Skills:
Electrocute - Blue - 7 targets is the max dps you'll get out of this. Free AOE anyone?
Ray of Frost - Red - Great single target DPS for bosses 369% Damage and has some additional perks.
Meteor - Blue - Highest AOE DPS at (potentially) 1586% Damage. The blue rune also increases the area of effect. Great synergy with the perks (see below).
Frost Nova - Yellow - Reduce the cooldown to 8.5 seconds, pop this baby as much as possible on bosses and bad guys, then blink out.
Teleport - White - Spamming teleport is so much fun, even if it is just for 1.2 seconds. You'll be the first one on the scene every time...
Familiar - Red - ALL our damage is increased by 30%, it's not added. Drop bombs. NOTE: It summons a fiery familiar which would proc Conflagration for and additional 15% damage increase. Should be 45% but this isn't confirmed yet.
Perks:
Conflagration - Should proc with the fiery familiar and Meteor adding 15% additional Damage.
Arcane Dynamo - Pop Electrocute twice; cast Meteor for either (potentially) 2286% Damage or 2379% Damage.
Glass Cannon - Obvious
HELL VERSION:
Check out the synergy between the Perks and Energy Armor for a sustained 125% Resistances.
Skills:
Electrocute - Blue - 7 targets is the max dps you'll get out of this. Free AOE anyone?
Ray of Frost - Red - Great single target DPS for bosses 369% Damage and has some additional perks.
Meteor - Blue - Highest AOE DPS at (potentially) 1586% Damage. The blue rune also increases the area of effect. Great synergy with the perks (see below).
Frost Nova - Yellow - Reduce the cooldown to 8.5 seconds, pop this baby as much as possible on bosses and bad guys, then blink out.
Teleport - White - Spamming teleport is so much fun, even if it is just for 1.2 seconds. You'll be the first one on the scene every time...
Familiar - Red - ALL our damage is increased by 30%, it's not added. Drop bombs. NOTE: It summons a fiery familiar which would proc Conflagration for and additional 15% damage increase. Should be 45% but this isn't confirmed yet.
Perks:
Conflagration - Should proc with the fiery familiar and Meteor adding 15% additional Damage.
Arcane Dynamo - Pop Electrocute twice; cast Meteor for either (potentially) 2286% Damage or 2379% Damage.
Glass Cannon - Obvious
HELL VERSION:
Check out the synergy between the Perks and Energy Armor for a sustained 125% Resistances.
Skills:
Electrocute - Blue - 7 targets is the max dps you'll get out of this. Free AOE anyone?
Ray of Frost - Red - Great single target DPS for bosses 369% Damage and has some additional perks.
Meteor - Blue - Highest AOE DPS at (potentially) 1586% Damage. The blue rune also increases the area of effect. Great synergy with the perks (see below).
Frost Nova - Yellow - Reduce the cooldown to 8.5 seconds, pop this baby as much as possible on bosses and bad guys, then blink out.
Teleport - White - Spamming teleport is so much fun, even if it is just for 1.2 seconds. You'll be the first one on the scene every time...
Familiar - Red - ALL our damage is increased by 30%, it's not added. Drop bombs. NOTE: It summons a fiery familiar which would proc Conflagration for and additional 15% damage increase. Should be 45% but this isn't confirmed yet.
Perks:
Conflagration - Should proc with the fiery familiar and Meteor adding 15% additional Damage.
Arcane Dynamo - Pop Electrocute twice; cast Meteor for either (potentially) 2286% Damage or 2379% Damage.
Glass Cannon - Obvious
HELL VERSION:
Check out the synergy between the Perks and Energy Armor for a sustained 125% Resistances.
Assuming a total of 100 Arcane Power I would swap Conflagration with Prodigy (5 Arcane Power when you cause damage with a signature spell). I considered Arcane Presence but with Electrocute hitting up to 7 targets (generating 35 Arcane Power each time with Prodigy) I figure you can cast Meteor, Electrocute, Meteor, Electrocute, Meteor. This would be better end game for AOE but Arcane Presence may be better early on. This rotation will also help proc Arcane Dynamo.
On Diamond Skin = I like where you were going with this, reducing Meteors cost to 48, but the damage mitigation from Frost Nova is much greater. Think of it this way:
Freeze (Boss or Monster) for 3 seconds, cooldown lasts for 8.5 seconds leaving the enemies DPS (unfrozen time) up for 5.5 seconds. His DPS is reduced by 35% (frozen time) for everyone in the party. The synergy with teleport is amazing for all troubling situations as well.
The cost reduction with Diamond Skin is still not enough of a benefit lasting only 3 seconds, in my eyes. It lasts for 2 maybe three casts...
Crit chance is terrible. With a +30% crit chance (it is 30 not 40) over 12 seconds amounts to a +15% DPS and ONLY if you hit 5 targets - it doesn't work against bosses.
I like your combo style of thought, I'm right there with you. I considered using Critical Mass but the reality of it is that crit in real game circumstances just make it TERRIBLE. Standard Crit is single digit, very hard to achieve and at best and currently it offers 50% additional damage. If you cast Electrocute with a Blue Rune (7 Chances to Crit) with this ability on average you're going to get 2 seconds reduced on your cool downs. The math is as follows (assumptions made):
2 Electrocute per second (max targets) = 4 second reduction per second.
Diamond Skin (15 second cooldown) = 5 seconds before recast. It's only active for 3 seconds. I liked the way you were going with this but a 65% up time for a reduction in costs isn't worth spamming Electrocute for 5 seconds. You're better spamming DPS and swapping it with Electrocute to get DPS and Arcane power.
I'm certain Prodigy grants you 35 Arcane power, it's a wording thing I get it, but at 5 Arcane power it would be USELESS - I'm fairly certain they mean: when you deal damage. Could be wrong.
I DID ENJOY WHERE YOU WERE GOING WITH THIS. Would be sweet.
Don't go assuming that Prodigy will give you 5AP for EACH enemy you deal damage to. It is possible that it will only yield 5AP per spell cast that deals damage. Even if it does grant 5AP per monster hit, you aren't going to be hitting 7 monsters every time you cast it.
OP: Your original build lacks anything to quickly regain AP, which will likely become a problem at some point in the game (boss fights and higher difficulties).
Rollback Post to RevisionRollBack
Playing a Wizard. Looking for Demon Hunters to play with.
I'm not sure about that, every video I watch the Wizard has insane Arcane Regeneration... it even states:
Endless Energy
Wizards rarely find themselves without the power of magic. They can nearly always afford to cast their weaker spells thanks to their swiftly-regenerating Arcane Power, and they invoke certain powers more easily as their experience grows.
I'm not sure about that, every video I watch the Wizard has insane Arcane Regeneration... it even states:
Endless Energy
Wizards rarely find themselves without the power of magic. They can nearly always afford to cast their weaker spells thanks to their swiftly-regenerating Arcane Power, and they invoke certain powers more easily as their experience grows.
Fire Wizard
this build i have 145 total AP with only lvl 4 runes and without anything else boosting it. a lvl 7 rune in energy armor will bring it to 160. and with astral presence helping boost AP regen and prodigy + electrocute golden i can spam hydra/meteor a few times each then hit electrocute a couple times to get back to full AP then repeat. so yes AP regens insanely fast. just watch beta playthroughs. you cant trust the videos from the emulated server demonstrating high lvl skills because they can make the skills cost anything, or nothing.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
That's what I'll be shooting for.
Golden Electrocute: AP Regen
Indigo Meteor: Maximized widespread AOE for large packs
Crimson Energy Armor: Resistances!
Golden Slow Time: Keep 'em slow while you keep em dyin'.
Golden Wave of Force: Lower cooldown, lower cost. With Evocation < 9 second cooldown. MIGHT use Alabaster instead for the stun.
Indigo Hydra: Lightning is the highest damage and it's instant travel, no missing firebolts here.
Passives:
Galvanizing Ward: Cause if you have health you're not dead.
Evocation: Great for already reduced cooldowns on Slow Time and Wave of Force.
Unstable Anomaly: Just in case...
That's what I'll be shooting for.
Golden Electrocute: AP Regen
Indigo Meteor: Maximized widespread AOE for large packs
Crimson Energy Armor: Resistances!
Golden Slow Time: Keep 'em slow while you keep em dyin'.
Golden Wave of Force: Lower cooldown, lower cost. With Evocation < 9 second cooldown. MIGHT use Alabaster instead for the stun.
Indigo Hydra: Lightning is the highest damage and it's instant travel, no missing firebolts here.
Passives:
Galvanizing Ward: Cause if you have health you're not dead.
Evocation: Great for already reduced cooldowns on Slow Time and Wave of Force.
Unstable Anomaly: Just in case...
But you dont have enough DPS, wiz build must have dps or it's useless.
Rollback Post to RevisionRollBack
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Leveling & Endgame Wizard (AOE & BOSS DPS)
http://us.battle.net...OZiP!Yge!YZYbaZ
Skills:
Electrocute - Blue - 7 targets is the max dps you'll get out of this. Free AOE anyone?
Ray of Frost - Red - Great single target DPS for bosses 369% Damage and has some additional perks.
Meteor - Blue - Highest AOE DPS at (potentially) 1586% Damage. The blue rune also increases the area of effect. Great synergy with the perks (see below).
Frost Nova - Yellow - Reduce the cooldown to 8.5 seconds, pop this baby as much as possible on bosses and bad guys, then blink out.
Teleport - White - Spamming teleport is so much fun, even if it is just for 1.2 seconds. You'll be the first one on the scene every time...
Familiar - Red - ALL our damage is increased by 30%, it's not added. Drop bombs. NOTE: It summons a fiery familiar which would proc Conflagration for and additional 15% damage increase. Should be 45% but this isn't confirmed yet.
Perks:
Conflagration - Should proc with the fiery familiar and Meteor adding 15% additional Damage.
Arcane Dynamo - Pop Electrocute twice; cast Meteor for either (potentially) 2286% Damage or 2379% Damage.
Glass Cannon - Obvious
HELL VERSION:
Check out the synergy between the Perks and Energy Armor for a sustained 125% Resistances.
http://us.battle.net...OQiP!Ygd!YZYZaZ
Your build has same power shortage problem just like my firstbuild.
We always choose too many offensive skills to maxmise our DPS and ignore the energy cost.
But wiz only have 100 AP, one cast of Meteor costs 60, and AP REG is 12/sec.
2 meteors then you out of power.
This is my near final build for ranged wiz.
The cold/fire dmg is same to your build.
differences are:
1 With diamond skin-gold and Teleport-white you can travel around the map with only 3 power in 3 secs.
2 With diamond skin-gold(only lvl4 stone) you can cast meteor 2 times in one sec and also self-DEF is greatly imporved.
3 Eletro remain same, but with passive skills, just one shoot and it will bring you 5 power & flash of insight if 8 targets were hit.
All in all, there is almost no weakness in this build because all problems were solved with limited choose.
Great point! My confusion stemmed from this video shown here:
http://www.youtube.com/watch?v=KSQ0t43PEIw
The Wizard is able to spam Meteor a total of three times....
But when we look at this screenshot here (LVL 31 Wizard) we see a total of 109 Arcane Power:
http://us.media1.bat...26836562720.jpg
I'd have to make changes to the current build to reflect your suggestions here:
http://us.battle.net...OZiP!Ygc!YZYbaZ
Assuming a total of 100 Arcane Power I would swap Conflagration with Prodigy (5 Arcane Power when you cause damage with a signature spell). I considered Arcane Presence but with Electrocute hitting up to 7 targets (generating 35 Arcane Power each time with Prodigy) I figure you can cast Meteor, Electrocute, Meteor, Electrocute, Meteor. This would be better end game for AOE but Arcane Presence may be better early on. This rotation will also help proc Arcane Dynamo.
On Diamond Skin = I like where you were going with this, reducing Meteors cost to 48, but the damage mitigation from Frost Nova is much greater. Think of it this way:
Freeze (Boss or Monster) for 3 seconds, cooldown lasts for 8.5 seconds leaving the enemies DPS (unfrozen time) up for 5.5 seconds. His DPS is reduced by 35% (frozen time) for everyone in the party. The synergy with teleport is amazing for all troubling situations as well.
Thoughts?
This is OP, each cast will only bring u 5 power.
If you want to use forst nova, here is my build:
http://us.battle.net/d3/en/calculator/wizard#gjOZiV!bYe!bZYabb
forst nova is used with critical mass together to reduce the CD time.
1 cast diamond skin then teleport to the monsters then triggle the forest nova to get 40%+ critical chance in 12secs.
2 spawn meteor shower 2 times then teleport back.
3 with 26 hits to a group of monsters, you can get 10.4 times of critical hits. So all skills CD are reset.
Crit chance is terrible. With a +30% crit chance (it is 30 not 40) over 12 seconds amounts to a +15% DPS and ONLY if you hit 5 targets - it doesn't work against bosses.
I like your combo style of thought, I'm right there with you. I considered using Critical Mass but the reality of it is that crit in real game circumstances just make it TERRIBLE. Standard Crit is single digit, very hard to achieve and at best and currently it offers 50% additional damage. If you cast Electrocute with a Blue Rune (7 Chances to Crit) with this ability on average you're going to get 2 seconds reduced on your cool downs. The math is as follows (assumptions made):
2 Electrocute per second (max targets) = 4 second reduction per second.
Diamond Skin (15 second cooldown) = 5 seconds before recast. It's only active for 3 seconds. I liked the way you were going with this but a 65% up time for a reduction in costs isn't worth spamming Electrocute for 5 seconds. You're better spamming DPS and swapping it with Electrocute to get DPS and Arcane power.
I'm certain Prodigy grants you 35 Arcane power, it's a wording thing I get it, but at 5 Arcane power it would be USELESS - I'm fairly certain they mean: when you deal damage. Could be wrong.
I DID ENJOY WHERE YOU WERE GOING WITH THIS. Would be sweet.
Don't go assuming that Prodigy will give you 5AP for EACH enemy you deal damage to. It is possible that it will only yield 5AP per spell cast that deals damage. Even if it does grant 5AP per monster hit, you aren't going to be hitting 7 monsters every time you cast it.
OP: Your original build lacks anything to quickly regain AP, which will likely become a problem at some point in the game (boss fights and higher difficulties).
Endless Energy
Wizards rarely find themselves without the power of magic. They can nearly always afford to cast their weaker spells thanks to their swiftly-regenerating Arcane Power, and they invoke certain powers more easily as their experience grows.
Fire Wizard
You're going to die, a LOT. Get some defensive skills.
http://us.battle.net/d3/en/calculator/wizard#gOQScR!UTS!bYZbbY
That's what I'll be shooting for.
Golden Electrocute: AP Regen
Indigo Meteor: Maximized widespread AOE for large packs
Crimson Energy Armor: Resistances!
Golden Slow Time: Keep 'em slow while you keep em dyin'.
Golden Wave of Force: Lower cooldown, lower cost. With Evocation < 9 second cooldown. MIGHT use Alabaster instead for the stun.
Indigo Hydra: Lightning is the highest damage and it's instant travel, no missing firebolts here.
Passives:
Galvanizing Ward: Cause if you have health you're not dead.
Evocation: Great for already reduced cooldowns on Slow Time and Wave of Force.
Unstable Anomaly: Just in case...
But you dont have enough DPS, wiz build must have dps or it's useless.