My melee wizard build that spams one ability but can multiply insanely. Only trouble spot is the Thrown Blade Indigo rune. I want to believe that it adds an area of affect around the caster with 3 hits each striking for 72% weapon damage. I'm probably mistaken though. Do you think the denizens of Inferno can handle my wrath? Rate my build .
It looks like you're going to run into AP problems. You have nothing to regain AP quickly, and with Energy armor up and spamming Spectral Blade (without Siphoning Blade) you will be going through AP like woah.
I would either drop Archon and pick up Electrocute with a yellow rune, or grab Siphoning Blade for the Spectral Blade spell. Oh, and I would probably drop Glass Cannon too.
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Playing a Wizard. Looking for Demon Hunters to play with.
It looks like you're going to run into AP problems. You have nothing to regain AP quickly, and with Energy armor up and spamming Spectral Blade (without Siphoning Blade) you will be going through AP like woah.
I would either drop Archon and pick up Electrocute with a yellow rune, or grab Siphoning Blade for the Spectral Blade spell. Oh, and I would probably drop Glass Cannon too.
I think I'm fine on AP. My energy armor lasts for 240 seconds due to Galvanizing Ward so reapplying often isn't necessary. AP cost of Archon, Magic Weapon and Familiar is trivial given that my main attack will be Spectral Blade with the effect of passive ability Prodigy. The tooltip says spectral blade is 0 AP. Whichever level makes Spectral Blade 0 AP is when I plan to use this build.
i would do it more like that with diamond skin and teleport as buff to defense and virtuoso as ap generation
I agree with diamond skin and teleport maybe mixed in if something that hits hard and moving fast was the whole fight. Virtuoso doesn't seem appealing since I have doubt about wands counting as melee weapons and it wouldn't be affected by Magic Weapon + Spectral Blades. If the opposite is true, I would drop Prodigy immediately.
Any of you fellas play melee sorc on MXL for D2?
Anyhow the idea is cool although I might have gone with something like this- http://us.battle.net/d3/en/calculator/wizard#XWOViS!beV!YaZYca
Not sure how good precision is going to be, I may pick energy armor or I may not.
I want to believe that it adds an area of affect around the caster with 3 hits each striking for 72% weapon damage.
The tooltip says bladeS but you never know. I'd imagine it'd still be 3 hits, just over a larger area. Trading area for damage doesn't seem quite strong enough for the primary attack of an entire type of build. So you're probably safe assuming that.
I was thinking something more along these lines. Glass cannon just seems like a liability to me for a melee character. Its going to be focused on keeping the up time of your cooldowned abilities high. If you can do that it's possible for this to be a hardcore character.
If you're looking for a class range spell to use when surrounded type of thing, why would you not use an Obsidian Arcane Orb? It apparently pops out 4 instantly for one cast that orbit, if you're surrounded, I imagine they would all go off at once and if you had the AP to cast several, I can see you leveling things pretty quick with it.
Hmmm I notice that you have nothing for if mobs around crowd you. Having Frost Nova or Wave of force might be a good idea for when you get crowded in.
Also, a wizard is a wizard is a wizard. We are fragile, so I think you should consider Force Armor for Energy Armor instead. Either that or Ancient Guardian for Familiar.
It looks like you're going to run into AP problems. You have nothing to regain AP quickly, and with Energy armor up and spamming Spectral Blade (without Siphoning Blade) you will be going through AP like woah.
I would either drop Archon and pick up Electrocute with a yellow rune, or grab Siphoning Blade for the Spectral Blade spell. Oh, and I would probably drop Glass Cannon too.
I think I'm fine on AP. My energy armor lasts for 240 seconds due to Galvanizing Ward so reapplying often isn't necessary. AP cost of Archon, Magic Weapon and Familiar is trivial given that my main attack will be Spectral Blade with the effect of passive ability Prodigy. The tooltip says spectral blade is 0 AP. Whichever level makes Spectral Blade 0 AP is when I plan to use this build.
Oh yea, I totally ignored these things. Sorry, was early in the morning. I was assuming Spectral Blade wasn't a signature skill, and that it costed AP per cast.
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Playing a Wizard. Looking for Demon Hunters to play with.
The main obstacle for making a melee Wizard isn't going to be damage output, it's survivability. Your Attack stat increases melee and spell DPS equally, so a Wizard will be able to melee very hard with Magic Weapon and Crimson Familiar. The problem is that Wizards have dramatically lower Defense and Armor than Barbarians or Monks.
I think the key will be making a skill combination that protects you from damage so that you can get up close to Inferno monsters and still survive. I would suggest something like this: http://us.battle.net/d3/en/calculator/wizard#XWOPSQ!Vfe!YcZYbZ
Thrown Blade + Force Weapon: A 20 yard AoE knockback will keep melee monsters away from you. You should not get hit by them at all (although knockback-immunes may be a problem).
Slow Time + Perpetuity: This lets you keep Slow Time up the majority of the time, protecting from ranged attacks. It doesn't cost any Arcane Power which is nice.
Prismatic Armor: +180% resistances is too good to pass up.
Familiar + Sparkflint: Your basic damage buff.
Arcane Dynamo + Meteor Shower: This is both your ranged attack and your Arcane Power dump. You're bound to gain stacks of Arcane Dynamo while meleeing, so you might as well exploit it for a +50% Meteor Shower. Against inferno-difficulty creatures that are simply too dangerous to melee (say, a knockback immune extra fast extra strong lightning enchanted) you just need to kite them around with Slow Time while dropping Meteors.
I tried to make a build that was in keeping to what we were talking about. There is one question that I don't have an answer to, does magic weapon work on spectral blade which by it's nature is a magic weapon... If magic weapon works on spectral blade then a gold rune in it would make every hit of spectral blade give you 10% mana (which is only at level 60 with highest runes though so it shouldn't be OP by then)
If magic weapon doesn't add it's effect to spectral blade it would be weird considering that SB takes damage from weapon (why is the spell based on the weapon damage but it can't take the effect of the weapon) so I'm crossing fingers that it works like that because if it can't nobody would be using SB at level 60 or MW really at all.
Though I think it would be survivable and able to push enemies away while Diamond skin isn't active etc. Used alabaster rune in energy armor for critical of blades and using magic weapon damage. If stun or push back whatever comes with calamity in Teleport it could make for an annoying experience fighting someone if they teleport next to you with calamity then slow time, and wave of force you deeper into the bubble... (assuming they are running) then use stretch time to repeat these things again and again. Against monsters I think it would work pretty good...
One last question does Slow time with alabaster (or golden) rune make Slow Time 140% faster to cast.... if it does then that would be very nasty :)because with perpetuity you would almost always be in the time bubble, especially if two wizards are playing together one with alabaster one with gold... I wouldn't be surprised if Blizzard nerfed it if people doubled up on it but I don't know, maybe they'd say, "Slow time is immune to it's own effects!", Hard to see how that would be useful aside from chasing people around in slow time bubbles but in Arena it could be interesting...
Magic Weapon & Spectral Blade do complement each other, at least in Beta.
And the best thing is PvP has no bearing on PvE. Blues have confirmed that they are not balancing PvP skills by nerfing PvE skills. Also, they said that they have the ability to change/nerf skills in PvP only, so it does not affect PvE. The only reason to tone down Slow Time in PvE would be if it trivialized PvE content.
I figured the weapon damage would stack, do you mean the effect of magic weapon is on Spectral blades ? (something the Beta can't check). Does spectral blade count as a magic weapon can't ask it without it sounding obvious
What do you mean the beta can't check? Magic Weapon is a level 7 spell. With it cast, Spectral Blades does more dmg then without. Am I missing something?
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My melee wizard build that spams one ability but can multiply insanely. Only trouble spot is the Thrown Blade Indigo rune. I want to believe that it adds an area of affect around the caster with 3 hits each striking for 72% weapon damage. I'm probably mistaken though. Do you think the denizens of Inferno can handle my wrath? Rate my build .
I would either drop Archon and pick up Electrocute with a yellow rune, or grab Siphoning Blade for the Spectral Blade spell. Oh, and I would probably drop Glass Cannon too.
Anyhow the idea is cool although I might have gone with something like this- http://us.battle.net/d3/en/calculator/wizard#XWOViS!beV!YaZYca
Not sure how good precision is going to be, I may pick energy armor or I may not.
The tooltip says bladeS but you never know. I'd imagine it'd still be 3 hits, just over a larger area. Trading area for damage doesn't seem quite strong enough for the primary attack of an entire type of build. So you're probably safe assuming that.
I was thinking something more along these lines. Glass cannon just seems like a liability to me for a melee character. Its going to be focused on keeping the up time of your cooldowned abilities high. If you can do that it's possible for this to be a hardcore character.
Also, a wizard is a wizard is a wizard. We are fragile, so I think you should consider Force Armor for Energy Armor instead. Either that or Ancient Guardian for Familiar.
Oh yea, I totally ignored these things. Sorry, was early in the morning. I was assuming Spectral Blade wasn't a signature skill, and that it costed AP per cast.
I think the key will be making a skill combination that protects you from damage so that you can get up close to Inferno monsters and still survive. I would suggest something like this:
http://us.battle.net/d3/en/calculator/wizard#XWOPSQ!Vfe!YcZYbZ
Thrown Blade + Force Weapon: A 20 yard AoE knockback will keep melee monsters away from you. You should not get hit by them at all (although knockback-immunes may be a problem).
Slow Time + Perpetuity: This lets you keep Slow Time up the majority of the time, protecting from ranged attacks. It doesn't cost any Arcane Power which is nice.
Prismatic Armor: +180% resistances is too good to pass up.
Familiar + Sparkflint: Your basic damage buff.
Arcane Dynamo + Meteor Shower: This is both your ranged attack and your Arcane Power dump. You're bound to gain stacks of Arcane Dynamo while meleeing, so you might as well exploit it for a +50% Meteor Shower. Against inferno-difficulty creatures that are simply too dangerous to melee (say, a knockback immune extra fast extra strong lightning enchanted) you just need to kite them around with Slow Time while dropping Meteors.
http://us.battle.net/d3/en/calculator/wizard#XWVQOU!YWX!YbYabb
If magic weapon doesn't add it's effect to spectral blade it would be weird considering that SB takes damage from weapon (why is the spell based on the weapon damage but it can't take the effect of the weapon) so I'm crossing fingers that it works like that because if it can't nobody would be using SB at level 60 or MW really at all.
If SB doesn't get the effect of MW this is what I would use:
http://us.battle.net/d3/en/calculator/wizard#iWVQSc!ZWX!ZbYaab
Though I think it would be survivable and able to push enemies away while Diamond skin isn't active etc. Used alabaster rune in energy armor for critical of blades and using magic weapon damage. If stun or push back whatever comes with calamity in Teleport it could make for an annoying experience fighting someone if they teleport next to you with calamity then slow time, and wave of force you deeper into the bubble... (assuming they are running) then use stretch time to repeat these things again and again. Against monsters I think it would work pretty good...
One last question does Slow time with alabaster (or golden) rune make Slow Time 140% faster to cast.... if it does then that would be very nasty :)because with perpetuity you would almost always be in the time bubble, especially if two wizards are playing together one with alabaster one with gold... I wouldn't be surprised if Blizzard nerfed it if people doubled up on it but I don't know, maybe they'd say, "Slow time is immune to it's own effects!", Hard to see how that would be useful aside from chasing people around in slow time bubbles but in Arena it could be interesting...
And the best thing is PvP has no bearing on PvE. Blues have confirmed that they are not balancing PvP skills by nerfing PvE skills. Also, they said that they have the ability to change/nerf skills in PvP only, so it does not affect PvE. The only reason to tone down Slow Time in PvE would be if it trivialized PvE content.