Patching 1.0.2c -- potentially nerfed mob damage
#62
(06-14-2012, 07:25 AM)RedRadical Wrote: I havent tried Fracture on teleport yet, will give it a go and see how it works. The cooldown on teleport is quite annoying though, so hope that fracture rune is worth it. I don't have huge confidence in Diamond Skin on hell mode though, I think one hit and its gone, and if you are still on cooldown when that happens, its gg I think. Ill give it a go if i see such a mob again, but can't say I'm very optimistic, although Diamond Skin did save my arse vs Rakinoth on nightmare mode.

Fracture on Teleport is probably the best rune that Wizards have. It's unbelievable. Diamond Skin with the boosted absorbtion rune is also prefectly useful up to and including when the game breaks in Inferno. Prior to A3 Inferno it will still absorb multiple hits on an decently geared Wizard and will definitely absorb one or two BIG hits from super mean mobs IE Berzerkers or Fallen Champions.

(06-14-2012, 07:43 AM)RedRadical Wrote:
(06-14-2012, 07:18 AM)Elric of Grans Wrote: Imagine trying to take out Invulnerable Minions/Shielding/Illusionist/Extra Health Soul Lasher Champions.

ROFL. I will have nightmares about that combo now. Although I think if you replaced the shielding with Vortex for a ranged char and Molten for a melee, it would be even worse (the shielding wouldnt matter since the minions are invulnerable anyway, though if the master individual of the pack has shielding, that could be a very serious problem). It would be a pretty nasty combo on Phasing Hulkbeasts as well.

Nah it's all about Invulnerable Minions/Horde/Mortar/Arcane Enchanted
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RE: Patching 1.0.2c -- potentially nerfed mob damage - by Chesspiece_face - 06-14-2012, 07:44 AM

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