoy good damage while having really low regentimes.
  8. I somehow got the impression that Effort would reduce the overall channeling time, which is why I despised it. Seeing how it damages every second the channeling time has to be a whole number and I have to say that 5 seconds sounds more reasonable to me. I can't really laugh at your method; mine was similar, although closer to checking the CAs regen when the channeling ended. This is what I really likes about the spell compared to the other bosskiller options availible to a pure caster Inquisitor. One reason for why your IS isn't doing that much damage could be the lack of PC and GI Focus. It really adds alot to magic damage CAs like IS, and tit is relatively easy to utilize the WIDD by simply stunning when your health is at 70-50%, and wait with any possible healing.
  9. On that note, it would be interesting to see how much +Stamina and say, -Aspect Regen one can find on items of the same level.
  10. Now I don't know if things will be horrible much slower at higher levels, but when I played around with my "almost built like this"-Inquisitor in Silver, I was able to drop most bosses in 20-30 seconds using only IS. I didn't even care for debuffing as it required me to go into melee range.
  11. Heh. This is exactly the kind of research I attemted in This Thread. Of everything I tried, the only thing that did not provide tooltip regen change were multiple buffs, due to additive regen stacking. While I certainly want these things tested, I do wonder why this is relevant to this thread specificly. The stacking properties of regen modifiers does not change the value of Stamina in any way.
  12. Great guide. I have to agree that this is THE way to play pure caster Inquisitor. Come to think of it, this is almost exactly how I built mine. Thou I did stop playing him because of the mentioned "requires time to start showing his true potential". This guide almost makes me want to dust him of... A quick question: What regen do you keep IS on? I remember trying to figure out the correct regen for chaincasting, but I never quite nailed it.
  13. I am quite aware about what Stamina can do. I simply do not consider it enough. A level 150 char would get roughly -40% regen from that Stamina value. I feel pretty confident that such numbers can be gotten cheaper at level 150 then gearing for 300 Stamina. Well... as I am sure that you are aware, each point placed or gotten from gear to Stamina grants less negative regen then the point before it. So if you plan to gear for Stamina you are reducing the effect of the hard points you have in the Attribute. I just picked Willpower as a example, I do not favor that Attribute in any specific way. But, as you said, all other ways of acquiring Spell Resistance are % increases, making it exclusive. Also I think that it is a bit odd to put that last sentence like that. A property can be really, really rare, it has to provide good benefits to be sought after, of which I think you-know-what. To round of this section I should mention that Stamina is not the exclusive provider of Base Average Combat Art Regeneration Time. (Which I cover Here) And while you have dinner, I shall go to sleep. Such is the world.
  14. Five classes with 3 skill trees is where it seems to land. Many thing point towards that Diablo 3 is not going to have a very advanced character building system.
  15. And this is exactly what I am getting at. Staminas effect on regen times in moot compared to the regen skills. This argument is a bit strange. Neither can, for example, any other Attribute than Willpower grant Spell Resistance. Just having exclusive bonuses does not make a Attribute good, it is how these they compare to others. Excuse me for accusing you for bringing in faulty arguments here. I have said time after time: Stamina does not scale. If you equip tons of -regen, the benefit you get from your Stamina remains the same as if you has none. If you where to claim that it was the Stamina that gave most of the negative regen, that would be a completly different matter, but as it stands now that is not possible. The most -regen you can ever get from Stamina is -30%; at level 200 with 401 points crammed into the Attribute. Now, even if you had that in your example, you would not be able to read 30 runes and still see a reduction in regen times. Standalone from the arguent, I think you'll have to accept that your example is invalid for the usefulness of Stamina. -30% is simply not enough to even reduce 0.7 to 0.4.
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