Critical Hit Chance damage is based on an increase of 0.5 instead of 1. That's why my build is focused on reducing the cooldown of teleport too :Dīut I still feel your build lack that "nuke" damage which is the signature of spellcaster class. Each number represents how much damage you will gain by increasing the specified stat by 1. Oh, I didn't really know there was PvP in Diablo 2, I guess because I didn't have account last time and was mainly playing single-player or LAN =pĪgreed, teleport is a very useful skill for both offense and defense if used correctly. These charts list the most popular Diablo III Wizard active skills by level 70 Wizards in patch 2.3 in Reaper of Souls. I bet it will change once I get to try out some skills however heh. If its as helpful in d3 the shorter the cooldown the better. (weapon damage range + bonus damage from gear) × bonus from primary attribute. I pvped alot in d2 and teleport was always a major part of avoiding attacks and putting yourself in a good position to do damage. Base damage is simply weapon damage + any damage bonus from gear (+elemental damage is effectively '+damage' as far as the system is concerned). It seems you're going towards PvP direction. I also think that your build lack that burst damage which is the signature of spellcaster class. I don't really get why you pick cooldown reducing skills, because most of your skills don't need cooldown.
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