Posts: 4,471
Threads: 65
Joined: Feb 2006
I actually dropped teleport for force armour during A2 inferno (using Critical Mass instead of Illusionist as the cooldown resetting passive, so I could also get Diamond Skin back up - I have the gear to support this) and managed to clear the act that way. Yeah I died quite a bit. I didn't use a shield and this led to interesting situations where due to the way Force Armour works, I would mostly get 3-shot but get frequent casts on diamondskin and mirror image to extend my lifespan. This made swarmers like Spiderlings generally a lot more dangerous than large monsters. Also elemental damage elites, especially on fast base enemy types, were by far the biggest problems. Plague pools, burning ground from molten, and so on do a ton of damage on Inferno. I ended up skipping an invulnerable minion pack and one with fast/firechains.
I do find that decoys make it a lot easier to land a good meteor, and meteor triggers effects like life-on-hit, AP-on-crit, and critical mass extremely well because of the fire field it leaves behind.
In act 3 some enemy types are now doing enough melee damage that Force Armour no longer mitigates it to 35%. I still managed to clear the first third, but rather than simply throwing more gear at the problem, I think now is a good time to experiment with other builds while waiting to see what patch 1.03 brings in terms of level 60 balance.