I know I'm late to the party on this and I've seen some videos of how it looks, but you really have to play it to truly feel what it's like. I feel like I've completely broken the game, whole areas rendered entirely trivial. It makes me wonder if this is what blizzard intended, because the whole thing feels like a nerf waiting to happen.
One maybe intended, maybe unintended thing is does do is to make it feel more like playing D3, scrambling for the next monster to keep the streak going. Nothing I've experienced in the game so far clears out entire areas at this pace.
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I know I'm late to the party on this and I've seen some videos of how it looks, but you really have to play it to truly feel what it's like. I feel like I've completely broken the game, whole areas rendered entirely trivial. It makes me wonder if this is what blizzard intended, because the whole thing feels like a nerf waiting to happen.
One maybe intended, maybe unintended thing is does do is to make it feel more like playing D3, scrambling for the next monster to keep the streak going. Nothing I've experienced in the game so far clears out entire areas at this pace.
One maybe intended, maybe unintended thing is does do is to make it feel more like playing D3, scrambling for the next monster to keep the streak going. Nothing I've experienced in the game so far clears out entire areas at this pace.
Can be used to make Runewords:
This looks like a fun build to try. Question on it though - would this be the Phoenix Strike build? If so, Maxroll says this about it:
Requires Build Up For Damage
Hard To View Charges In Combat
Lots Of Hotkeys While Charging Up
Pretty sure I understand the first two, but what are the hotkeys used in the mechanics of the build? Is there a lot of swapping in an out of them?
Requires Build Up For Damage
Hard To View Charges In Combat
Lots Of Hotkeys While Charging Up
Pretty sure I understand the first two, but what are the hotkeys used in the mechanics of the build? Is there a lot of swapping in an out of them?
Could be, doesn't have to be. But yeah, most Mosaic sins go the Phoenix route.
Phoenix isn't just Phoenix though but typically Phoenix + Claws of Thunder + Blades of Ice and so on and so forth..
Because of that, the 'requires build up' is a fair point as once you make a new game or after your charges expire, you need to re-stack all of them before getting into full swing which takes up to 3 successful hits with each Charge-up skill (sometimes intentionally less on Phoenix to stick with lightning over cold or less on cobra because "1 is plenty" and so on). That's also why I guess they'd call it "lots of hotkeys" since each of those skills then has a hotkey. Though listing that as a con seems like quite the stretch to find cons, seeing how little that matters overall. Except maybe for controller users..no idea, don't use that. The need for build up is also why a good Mosaic sin will never spend 15 or more seconds out of combat. You gun from one pack to the next, find ways to fill "forced gaps" (such as waiting for diablo to spawn) and all that, all to avoid ever hitting the 15 second mark since your last finisher as that is when your charges expire.
If/when they do expire, they all expire at the same time (since your Mosaic finishers refreshed all of them at the same time). As a result, the "hard to view charges in combat" seems like listing a random con for the sake of having another con to list. The only time you care about identifying individual charges is when you're charging up, primarily to differentiate between "2 stacks of Phoenix" vs. "3 stacks of Phoenix". That's very easily done by simply stacking Phoenix first as you don't do your pre-stacking in the middle of massive packs anyways. Any time after that, all you need to know is "are my charges still up?" which is blatantly obvious, thanks to the mass of swirling disco balls around you. There's nothing hard to view there and anytime you're actually in combat, you don't need to view it anyways as your fighting = finishers refreshing them = you know they're staying up.
Phoenix isn't just Phoenix though but typically Phoenix + Claws of Thunder + Blades of Ice and so on and so forth..
Because of that, the 'requires build up' is a fair point as once you make a new game or after your charges expire, you need to re-stack all of them before getting into full swing which takes up to 3 successful hits with each Charge-up skill (sometimes intentionally less on Phoenix to stick with lightning over cold or less on cobra because "1 is plenty" and so on). That's also why I guess they'd call it "lots of hotkeys" since each of those skills then has a hotkey. Though listing that as a con seems like quite the stretch to find cons, seeing how little that matters overall. Except maybe for controller users..no idea, don't use that. The need for build up is also why a good Mosaic sin will never spend 15 or more seconds out of combat. You gun from one pack to the next, find ways to fill "forced gaps" (such as waiting for diablo to spawn) and all that, all to avoid ever hitting the 15 second mark since your last finisher as that is when your charges expire.
If/when they do expire, they all expire at the same time (since your Mosaic finishers refreshed all of them at the same time). As a result, the "hard to view charges in combat" seems like listing a random con for the sake of having another con to list. The only time you care about identifying individual charges is when you're charging up, primarily to differentiate between "2 stacks of Phoenix" vs. "3 stacks of Phoenix". That's very easily done by simply stacking Phoenix first as you don't do your pre-stacking in the middle of massive packs anyways. Any time after that, all you need to know is "are my charges still up?" which is blatantly obvious, thanks to the mass of swirling disco balls around you. There's nothing hard to view there and anytime you're actually in combat, you don't need to view it anyways as your fighting = finishers refreshing them = you know they're staying up.
Thanks, Schnorki - think I'll give it a try
OP
Schnorki pretty much covered it all. It is a bit finicky to get started and I did have to expand my range of hotkey bindings, but that's not a real con.
I'm running a pretty standard Phoenix Strike build, I don't yet have all the synergies fully levelled, but it already feels OP. She can also be a bit of a glass cannon if you're not careful, but once you get used to the play style, she rarely gets hit. To be fair it is sometimes a bit hard to say what's going on on the screen, but since it mostly means that everything in sight just got fried, it's also not really a problem. If you want a crazy experience that feels like breaking the game, I can definitely recommend to try this out.
I'm running a pretty standard Phoenix Strike build, I don't yet have all the synergies fully levelled, but it already feels OP. She can also be a bit of a glass cannon if you're not careful, but once you get used to the play style, she rarely gets hit. To be fair it is sometimes a bit hard to say what's going on on the screen, but since it mostly means that everything in sight just got fried, it's also not really a problem. If you want a crazy experience that feels like breaking the game, I can definitely recommend to try this out.
If your Fists of Fire skill is level 34 or higher you won't benefit from the leech from Cobra Strike.
How the skill works: current skill lvl x3 = % phys dmg converted to fire. lvl 33 FoF x3 = 99% phys converted to fire. lvl 34 FoF x3 = 102% phys converted to fire = no more leech from Cobra Strike
Also if Tiger Strike and Cobra Strike put your leech too high you get zero leech. Its a bug apparently where LL + dmg becomes to high compared to monster life. If you notice this bug try using less charges of tiger, even zero, or try using only 2 charges of cobra.
Some people will opt to use Dracul's Grasp so they don't have to worry about any of this stuff.
How the skill works: current skill lvl x3 = % phys dmg converted to fire. lvl 33 FoF x3 = 99% phys converted to fire. lvl 34 FoF x3 = 102% phys converted to fire = no more leech from Cobra Strike
Also if Tiger Strike and Cobra Strike put your leech too high you get zero leech. Its a bug apparently where LL + dmg becomes to high compared to monster life. If you notice this bug try using less charges of tiger, even zero, or try using only 2 charges of cobra.
Some people will opt to use Dracul's Grasp so they don't have to worry about any of this stuff.
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I use a symmetry to charg-e only one element at a time. So Claws of Thunder and Phoenix Strike 2nd Charg-e. Or Blades of Ice and Phoenix Strike 3rd Charg-e. You can get use of Griffon's Eye or Nightwing's Veil.
Fists of Fire and 1st Phoenix Strike Charg-e.
FoF has Dragon Tail which adds 1000%+ Fire DMG.
Dragon Talon is still a bit faster beside.
Is cool to wear only one Sunder Charm and 2 more Skillers also.
When using FoF the damage is also converted to fire...
Griffon's Eye increases only the First Charg-e damage of Claws of Thunder.
Thus far I am not satisfied with Mosaic and PvP. You probably cant Charg-e fast enough.
But when equipped right dual Mosaic kills a horde of hell bovines in under a minute. Almost as fast as an javazon.
Btw THE Mosaic is build doing Mal+ Gul+ Amn!! Not! Thul
Fists of Fire and 1st Phoenix Strike Charg-e.
FoF has Dragon Tail which adds 1000%+ Fire DMG.
Dragon Talon is still a bit faster beside.
Is cool to wear only one Sunder Charm and 2 more Skillers also.
When using FoF the damage is also converted to fire...
Griffon's Eye increases only the First Charg-e damage of Claws of Thunder.
Thus far I am not satisfied with Mosaic and PvP. You probably cant Charg-e fast enough.
But when equipped right dual Mosaic kills a horde of hell bovines in under a minute. Almost as fast as an javazon.
Btw THE Mosaic is build doing Mal+ Gul+ Amn!! Not! Thul
I was annoyed by building 2 Mosaic Scissors Suwayyah and + 3 Cobra Strike because I didnt get any Life from any Mob. I directly removed that build.jbmc wrote: 1 year ago If your Fists of Fire skill is level 34 or higher you won't benefit from the leech from Cobra Strike.
How the skill works: current skill lvl x3 = % phys dmg converted to fire. lvl 33 FoF x3 = 99% phys converted to fire. lvl 34 FoF x3 = 102% phys converted to fire = no more leech from Cobra Strike
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