Happy to see the showcase for how OP mosaic is. Season 1 Hydra/Firewall nerfs. Sunder/cold mastery crying. But Mosaic just allowed to be the single most OP go anywhere do anything build.
i want that, in-game, right now!! and it would be awesome if there was something like that for spells like fade/B.O/B.C/enchant ect. I would like to see expiration on charges be removed and mosaic turned into a strong elemental claw.
Ok, so it was NOT a Mandela Effect. In Diablo II, it is called Trang-Oul while in Diablo III it's called Trag-Oul. While I was playing D3, I had to re-train myself to remove the N from the name.
I really don't think adding a fourth difficultly is a great idea. I especially don't think adding one that only 3 characters have any chance at clearing.
just have it to where the base is players 5. most builds in the game can cover that and have it scale up to 40 with 8 players. or adjust it to players 4 scaled to 32
I'd prefer them to just nerf those builds like there's no reason for them to be as strong as they are. You could nerf the hell out of them and they'd still be good. Also they should just give us an end game like randomized rifts with difficulty tiers.
@@SirDehumanized No that's actually a vital part of D2s DNA. The GAME is the ENDGAME, instead of having some completely decoupled mechanic that makes the whole story part of the game irrelevant. It's very cool that the actual areas have another purpose after being "defeated".
Roughly 10 to 15 years ago I was very involved in the development of the D2 mod "Reign of Shadow" (I'm Tragon/Mr. Tragon if someone remembers the forum). Our general concept was to make the characters stronger in several ways (e.g. allowing runewords in every item class, making skills stronger, etc.) While boosting the monsters in all ways possible - e.g. giving them rather smart KIs like the Shadow Master has and massive boosts to speed and strength. The overall strongest characters were the Paladin and Sorceress due to the extreme amounts of elemental damages. We had werebear sorceresses with over 100k of damage. In moderm D2R the character with the most damage output is the mosaic MA assassin. No coincidence there for me. Elemental damage > all in absolute endgame
I still do play throughs of your mod sometimes to this day, stumbled upon the werebear sorc idea organically and it was some or the best d2 fun I’ve had 👍
hopefully you do, really high quality mods for d2R with enjoyable endgame content will far outshine D3 and D4 at this current state, hope to be hearing from you soon
@@Ogokao and why can't you hork after a mosaic? mosaic users get most of their damage from lightning and fire, the cold skill is only for defenses, you can easily run without it, if I played in a group I would just re-spec and drop the cold skill if needs be
I would like to see this change in the future season. This type of end game provides the reason to load up all the god gear and can keep me grind for it. The drop rate in such difficulty should be raised as well.
While I do agree it's fun to play an overtuned build and in single player do whatever you want. But in a multiplayer environment it's hard not to play the fastest and best toon to keep up with others. That means the overtuned build becomes a must have build. That's why I like balancing. That said tho, I don't wasn't all tools on the same power level in all areas. D2 works so good because each toon does one thing a little better than others. Except mosaic. She's truly broken.
Classic Llama logic: We need another difficulty or uncapped /players x so we can pretend Mosaic is OP. Breaking news, increasing monster hp a ton will minimize the relative travel time and therefore the biggest downside of furyzon and mosaic in a realistic setting. And giving that sin duo 3 CoT+ 3PS gt's with perfect mosaic rolls AND a 17fcr neck to reach that 102fcr cap is hilarious considering the fact that you compare it with a budget hammerdin and swapped out the equally pricy stuff on the javazon. For non-dreamland-scenarios and comparable gear states, here's your actual tier list: 1) Novasorc -> best compromise between instant aoe dps and mobility 2) Javazon -> best instant aoe, lacks mobility by some degree 3) Demon Machine Sorc -> sort of a worse furyzon, still pretty wild for a meme build 4) Mosaic Sin -> incredible AoE, but tied to slow attack frames, lack of mobility without gg jewelry. 5) Blizzard Sorc -> good but kinda slow aoe, great mobility 6) Hammerdin -> gotta be honest, its a slightly worse blizzard sorc and doesnt even come close to the top builds on a p8 max setting. Its never been op, but always a great starter due to its flexibility, low gear dependancy and well, some special third party softwares prefering it 🤫
this is true for d2r but if you consider where we came from it's a different story. hammerdin was a rather wild build cause it uses magic damage which has only a few monsters with immunity. this means it could basically farm every area of the game and could use rather cheap gear like mara, shako, arach, insight on the merc and so on except that like every class but sorc it really needed that enigma. pala has the same cast frames as a sorc so it can tp insanely fast at 100% fcr. on top he has holy shield for insane defense and up to 45 allres shield bases to roll spirit in. so all in all a hammer is insanely tanky while having an insane dmg output from relatively cheap gear compared to other classes like a javazon for example. other classes needed infinity which is rather expensive and only really worth on lightning and to an lesser extend on fire classes but those pierced immunes were still a rather slow kill. sunder charms changed that up a lot. before those you had to run certain element builds to specific 85 areas were your element wouldn't suck. the hammer had basically no such restrictions. a blizzard sorc could only farm efficiently on non cold immune areas otherwise you had to have your merc kill those and it was insanely slow and inefficient. however to the problem at hand: you can't simply buff enemies so those highend op builds like javazon or mosaic are less op on p8 as other builds already stuggle as is. so the only option is to nerf damage output really. p2048 is irrelevant to this discussion cause it's not in the game. p8 is tho. and here yeah there are a few builds that go through it like butter. but you have to agree that the mosaic assassin is pretty overtuned. you literally stunlock the entire screen while dealing bazillions of damage.
I'd split the % chance for finishing moves to not consume charges and distribute it across skills, maybe something like: Tiger Strike: 5% chance for finishing moves to not consume charges, going up linear to 100% at level 20. (Or maybe no linear and requires level 30 or 40 to reach 100%?) Or maybe splitting the 100% up between Tiger Strike, Cobra Strike and Phoenix Strike. Or maybe having the chance to not consume could be tied to how many Tiger Strike charges you have: you have a 34% chance (per stack on level 20) to not consume chargers OTHER than Tiger Strike per Tiger Strike charge. So if you have 3 Tiger Stirke charges (=>100% not consume), and 3 of the elements: the elements don't get consumed, but only 1 TS. For Mosaic itself, maybe: Everytime you generate an elemental combo point, you generate a combo point for the other 2 elements as well (ex: Blades of Ice generates Fists of Fire and Claws of Thunder). Or if you generate a combo point with Phoenix Strike, you generate 1 for each of the elemental techniques. Or you instantly generate 3 combo points. Since Mosaic is heavily focused on elemental damage, I'd limit it around it. That way you'd still have the builder-spender mechanic, and the damage nerf would come from the time building up spending attacks. "When a finisher is executed this way, it now refreshes the expiration timer of the stack." I'd turn into a new runeword, that is not tied to elemental skill damage, but more generic across the Martial Arts tree. Thinking about this is a lot of fun. There are so many interesting angles here.
also what do you mean with crushing blow or death sentry or corpse explosion in that matter not scaling...? both basically use enemies HP to determine how much they deal :P Just number of required crushing blows will increase with each increase of players.
Dunno about d2r, but in d2 cb deals the same dmg to a p1 monster compared to a p8 monster. P1 monster has 100hp, cb deals 10% of that. P8 monster has 1000hp x5, cb deals 10% divided by 5.
On top of taking in a bunch of the other suggestions here, I think if they made it so you just set charges off sequentially instead of all at once it would help with damage, and you would be incentivized to choose your skills more carefully and not just stack out every single charge you have. Make the players choose what to use instead of forcing them. Also mosaic new ability could be, instead of making charges never time out, maybe just add time, so instead of 15 second time out, maybe putting 1 mosaic on it's a 25 second time out, and 2 mosaics it's a 35 second time out. that way it's not mandatory to run, and you benefit from wearing more if you want to. purely a QoL type thing. or they could add 1 minute instead of 10 seconds, depending on what blizz thinks is balanced. but i think never having to charge skills ever feels too much like a d3 character, they should still have to interact with the mechanic.
You also have builder-spender and buff upkeep dynamics in D3, I don't think that infinite timers is the exact thing that would push Assassin to D3 standards. Also, for anyone playing with decent APM, 30 seconds/1 minute increase to stack duration is the same as it never running out - you'd basically only build up charges again if you make a restroom/snack break in the middle of a game. And then one has to wonder, if a 20-25 second timer is just enough to lose the stacks while Diablo is showing up in CS, how much is does the following sequence add to interactive gameplay: TP > WP to Cold Plains > Charge Stacks > TP back to Diablo. Just some food for thought.
How exactly do I activate the charge-up indicator mod? The linked git-hub describes how the general hero-editor is installed, but kinda glosses over the indicators. Does anyone know?
1:13:00 what? I thought it was like that all the time. Good thing I laid her down after 2hrs of mosaic gameplay, even with 1-2 charge ups she was soooo insanely overpowered
Awesome video! A brilliant way to test. You need to add Nova Sorc to the run-off. When Debrunski tested she was the fastest in the Chaos sanctuary, P8, Hell.
I like your idea of having the Mosaic bonus to have charges never expire along with removing freeze. And I think just not having her be able to kick 5 times in a row with charges active would really bring down that DPS. Or maybe 5 kicks with 1 of any charge, 2-3 (random) kicks if any skill has 2 charges, and only 1 kick with 3 charges. All while still probably nerfing overall skill damage. That way you still have the fun of casting all those skills at once, but bring that DPS way down.
Mosaic is just a poorly balanced addition to the game. They aren't going to change dtalon. I say just remove it from the game. Edit: it's clearing players 64 like it's P1.
@@CO-ze8kp They just added martial arts in game, and you already wanna remove it. Hope you did complain on hammerdin, lightning fury and crushing blows since its existence too.
@@almisermosaic isnt "adding" martial arts. lol. youre high. its just broken. one shot everything on players 8. no other chars come close. all mosaic is is an overpowered untested carp added in 2.4.
@@zlonewolf If you're gonna answer out of the context, you better get yourself elsewhere. No one came close hammerdin for ages, and i'm sure your mouth was shut.
@@almiser hammerdin concentrate was not intended to buff hammers. That's why they are OP. They didn't take it away because people didn't want their precious build taken away despite it being broken. Lightning fury is great but it's not broken. Did you watch Llama's video? It petered out at like Players 100 or something. Still strong, but not Players 2048 strong. Crushing blow shouldn't be included in this conversation, as any person can get it on their mercenary anyway, so it doesn't contribute to balance much. The best crushing blow characters have low base damage, like smiters, so it's a trade-off.
Hey, can anyone please tell me the name of this mod for the charges / buff indicator? Mine IGHE-mod does work but i cant see charges. How? Does only work for SP?
The answer is in the premise of that "dissertation": > the time spent generating vastly outweighs the power these skills contribute So reduce the time spent! Only 1 small change is needed. OP's point 4 - Charges should generate regardless if the hit was successful or not. Suddenly you have relatively easy combos that you can execute reliably -> no frustration, good B-tier build. I played the non-mosaic MA sin and it's fun as long as your charge-ups connect, and instant frustration when they don't To fix "free life tap", we need to go back to the chance to hit. Remove always hit -> you have to invest in AR to be able to leech If we want to buff the build a bit from this no-mosaic baseline, make charge-ups always do the 1st tier of effects too (whenever you charge 1st 2nd or 3rd, charge-up action "casts" 1st tier) As for the mosaic claw... just remove that bonus and we'll have a decent claw anyway.
Yeah, "Mortal combat" gameplay style is fun. Nice suggestion. But I do not think 1-charge proc on charger is a good idea, because it makes 1-charge finisher redundant. But they could add a separate effect to proc on charger attack only.
Is this Assasine build possible in the old Diablo2 lord of destruction 1.11/1.10 too? And what is the trick to play here^^. Yeah could find the answer on my own^^. But is there a mod where i can use the diablo 2 resurrected runwords in the old diablo 2 lord of destruction?
Does anyone in here have an idea? Do total conversion mods like Median work with this new version of D2? It looks soo nice, but if the mods don't work, I won't bother with it. Have played vanilla enough to last me a lifetime.
A fun test to see how far you can go with her, but the only reference to use for a potential nerve should be how fast mosaic is on players 1-8 against the other characters. I don’t think she’s any different on those playercounts than hammerdin, javazon or novasorc atm. A little easier to get her going without high end gear though obviously.
At the end-end-end game Mosaicssin may be OP but no one will start a competitive run with her on ladder because it's so hard to compete with teleport. Teleport still makes Sorc better overall.
Is that indicator for his mosiac stuff a mod? if so can i use it online w/o being banned lol, because its sooooooooo needed for that skill and any timed skills
Java realy need that fhr to perform well with fury. Also t strokes are the way to go dmg wise. I dont know why but the -res from strokes have a bigger impact than - 20 from 4facc shild. I love strokes 95ias build.
They introduced a new runeword in D2R that allows Assa to not lose and also refresh charges when she hits. That lead to an absurd power spike for Phoenix Strike Assassin.
@@BLooDCoMPleX oh wow, so that explains why the charges of the abilities stay constant. I almost thought it was a separate mod. Time for me to google what that runeword is.
should have checked fully decked out sorcerer with fire crossbow build and amazon but the one which wears infinity pike and does the stabby lightning stabby and maybe tesladin combination of high dmg but also the static field + crushing blow should do the job.
Well im not sure what were you thinking when you and most content creators advocated for 50% on each claw on paper it was OP there was never a chance it wouldnt be its just too good when you combine all the skills and how they work together with the 100% uptime and refresh. Instead everyone that tried the first iteration with 25% on each claw shouldve advocated for another change like Warren suggested in his post and still it probably wouldnt been where MA assassin should be if you want something balanced. PS:I knew it would be OP and i was still suprised at how it dwarfed the strongest builds.
It is correct item drop rate most likely. Keep in mind higher player counts decrease the probability for no-drop. Other than special enemies, monsters can still only drop 1 item, so by a certain player count you max at drop rate at 100% and you no longer get any additonal items from increasing player count.
Isn't stacking bonebreaker resulting in the highest dmg in the game? Also higher player counts means crushing blow will do nothing and enemies damages are scaling too IIRC.
bonebreaker doesnt improve dmg on non immunes. So if you got infinity you dont need it. But on immunes it reduce otherwise immuned mobs to 95% so you will alway deal only 5%.
I think you might be wrong, with thorns and bb stacks you can actually break the game iirc. not 100% sure tho never tried myself, only saw youtubers doing it.@@zlonewolf
I wish I could post images of the CC auto-generated subtitles at the start of the video. It says "What's up RUclips Michelle Obama C here and today"... ☠
It would be cool to see an immortal sorc or super tanky WW barb /decrepify barbarian build vs players 64+ :) (on second thought would barbarian ever be able to hit anything? Due to attack rating issues vs such high level mobs? I guess if they're still only a maximum of level 99, and you stack AR, then you can still hit.. But if they're higher level due to the player count? Not sure if that's the case).
I honestly don't mind the simple solution of just "limit it to one charge up skill". He says that this would "lock you to one skill" and "limit flexibility" - but how is this different from any other class in D2? You could still use different skills in different situations. Also, I personally like the builder-spender playstyle of martial arts. I don't get how people say it "feels bad". It feels cool to build up to your big screen-destroying attacks.
Yea, I don't think any class should be able to clear the game easily. Old hammerdins used to do that, so they intentionally changed how magic immunity worked.
My idea for nerfing Mosaic would simply be adding a -4 to all Martial Arts Skills or something like that which would drastically reduce *only* Mosaic damage
Need to put reapers toll on hammerdins merc, those decrepify procs will keep it alive a lot better vs the melee, and if you used holy freeze on a weapon (doom) for pally, or the act2 holy freeze aura merc, then you'll have a tonne of slow that will help keep both of you alive
Damn the Hammerdin is usually a very tanky character and he got squishy on players 64 and his dmg really tanked because you weren't killing as many enemies as you were on players 16 with him. Javazon on p64 not happening either because you need infinity to really help out with the dmg but the merc keeps on dying. I bet if you take it slow on P64 with the javazon I bet the merc could survive. Damn only the mosac Asssasin has a chance on p64 due to the dmg she deals out on top of the high DPS she has as well. I think DPS is key here. Even without the Infinity merc the Mosacsin is still killing stuff. I give the Hammerdin props at a slow pace he can still kill stuff at players 64 and 128. Yeah Llama is thinking of with players 64 and 128 is like speedrunning with a Barb.
I love playing the assassin. It is so explosive. Broken? Who cares. It's not like PoE or D4 is balanced. It's never been about that. The common ARPGs are all about making all of your characters weak or deficient in some way to make to try several different ones. Any build that "solves all perceived issues" are always nerfed or removed in some way to ensure people retaining players longer for a season.
PoE or D4 not being balanced is a shitty argument to make. They aren't D2. I don't care if a build is busted as long as it's offset by the cost to make or there are enough other builds in the ballpark of power to compensate. But that's not how it is. 2 Guls are stupid cheap (and you don't even need a crazy base for that much power, but obviously it helps), and it DWARFS the builds people have complained about for years (Hdin and Blizz sorc) while being cheaper than those builds at max capacity.
For Mosaic item, Dev just can add " No Freeze on Enemies " , " Execute only One Level of Charge due to unlimited charge Time as a result" . It will be similar in POE where OP Uniques has some negative modifiers for BEST Unique Modifier on that Item.
I think all this consideration doesn't metter... WE TALK ABOUT PLYERS 8 - it will be still the same just anoying to play.... show of the dmg but whats the point? java&hammer same good at this p8... pointless pointless and just pointless.... LEAVE IT
Exactly. Tbh not even Players 8 performance plays a huge role in online. P5 or P7 is where the big boys play, in terms of farming efficiency. @@GreenManaYo
I'm fairly certain , that if you replace the freeze whit chill the mosaic will cap out at about the same place as the hammerdin and the zon or even sooner Realistically the damage number above players 8 don't matter as there's only one place where it could show and the build is clunky to play compared to other S tier build if you actually want to loot other things than the 5 chase uniques and high runes Other removing the freeze and that's all it's needed imo ,if they add the chance to hit calculations to finishing moves it would kick the build back to "assassin has no valiable group builds"
Auradin already struggles in a P3 setting, its pretty much a P1 speedfarmer. Infinity sorces are still the most dominant force in terms of farming up to p8. But would drop off noticably on those simulated higher player setting due to mana issues and the lack of dps.
This makes it seem like hammerdin and Javazon are the balance benchmark, which they certainly shouldn't be. Bring mosaic down tons, but also knock the other OP builds down a notch
instead of pushing charging skills max to 40, just add some synergy to them in the trap tree. This way, you effectively do the same balance wise, but you don't have to make an exception for sins, and maybe open up some gamepay options, which could be fun
This proves how op some builds truly are with end game gear. The problem lies with balancing other classes to be viable in Hell players 8. I don't expect them to be hammerdin good but there needs to be some more beginner friendly build variety if they expect future D2R ladders to have a base beyond the hardcore community.
this proves nothing, since p8 is the max ingame and higher player count than that doesnt matter at all. mosaic sin has to charge her stacks & nova sorc is faster on p8 almost everywhere, while also being almost unkillable
Players 64 could work if they sold special full rejuvenation potions that can only be used at the highest difficulty. "Give me your strongest potion potion seller"
If kicks just cycled through your martial arts charges instead of proccing them all at once, there'd be no reason to build different charges. You'd just build the one that does the most damage (lightning) and have that skill proc on every kick, you don't want any kicks that don't proc your best skill.
keep in mind tho, that the devs just added a claw that gives 50% chance not consuming charges. Now look at all these changes we're asking for, and imagine devs face right now :D
Who gives a crap about any of these characters being I don’t make a living around this game like some do. And these characters are not real for 99 percent of people unless you cheat
I think there's certainly nerfs that could be done to make it still fun but not as OP. It's a shame they didn't take the opportunity to nerf it this season. I doubt they will
Re: Chaos lightning range is too big. It's only really good in open areas. In dungeons you'll be lucky to hit 2 mobs. You must have done a playthrough of MA sin Llama, you know it's not that good there...
In classic D2 there was some mod very similar, where monsters were Like 100x times stronger, and there were 100x monsters. I Remember that necro was the most powerful, corpse explosion is OP.
pointless, you'd be overcapping resis by a fuckton. The average hell mob has between 33 and 50 lightres. With merc infy and griffon your already sitting at -110 light res, with 20/20 armor and shield youre capping at -150 rendering the support paladin useless. If anything, the paladin could swap to fanaticism helping your attack frames, or pick meditation to help your mana management. @@leszekk1193
Llama is absolutely determined to get D2R devs to nerf Mosaic in the next patch before I get to use the claws in singleplayer. Lmao Jokes aside, they are too strong but I'm okay with the assassin being on top for a while longer. I still think Paladin is still better for normal play thanks to max block and easily capped resistances, despite hammerdin being the most boring build in the game. Also finding those +6 staff mod bases will take you a lifetime compared to the paladin's HOTO and spirit which take less than a couple of weeks.
When you said "MrLlamaSC here!" the closed captioning translated "Michelle Obama C here" 😂
Love this
16:22 P64 Hammerdin looks like a P3 Barb 😂😭
I would love to see a series where each individual maxed out build (or near max) is tested up to its player count limit
I don’t know if this mod scales exp as well, but I would like to see the process of going from 98 to 99 on mosaic on like players 128-256.
I think seeing the xp gain from lvl 85 and up would be interesting to see.
1 chaos run = lv99 for P2000
That would be interesting
@@xijinpig7978 P number doesn't matter because Static Field is broken...
Oh awesome, that Chaos Sanctuary on p2048 took roughly as long as my selffound barb took on p1
So which elemental damage would you like: Fire, Ice or Lightning?
Assassin: Yes.
not only that. its just stupidly overpowered. one shot mobs in players 8. wtf is the point of other chars?
people used to say this about hammerdins though, complainers like yourself would ruin games if you had it your way
idk, that player count 2048 clear speed was kinda slow, mosaic is prob fine.
Could you do one of these ridiculously high player counts using the 1 frame attacks for the paladin or sorc or something?
Stop cheating lol
What is a 1 frame attack?
Happy to see the showcase for how OP mosaic is. Season 1 Hydra/Firewall nerfs. Sunder/cold mastery crying. But Mosaic just allowed to be the single most OP go anywhere do anything build.
Hammerdin or any sorc is doing faster chaos in p8 not sure why people think mosaic is op
@@StAntonioStefanov The reason all those builds got nerfed is because of those "Content Creators" tryin' to make up their influence
Mosaic doesn't need to be nerfed, other stuff just could use some buffs. Don't nerf shit
mosaic isn't OP at all, it's clunky AF, and very slow and even a little bit annoying to play, tons of other chars piss all over it on speed
Men, i love Diablo II and im so glad we have people like you living my infancy, making me remind those times with my friends.
The charge indicators are amazing. Wish we. Normally had that
i want that, in-game, right now!! and it would be awesome if there was something like that for spells like fade/B.O/B.C/enchant ect.
I would like to see expiration on charges be removed and mosaic turned into a strong elemental claw.
@@Tyrael538it does work online
yea well u know how it is with blizzard activision and good ideas.
Where to find the link. I also need this indicator @MrLlamasc? Github is only for IGHeroEditor or?
Ok, so it was NOT a Mandela Effect. In Diablo II, it is called Trang-Oul while in Diablo III it's called Trag-Oul. While I was playing D3, I had to re-train myself to remove the N from the name.
One of the books mistakenly wrote Trang-Oul as Trag-Oul and it became canon.
I will always refer to the dragon god as Trang-Oul.
I really don't think adding a fourth difficultly is a great idea. I especially don't think adding one that only 3 characters have any chance at clearing.
just have it to where the base is players 5. most builds in the game can cover that and have it scale up to 40 with 8 players. or adjust it to players 4 scaled to 32
@@jprec5174 Or at the very least, base should be players 3 so even niche/fun builds can fend their own without a party.
I'd prefer them to just nerf those builds like there's no reason for them to be as strong as they are. You could nerf the hell out of them and they'd still be good. Also they should just give us an end game like randomized rifts with difficulty tiers.
@@SirDehumanized No that's actually a vital part of D2s DNA. The GAME is the ENDGAME, instead of having some completely decoupled mechanic that makes the whole story part of the game irrelevant. It's very cool that the actual areas have another purpose after being "defeated".
@@SirDehumanized Go play D3
Roughly 10 to 15 years ago I was very involved in the development of the D2 mod "Reign of Shadow" (I'm Tragon/Mr. Tragon if someone remembers the forum).
Our general concept was to make the characters stronger in several ways (e.g. allowing runewords in every item class, making skills stronger, etc.) While boosting the monsters in all ways possible - e.g. giving them rather smart KIs like the Shadow Master has and massive boosts to speed and strength.
The overall strongest characters were the Paladin and Sorceress due to the extreme amounts of elemental damages. We had werebear sorceresses with over 100k of damage.
In moderm D2R the character with the most damage output is the mosaic MA assassin. No coincidence there for me.
Elemental damage > all in absolute endgame
I still do play throughs of your mod sometimes to this day, stumbled upon the werebear sorc idea organically and it was some or the best d2 fun I’ve had 👍
@@tyrantcr Happy that you're still enjoying our work. I'm trying to reconnect with the old crew, maybe something might come out it eventually.
hopefully you do, really high quality mods for d2R with enjoyable endgame content will far outshine D3 and D4 at this current state, hope to be hearing from you soon
Yeah but u cannot hork items after a Mosaic but u can after hammerdin
@@Ogokao and why can't you hork after a mosaic? mosaic users get most of their damage from lightning and fire, the cold skill is only for defenses, you can easily run without it, if I played in a group I would just re-spec and drop the cold skill if needs be
I would like to see this change in the future season. This type of end game provides the reason to load up all the god gear and can keep me grind for it.
The drop rate in such difficulty should be raised as well.
Totally! I wish
Game is dead , blizard dont care
I honestly don’t know why people love nerfing, sometimes it’s just fun to play a broken character or skill
While I do agree it's fun to play an overtuned build and in single player do whatever you want.
But in a multiplayer environment it's hard not to play the fastest and best toon to keep up with others. That means the overtuned build becomes a must have build. That's why I like balancing. That said tho, I don't wasn't all tools on the same power level in all areas. D2 works so good because each toon does one thing a little better than others. Except mosaic. She's truly broken.
Hammerdin has been doing this for years. Why is it a problem now?
exactly this, nothing over p8 matters. so whats the problem
What's an "openis" and why does Mosaic have one?
Classic Llama logic: We need another difficulty or uncapped /players x so we can pretend Mosaic is OP.
Breaking news, increasing monster hp a ton will minimize the relative travel time and therefore the biggest downside of furyzon and mosaic in a realistic setting. And giving that sin duo 3 CoT+ 3PS gt's with perfect mosaic rolls AND a 17fcr neck to reach that 102fcr cap is hilarious considering the fact that you compare it with a budget hammerdin and swapped out the equally pricy stuff on the javazon.
For non-dreamland-scenarios and comparable gear states, here's your actual tier list:
1) Novasorc -> best compromise between instant aoe dps and mobility
2) Javazon -> best instant aoe, lacks mobility by some degree
3) Demon Machine Sorc -> sort of a worse furyzon, still pretty wild for a meme build
4) Mosaic Sin -> incredible AoE, but tied to slow attack frames, lack of mobility without gg jewelry.
5) Blizzard Sorc -> good but kinda slow aoe, great mobility
6) Hammerdin -> gotta be honest, its a slightly worse blizzard sorc and doesnt even come close to the top builds on a p8 max setting. Its never been op, but always a great starter due to its flexibility, low gear dependancy and well, some special third party softwares prefering it 🤫
this is true for d2r but if you consider where we came from it's a different story. hammerdin was a rather wild build cause it uses magic damage which has only a few monsters with immunity. this means it could basically farm every area of the game and could use rather cheap gear like mara, shako, arach, insight on the merc and so on except that like every class but sorc it really needed that enigma. pala has the same cast frames as a sorc so it can tp insanely fast at 100% fcr. on top he has holy shield for insane defense and up to 45 allres shield bases to roll spirit in. so all in all a hammer is insanely tanky while having an insane dmg output from relatively cheap gear compared to other classes like a javazon for example.
other classes needed infinity which is rather expensive and only really worth on lightning and to an lesser extend on fire classes but those pierced immunes were still a rather slow kill. sunder charms changed that up a lot. before those you had to run certain element builds to specific 85 areas were your element wouldn't suck. the hammer had basically no such restrictions. a blizzard sorc could only farm efficiently on non cold immune areas otherwise you had to have your merc kill those and it was insanely slow and inefficient.
however to the problem at hand: you can't simply buff enemies so those highend op builds like javazon or mosaic are less op on p8 as other builds already stuggle as is. so the only option is to nerf damage output really. p2048 is irrelevant to this discussion cause it's not in the game. p8 is tho. and here yeah there are a few builds that go through it like butter. but you have to agree that the mosaic assassin is pretty overtuned. you literally stunlock the entire screen while dealing bazillions of damage.
I'd split the % chance for finishing moves to not consume charges and distribute it across skills, maybe something like:
Tiger Strike: 5% chance for finishing moves to not consume charges, going up linear to 100% at level 20. (Or maybe no linear and requires level 30 or 40 to reach 100%?)
Or maybe splitting the 100% up between Tiger Strike, Cobra Strike and Phoenix Strike.
Or maybe having the chance to not consume could be tied to how many Tiger Strike charges you have: you have a 34% chance (per stack on level 20) to not consume chargers OTHER than Tiger Strike per Tiger Strike charge. So if you have 3 Tiger Stirke charges (=>100% not consume), and 3 of the elements: the elements don't get consumed, but only 1 TS.
For Mosaic itself, maybe:
Everytime you generate an elemental combo point, you generate a combo point for the other 2 elements as well (ex: Blades of Ice generates Fists of Fire and Claws of Thunder).
Or if you generate a combo point with Phoenix Strike, you generate 1 for each of the elemental techniques.
Or you instantly generate 3 combo points.
Since Mosaic is heavily focused on elemental damage, I'd limit it around it.
That way you'd still have the builder-spender mechanic, and the damage nerf would come from the time building up spending attacks.
"When a finisher is executed this way, it now refreshes the expiration timer of the stack." I'd turn into a new runeword, that is not tied to elemental skill damage, but more generic across the Martial Arts tree.
Thinking about this is a lot of fun. There are so many interesting angles here.
how can you see the amount of buffs you have on the mosaic? is it a mod or build in option in the game?
it is a mod , but i wish it worked online
also what do you mean with crushing blow or death sentry or corpse explosion in that matter not scaling...?
both basically use enemies HP to determine how much they deal :P
Just number of required crushing blows will increase with each increase of players.
Dunno about d2r, but in d2 cb deals the same dmg to a p1 monster compared to a p8 monster. P1 monster has 100hp, cb deals 10% of that. P8 monster has 1000hp x5, cb deals 10% divided by 5.
On top of taking in a bunch of the other suggestions here, I think if they made it so you just set charges off sequentially instead of all at once it would help with damage, and you would be incentivized to choose your skills more carefully and not just stack out every single charge you have. Make the players choose what to use instead of forcing them. Also mosaic new ability could be, instead of making charges never time out, maybe just add time, so instead of 15 second time out, maybe putting 1 mosaic on it's a 25 second time out, and 2 mosaics it's a 35 second time out. that way it's not mandatory to run, and you benefit from wearing more if you want to. purely a QoL type thing. or they could add 1 minute instead of 10 seconds, depending on what blizz thinks is balanced. but i think never having to charge skills ever feels too much like a d3 character, they should still have to interact with the mechanic.
You also have builder-spender and buff upkeep dynamics in D3, I don't think that infinite timers is the exact thing that would push Assassin to D3 standards. Also, for anyone playing with decent APM, 30 seconds/1 minute increase to stack duration is the same as it never running out - you'd basically only build up charges again if you make a restroom/snack break in the middle of a game.
And then one has to wonder, if a 20-25 second timer is just enough to lose the stacks while Diablo is showing up in CS, how much is does the following sequence add to interactive gameplay: TP > WP to Cold Plains > Charge Stacks > TP back to Diablo.
Just some food for thought.
@@luckyharbinger2054 yeah, TP should reset charges so you have to charge in-battle
How exactly do I activate the charge-up indicator mod? The linked git-hub describes how the general hero-editor is installed, but kinda glosses over the indicators. Does anyone know?
1:13:00 what? I thought it was like that all the time. Good thing I laid her down after 2hrs of mosaic gameplay, even with 1-2 charge ups she was soooo insanely overpowered
If you have closed captions on he calls himself "Michelle Obama C."
Awesome video! A brilliant way to test. You need to add Nova Sorc to the run-off. When Debrunski tested she was the fastest in the Chaos sanctuary, P8, Hell.
I dont think she survives very far, but i would like to see it tried also
The moment the Nova sorcs merc starts getting one-shot after 64 players she’s a goner. Unlike the hammerdin her damage is mostly owed to conviction.
I like your idea of having the Mosaic bonus to have charges never expire along with removing freeze. And I think just not having her be able to kick 5 times in a row with charges active would really bring down that DPS. Or maybe 5 kicks with 1 of any charge, 2-3 (random) kicks if any skill has 2 charges, and only 1 kick with 3 charges. All while still probably nerfing overall skill damage.
That way you still have the fun of casting all those skills at once, but bring that DPS way down.
Mosaic is just a poorly balanced addition to the game. They aren't going to change dtalon. I say just remove it from the game. Edit: it's clearing players 64 like it's P1.
@@CO-ze8kp They just added martial arts in game, and you already wanna remove it.
Hope you did complain on hammerdin, lightning fury and crushing blows since its existence too.
@@almisermosaic isnt "adding" martial arts. lol. youre high. its just broken. one shot everything on players 8. no other chars come close.
all mosaic is is an overpowered untested carp added in 2.4.
@@zlonewolf If you're gonna answer out of the context, you better get yourself elsewhere.
No one came close hammerdin for ages, and i'm sure your mouth was shut.
@@almiser hammerdin concentrate was not intended to buff hammers. That's why they are OP. They didn't take it away because people didn't want their precious build taken away despite it being broken. Lightning fury is great but it's not broken. Did you watch Llama's video? It petered out at like Players 100 or something. Still strong, but not Players 2048 strong. Crushing blow shouldn't be included in this conversation, as any person can get it on their mercenary anyway, so it doesn't contribute to balance much. The best crushing blow characters have low base damage, like smiters, so it's a trade-off.
Why Do you do enigma in breast plate? Dusk shroud does not have much strength requirement but way higher defense
why change to 40 skill points make the Mosaic mechanic cap at 2 charges if you have more it chooses the last 2 built.
Hey, can anyone please tell me the name of this mod for the charges / buff indicator? Mine IGHE-mod does work but i cant see charges. How? Does only work for SP?
What would have the higher ceiling, 8 sins with mosaic or 6 sins(still mosaic), an auradin, and a curse necro?
Is there a readme for his ighe? Just for cube recipes and what all it has?
Edit: I see the explanations on github now 😅
So the Mosaic Assa on P2048 is like Barb on P8, interesting balancing.
How to get the status indicator? WIll it work online? That type of stuff should be in the game already but since it isnt....
I want to see the assassin's run get ruined by one undead stygian doll detonating in melee range.
The thing I love about your clickbait titles is that you deliver
1:01:05 That's how shonen anime scaling works
Mmm, does someone know why the mod doesn't work? I think I did the steps correclty, but doesn't work
The answer is in the premise of that "dissertation":
> the time spent generating vastly outweighs the power these skills contribute
So reduce the time spent!
Only 1 small change is needed. OP's point 4 - Charges should generate regardless if the hit was successful or not. Suddenly you have relatively easy combos that you can execute reliably -> no frustration, good B-tier build. I played the non-mosaic MA sin and it's fun as long as your charge-ups connect, and instant frustration when they don't
To fix "free life tap", we need to go back to the chance to hit. Remove always hit -> you have to invest in AR to be able to leech
If we want to buff the build a bit from this no-mosaic baseline, make charge-ups always do the 1st tier of effects too (whenever you charge 1st 2nd or 3rd, charge-up action "casts" 1st tier)
As for the mosaic claw... just remove that bonus and we'll have a decent claw anyway.
Yeah, "Mortal combat" gameplay style is fun. Nice suggestion.
But I do not think 1-charge proc on charger is a good idea, because it makes 1-charge finisher redundant. But they could add a separate effect to proc on charger attack only.
Is this Assasine build possible in the old Diablo2 lord of destruction 1.11/1.10 too? And what is the trick to play here^^. Yeah could find the answer on my own^^. But is there a mod where i can use the diablo 2 resurrected runwords in the old diablo 2 lord of destruction?
no because the mosaic runeword is a d2r addition.
Does anyone in here have an idea? Do total conversion mods like Median work with this new version of D2? It looks soo nice, but if the mods don't work, I won't bother with it. Have played vanilla enough to last me a lifetime.
Leave Mosaic alone! Assassin has sucked for too long. They will never nerf it correctly.
I'd say try some of the 1 frame characters at some of these player counts.
A fun test to see how far you can go with her, but the only reference to use for a potential nerve should be how fast mosaic is on players 1-8 against the other characters. I don’t think she’s any different on those playercounts than hammerdin, javazon or novasorc atm. A little easier to get her going without high end gear though obviously.
Could that mod be installed on a ps5 somehow? I’m assuming no haha
Players 8 kinda feels cute now
Yea if you dont play melee
on opposite spectrum, try summon or psn necro on players 8. 🤣
At least barbs with decent gear can still do well.
power down the skills by the count of stacks. 3 stacks skills do max damage, 6 stacks tune down everything by 30%?, 9 stacks tune down by 60%?
At the end-end-end game Mosaicssin may be OP but no one will start a competitive run with her on ladder because it's so hard to compete with teleport. Teleport still makes Sorc better overall.
Say it to Kurast runners
Is that indicator for his mosiac stuff a mod? if so can i use it online w/o being banned lol, because its sooooooooo needed for that skill and any timed skills
its not officially allowed, but many people use visual mods online and not a single person has reported being banned.
Ay man, blizzard just keep your dirty fucking hands off my favorite game... Llama, be careful what you wish for my dude!
Java realy need that fhr to perform well with fury. Also t strokes are the way to go dmg wise. I dont know why but the -res from strokes have a bigger impact than - 20 from 4facc shild. I love strokes 95ias build.
I installed the mod but dont know how to Set the players count higher than 8. Anyone can eyplain me how it works?
13:29 - 13:34 twitch bitrate rip moment 👍
noob question, could you still create mosaic on the current or next seasons?
current ladder season. youll need to confirm if you can make em offline.
No news on the new season yet but I'd say very unlikely to be removed. Maybe (hopefully on this evidence) nerfed a bit?
@@MrAsphyxious you can on ladder and offline. just not on non-ladder.
Was the assa buffed in D2R or was the build always that good?
Buffed in d2r massively
It was buffed
They introduced a new runeword in D2R that allows Assa to not lose and also refresh charges when she hits. That lead to an absurd power spike for Phoenix Strike Assassin.
@@BLooDCoMPleX oh wow, so that explains why the charges of the abilities stay constant. I almost thought it was a separate mod.
Time for me to google what that runeword is.
@@HeadPats4Peter It's a Claw runeword called Mosaic. You need 2 of them for it to work.
anyone know which github he is talking about for the indicator?
should have checked fully decked out sorcerer with fire crossbow build
and amazon but the one which wears infinity pike and does the stabby lightning stabby
and maybe tesladin combination of high dmg but also the static field + crushing blow should do the job.
Well im not sure what were you thinking when you and most content creators advocated for 50% on each claw on paper it was OP there was never a chance it wouldnt be its just too good when you combine all the skills and how they work together with the 100% uptime and refresh.
Instead everyone that tried the first iteration with 25% on each claw shouldve advocated for another change like Warren suggested in his post and still it probably wouldnt been where MA assassin should be if you want something balanced.
PS:I knew it would be OP and i was still suprised at how it dwarfed the strongest builds.
The real kicker were melee builds which he doesnt even showcase here that couldve used the old hustle but now is useless for them.
How did Llama unlock the /players command?
Are the item drops accurate? Seems a bit small for the player count.
It is correct item drop rate most likely. Keep in mind higher player counts decrease the probability for no-drop. Other than special enemies, monsters can still only drop 1 item, so by a certain player count you max at drop rate at 100% and you no longer get any additonal items from increasing player count.
The wildest thing about mosaic is one it gets too hard, just add life tap and you're good for another double or 2.
Isn't stacking bonebreaker resulting in the highest dmg in the game? Also higher player counts means crushing blow will do nothing and enemies damages are scaling too IIRC.
bonebreaker doesnt improve dmg on non immunes.
So if you got infinity you dont need it. But on immunes it reduce otherwise immuned mobs to 95% so you will alway deal only 5%.
I think you might be wrong, with thorns and bb stacks you can actually break the game iirc. not 100% sure tho never tried myself, only saw youtubers doing it.@@zlonewolf
@@zlonewolf wrong, im talking about bonebreaker for phys res.
At first he was like: Don't nerf martial arts, this is very important to note
But then he was like: Yeah, look at this, nerf martial arts
57:37 good ol integer overflow
I wish I could post images of the CC auto-generated subtitles at the start of the video.
It says "What's up RUclips Michelle Obama C here and today"... ☠
we need the median XL guys to do a version for resurrected.. or it extists?? let me check
Sorceress: i am the master of all elements
Assassin: thats cute
It would be cool to see an immortal sorc or super tanky WW barb /decrepify barbarian build vs players 64+ :) (on second thought would barbarian ever be able to hit anything? Due to attack rating issues vs such high level mobs? I guess if they're still only a maximum of level 99, and you stack AR, then you can still hit.. But if they're higher level due to the player count? Not sure if that's the case).
I honestly don't mind the simple solution of just "limit it to one charge up skill". He says that this would "lock you to one skill" and "limit flexibility" - but how is this different from any other class in D2? You could still use different skills in different situations.
Also, I personally like the builder-spender playstyle of martial arts. I don't get how people say it "feels bad". It feels cool to build up to your big screen-destroying attacks.
Yea, I don't think any class should be able to clear the game easily. Old hammerdins used to do that, so they intentionally changed how magic immunity worked.
My idea for nerfing Mosaic would simply be adding a -4 to all Martial Arts Skills or something like that which would drastically reduce *only* Mosaic damage
-4 would not help. At least -10 or more
still dumb because it makes every other claw useless. it's simply not fun to have 1 and just 1 option for items.
Need to put reapers toll on hammerdins merc, those decrepify procs will keep it alive a lot better vs the melee, and if you used holy freeze on a weapon (doom) for pally, or the act2 holy freeze aura merc, then you'll have a tonne of slow that will help keep both of you alive
how can i get the mod for the sin charges count please.
Should be in the link in the desc! Bonesy d2r as a search may also help as he created it
Damn the Hammerdin is usually a very tanky character and he got squishy on players 64 and his dmg really tanked because you weren't killing as many enemies as you were on players 16 with him. Javazon on p64 not happening either because you need infinity to really help out with the dmg but the merc keeps on dying. I bet if you take it slow on P64 with the javazon I bet the merc could survive. Damn only the mosac Asssasin has a chance on p64 due to the dmg she deals out on top of the high DPS she has as well. I think DPS is key here. Even without the Infinity merc the Mosacsin is still killing stuff. I give the Hammerdin props at a slow pace he can still kill stuff at players 64 and 128. Yeah Llama is thinking of with players 64 and 128 is like speedrunning with a Barb.
I love playing the assassin. It is so explosive. Broken? Who cares. It's not like PoE or D4 is balanced. It's never been about that. The common ARPGs are all about making all of your characters weak or deficient in some way to make to try several different ones. Any build that "solves all perceived issues" are always nerfed or removed in some way to ensure people retaining players longer for a season.
PoE or D4 not being balanced is a shitty argument to make. They aren't D2. I don't care if a build is busted as long as it's offset by the cost to make or there are enough other builds in the ballpark of power to compensate. But that's not how it is. 2 Guls are stupid cheap (and you don't even need a crazy base for that much power, but obviously it helps), and it DWARFS the builds people have complained about for years (Hdin and Blizz sorc) while being cheaper than those builds at max capacity.
How can I view the charges?
I would not make this "no charges spent" free. Maybe 5% per hardpoint form claw mastery?
For Mosaic item, Dev just can add " No Freeze on Enemies " , " Execute only One Level of Charge due to unlimited charge Time as a result" . It will be similar in POE where OP Uniques has some negative modifiers for BEST Unique Modifier on that Item.
I think all this consideration doesn't metter... WE TALK ABOUT PLYERS 8 - it will be still the same just anoying to play.... show of the dmg but whats the point? java&hammer same good at this p8... pointless pointless and just pointless.... LEAVE IT
exactly. judging how op builds are, based on something that isnt in the game, is not something they should balance characters around
Exactly. Tbh not even Players 8 performance plays a huge role in online. P5 or P7 is where the big boys play, in terms of farming efficiency. @@GreenManaYo
I'm fairly certain , that if you replace the freeze whit chill the mosaic will cap out at about the same place as the hammerdin and the zon or even sooner
Realistically the damage number above players 8 don't matter as there's only one place where it could show and the build is clunky to play compared to other S tier build if you actually want to loot other things than the 5 chase uniques and high runes
Other removing the freeze and that's all it's needed imo ,if they add the chance to hit calculations to finishing moves it would kick the build back to "assassin has no valiable group builds"
How would an infinity sorc do here? Also, an auradin
Auradin already struggles in a P3 setting, its pretty much a P1 speedfarmer. Infinity sorces are still the most dominant force in terms of farming up to p8. But would drop off noticably on those simulated higher player setting due to mana issues and the lack of dps.
can u use the indicator online ?
This makes it seem like hammerdin and Javazon are the balance benchmark, which they certainly shouldn't be. Bring mosaic down tons, but also knock the other OP builds down a notch
instead of pushing charging skills max to 40, just add some synergy to them in the trap tree.
This way, you effectively do the same balance wise, but you don't have to make an exception for sins, and maybe open up some gamepay options, which could be fun
This proves how op some builds truly are with end game gear. The problem lies with balancing other classes to be viable in Hell players 8. I don't expect them to be hammerdin good but there needs to be some more beginner friendly build variety if they expect future D2R ladders to have a base beyond the hardcore community.
full hammerdin cannot one shot cows or anything like mosaic.
tune what all the builds up to one shotting mobs in players 8??? lol.
this proves nothing, since p8 is the max ingame and higher player count than that doesnt matter at all.
mosaic sin has to charge her stacks & nova sorc is faster on p8 almost everywhere, while also being almost unkillable
@@GreenManaYoonce youre charged it lasts almost indefinitely. moot point.
Haha the closed caption at the beginning is hilarious 😅😅
The indicator has a flicker effect that is very distracting but otherwise it's nice.
Whoa I had no idea the hit recovery mechanic was so crucial
Players 64 could work if they sold special full rejuvenation potions that can only be used at the highest difficulty.
"Give me your strongest potion potion seller"
If kicks just cycled through your martial arts charges instead of proccing them all at once, there'd be no reason to build different charges. You'd just build the one that does the most damage (lightning) and have that skill proc on every kick, you don't want any kicks that don't proc your best skill.
...especially if they freeze and leech... oh, wait...
keep in mind tho, that the devs just added a claw that gives 50% chance not consuming charges.
Now look at all these changes we're asking for, and imagine devs face right now :D
you know a build is strong when it can clear player 20 after it is nerfed by 99%
Who gives a crap about any of these characters being I don’t make a living around this game like some do. And these characters are not real for 99 percent of people unless you cheat
looks like ill be making a mozaic assa next season )
Hero Editor is back.... You just put DBrunski back in business!!! 🤣🤣🤣
That mosaic makes a mockery of the game.
I said that when it first came out but all the streamers cared about was streaming how op it was.
I think there's certainly nerfs that could be done to make it still fun but not as OP. It's a shame they didn't take the opportunity to nerf it this season. I doubt they will
@@turbo_briannot in pvp
@@INFJ-ThaneTrdual dream/thunderstorm sorc has entered the chat.
Its time bro power creep d4 was a joke
Re: Chaos lightning range is too big. It's only really good in open areas. In dungeons you'll be lucky to hit 2 mobs. You must have done a playthrough of MA sin Llama, you know it's not that good there...
its still visually oppressive and larger AoE than frozen orb. i dont think it needs that much AoE, even if its damage contribution wasn't notable.
@@tarrantwalter524 if it's only spell casted about 1/second it's not bad
@@Ubeogesh maybe, but the chances of the mosaic mechanic being removed entirely is pretty much 0
@@tarrantwalter524 those chances are better than chances of having 40 hard points
@@tarrantwalter524 besides, IMO playthrough experience is much more important than end game
How would explosionmancer do?
Garbage, no dmg whatsoever
In classic D2 there was some mod very similar, where monsters were Like 100x times stronger, and there were 100x monsters. I Remember that necro was the most powerful, corpse explosion is OP.
How about put 20/20 armor and 20/20 shield on javazon, and make 2 players game with conviction paladin.
pointless, you'd be overcapping resis by a fuckton. The average hell mob has between 33 and 50 lightres. With merc infy and griffon your already sitting at -110 light res, with 20/20 armor and shield youre capping at -150 rendering the support paladin useless. If anything, the paladin could swap to fanaticism helping your attack frames, or pick meditation to help your mana management. @@leszekk1193
I want em to add so u can play like its more players in your game online even if its not, sometimes u just want a challange
Llama is absolutely determined to get D2R devs to nerf Mosaic in the next patch before I get to use the claws in singleplayer. Lmao
Jokes aside, they are too strong but I'm okay with the assassin being on top for a while longer. I still think Paladin is still better for normal play thanks to max block and easily capped resistances, despite hammerdin being the most boring build in the game. Also finding those +6 staff mod bases will take you a lifetime compared to the paladin's HOTO and spirit which take less than a couple of weeks.
No need to wait for +6 claws. Just make it in any greater talons and call it a day. That's what I did in single player. Still destroys p8.
Trapsin with the -light res affecting traps is also OP. You still got somethin!
He needs to add a hotkey for transmute so you don't have to keep clicking back and forth like that.