Like most people, I've been playing around frequently with the Wizard talent calculator and I'm now ready to take my preliminary conclusions public and to gather some feedback from the community. I'm planning to detailing this build (and how it changes ) as I level up.
Firstly, I'm basing my Build off of Electrocute; The spell is simply amazing and cries out to be (ab)used.
Explanation: Build focuses on AoE; Using both Lightning and Arcane to dodge one or the other immunities. Use Disintergrate to weaken; Spam Electrocute against higher heath targets, finish off with Volatility for a Corpse Explosion-isque finish. I didn't totally cut out Defensive options though; because I feel fragile with Glass Cannon selected. Tweak this as you see fit.
Passives: Prodigy to Recover AP, Glass Cannon to increase damage, and Arcane Dynamo. Dynamo really shines when usingElectrocute x5 to stack the charges, and finishing things off with a 75% more powerful disintergrate with an eye to trigger lots of Voltality procs.
This build turns things on it's head; intended for a group with good AE damage but lacking effective single target (or Soloing) Once again, I attempted to try two schools of magic to dodge immunity monsters as much as possible.
The basic idea is to cast spam Ray of Frost against the big bad mob of the pack, utilizing Electrocute with Arc Lightning/Blizzard as to go-to AE spells.
Passives on this build were somewhat trickier. Cold Blooded was a given. Prodigy again to quickly recharge AP (This may not be needed at all; Ray of Frost isn't an expensive spell, AP wise) and Astral Presence to increase the initial AP pool for a longer-casting Ray of Frost.
The best part of Diablo III is the infinite variation of skill builds; other people may have figured out a better combination of skills, so I'm willing to hear feedback and what you fellow wizards are thinking at this stage.
Once I get the build ironed out, I'll make another post detailing a step-by-step leveling guide on how I change runes, spells and such as I level.
I added Magic Weapon - Electrify. With Electrocute hititng so many targets, the chance to arc to 3 more is just icing on the cake.
I also swapped out Glass Cannon for Paralysis - a little bit more CC is always helpful, right? Especially if Electrocute is the primary skill.
Swapped Archon for Storm Armor to deal more electric damage on a critical hit. To me, the long cooldown on Archon is a bit "meh".
Wave of Force is a nice skil, but requires enemies to actually get close. With Glass Cannon that might not be such a good idea. I replaced with Lightning Hydra for some more utility, as you can cast this anywhere on screen.
I added Magic Weapon - Electrify. With Electrocute hititng so many targets, the chance to arc to 3 more is just icing on the cake.
Magic Weapon Electrify is a good suggestion. I was unsure if it would proc from Chain Lightning. I doubt it will, really. But if it does, it'll be very sweet.
I also swapped out Glass Cannon for Paralysis - a little bit more CC is always helpful, right? Especially if Electrocute is the primary skill.
No, no, no! Paralysis really... sucks. at 5% chance to stun, it's almost useless. Against six mobs, with three casts of Electrocute, you have a good chance of stunning ONE mob, while the other five eat your face.
Swapped Archon for Storm Armor to deal more electric damage on a critical hit. To me, the long cooldown on Archon is a bit "meh".
This choice is hard, and will depend on if Lightning Aspect can proc from the multiple hits of chain lightning (Don't see why not) and your critical hit %. I think you are perhaps right on this.
Wave of Force is a nice skil, but requires enemies to actually get close. With Glass Cannon that might not be such a good idea. I replaced with Lightning Hydra for some more utility, as you can cast this anywhere on screen.
Wave of force combos very well with Slow Time. It slows projectiles and enemies; and when they DO eventually get close enough, You Wave of Force and reset the clock; Additionally, TIme Warp increases the damage of Wave of Force.
I have second thoughts about Shocking Aspect on Storm Armor.
Isn't Disintegrate incapable of criticals? That there could put a damper on Storm Armor
Channeled skills can skill crit... the chance is calculated with every tick... but only applies to that tick.
Ray of Frost could not crit in the beta. A few bugs were reported on it... no response that I saw.... I'm not sure if it was a bug or if it was intended.... it sounded like a bug to me and I hope it was fixed.
Im of the opinion that Inferno really will be "that hard"
IE my choice for Frost Nova and Galvinizing Ward.
Anyone have thoughts?
Galvanizing ward doesn't seem that good to me; more of a convenience spell. Since Health globes heal everyone, there is no competition to ranged to sneak in there and snatch a health globe. I think a) 350 life will be a drop in the bucket, and there are better passives.
Im of the opinion that Inferno really will be "that hard"
IE my choice for Frost Nova and Galvinizing Ward.
Anyone have thoughts?
Galvanizing ward doesn't seem that good to me; more of a convenience spell. Since Health globes heal everyone, there is no competition to ranged to sneak in there and snatch a health globe. I think a) 350 life will be a drop in the bucket, and there are better passives.
I agree. Reason I went with it for now is the uncertinity of amount of health globes that will be droping in Inferno, but I do agree based on the assumed health pools at that lvl it might quickly become worthless.
If it is in fact worthless I would change it out for blurr (again I have a feeling inferno really is going to be that hard) or Astral Presence.
I like both the original builds, however I don't really think arc lightning will be better than chain lightning very often.
The speed of electrocute really makes the low chance of the stun on electrocute irrelevant.. Sure if you cast it 3 times you will probably only stun 1 (though 0 or 2 are both likely) The thing is I think you shouldn't have any problem getting 5-8 casts off by the time the mobs close in on you... With 8 casts that is 48 hits, and assuming the 8% datamined version is the correct value, you should average 4-5 stuns. I could definitely see a 4 wizard party basically stun locking small packs with eelectrocute stun. My gut feeling is that blizzard is going to have implement CC diminishing returns at some point.
I like both the original builds, however I don't really think arc lightning will be better than chain lightning very often.
It's a tough call. Arc Lightning will hit ALL targets for 80% weapon damage, probably very similar to "Cone of Cold" from WoW. Chain Lightning will hit six targets, but there's a reduced damage penalty in there for the jumps. You're not hitting all six targets for 80%. The exact mechanics are unknown, except there IS a damage penalty on "jumps" where Arc Lightning will not suffer from this.
It's unknown how exactly Electrocute will trigger things like Shocking Aspect, Electrify, Prodigy, or Paralysis. Will the abilities trigger from Electrocute jumps? Will Prodigy trigger more then once? Can Arc Lightning trigger Shocking Aspect/Electrify, as well as stunning hordes of mobs? Will Paralysis even be worth using, at 8%?
Rather than Energy Tap rune for Energy Armor, I suggest either Force or Prismatic Armor rune. I'm personally leaning toward Prismatic because I can't help but get Glass Cannon I see most Wizards getting Force, though. I wouldn't get Prismatic without Glass Cannon because I imagine intellect will diminish its value too much. If you still care about offsetting that 20 arcane power, just grab Astral Presence (passive) in place of Galvanizing Ward. Then, with the extra power from Astral Presence perhaps you'd even consider swapping Prodigy for Blur.
Also, I'd like to go against Venaliter and say I think hydras will be viable in Inferno since they can't be targeted or killed (if you like them, that is.) I do agree with him and others in saying Paralysis is much too unreliable to be worth it - not that you were considering it in the first place, but I'm just throwing my thoughts out there on that crappy passive hehehe.
Rather than Energy Tap rune for Energy Armor, I suggest either Force or Prismatic Armor rune.
The armor choice is tricky. Here's what I'm thinking.
Storm Armor:
Shocking Aspect, if it works on other spell crits (Like Disintegrate, Electrify, Ray of Frost et al.) seems like the absolute best armor choice. If it doesn't, the rune is useless.
Power of the Storm may be viable for a build that uses a lot of AP. Maybe channeling Arcane Torrent?
Energy Armor has a lot of potential viable choices.
Prismatic Armor is very strong if you have low resistances (and it couples well with Glass Cannon)
Energy Tap is a strong choice if you don't need the extra resistances (IE, capped in Inferno)
Pinpoint Armor is a 5% crit buff, but is probably worthless compared to Shocking Aspect (Should it work like we believe it does.)
Ice Armor looks relatively useless in it's entirety compared to Storm and Arcane choices.I don't see why you'd choose this, except if you're a masochist and choose to be a melee wizard.
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Firstly, I'm basing my Build off of Electrocute; The spell is simply amazing and cries out to be (ab)used.
First; the Build (at 60)
Co-Op AoE Oriented; http://us.battle.net/d3/en/calculator/wizard#UigdOm!cYT!abZabc
Explanation: Build focuses on AoE; Using both Lightning and Arcane to dodge one or the other immunities. Use Disintergrate to weaken; Spam Electrocute against higher heath targets, finish off with Volatility for a Corpse Explosion-isque finish. I didn't totally cut out Defensive options though; because I feel fragile with Glass Cannon selected. Tweak this as you see fit.
Passives: Prodigy to Recover AP, Glass Cannon to increase damage, and Arcane Dynamo. Dynamo really shines when usingElectrocute x5 to stack the charges, and finishing things off with a 75% more powerful disintergrate with an eye to trigger lots of Voltality procs.
Single Target oriented: http://us.battle.net/d3/en/calculator/wizard#UZYlOm!cXW!cZZZbc
This build turns things on it's head; intended for a group with good AE damage but lacking effective single target (or Soloing) Once again, I attempted to try two schools of magic to dodge immunity monsters as much as possible.
The basic idea is to cast spam Ray of Frost against the big bad mob of the pack, utilizing Electrocute with Arc Lightning/Blizzard as to go-to AE spells.
Passives on this build were somewhat trickier. Cold Blooded was a given. Prodigy again to quickly recharge AP (This may not be needed at all; Ray of Frost isn't an expensive spell, AP wise) and Astral Presence to increase the initial AP pool for a longer-casting Ray of Frost.
The best part of Diablo III is the infinite variation of skill builds; other people may have figured out a better combination of skills, so I'm willing to hear feedback and what you fellow wizards are thinking at this stage.
Once I get the build ironed out, I'll make another post detailing a step-by-step leveling guide on how I change runes, spells and such as I level.
http://us.battle.net/d3/en/calculator/wizard#UigRST!cVT!abZZac
Magic Weapon Electrify is a good suggestion. I was unsure if it would proc from Chain Lightning. I doubt it will, really. But if it does, it'll be very sweet.
No, no, no! Paralysis really... sucks. at 5% chance to stun, it's almost useless. Against six mobs, with three casts of Electrocute, you have a good chance of stunning ONE mob, while the other five eat your face.
This choice is hard, and will depend on if Lightning Aspect can proc from the multiple hits of chain lightning (Don't see why not) and your critical hit %. I think you are perhaps right on this.
Wave of force combos very well with Slow Time. It slows projectiles and enemies; and when they DO eventually get close enough, You Wave of Force and reset the clock; Additionally, TIme Warp increases the damage of Wave of Force.
Isn't Disintegrate incapable of criticals? That there could put a damper on Storm Armor
I haven't heard this.
Channeled skills can skill crit... the chance is calculated with every tick... but only applies to that tick.
Far more defensive build. May even choose to go with Energy Armor (Prismatic or Force Armor rune). But I build for doing stupid.
Ray of Frost could not crit in the beta. A few bugs were reported on it... no response that I saw.... I'm not sure if it was a bug or if it was intended.... it sounded like a bug to me and I hope it was fixed.
Still under consideration/ questions being asked:
Does this build have enough single target damage?
Does Paralysis trigger from Electify/Shocking Aspect?
Do I have the RIGHT defensive skill in Frost Nova, or should I look into Teleport/or Wave of Force?
Is Glass Canon too much of a trade-off?
Can Disintergrate Critically hit?
The way it reads seems to indicate it will, but the tooltip is somewhat ambiguous.
Considering this build
http://us.battle.net...YgOm!Ufc!abZZbc
Im of the opinion that Inferno really will be "that hard"
IE my choice for Frost Nova and Galvinizing Ward.
I also see Archon as being able to be used as either a Offensive or Defensive cooldown.
Anyone have thoughts?
Galvanizing ward doesn't seem that good to me; more of a convenience spell. Since Health globes heal everyone, there is no competition to ranged to sneak in there and snatch a health globe. I think a) 350 life will be a drop in the bucket, and there are better passives.
I agree. Reason I went with it for now is the uncertinity of amount of health globes that will be droping in Inferno, but I do agree based on the assumed health pools at that lvl it might quickly become worthless.
If it is in fact worthless I would change it out for blurr (again I have a feeling inferno really is going to be that hard) or Astral Presence.
When Arcane Dynamo triggers, and it's effect is used on Disintergrate, does the entire spell get +75% more damage, or just the first tick?
Probably only the first tick. Best to save this for a meteor, or arcane orb or something.
The speed of electrocute really makes the low chance of the stun on electrocute irrelevant.. Sure if you cast it 3 times you will probably only stun 1 (though 0 or 2 are both likely) The thing is I think you shouldn't have any problem getting 5-8 casts off by the time the mobs close in on you... With 8 casts that is 48 hits, and assuming the 8% datamined version is the correct value, you should average 4-5 stuns. I could definitely see a 4 wizard party basically stun locking small packs with eelectrocute stun. My gut feeling is that blizzard is going to have implement CC diminishing returns at some point.
Going to go out on a limb here and say Hydras aren't good enough for Inferno. Drop 'em.
It's a tough call. Arc Lightning will hit ALL targets for 80% weapon damage, probably very similar to "Cone of Cold" from WoW. Chain Lightning will hit six targets, but there's a reduced damage penalty in there for the jumps. You're not hitting all six targets for 80%. The exact mechanics are unknown, except there IS a damage penalty on "jumps" where Arc Lightning will not suffer from this.
It's unknown how exactly Electrocute will trigger things like Shocking Aspect, Electrify, Prodigy, or Paralysis. Will the abilities trigger from Electrocute jumps? Will Prodigy trigger more then once? Can Arc Lightning trigger Shocking Aspect/Electrify, as well as stunning hordes of mobs? Will Paralysis even be worth using, at 8%?
Also, I'd like to go against Venaliter and say I think hydras will be viable in Inferno since they can't be targeted or killed (if you like them, that is.) I do agree with him and others in saying Paralysis is much too unreliable to be worth it - not that you were considering it in the first place, but I'm just throwing my thoughts out there on that crappy passive hehehe.
The armor choice is tricky. Here's what I'm thinking.
Storm Armor:
Shocking Aspect, if it works on other spell crits (Like Disintegrate, Electrify, Ray of Frost et al.) seems like the absolute best armor choice. If it doesn't, the rune is useless.
Power of the Storm may be viable for a build that uses a lot of AP. Maybe channeling Arcane Torrent?
Energy Armor has a lot of potential viable choices.
Prismatic Armor is very strong if you have low resistances (and it couples well with Glass Cannon)
Energy Tap is a strong choice if you don't need the extra resistances (IE, capped in Inferno)
Pinpoint Armor is a 5% crit buff, but is probably worthless compared to Shocking Aspect (Should it work like we believe it does.)
Ice Armor looks relatively useless in it's entirety compared to Storm and Arcane choices.I don't see why you'd choose this, except if you're a masochist and choose to be a melee wizard.