I played more last night on the PTR trying different MA builds.
One thing that is a little disheartening is as I progressed in the game the trash mobs were getting harder to hit. 70% to hit with a maxed out skill. I wish we had all acts unlocked so I could see how bad it is in Act 5.
That said I ended up using the Cube to up the bartucs and ran with that and the Jade talon for resists, otherwise it was fortitude, shako, and other ptr gear. Played with the holy freeze act 2 merc with reapers toll, duriels shell, and andy’s helm.
I decided instead of dumping points into all the elements to try to focus on 1 element, physical, and a finisher.
MA (86 Points)
20 - Tiger Strike
20 - Dragon Claw (finisher)
20 - Claws of Thunder
20 - Phoenix Strike
6 - 1 pt in all the others
Rest of the points in Shadow tree down to shadow warrior 1 pt. This time I played with 1 pt in blade shield and after a respec left it off.
Running through act 1 was pretty easy. Act 2 started to slow things down a little but overall felt good. I finished in Act 3 smashing the orb. I did have to respec in act 3 and dumped 200 points into Dex just to get my chance to hit up to 80% on trash mobs.
What I really liked
This maybe a not popular opinion but I liked that dragon claw used 2 charges. It was fun to see the 2 novas go off, then I just had to attack again (and hopefully hit) to fill the 2 back up. This also helped me because I was mostly interested in the chain lightning portion of phoenix strike, so with full charges I know I am getting lightning.
For lightning immunes I would just use tiger strike. 3 charges and a maxed finisher felt great on trash mobs. It was single target but overall it was a way to progress when faced with lightning immunes. The physical immune ghosts in the arcane sanctuary were really only an issue due to the mana drain.
I tried to weave in cobra strike as needed. Would love to have more points into this or just have it be a passive that works for any charge (though that would op I’m sure). But something along the line of charge up skills have a chance to add a cobra strike charge up.
I think most disco sins will agree it’s pretty fun to see 9 charges spent at once.
What I didn’t like
Chance to hit was rougher than I thought as I got further in the game. Maybe claw mastery has to be maxed and angelic 2 part mandatory? Over all seeing that x pop up on a missed charge was sad every time. I also was debating trying the act 3 fire merc but was enjoying reapers toll and the slow of holy freeze.
Never felt like I have enough points. There are just too many thing to add. Trying to remove the cold and fire from the mix freed up some skills at the cost of my phoenix strike not really being as good as it could be.
I wish dragon flight let me move as soon as I land. I felt like there were times I used it and tried to reposition but had to wait a second. Didn’t really test fully but just something that I felt while playing.