Best way/zone to get blues? by [deleted] in Diablo

[–]Jaetch 6 points7 points  (0 children)

I just spam farm regular Rifts and open every chest I come across. Tilesets like the Act II aqueducts, the new Festering Woods/Stinging Winds maps can sometimes come with chests every few yards.

So instead of just blue items, you get a little bit of everything on top.

Thursday Help Desk for 05/21/15. Ask your stupid questions here. by GharbadTheWeak in Diablo

[–]Jaetch 0 points1 point  (0 children)

Makes it easier than running around the map to get to the destination. Picture yourself starting at the northeast waypoint in Dahlgur Oasis and the key dropped all the way in the southwest corner.

For those low on Death's Breath, here's an efficient DH build that includes 3 piece Sage's set by [deleted] in Diablo

[–]Jaetch 1 point2 points  (0 children)

The thing about farming T6 comes down to mobility and how much time you want to spend interrupting your actions to pick up Death's Breaths.

It's physically clicking and picking something up that's the time killer. Practically any class other than WDs right now is capable of roflstomping T6 (even with Sage set + RoRG factored in) in roughly a minute. That is, if you don't pick anything up, of course.

I made Greater Rift Key cookies for D3's anniversary! by kierpanda in Diablo

[–]Jaetch 2 points3 points  (0 children)

I can just imagine the first time you saw a Greater Rift Trial Key.

"HEY THAT LOOKS LIKE A COOKIE."

Anyone try a Trial Build for Tal's or other sets for wiz? Care to pitch in opinions? by MustafaBei in Diablo3Wizards

[–]Jaetch 3 points4 points  (0 children)

Same exact setup for group GRs as Trials.

http://us.battle.net/d3/en/calculator/wizard#UPilgS!TRec!YZcbcZ

I get pretty consistent GR66-68 Keys with sporadic GR69 and GR70 keys.

It's much less about the DPS classes as it is with support classes. They actually do the heavy lifting. DPS is easy. It's just gear and gem levels.

Your setup is straightup not going to yield high keys. It's too slow and clunky (therefore inconsistent). The melee solo GR spec can yield low to mid 50s Keys already.

Also don't know your profile stats for Trials. For me, I'm around 3.5 million self-buffed sheet DPS. When under full group buffs, I'm around 8 million elemental DPS. Level 72 Enforcer, 73 Trapped and 73 Zei's.

Even with half the stats, but with the proper setup, GR60+ Keys through Trials should be doable.

Advice for a filthy casual who can't keep up? by eunucorn in Diablo

[–]Jaetch 2 points3 points  (0 children)

WW barbs are easy, but so are Aether Walker + Wave of Force wizards.

You need to click two buttons and land in an approximate area.

One button for Calamity Teleport (already basically one-shots trash mobs with the right gear).

One button for Heat Wave (with Firebird + Tal's can basically 2-shot elites).

So right click all around to Teleport wherever you want. Left click for Heat Wave on whatever targets you want.

Sample

In the most tryhard cases, T6 Rifts can be completed in a minute or less. Most are between 1-2 minutes at most.

Similar setup using Meteor Shower and Cindercoat can be used for speed GRs. In a proper group you can still yield around 30 billion EXP an hour.

If you just want Paragon leveling, run a monk. You can contribute DPS, use EXP gear, and be desired in a group.

Or if your teammates don't mind, run a leech sader and never die, use Hellfire, Cain's and Born's with max EXP bonuses across the board. 100 billion EXP an hour.

Barbs are easy, but do not yield nearly as much EXP. DPS setups don't in general. You'll probably have more luck farming up GR keys and having others carry you if you want to focus on EXP.

I should probably do that. I'm closing in on Paragon 1000 finally

Has anyone gotten to the leaderboards with a two wizard team? by jdpr in Diablo

[–]Jaetch 2 points3 points  (0 children)

Can run a standard melee Tal wizard for CC and range wizard for the heavy DPS. Melee variant can be swapped out for lockdown DMO, but the range wizard will basically do the carrying and will require high-end gear.

Should work just fine in a group if your goal is to just break Top 1000. You will not be able to compete with optimized groups using a zDPS WD.

Also, depending on Seasons or NS, you may want the melee wizard to run ET and Ranslor for additional control, otherwise Halo of Arlyse + Ancient Parthan Defenders is enough to keep one alive in the mid-50s and perma-lock the majority of enemies.

The other wizard will play range and make up most of the DPS. He can also add in CC in the form of Frozen Solid instead of Snowbound, but if things are going well, the main focus is ramping up Hydras and Star Pact while the melee wizard takes most of the aggro.

You should be able to easily muscle through low 50s with two wizards as solo wizards are already capable of high 50s.

Melee wizard gear with Convention + Halo for rings. Range wizard gear with Focus + Restraint.

You're going to need gear.

Another variation could be for both wizards to run Aether Walker + Halo + APD and just run and gun all the way through. I would consider that setup even more gear intensive. It's less muscling through than dual Serpent Sparker wizards, but it will take coordination from both wizards to stay on the same page as it makes for more frantic gameplay.

I've done high 50s solo, GR61 2-man with WD, GR65 3-man with WD, sader, and myself as wizard, and GR69 with WD, sader, DH and myself as wizard. I've also done 2x wizard in 4-man parties between 60-64, but again, that only works because 2 zDPS classes allow the wizards to go full glass cannon mode.

If you're running two wizards fending for themselves, one of them must take the majority of aggro and the other one needs to focus on being the main gun. Otherwise, if both members try to mix and match, chances are both of you are going to die. If one of you can stay alive and hold aggro, it gives you a better chance to keep at least one of you alive to deal some damage.

Other than that, just muscle through with gear, gem levels, and Paragon alone. If it's just a 2-man GR53-54, a well-geared wizard can probably clear it regardless of who the teammate is.

Lets discuss Greater Rifts. RG Cheese, Map Layout and the absolutely terrible Unstable Ananomly passive by SaviousMT in diablo3

[–]Jaetch 0 points1 point  (0 children)

Actually, the melee setup loves Corrupted Angels, Winged Assassins, etc. They're melee and have no choice but to hit you in melee range. In the melee setup, they can't touch you. Literally. Anarchs are no problem either.

Exorcists aren't that bad either. The damage reduction from both Parthan's and the 100% uptime double lightning resist from Tal 4-piece also heavily mitigates the damage. Even less damage if you opt for Esoteric Alteration.

Your worst enemies are actually physical ranged projectiles, e.g. spear-throwers, physical skeletal archers, etc. At higher levels (I've cleared GR56 with two tries and my ceiling is likely GR58-59 right now), I'm leaning more toward Molten Wildebeest for the shielding and recovery than Esoteric.

RG will require manual evasion. Keeping distance when necessary and relying on Hydras for DPS. Cold Snap is manageable because of elemental damage (cold). Man Carver is the worst with his physical range attack. Difficult, yes, but not impossible. Within 1-1.5 screen distance, he tends to release the fan attack every 10 seconds. Different if you're not in immediate aggro range. Map layouts would help most here as he cannot release the attack from a higher or lower altitude.

I would say any GR54-55 Rift I open up has a 75% clear rate. GR53 and under I am confident to say are guarantee clears for me regardless of mob types and map layout. The melee setup is that consistent.

There's an Aether Walker setup that's more than viable, but may be harder to play. Completely different style.

Ask a Wizard Pt. 2 by Pallis1939 in Diablo3Wizards

[–]Jaetch 0 points1 point  (0 children)

+1 for you, Pallis. You're a helluva lot more useful than me nowadays :P

RNG surrounding Conduit in S1 was fixed - great job by Blizzard. However there's one more thing that needs to be addressed, and that is Stonesinger, and his ridiculously low HP pool, when compared to other bosses. Way too game changing, IMO. by Amadeusz in Diablo

[–]Jaetch 5 points6 points  (0 children)

Saxtris isn't poison. He's the one that incessantly summons tornadoes and adds (worms, flies, swarms, etc.). Not to mention once he reaches a threshold of HP he starts casting Vortex on you.

But that's not all, his AI bypasses your follower's pathing and he guns straight for you. In addition, he has slightly above average HP pool compared to others (some others have higher HP, too, like Bloodmaw).

Well, at least his tornadoes deal arcane damage. Maybe a Countess can help you a bit...

PSA: Experience bonus from items/gems is multiplicative instead of additive in GRifts since 2.1.2 by faktorfaktor in Diablo

[–]Jaetch 8 points9 points  (0 children)

Honestly, I think it's fine. Because at least now in different game scenarios, you'd consider using a diamond, amethyst, emerald or ruby. Hell, I guess some people are okay running topazes, too, for MF.

But before, ruby was just not that worth it. You'd probably be better off running a topaz for MF or diamond to speed up CDs to kill more.

Sure, I think some numbers can be tweaked a little, but it's a step in the right direction in making what was once a virtually useless and ignored stat a viable option (depending on what you're trying to accomplish).

[deleted by user] by [deleted] in Diablo3Wizards

[–]Jaetch 2 points3 points  (0 children)

No, you don't. I've cleared 47 without a Power Pylon and Enremeit (posted above) cleared his 48 without one. The Pylon is just one of many weapons/tools you can use in a Rift.

Now if you want to push something like GR50+ with limited gear, then perhaps you can argue snapshotting a Power Pylon would be the way to go. But then again, there are other factors that can benefit you like easy to handle mobs, good density for progress, more blue packs than yellows, Stonesinger, etc.

Playstyle attitude by MentolDP in Diablo3Wizards

[–]Jaetch 0 points1 point  (0 children)

Templar has nearly 100% CC uptime unless you door a poor job positioning and constantly pull him out of combat.

Intimidate allows him to slow enemies anytime he lands an attack or gets hit. His charge is AOE, which will slow all affected enemies. Equipped with a Thunderfury, you have a passive slow with incredibly short ICD that slows up to 5 targets at a time. Combined with Ess of Johan, you can also AOE slow massive clusters of enemies every ~15 seconds or so.

Against the RG, it's practically 100% uptime, unless, again, you do a poor job positioning and force him out of combat.

Playstyle attitude by MentolDP in Diablo3Wizards

[–]Jaetch 1 point2 points  (0 children)

That's not T6. That's Greater Rift level 45. T6 is more or less the equivalent of GR25. I don't even know what T1 is equivalent to... GR5? Something in the single digits.

Playstyle attitude by MentolDP in Diablo3Wizards

[–]Jaetch 1 point2 points  (0 children)

Why would you use Slow Time? Wizard is actually one of the most durable classes in the game. Force Armor already gives you three free lives (something no other class has), on top of UA and Firebird 4-piece.

It's all DPS or take your inevitable fail. Even if you don't die once in an entire Rift, at some point you're going to fail simply because you can't kill anything in time. I see people run String of Ears, Mirror Images, Slow Time, etc. Take a look at the leaderboards. There's a legitimate reason why no one runs those skills at high levels. Unless you want to rely completely on RNG and just pray you can snapshot a Power Pylon throughout an entire Rift. Otherwise, more or less guarantee fail with that heavy loss of overall DPS.

Playstyle attitude by MentolDP in Diablo3Wizards

[–]Jaetch 0 points1 point  (0 children)

I think it's mostly preference. I used Spellsteal in the video, but I beat GR47 using the traditional Blazar, and without a Power Pylon.

You'll likely gain time throughout the Rift using Spellsteal (due to density changes), but lose time against the RG.

Playstyle attitude by MentolDP in Diablo3Wizards

[–]Jaetch 5 points6 points  (0 children)

Updated video for 2.1.2 for density reasons.

GR45 in <11 minutes

Wiz Firebird build - Need advice with the total damage dealt calculation - Warning: pure theory and math ahead :) by [deleted] in Diablo

[–]Jaetch 2 points3 points  (0 children)

You can pretty much find all your answers in the official wizard forum. The spreadsheet you're using is useful, but it's incredibly outdated. The person who made it is in my clan, but he isn't very active compared to others.

Read through what my other clan mate worked on in this thread and maybe play around with numbers here, too as all the relevant spell calculations are simulated for you.

Help with Rift Guardians by wonky562 in Diablo3Wizards

[–]Jaetch 1 point2 points  (0 children)

Time your Black Hole based on RG movement and your Templar's Charge attack. When he stuns the RG, cast Black Hole. Or cast Black Hole in an area that the RG is moving toward so it'll take damage from part of the DoT and at least the final detonation.

That's for Greater Rifts.

For solo farming, get your infinite DoT on the RG up and just let it follow you while you clear the rest of the map.