Twister are useless. If u want to get more damage, u don't need cast twister, bcs 3 cast twister = 115 AP and if u cast any signature spell all twister will be released. (Self-regen AP = 12AP/s)
Torrent cost 20 AP. . .
be realistic, u would don't have enough AP
He could get Astral presence,
Wizard gear has +AP and +AP on Crits.
Natural Regen is 12.5 AP/sec.
Ohh and You can cast these things called signatures that are FREE OR EVEN YIELD AP and lets your AP regenerate. The fact that it releases early means nothing, as it doesnt do exponentially more dmg based on the # of charges. Heck max'd out it would probably just overkill anything it hit.
EDIT: Actually none of that stuff even matters...
Assuming 1 cast per second, or something close.
3x Twister = 105
1x Arcane Torrent = 20
All you would need to do is regenerate 25 Arcane power in the time it took you to do those 4 casts.
100-35+12.5-35+12.5-35+12.5-20 +12.5 = 25 AP
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I haven't actually played the beta, so I really don't want to comment specifically on abilities, but I really think that until we know exactly what Inferno entails it will be difficult to choose one specific build over another. Especially considering any discrepancies that may arise from gear.
That being said, I think a number of builds in here have merit depending on the situation they are used for. You also have to consider personal play-styles and solo vs. group play. Again, having not played I can't know for sure what influences such differences will have, but I think it is safe to assume there will be some.
Of course its not the best option being very aggressive at inferno, i never meaned that.I think inferno is about as which skills we take as how we use them , blizzard always balanced their games for each races , and i hope there is always a way to survive at inferno ^^
If we dont balance our attack power and defense skills it causes many problem , if a wizard wants to be a "tank" it is just a day dream i meaned this in my first message.
i think archon , meteor and teleport skills are imba.
i think archon , meteor and teleport skills are imba.
Meteor - it must be IMBO skill, bcs it's last skill what we would get
Archon - we think what it's a good skill, but we don't know how much it will increase u damage, and if u will use Archon, u must have an Familiar (Crimson) skill
about teleport - don't know, only for melee wizard or just like a self-survival skill using only
I think this should work, but no gameplay experience ;I
can you give me a tip why you choose magic missle , frost nova and energy armor?
i havent got any game experience as like you btw , i compare it in to my mind and i'd rather ray of light instead of frost nova and diamond skin for energy armor..
i dont ask you my choices are the best yours sux, i just want to know why..becouse all we got is discuss
I think this should work, but no gameplay experience ;I
That looks like a pretty standard build. Just keep in mind with Disintegrate you must stand still, and it's likely in Inferno that a solo wizard standing still will be quite dead quite fast.
I lost track of the game over the last couple of months but I'm going for survivability and crimson energy armor or shocking aspect with disintegrate and electrocute. I can't possibly repeat all the good points mentioned above. I think of it like this, why use arcane orb when electrocute hits just as many targets, with synergies to get ap back/not lose it and it is faster. Why use ray of frost when Disintegrate can go through to the next target, and the next one ? (Diamond skin/Slow time with miasma/Simulacrum to buy yourself time to fire). Energy twister, really ? I made fun of this spell a long time ago it was useless then and it still is. Why use glass cannon for 20% more damage when there are so many other worthy passives with no penalty? PVP or PVE Mirror Image with Simulacrum is a smarter choice in my opinion because it'll last longer. With all the spell choices people are trying to get the ability to hit many targets either in a line, or in a group, those are the two most common situations. Disintegrate and Electrocute do both for longer (sorry meteor), faster (sorry AO), more focused (sorry hydra), more damage due to a mixture of the previous 3 properties (sorry other spells). Forget about that time you saw the monster coming through the door and put down an arcane mine to blow it up in some low level, you made a line
After the changes im gonna hold myself from builds, many things has changed, specialy in the rune department.
Even though wizard will be my 1st and main class, i gotta say i dont THINK (please, assuming) wizard will be the best to hardcore OR to inferno, i hope im wrong, but assuming inferno is as hard as they say, we cant build a ''KILL'EM-ALL'' kind of wiz if we want to survive inferno.
Ill repost here or make a new post when the new calculator is added, but i think we going to need a beefy wiz to solo inf, at least untill we get GG gear.
I it may be a gear question as well. The better gear you have the less you have to focus on survival. Also it depends if you gonna play HC or SC. I remember back in D2 days playing HC, I would focus everything on survival!
I didn't have the time to read the entire thread, so if anyone has already pointed this out, sorry!
I haven't made any serious attempts at making builds yet, but I'm really curious about Archon. I think it can prove useful on the lower difficulties when you are able to kill enemies fast enough to really take advantage of the duration bonus you get. However, I think that in Inferno mode you won't be able to kill monsters fast enough to maintain Archon form. Maybe it will prove useful to take out a larger group of weaker enemies, so that you can focus on the bigger boys of the group in privacy...
Guess it depends on the power of the Archon abilities, but Archon strikes me as one of the abilities that kicks ass when you get it, and then on higher difficulties kicks less ass!
new Skills UI pretty clearly show what you wanna take for Inferno ) and its half or more skills that are defensive. With just singnature\RMB skills being for dealing damage.
something like this: http://d3db.com/tool/calculator/wizard/5144 and only if damage from Hydra trigger confraglation
new Skills UI pretty clearly show what you wanna take for Inferno ) and its half or more skills that are defensive. With just singnature\RMB skills being for dealing damage.
something like this: http://d3db.com/tool...tor/wizard/5144 and only if damage from Hydra trigger confraglation
Where does it define, mastery, arcane, and conjuration? Hell even Idk wtf kind of categories those are... I could venture an educated guess looking at the skills, but how is a noob gonna know?
Do they seriously expect the noobs to just pick a skill from the category? I am all for helping noobs, but this is a double edged sword....it could hurt just as much as help. There is going to be a lot of ppl run through the game thinking this is the only way.
Whatever happened to learning by doing? You pick a build with too many offensive spells, you go out and die...and then you finally realize you don't even click half these damn offensive spells. Then it hits you, get some damn defensive skills. Or you get all defensive, and you cant kill shit....etc.
PS: You didn't follow the pattern at all btw.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
noobs will be at even less choice, as they can't take whatever skill for whatever slot they want. they will be forced to take one skill out of the list of exactly 2-4 options. Like when you click by default at first skill window you only get signature spells there... and on second skill slot (lvl2) you get option of Arcane Orb/Ray of Frost/Arcane Torrent/Disintegrate - with later three not available to you yet.
ps. ie they can't take too many offensive skills.
meh im pretty confident with my inferno build: http://us.battle.net...dQmO!XfU!ccaZac
only thing im not completely satisfied with is that arcane orb is not included
as for the archon not being useful in the higher difficulties i kinda agree, but im looking forward to somehow making it work cause c'mon people dat archon.
I think part of building a successful Inferno build is being able to stay as mobile as possible. I also believe Inferno builds are much more likely to have 2 DPS abilities and the rest Utility / Defensive.
This means spamable, Fire-and-Forget, AOE DPS abilities are ideal and because Blizzard doesn't stack with multiple casts this leaves:
Arcane Orb
Meteor
Energy Twister
Hydra (Although not spamable, it's incredibly efficient Arcane Power / DPS)
I went with Meteor because I can spam it 5 times (same as Arcane Orb) before I need more Arcane Power and because it doesn't require line of sight.
The idea here, Cast Diamond Skin and spam Meteor for 5 times for a total of 1300 AOE DPS. Then Port to grab health stones that basically give you an additional Meteor from each one. Worm Whole Teleport with Illusionist means you'll be all over the screen picking up Health Globes for Arcane Power.
When shit gets hot - Pop Archon for increased defences, single target attack, and Disintegrate!!
max explosions, great damage, always a lot of AP, possibly good CC with the increase they made to paralysis. Use spells with paralysis and temporal flux together to stun/slow. It isn't fancy but it should put out a lot of damage and keep them away from ya mostly, the two effects might be kinda pretty
Just two damage abilities - Magic Missile and Arcane Orb (might change to Disintegrate), however with Archon for boost of power when needed.
And then the rest kinda focusing on survivability.
Frost Nova with crit boost.
Diamond Skin extended to 8 seconds.
Teleport with Reversal.
Passives:
Temporal Flux - since my damage abilities are arcane based, all targets should be quite slow.
Glass Cannon - having 3 oh shit buttons should help a lot.
Blur - cause of Glass Cannon
Might change those last two passives to something else tho... Either Astral Presence, Illusionist or Arcane Dynamo.
Hey guys. I thought that you would need a second element to deal with high res mobs in hell/inferno, but Im sort of having a rough time deciding which skills. Mainly I will go for the glass cannon build, and arcane type of damage as primary element because of temporal flux goods. http://us.battle.net/d3/en/calculator/wizard#aeYXUl!YUT!bcaZcb
As you can see Im also going for low casting cost spells, Arcane torrent, with diamond skin prism means its a 13 ap skill to use while diamond skin is on. Same thing for blizzard snowbounded. Also frost nova with shatter for some goodies. Any suggestions?
He could get Astral presence,
Wizard gear has +AP and +AP on Crits.
Natural Regen is 12.5 AP/sec.
Ohh and You can cast these things called signatures that are FREE OR EVEN YIELD AP and lets your AP regenerate. The fact that it releases early means nothing, as it doesnt do exponentially more dmg based on the # of charges. Heck max'd out it would probably just overkill anything it hit.
EDIT: Actually none of that stuff even matters...
Assuming 1 cast per second, or something close.
3x Twister = 105
1x Arcane Torrent = 20
All you would need to do is regenerate 25 Arcane power in the time it took you to do those 4 casts.
100-35+12.5-35+12.5-35+12.5-20 +12.5 = 25 AP
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
That being said, I think a number of builds in here have merit depending on the situation they are used for. You also have to consider personal play-styles and solo vs. group play. Again, having not played I can't know for sure what influences such differences will have, but I think it is safe to assume there will be some.
If we dont balance our attack power and defense skills it causes many problem , if a wizard wants to be a "tank" it is just a day dream i meaned this in my first message.
i think archon , meteor and teleport skills are imba.
it's would more difficult
Meteor - it must be IMBO skill, bcs it's last skill what we would get
Archon - we think what it's a good skill, but we don't know how much it will increase u damage, and if u will use Archon, u must have an Familiar (Crimson) skill
about teleport - don't know, only for melee wizard or just like a self-survival skill using only
can you give me a tip why you choose magic missle , frost nova and energy armor?
i havent got any game experience as like you btw , i compare it in to my mind and i'd rather ray of light instead of frost nova and diamond skin for energy armor..
i dont ask you my choices are the best yours sux, i just want to know why..becouse all we got is discuss
yeah i think the same , its just for survive or to cool down your skills ,otherwise lots of wizards get stucked
That looks like a pretty standard build. Just keep in mind with Disintegrate you must stand still, and it's likely in Inferno that a solo wizard standing still will be quite dead quite fast.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
http://us.battle.net/d3/en/calculator/wizard#SVgTeQ!Tbc!YYacZZ
Change out Mirror Image for AT with cascade (kinda simliar to electrocute if you ask me)
Even though wizard will be my 1st and main class, i gotta say i dont THINK (please, assuming) wizard will be the best to hardcore OR to inferno, i hope im wrong, but assuming inferno is as hard as they say, we cant build a ''KILL'EM-ALL'' kind of wiz if we want to survive inferno.
Ill repost here or make a new post when the new calculator is added, but i think we going to need a beefy wiz to solo inf, at least untill we get GG gear.
I haven't made any serious attempts at making builds yet, but I'm really curious about Archon. I think it can prove useful on the lower difficulties when you are able to kill enemies fast enough to really take advantage of the duration bonus you get. However, I think that in Inferno mode you won't be able to kill monsters fast enough to maintain Archon form. Maybe it will prove useful to take out a larger group of weaker enemies, so that you can focus on the bigger boys of the group in privacy...
Guess it depends on the power of the Archon abilities, but Archon strikes me as one of the abilities that kicks ass when you get it, and then on higher difficulties kicks less ass!
something like this: http://d3db.com/tool/calculator/wizard/5144 and only if damage from Hydra trigger confraglation
Where does it define, mastery, arcane, and conjuration? Hell even Idk wtf kind of categories those are... I could venture an educated guess looking at the skills, but how is a noob gonna know?
Do they seriously expect the noobs to just pick a skill from the category? I am all for helping noobs, but this is a double edged sword....it could hurt just as much as help. There is going to be a lot of ppl run through the game thinking this is the only way.
Whatever happened to learning by doing? You pick a build with too many offensive spells, you go out and die...and then you finally realize you don't even click half these damn offensive spells. Then it hits you, get some damn defensive skills. Or you get all defensive, and you cant kill shit....etc.
PS: You didn't follow the pattern at all btw.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
ps. ie they can't take too many offensive skills.
only thing im not completely satisfied with is that arcane orb is not included
as for the archon not being useful in the higher difficulties i kinda agree, but im looking forward to somehow making it work cause c'mon people dat archon.
This means spamable, Fire-and-Forget, AOE DPS abilities are ideal and because Blizzard doesn't stack with multiple casts this leaves:
Arcane Orb
Meteor
Energy Twister
Hydra (Although not spamable, it's incredibly efficient Arcane Power / DPS)
I went with Meteor because I can spam it 5 times (same as Arcane Orb) before I need more Arcane Power and because it doesn't require line of sight.
The idea here, Cast Diamond Skin and spam Meteor for 5 times for a total of 1300 AOE DPS. Then Port to grab health stones that basically give you an additional Meteor from each one. Worm Whole Teleport with Illusionist means you'll be all over the screen picking up Health Globes for Arcane Power.
When shit gets hot - Pop Archon for increased defences, single target attack, and Disintegrate!!
Thoughts?
http://us.battle.net...XkOm!ZdX!aZZZbc
Here's a more defensive build with Archon granting you SLOW TIME as well:
http://us.battle.net/d3/en/calculator/wizard#UQXkOm!ZdX!aZZZbY
max explosions, great damage, always a lot of AP, possibly good CC with the increase they made to paralysis. Use spells with paralysis and temporal flux together to stun/slow. It isn't fancy but it should put out a lot of damage and keep them away from ya mostly, the two effects might be kinda pretty
My build for Inferno...
Just two damage abilities - Magic Missile and Arcane Orb (might change to Disintegrate), however with Archon for boost of power when needed.
And then the rest kinda focusing on survivability.
Frost Nova with crit boost.
Diamond Skin extended to 8 seconds.
Teleport with Reversal.
Passives:
Temporal Flux - since my damage abilities are arcane based, all targets should be quite slow.
Glass Cannon - having 3 oh shit buttons should help a lot.
Blur - cause of Glass Cannon
Might change those last two passives to something else tho... Either Astral Presence, Illusionist or Arcane Dynamo.
As you can see Im also going for low casting cost spells, Arcane torrent, with diamond skin prism means its a 13 ap skill to use while diamond skin is on. Same thing for blizzard snowbounded. Also frost nova with shatter for some goodies. Any suggestions?