QUOTE(Boonie @ Jul 4 2014, 04:08 PM)
did they increased the spawn rate of winged assasin and those polo club wielding flying f***ers?
most of the time when i use wiz i seems to get a ton of these guys.. impossible to kite zzz
Same here, almost 90% of my rift experience these days comprised of those pricks.
QUOTE(Boonie @ Jul 5 2014, 12:15 PM)
damage control kicked in:
blu-post:
http://us.battle.net/d3/en/forum/topic/13243694513?page=26"I don't think our philosophy quite matched up with the actual changes that took place. Channeling spells, as the name implies, should be most effective when time is spent channeling them for a few seconds.
We recognize the additional Arcane Power costs we implemented in the initial 2.1 PTR didn't accomplish this goal, but rather disincentivized using these skills. In the next PTR, you'll find we've removed the upfront Arcane Power cost from Arcane Torrent, Disintegrate, and Ray of Frost. In addition, the damage these abilities do with now scale upward over time, rewarding you for spending additional time channeling.
These changes more accurate portray our design intent for these skills - that the longer you channel, the more reward it brings. Let us know what you think, especially once we patch the PTR and you can give these changes a try in practice.

"
Means......back as usual i suppose? and additional damage increase..
QUOTE(xcarfieldx @ Jul 8 2014, 02:30 PM)
Is the source "The Oculus" useful ?
I wouldn't say its not useful, but based on my experience playing at high torment level, most of the teleport skills is used to escape situation. Not wrong, but it doesnt help the team at all. I would prefer the Orb which grants Wormhole rune skills. I believe that's useful when it combines with illusionist. Not to mention the upcoming wand which grants 0 cooldown for teleport, which brings back the question........what's oculus for again when this wand comes kicks into game.