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Messages - Saltydog

Pages: [1]
News / Re: Challenge rules on D3CL
« on: September 30, 2013, 08:00:28 am  »
Took note of and rechallenged. I have added Doses and Lucianismo but neither have been online or added me.

Rules & development / Re: Rules proposal for the 4th season - open discussion
« on: September 26, 2013, 09:38:05 am  »
Ok, Season 4 time.

These are balances coming from a Wizard. I only play Wizard and cannot fully comment on how another class would cope with these balances but I will try so please correct me if I am wrong in any part.

Wizard vs Witch Doctor:

- Blood Ritual Passive Banned
- Hex Banned
- Haunt Banned

My argument for the ban of Blood Ritual: It allows them to play extremely defensive and stack no gear based Health Regeneration or Extra Health to Potions. Without Blood Ritual a WD would be essentially as limited as a Wizard in aspects of Life Regeneration. (While Wizard has Galvanizing Ward (620 LPS), and Sparkflint Vigoron (620 LPS) these Passives/Skills are not ideal and not used). This will allow a much more fair fight in my opinion.

My argument for the ban of Hex. With Plague Bats allowed the Witch Doctor will still be able to deal great damage but must be more cautious and use positioning more to their advantage. The Wizard will be able to get in closer to the Witch Doctor without such a fear of an almost assured death. The Witch Doctor still has Horrify as well so this allows them to still have great Crowd Control and defensive capabilities.

My argument for the ban of Haunt. A Witch Doctor can abuse this DOT so well and gain a huge advantage from across the map with no threat to the user. Especially to Wizards because it forces us to use our Mirror Image only to have haunt recast upon us.

I believe this is the most fair option to Wizards and Witch Doctors alike. It gives the Witch Doctor many options (Firebats, Horrify, Spirit Barrage, etc.) while giving the Wizard more chance to wittle the Witch Doctor down. It becomes more of a game of positioning than imbalance in my opinion.

Wizard vs Barbarian:

- Wrath of the Beserker Banned.

My argument for the ban of WOTB. WOTB with 24 Movement Speed is near impossible to evade from due to the invulnerability of Crowd Control Effects. While a Wizard with skill has a chance to live out WOTB it is highly in the Barbarians favor which is why I recommend banning this skill.

Wizard vs Demon Hunter:

- Aid Station Banned.
- Thrill of the Hunt Banned.

My argument for the Aid Station ban. I believe Aid Station is a little too strong and allows the Demon Hunter too much non gear based regeneration. A Demon Hunter already has Preparation - Battlescars and potions which give the Demon Hunter many healing abilities. This ban would allow both classes to play more aggressively and discourage "Camping".

My argument for the ban of Thrill of the Hunt. Rapid Fire itself is very strong but not "OP" in my opinion. When in conjunction with Thrill of the Hunt however the Wizards evasion is useless to the 3 second of Rapid Fire which is going to hit the Wizard. In my opinion this Passive is definitely too strong vs Wizard and also it promotes active gameplay.

Wizard vs Monk:

- Serenity Banned.

My argument for the Serenity Ban. While this ban sounds ridiculous at first I know, let me explain. When a Monk gets onto a Wizard and stuns them, we can safely say we are going to instantly drop to Unstable Anomoly. Unstable Anomoly causes a knockback effect which a monk in Serenity will not be affected by. This allows them to attack right through the Wizard and instant kill us. Without Serenity it would allow the Wizard much more chance to get away from the instant death that the monk deals. Take for example Witch Doctor vs Monk. Even the tankiest of Witch Doctors cannot tank a Monk. But when they get to Spirit Vessel they are automatically allowed to run away from the monk. Where as Wizards are rooted to the ground and is an easy target for the Monk. Without Serenity the Monk still has great teleportation abilities that even if Unstable Anomoly knocked them back, they would be right back on the Wizard to finish the kill. This ban is much easier than the ban of numerous stun skills in my opinion.

News / Re: D3CL Low Level Dueling League start
« on: September 26, 2013, 09:00:53 am  »
Thank you. I entered the league and got demolished by Ironside haha.

The Wizard / Re: Saltydog's Wizard PvP Guide
« on: September 26, 2013, 07:33:46 am  »

News / Re: D3CL Low Level Dueling League start
« on: September 24, 2013, 05:40:21 am  »
What level do we duel at?

The Wizard / Saltydog's Wizard PvP Guide
« on: September 24, 2013, 01:27:10 am  »
Saltydog Montage 1

- The Basis of a PvP Wizard -

A Wizard is arguably one of the weakest PvP Classes but there are many things that we can do to improve our skills. First of all we need to understand how our spells work. Ray of Frost is the only decent Wizard Spell that requires a good amount of Attack Speed. The rest of the Wizard Spells such as Wave of Force, Teleport, Blizzard, and Storm Armor all rely on your Damage Per Hit. It is the general concensus that a 2H weapon is the end game Wizard weapon in PvP. Due to the Wizards low damage Spells we must play patient and use our evasive features to our advantage. To maintain health during a long battle the best addition a Wizard can have is Extra Health to Potions. This gives us essentially a 3rd life after Unstable Anamoly. With Patience, Skill, Terrain usage, and the Correct Gear a Wizard can do very well in PvP.

The Golden Rule of Wizard - (DPH = DPS/IAS)

- Basic Spells -

- Ray of Frost - Does huge DPS and is very good for slowing the Enemy.
     Good Runes - Numb, Snow Blast, Cold Blooded, Sleet Storm.

- Blizzard- Scales only from DPH so a must for a 2h Wizard. Great crowd control, our only "DOT", and does not require channeling (stand still and die).
     Good runes- Stark Winter and Grasping Chill.

- Wave of Force - Does NOT dodge, so it is mandatory vs DH. I use it vs all matchups.
     Good runes- Impactful, Force Affinity, Forceful Wave.

- Teleport - Huge dmg, can be used to evasion.
     Good Runes - Calamity is a must vs all but Monk, vs Monk Wormhole or Reversal.

- Mirror Image - A MUST, cancels DOT. Can be used as a wall (Duplicates) and is very good at confusing the enemy.
     Good runes - Duplicates (Wiz, DH), Mocking Demise (Monk), Mirror Mimics (if using Wof or Frost Nova).

- Storm Armour - A great additional damage skill which give us that extra damage (and Move Speed with Rune)
     SCRAMBLE Always! Always! No exceptions. 25% Extra Movespeed is INVALUABLE.

- Basic Passives -

- Illusionist - A must have for any DH, HOTA Barb, Monk, Wiz, or Spirit Barrage WD.
     Simply restores your Teleport and Mirror Image allowing you to cancel DOT's and Teleport away or onto them for damage.

- Critical Mass - Can be used very well with Ray of Frost.
     Restores the Cooldown of Frost Nova and Mirror Image most notably versus a High EHP Rend Barb.

- Cold Blooded - 20% more Damage with your Cold Spells.
     Really gives Blizzard and Ray of Frost that extra bit of Damage which Wizards need.

- Glass Cannon - Great Passive for extra Damage when not using a Cold Spell.
     I use this with Mines and it really gives them the extra kick they need.

- Unstable Anomoly - Restores like to 45% on Fatal Blow.
     Absolutely Mandatory. It's our 2nd life!

- Matchups -

All of the videos posted are trying to show either how to play the specific skill set (Mines) or how to explicity use the terrain to avoid attacks and deal damage. Make sure to hit that 1080p Button the quality is very poor in 360p!

- Wizard vs Witch Doctor -

By far the toughest matchup. One mistake, one wrong mirror image and you are toast. I simply play a spam Blizz game and wait for opportunities for Tele/WOF and avoid the little piggy shaman. If he Spirit walks (goes invisible) Run like a bitch instantly. He is 90% of the time going to try and plant hex at your feet. Just run in one direction as far as you can go. He will reappear and at this time blizzard and Tele/Wof onto him.

     - Wave of Force - Force Affinity
     - Blizzard - Stark Winter
     - Teleport - Calamity
     - Mirror Images - Mirror Mimics
     - Storm Armour - Scramble
     - Magic Weapon - Force Weapon
     - Passives, Illusionist, Cold Blooded, Unstable Anatomy.

- Wizard vs Barbarian -

There are many builds. Double disable, Ranged, +ROF 1h stuff. Very tanky low ias? Probably Double disable. If you can get enough base dmg you can play a Mine Build. I will try and post some vods of great barb matches. I use a stacked mine build and try to knock the barb into them with Tele/Wof.

     - Arcane Torrent - Arcane Mines
     - Wave of Force - Impactful
     - Teleport - Calamity
     - Mirror Images - Mirror Mimics
     - Storm Armour - Scramble
     - Magic Weapon - Force Weapon
     - Passives, Illusionist, Glass Cannon, Unstable Anatomy.

- Wizard vs Monk -

My least favorite matchup. Blizz around a pole and pray. If the monk attacks, run. If the monk runs, attack. Monk is all timing dependent and if they get a good stun on you, you are surely dead. Be wary of bells, they can attack through walls. So take that into account.

     - Arcane Torrent - Arcane Mines
     - Blizzard - Stark Winter
     - Teleport - Wormhole
     - Mirror Images - Mocking Demise
     - Storm Armour - Scramble
     - Magic Weapon - Force Weapon
     - Passives, Illusionist, Cold Blooded, Unstable Anatomy.

- Wizard vs Demon Hunter -

This is my favorite matchup. Spam that blizzard and use large obstacles to block attacks. Let storm and blizz do the damage. Teleport instant WOF can be lucky vs a dh but can be scary vs a good dh. Mirror images should be spammed as often as possible to create shields from Impales and Rapid Fire. If he uses rapid fire, let him attack while you hide behind a pillar, wait for him to come close to running out of hatred and then Tele/Wof. You should take note of his resources and what max disc he has. If he runs, he is likely low on Disc and you should Blizz him.

     - Wave of Force - Forceful Wave
     - Blizzard - Stark Winter
     - Teleport - Calamity
     - Mirror Images - Duplicates
     - Storm Armour - Scramble
     - Magic Weapon - Force Weapon
     - Passives, Illusionist, Cold Blooded, Unstable Anatomy.

- Wizard vs Wizard -

This is actually one of my least favorite matchups because it's a game of who can get a Crit Tele or Crit Storm. Hold south and wait for the Wizard to come looking for you. Cover him with Blizzard and Tele onto him. If his Unstable has popped then it will be easy to finish the kill. If not then find cover play smart, Blizzard will easily kill him from afar with minimal risk.

     - Wave of Force - Forceful Wave
     - Blizzard - Stark Winter
     - Teleport - Calamity
     - Mirror Images - Duplicates
     - Storm Armour - Scramble
     - Magic Weapon - Force Weapon
     - Passives, Illusionist, Cold Blooded, Unstable Anatomy.

- Best In Slots (IMO) -

    - Doom Hammer - 1400 Average Black DMG, 350 Int, 150 Vit, 180CD, Socket.
    - Skorn - 1425 Average DMG, 500 Int, 150 Vit, 180 CD, Socket.
     - Echoing Fury - 1250 DMG, 160 Int, 60 CD, Socket.
     - Rare Mace/Spear - 1200 DMG, 100 Int, 100 Vit, 60 CD, Socket.
     - Triumvirate - 100-400 DMG, 250 Int, 100 Vit, 8CC.

     - Vile Ward - 260 Int, 70 Vit, 10% Life.
     - Crafted - 260 Int, 100 vit, 10%, Life Armor or Strength, and if Lucky Extra Health to Potions.

     - Rare gloves. CC, CD, Allres, Int, Vit. If you get lucky grab pot.

     - Litany of the Undaunted - Either EHP (12% Life) Balanced (250 Int 100 Vit), or DMG (4.5CC/50CD).
     - Zunimassa's Pox - 5 CC, 30 CD, large Int, Vit, Life %. Many good variations of Pox's.

     - Zunimassa's Trail - 180 Int, 80 Vit, 60 Allres, 9000+ to Potions.
     - Ice Climbers - 260 Int, 80 Vit, 12% Move Speed.

     - BT Pants - 290 Vit, 90 Int 70 All res.
     - Rare Pants - 150 Int, 250 Vit, 60 All res, 300 Armor, 2 Sockets.

     - Zunimassa's Marrow - 180 Int, 270 Vit, (Life%, Elite%, or Pot Bonus).

     - BT Belt - 280 Int, 80 Vit, All res.
     - The Witching Hour - Many good variants. I recommend Allres, Pot, and Armor with 90 Int.

     - Tal Rasha's Guise of Wisdom - 180 Int, 70 All res, 12000+ Potion, 6CC. Or 280 Int, 80 Vit, 70 All res, 6CC.

     - Tal Rasha's Allegiance - 6%, 275 Int, 275 Vit 8CC/65CD.
     - Crafted Amulet with similar stats and All res or Armor.

     - Lacuni Prowlers - Mandatory IMO for the Move Speed. 80 Int, 80 Vit, 60 Allres, 4CC.

- Terrain and Techniques -

One of the biggest things that Wizards must use is the Terrain to be able to defend ourselves from attacks. Some general positions I will depict in pictures below.

"Home Base"
This spot is where I kite and watch for enemies running South. This picture depicts the three lanes where enemies will run looking for you. You should immediately Blizzard them and start kiting them around the Graveyard.

The "Stripper Poles"
These are the best Stripper Poles on the map which are great areas to block Impales or Rapid Fire and allow you to peek out and cast Blizzard.

Stripper "Walls"
These are great locations however can let the opponent take the South position and gain a huge advantage. Use these areas for cover until you can safely make your way and take South.

Hidden Mine Locations
These are the spots which I stack hidden Arcane Mines and try to lure the enemy to walk into the stack.

News / Re: The third D3CL season final PvP rules
« on: September 24, 2013, 01:24:00 am  »
Thanks KNHO! It really sucks that US PvP Community took such a hard hit from the announcement of ROS. But there are many people that will stick around and I see many new people gearing up everyday that hopefully will bring new Meta to the table. I have developed some new Meta for Wizards which I am anxious to use in another tournament setting!

News / Re: The third D3CL season final PvP rules
« on: September 23, 2013, 23:20:44 pm  »
I'm very excited for this tournament, it's my first showing over here! I am well known PvP Wiz from US. Host the VC stuff, etc. I like the rules on this site. However in the next season I will suggest a few changes for Wizard vs Monk/WD as I posted in the Season 3 Discussion Forums. I absolutely understand how difficult it is to balance a tournament because in the end you can't please everyone. With PvP arguably heading downhill less players are participating and many of the veterans are sick of discussing balancing and no longer care.

A skilled WD geared for Spirit Barrage is exceptionally deadly. I agree with NoF3ar about some kind of blood ritual ban. While I don't agree with banning active skills that a WD is used to using (SB, Firebats, Haunt) I think a passive ban is very easy for them to become accustom to. The main problem with Haunt/SB with Blood Ritual is that the WD can play incredibly defensive and off screen attack while regenerating health. A Blood Ritual ban forces the WD to either stack gear based health regeneration (Pot, LPS) instead of Armor.

However this can be saved for Season 4! I'm excited even though there is a very small player pool for US. GL to everyone and Hi!

Rules & development / Re: Rules proposal for the 3rd season - open discussion
« on: September 23, 2013, 23:07:14 pm  »
Sorry I missed contributing to this thread. I am a PvP Wiz from US. I host the VC tournies and am in regular contact with the top players from US. In the next rule thread I will make suggestions for balancing Wizard, notably vs WD. Spells such as Spirit Barrage are very strong and hard to play against if the WD is geared towards that spell. Monk is a tough one to balance but as crazy as this sounds I would prefer some kind of Serenity ban or Blinding Flash. With Serenity a Monk can negate Unstable Anomoly's knockback and instant kill me. This will need further testing.

Pages: [1]

BlackRain , 2006 by Crip
Diablo 3 PvP, Diablo 3 PvP

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