Spamming Magic Missile and Shock Pulse to generate enough AP to cast Hydra and Slow Time as much as possible. This build should require no aiming, if they come towards you, you're good.
Throwing in Wave of Force in case things get too close, and Mirror Image for flavor and more dmg.
Spamming Magic Missile and Shock Pulse to generate enough AP to cast Hydra and Slow Time as much as possible. This build should require no aiming, if they come towards you, you're good.
Throwing in Wave of Force in case things get too close, and Mirror Image for flavor and more dmg.
Does anyone else find it strange that at level 60 spells are doing 50 damage? The Hydras are only doing 35-45 damage a shot it appears and that's with a level 7 rune.
I like the build, but I'm not 100% sure about these numbers...
Well keep in mind that these numbers are only the skill's base damage. Your gear will add ridiculous amounts of attack that increase damage by a large percentage.
Well keep in mind that these numbers are only the skill's base damage. Your gear will add ridiculous amounts of attack that increase damage by a large percentage.
I guess that is true, if you have 1000 attack power, that increases damage by 1000% or something like that?
Well keep in mind that these numbers are only the skill's base damage. Your gear will add ridiculous amounts of attack that increase damage by a large percentage.
Winner winner chicken dinner. I thought that at first, too, but then I remembered the attack boost. So it's kinda hard to tell right now.
So Attack Power affects even spells like Hydra? That would make sense given the tiny dmg. I was going off a wait and see mode.
I really want to hit level 60, spam signature spells and still run out of mana cos I also summoned 10 Hydras. Can you imagine the mayhem on the screen? sigh....
Attack (not Attack Power) is one of the new Attributes in D3 (ignore the image, it's dated), which increases damage by a percentage. This applies to all skills, whether they be physical or magical.
Spamming Magic Missile and Shock Pulse to generate enough AP to cast Hydra and Slow Time as much as possible. This build should require no aiming, if they come towards you, you're good.
Throwing in Wave of Force in case things get too close, and Mirror Image for flavor and more dmg.
pretty sure mirror image does NO damage, as stated by the tooltip. It's merely a distraction.
Edit : Looks like one rune actually makes them do some damage.
Spamming Magic Missile and Shock Pulse to generate enough AP to cast Hydra and Slow Time as much as possible. This build should require no aiming, if they come towards you, you're good.
Throwing in Wave of Force in case things get too close, and Mirror Image for flavor and more dmg.
pretty sure mirror image does NO damage, as stated by the tooltip. It's merely a distraction.
Edit : Looks like one rune actually makes them do some damage.
Not just "some" damage, but essentially 140% increased damage assuming the live long enough to help out.
Thanks for the suggestions Lanthazer. Having Allies increase their attack speed/casting speed using alabaster rune for slow time is a great idea, but I'll see how it plays out. I've got slow time down to 13 sec cooldown and that sounds pretty good for survival (Plus I really really love the concept of the spell and want it soooo badly).
I can't imagine + casting speed wouldn't aid most Wizard builds but yes that would increase my spam casting of Magic Missile. I actually switched out the 2nd academic spell, for Meteor with a Comet rune. So with a Cold dmg meteor slowing movement, Hydra's should be much more effective. Now I really need + casting speed gear to really regain AP.
I actually love your idea of switching to Frost Nova with a 4 sec cooldown. And I noticed it uses no AP at all. I was thinking more on knocking everyone away from me for safty with Wave of force, and I was not impressed with the Freeze effect in beta, it lasts only like 1 sec (then I realized its now 4 secs at lvl 60).
Actually the build I want doesn't require casting speed.
But it works around synergies between rune effect and spells.
Will the mirror image uses the same dmg spells as me, with runed effect ?
Will the teleport mirror image will be an exact copy of my mirror image spell ?
And also on how the dmg bonus effects stack together? Are they all handled the same way ?
Is Flintspark a self buff multiplicative with my attack stats?
Is Arcane Torrent's disruption multiplicative with my attack stats since it's a debuff?
Are they all handled the same way? Since Glass Cannon trait is a low buff compared to the two other.
In the end this Skill calculator grow more question than anything else for me.
Won't you run into AP issues? Although with a full AP of 100 with 12.5 regen, you can spam either spell for 11 secs before running out. So if you do run about, you might have enough AP to get by. You won't need + casting gear but movement gear for you would really be helpful.
I don't like Golden rune on Diamond Skin. Essentially the 14 AP reduction only lasts 5 secs. And on top of that Diamond Skin will have a cooldown of 20 sec, 15 if you exclude the time its active. If you're looking at AP reduction then Storm Armor with a golden rune would lower all AP costs by 7 for 120 secs, or you could take Ice Armor with an Indigo rune which would slow mobs and fit into your build, however no clue what the range of the Chill effect around you is.
Spamming Magic Missile and Shock Pulse to generate enough AP to cast Hydra and Slow Time as much as possible. This build should require no aiming, if they come towards you, you're good.
Throwing in Wave of Force in case things get too close, and Mirror Image for flavor and more dmg.
Does anyone else find it strange that at level 60 spells are doing 50 damage? The Hydras are only doing 35-45 damage a shot it appears and that's with a level 7 rune.
I like the build, but I'm not 100% sure about these numbers...
If you assume that each hydra head shoots once per second that's {35-45}*3*9=945-1215 damage over the life of the spell or 105-135 DPS. That seems pretty significant to me.
Actually with the rune, its 1 Hydra head with a 9 sec Wall of fire, for 38-45 dmg per sec (Before adding attack). I'll of course be in my wall of fire to lure mobs in, spamming Magic Missile. Not sure if they will only cast 1 wall per casting but I'm hoping so.
Spamming Magic Missile and Shock Pulse to generate enough AP to cast Hydra and Slow Time as much as possible. This build should require no aiming, if they come towards you, you're good.
Throwing in Wave of Force in case things get too close, and Mirror Image for flavor and more dmg.
Does anyone else find it strange that at level 60 spells are doing 50 damage? The Hydras are only doing 35-45 damage a shot it appears and that's with a level 7 rune.
I like the build, but I'm not 100% sure about these numbers...
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I guess that is true, if you have 1000 attack power, that increases damage by 1000% or something like that?
Winner winner chicken dinner. I thought that at first, too, but then I remembered the attack boost. So it's kinda hard to tell right now.
I really want to hit level 60, spam signature spells and still run out of mana cos I also summoned 10 Hydras. Can you imagine the mayhem on the screen? sigh....
Attack (not Attack Power) is one of the new Attributes in D3 (ignore the image, it's dated), which increases damage by a percentage. This applies to all skills, whether they be physical or magical.
pretty sure mirror image does NO damage, as stated by the tooltip. It's merely a distraction.
Edit : Looks like one rune actually makes them do some damage.
Not just "some" damage, but essentially 140% increased damage assuming the live long enough to help out.
I can't imagine + casting speed wouldn't aid most Wizard builds but yes that would increase my spam casting of Magic Missile. I actually switched out the 2nd academic spell, for Meteor with a Comet rune. So with a Cold dmg meteor slowing movement, Hydra's should be much more effective. Now I really need + casting speed gear to really regain AP.
I actually love your idea of switching to Frost Nova with a 4 sec cooldown. And I noticed it uses no AP at all. I was thinking more on knocking everyone away from me for safty with Wave of force, and I was not impressed with the Freeze effect in beta, it lasts only like 1 sec (then I realized its now 4 secs at lvl 60).
Thanks again Lanthazer.
http://us.battle.net/d3/en/calculator/wizard#ZPRahS!YVX!acbbZb
I don't like Golden rune on Diamond Skin. Essentially the 14 AP reduction only lasts 5 secs. And on top of that Diamond Skin will have a cooldown of 20 sec, 15 if you exclude the time its active. If you're looking at AP reduction then Storm Armor with a golden rune would lower all AP costs by 7 for 120 secs, or you could take Ice Armor with an Indigo rune which would slow mobs and fit into your build, however no clue what the range of the Chill effect around you is.
If you assume that each hydra head shoots once per second that's {35-45}*3*9=945-1215 damage over the life of the spell or 105-135 DPS. That seems pretty significant to me.
This is not a fast killing build for sure. Neither spells do huge dmg (Except perhaps Meteor) but like I said, no aiming required.
http://us.battle.net/d3/en/calculator/wizard#ZPRahS!YVX!acbbZb