As many people have said. Mirror images and teleport give you two cooldowns to get you out of jailer. Illusionist will reset those cooldowns whenever you get hit. Those three skills are your best defensive abilities in my opinion. I only dropped any of them if I felt completly safe in an act I was doing.
then what should I drop? I cant drop Blizzard/Hydra or Arcane Orb, they are my offensive spells and I can't drop Teleport either, that gives me Diamond Skin and Energy Armor as possible choice to frop, I jsut don,t know wich one I should drop
Honestly you don't need Blizzard AND Hydra if you have Arcane Orb. The only reason you would use both Blizzard and Hydra in the same build is if you are doing a full DOT build and you don't use Arcane Orb. Basically in inferno you NEED 4 slots dedicated to defending yourself. Teleport/Fracture, Mirror Image, and Force armor are almost must haves.
I like having all three of them so when I have some free time I can cast some nukes and not just stand there, feels more active
As many people have said. Mirror images and teleport give you two cooldowns to get you out of jailer. Illusionist will reset those cooldowns whenever you get hit. Those three skills are your best defensive abilities in my opinion. I only dropped any of them if I felt completly safe in an act I was doing.
then what should I drop? I cant drop Blizzard/Hydra or Arcane Orb, they are my offensive spells and I can't drop Teleport either, that gives me Diamond Skin and Energy Armor as possible choice to frop, I jsut don,t know wich one I should drop
Honestly you don't need Blizzard AND Hydra if you have Arcane Orb. The only reason you would use both Blizzard and Hydra in the same build is if you are doing a full DOT build and you don't use Arcane Orb. Basically in inferno you NEED 4 slots dedicated to defending yourself. Teleport/Fracture, Mirror Image, and Force armor are almost must haves.
I like having all three of them so when I have some free time I can cast some nukes and not just stand there, feels more active
u dont have much free time when ur kiting on later acts, chose either blizzard or arcane orb, no logic in using them both AND hydra(which is pretty much a staple at this point). Also Ive realized that piercing orb works better with that venomhydra/blizzard combo, especially when you are kiting.
Illusionist only procs if you get hit for 15% of your life. How much damage is on your character sheet and how much HP do you have? Also Diamond Skin is horrible in inferno due to lack of scaling, drop it for something else.
Diamond skin is hardly horrible, it sounds like your defensive stats just aren't high enough. With 7k armor and 500+ all resists I easily get 4+ hits out of it.
- Learn how to dodge mortar. You need to run in zigzag. Also mortar has a fixed range. If you are too close or too far it won't hit you. I sometimes use teleport aggressively against mortar, get close to them so that I don't get killed.
- Learn how to time your potions and diamond skin as well as teleport.
- Use teleport with the fracture rune, also illusionist helps, but it just triggers when the mob hit's you with his basic attack.
- Get some resistances.
And last but not least: Inferno requires skill and gear. It's not for everyone. I've seen many friends of mine just admiting that hell is as far as they can clear. Maybe it's your limit too.
My brother is really struggling vs elite packs on his wizard, and while I throw him most of the useful gear I find for him it's getting a tad old to just keep giving and giving to nearly everyone I know without receiving anything, and to hear them complain about not progressing everytime I find a new item or when I was still killing new bosses, and rolling new guys or going back to playing terrible wow. He dies maybe 20-30 times stacking valor and downing the Sbreaker in act 3.
He only has ~25k hp and maybe 200 resist all, +10% movement speed with 39k dmg buffed with magic weapon. What is something I can do for him, within the limits of 5 million gold, to get him able to solo the elites in act 3/4 inferno with some efficiency so he can take care of himself and maybe even find me something? I get it that you need ~40k hp, what's a reasonable amount of HP, resist all, and damage combined with that build in order to solo inferno?
Is there some kind of threshhold when you cross 500 resist all and 40k hp that you just feel much more powerful and are able to take some hurting, or is wizard something of a glass cannon like my demon hunter? I don't know what direction to point him because I don't have the experience with feeling it out myself.
- Learn how to dodge mortar. You need to run in zigzag. Also mortar has a fixed range. If you are too close or too far it won't hit you. I sometimes use teleport aggressively against mortar, get close to them so that I don't get killed.
- Learn how to time your potions and diamond skin as well as teleport.
- Use teleport with the fracture rune, also illusionist helps, but it just triggers when the mob hit's you with his basic attack.
- Get some resistances.
And last but not least: Inferno requires skill and gear. It's not for everyone. I've seen many friends of mine just admiting that hell is as far as they can clear. Maybe it's your limit too.
I know how to evade mortars, normally I like that affixe as they never touch me, only with jailer I can't evade them everytime...
about fracture I already said that there is no way i'm changing wormhole, not unless they change teleport so it can work through walls and obstacles like it should be, (you're disintegrating and reintegrating fartherhow can a wall, rock pile etc block you?) 16 second cooldown is long enough I don't want to waste it because it's being cheesy
You don't need resists for Inferno as a wizard.150-250 is all you need. Yes, you'll be a glass cannon, but if you have 40K hp+ you will survive anything other than Diablo and oppressor charges.
Teleport - Wormhole with illusionist will get you out of almost any situation.
illusionist passive, as long as ur not gettin one shot it will reset TP CD almost every time ur hit
when ur jailed and its on cooldown keep spammin till u get hit and insta port
You don't need resists for Inferno as a wizard.150-250 is all you need. Yes, you'll be a glass cannon, but if you have 40K hp+ you will survive anything other than Diablo and oppressor charges.
Teleport - Wormhole with illusionist will get you out of almost any situation.
I keep hearing about oppressor's charge, is this the stongest attack in the game?
If rooted right before the mortar - teleport, run.
If rooted after the mortar - just wait. Reset your hydra, fire some spells at mobs.
If rooted before the mortar AND teleport is on CD - pop DS and spam your teleport key. DS will absorb the first shot, which will reset your Teleport, and you'll get the hell out of there immediately.
You don't need resists for Inferno as a wizard.150-250 is all you need. Yes, you'll be a glass cannon, but if you have 40K hp+ you will survive anything other than Diablo and oppressor charges.
Teleport - Wormhole with illusionist will get you out of almost any situation.
I keep hearing about oppressor's charge, is this the stongest attack in the game?
With 45k hp I survive it like 1 in 10 times.... Its probably the strongest attack in the game other Diablo's teleport/charge swipe or your clone's attacks in the shadow realm. That is other than the super telegraphed things other mobs do.
Oppressors are really easy to deal with though... just find a corner and the can't charge you.
Illusionist only procs if you get hit for 15% of your life. How much damage is on your character sheet and how much HP do you have? Also Diamond Skin is horrible in inferno due to lack of scaling, drop it for something else.
Diamond skin is hardly horrible, it sounds like your defensive stats just aren't high enough. With 7k armor and 500+ all resists I easily get 4+ hits out of it.
7k armor means you are using a shield which sacrifices damage for survivability, couple that with those resists and either you've spent a ton of gold on the AH, got extremely lucky with drops, or your damage is terrible. Also even with those stats you'd only get 4+ hits on DS in a1, you'd be lucky to get 2-3 hits on it in a2, and those stats aren't viable for tanking anything in a3.
Nothing wrong with playing that way, but honestly it's not viable in inferno unless you are dropping millions on the AH; decent resist all gear is very expensive. If someone isn't exploiting a chest/treasure goblin and playing casually that isn't going to be an option for awhile.
how to beat those? I have teleport it sometimes saves me but the cooldown is way too long so 3 times out of 4 i'm stuck in the jails and killed by the mortars, DIamond skin dosen,t help much dosen,t even absorb half the mortars...
I don't know man, Fast + Mortar + X seem to be the hardest for Wizards. At least with my group (usually 3 wizards). Even using the Storm Armor glyph that increases your speed by 25% + the 12% movement speed-boots, still seem to get crushed. Force Armor is worth using, since you can't outrun them, let alone the mortars, which equal instant death with 3+.
Jailer + Mortars, i never seem to have a problem with. But, diamond skin, wave of force, mirror images + duplicates or mocking demise, hydra, disintegrate/arcane orb, works pretty well.
use teleport with fracture if u get jailed and really close to them, after that you will have 2 images from fracture to lure some jails themselves, so with 1 well timed teleport fracture it can buy u quite some time, also against mortars, if there are pillars near you can hide behind them circling around, pillars will protect you from the mortars, mov speed is important.
jailes jail everything within range, so it won't be effective, the only way mirror image is useful agains't jailers are if used in the jail it throws you out,
also there is no way i'm changing teleport rune, I like it that way considering how cheesy it works in D3 if I get stuck in some background thing that I didn,t got through (like rock piles xD) I can spam it again and still move out w/o having to wait 16 more sec
This is your key right here "within range". As mentioned by another poster fracture is a better way to go. Also, use the environment as your friend. Go around corners of objects and cast your hydra + blizz = Win. You also should be stutter stepping and dps a sig spell when possible. One last thing, dont be afraid to run past them in the other direction if you get a waller combo with that. You should be able to survive one hit from one of them in melee to get away if you get cornered.
use teleport with fracture if u get jailed and really close to them, after that you will have 2 images from fracture to lure some jails themselves, so with 1 well timed teleport fracture it can buy u quite some time, also against mortars, if there are pillars near you can hide behind them circling around, pillars will protect you from the mortars, mov speed is important.
jailes jail everything within range, so it won't be effective, the only way mirror image is useful agains't jailers are if used in the jail it throws you out,
also there is no way i'm changing teleport rune, I like it that way considering how cheesy it works in D3 if I get stuck in some background thing that I didn,t got through (like rock piles xD) I can spam it again and still move out w/o having to wait 16 more sec
This is your key right here "within range". As mentioned by another poster fracture is a better way to go. Also, use the environment as your friend. Go around corners of objects and cast your hydra + blizz = Win. You also should be stutter stepping and dps a sig spell when possible. One last thing, dont be afraid to run past them in the other direction if you get a waller combo with that. You should be able to survive one hit from one of them in melee to get away if you get cornered.
I said that because someone said yo use mirror images to decoys jails (like the images will be jailed and not I) but everythign in range gets jailed so that's not gonna work, and for teleport like I said i'll change it to fracture the day i'll be sure that where i'm pointing i'm gonna be able to teleport there, teleport failed me too often to take out wormhole...
so if you are not willing to change runes and drop either blizzard or arcane orb, why are you asking for suggestions then? if you dont want to change your skill build then the only thing you can do is to get better gear.
btw, i use magic missile seeker, celestial orb, venom hydra, force armor, force weapon and wormhole tele. gc/flux/astral as my passives. the only thing that gives me trouble are invulnerable minions.
so if you are not willing to change runes and drop either blizzard or arcane orb, why are you asking for suggestions then? if you dont want to change your skill build then the only thing you can do is to get better gear.
btw, i use magic missile seeker, celestial orb, venom hydra, force armor, force weapon and wormhole tele. gc/flux/astral as my passives. the only thing that gives me trouble are invulnerable minions.
the only thing i'm not willing to drop are Wormhole, blizzard and Venom Hyra, I didn,t say I didn't, wanted to drop Arcane Orb, only explained why I used it, anyhow for now i dropped Energy Armor with Mirror Image after seeing the Decoy build topic
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I like having all three of them so when I have some free time I can cast some nukes and not just stand there, feels more active
u dont have much free time when ur kiting on later acts, chose either blizzard or arcane orb, no logic in using them both AND hydra(which is pretty much a staple at this point). Also Ive realized that piercing orb works better with that venomhydra/blizzard combo, especially when you are kiting.
Diamond skin is hardly horrible, it sounds like your defensive stats just aren't high enough. With 7k armor and 500+ all resists I easily get 4+ hits out of it.
- Get more than 30k HP.
- Learn how to dodge mortar. You need to run in zigzag. Also mortar has a fixed range. If you are too close or too far it won't hit you. I sometimes use teleport aggressively against mortar, get close to them so that I don't get killed.
- Learn how to time your potions and diamond skin as well as teleport.
- Use teleport with the fracture rune, also illusionist helps, but it just triggers when the mob hit's you with his basic attack.
- Get some resistances.
And last but not least: Inferno requires skill and gear. It's not for everyone. I've seen many friends of mine just admiting that hell is as far as they can clear. Maybe it's your limit too.
http://us.battle.net/d3/en/calculator/wizard#RlXQOS!Yfd!bbaYYZ
Get Vit gems if you are struggling too much.
He only has ~25k hp and maybe 200 resist all, +10% movement speed with 39k dmg buffed with magic weapon. What is something I can do for him, within the limits of 5 million gold, to get him able to solo the elites in act 3/4 inferno with some efficiency so he can take care of himself and maybe even find me something? I get it that you need ~40k hp, what's a reasonable amount of HP, resist all, and damage combined with that build in order to solo inferno?
Is there some kind of threshhold when you cross 500 resist all and 40k hp that you just feel much more powerful and are able to take some hurting, or is wizard something of a glass cannon like my demon hunter? I don't know what direction to point him because I don't have the experience with feeling it out myself.
I know how to evade mortars, normally I like that affixe as they never touch me, only with jailer I can't evade them everytime...
about fracture I already said that there is no way i'm changing wormhole, not unless they change teleport so it can work through walls and obstacles like it should be, (you're disintegrating and reintegrating fartherhow can a wall, rock pile etc block you?) 16 second cooldown is long enough I don't want to waste it because it's being cheesy
Teleport - Wormhole with illusionist will get you out of almost any situation.
this
I keep hearing about oppressor's charge, is this the stongest attack in the game?
If rooted right before the mortar - teleport, run.
If rooted after the mortar - just wait. Reset your hydra, fire some spells at mobs.
If rooted before the mortar AND teleport is on CD - pop DS and spam your teleport key. DS will absorb the first shot, which will reset your Teleport, and you'll get the hell out of there immediately.
Oppressors are really easy to deal with though... just find a corner and the can't charge you.
Nothing wrong with playing that way, but honestly it's not viable in inferno unless you are dropping millions on the AH; decent resist all gear is very expensive. If someone isn't exploiting a chest/treasure goblin and playing casually that isn't going to be an option for awhile.
I don't know man, Fast + Mortar + X seem to be the hardest for Wizards. At least with my group (usually 3 wizards). Even using the Storm Armor glyph that increases your speed by 25% + the 12% movement speed-boots, still seem to get crushed. Force Armor is worth using, since you can't outrun them, let alone the mortars, which equal instant death with 3+.
Jailer + Mortars, i never seem to have a problem with. But, diamond skin, wave of force, mirror images + duplicates or mocking demise, hydra, disintegrate/arcane orb, works pretty well.
This is your key right here "within range". As mentioned by another poster fracture is a better way to go. Also, use the environment as your friend. Go around corners of objects and cast your hydra + blizz = Win. You also should be stutter stepping and dps a sig spell when possible. One last thing, dont be afraid to run past them in the other direction if you get a waller combo with that. You should be able to survive one hit from one of them in melee to get away if you get cornered.
I said that because someone said yo use mirror images to decoys jails (like the images will be jailed and not I) but everythign in range gets jailed so that's not gonna work, and for teleport like I said i'll change it to fracture the day i'll be sure that where i'm pointing i'm gonna be able to teleport there, teleport failed me too often to take out wormhole...
btw, i use magic missile seeker, celestial orb, venom hydra, force armor, force weapon and wormhole tele. gc/flux/astral as my passives. the only thing that gives me trouble are invulnerable minions.
Smoke screen!