Magic Missile - Indigo Rune
Fires 8 missiles that do 20-31 Arcane Damage. While I have provisioned some AP regen/increases to this build, if AP is too easily depleted I'd switch to a Golden Rune to gain 14 AP each hit of MM.
Arcane Orb - Crimson Rune
297-406 Dmg
Meteor - Crimson Rune
469-631 Fire dmg on Impact, then 63-94 Fire dmg over 3 seconds
Arcane Torrent - Crimson Rune
107-181 Dmg, then takes an additional 120% dmg from any skills dealing Arcane Damage. This would be especially good for tougher enemies and bosses. Imagine ArcOrb and Meteor +120% !!!!
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I'd have to get into the game and see which of the next two skills is more advantageous.
Slow Time - Crimson Rune
+140% dmg to anything in the bubble. With their movement slowed 35% I could destroy anything with that impressive +140% boost to damage.
OR....
Familiar - Crimson Rune
I'm unsure of how easy it will be to 'catch' enemies in the time bubble, so it might be difficult to gain that +140% dmg boost, so a constant +40% dmg boost might be a good idea. Thoughts??? Or just replace with direct-damage-dealing spell?
Energy Armor - Indigo Rune
Increase Defense by 20% and Increases AP by 40 while Energy Armor is active. (120s)
-- Passives -- Glass Cannon - Provides a great 20% boost to damage while lowering armor/resistances 10% Astral Presence - Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second. Power Hungry - Gain 30 Arcane Power whenever you are healed by a health globe.
OR ..... Prodigy - Every time you cast a Signature spell, you gain 5 Arcane Power.
What passive would be better? Thoughts?
Final Thoughts:
To meet the remarkable AP costs I've runed EA with Indigo and taken the Astral Presence passive. What are your thoughts on the drop rate for health globes? Gaining 30 AP from each globe is attractive, but that obviously depends on HOW OFTEN they drop...would it be wise to take Prodigy and recoup lost AP by casting Magic Missile? (once I've maxed out and MM is free AP cost...) It would be doubly effective if a Golden Rune was used on MM instead as well...that would be 19 AP each hit of MM.
If you really want to maximize damage I'd say this http://us.battle.net/d3/en/calculator/wizard#VSUkgO!bXW!YZZZbZ
or http://us.battle.net/d3/en/calculator/wizard#VZUkgO!bXW!YbZZbZ
Twisting disintegrate with arcane torrent and storm armor to lower the ap requirements would give you range and damage but the mana requirements would be very low. Also the max for Disintegrate with AT could be higher in the long run than Molten Impact. In 4 seconds of MI with AT (MIAT) you should do 1888.8 total damage... in 4 seconds of Disintegrate with Intensify with AT (DIAT, trademarked ;)) you would do (but DI has to build up) 2620 damage in 4 seconds. So it is better to go on a DIAT Also if even two of those 4 pulses from DIAT goes critical it will decimate the MIAT even worse and there is a better chance of that happening than one of meteor (especially when you include that cost of Meteor in arcane power is so high) Change to energy armor with precision and DIAT should own every time.
Using avg of 210 damage for DIAT: 210+(210 X 1.8) = 588 damage
DIAT over 4 seconds= 2352
641 damage for MIAT: 641+(641 X 1.8) = 1794.8 + 94 = 1888.8 total damage over 4 seconds
555 avg damage for MIAT: 555+(555 X 1.8) = 1554 + 94 = 1648 total damage over 4 seconds
Meteor has damage difference of 172 between the high and low
Disintegrate damage difference is 46 and it will be just under the ap regen so you should have a net gain of 1 ap per second while doing DIAT that's like adding lean muscle too !
It could also be annoying for fighting, if your friends are tanking and your using MIAT you can miss easily but if your friends are say against a wall and you are too, with DIAT you'll be on target way more often. AT damage increase lasts 6 seconds but half the time your going to be spending watching meteor cool down.... if it has cool down of 3 seconds and it is too powerful not to. You could make the most of AT firing up to 5 seconds with DIntensify.
With my first link build using storm armor you would be just under the cap of your normal AP regen with Astral Presence and would be able to cast arcane torrent and disintegrate, for 4 minutes before the shield goes down with Arcane torrent and crimson familiar it would be over 121,600 points of damage before you stop and that is not counting critical damage. But Pinpoint barrier could do more damage and just be better.
I personally don't think I will ever depend on meteor due to it costing 60 arcane power, if your taking any damage at all and using energy armor it will go down, and you better not be alone. I like magic missile use to get ap but in higher levels you might not want to poke at monsters that are higher than you with a low damage spell and you might die or be surrounded while doing so.
Putting Arcane T. and Meteor together I'm sure would give tremendous damage as long as you can cast it and are fighting one monster with friends. Arcane Orb looks good, but Disintegrate due to mana looks better, the only thing AO has going for it is the aoe.
I would go familiar with gold (but crimson could work) and energy armor with Pinpoint barrier to get more critical hits with both that could be more damage because your casting more so you have better chance to critical (also to keep shield up so you don't die). That indigo rune in Energy armor I think would best be used in diamond skin because 40 AP isn't even a single cast of meteor. That Indigo is a level 7 rune by the time you get that 40 AP your going to be in what Hell or Inferno ? but Pinpoint barrier every one of the runes adds to your chance of critical damage, I think during game play you'll notice it more.
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The desired effect for this build is to maximize damage while maintaining a steady supply of AP to fuel the spells.
Magic Missile - Indigo Rune
Fires 8 missiles that do 20-31 Arcane Damage. While I have provisioned some AP regen/increases to this build, if AP is too easily depleted I'd switch to a Golden Rune to gain 14 AP each hit of MM.
Arcane Orb - Crimson Rune
297-406 Dmg
Meteor - Crimson Rune
469-631 Fire dmg on Impact, then 63-94 Fire dmg over 3 seconds
Arcane Torrent - Crimson Rune
107-181 Dmg, then takes an additional 120% dmg from any skills dealing Arcane Damage. This would be especially good for tougher enemies and bosses. Imagine ArcOrb and Meteor +120% !!!!
------
I'd have to get into the game and see which of the next two skills is more advantageous.
Slow Time - Crimson Rune
+140% dmg to anything in the bubble. With their movement slowed 35% I could destroy anything with that impressive +140% boost to damage.
OR....
Familiar - Crimson Rune
I'm unsure of how easy it will be to 'catch' enemies in the time bubble, so it might be difficult to gain that +140% dmg boost, so a constant +40% dmg boost might be a good idea. Thoughts??? Or just replace with direct-damage-dealing spell?
Energy Armor - Indigo Rune
Increase Defense by 20% and Increases AP by 40 while Energy Armor is active. (120s)
-- Passives --
Glass Cannon - Provides a great 20% boost to damage while lowering armor/resistances 10%
Astral Presence - Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
Power Hungry - Gain 30 Arcane Power whenever you are healed by a health globe.
OR .....
Prodigy - Every time you cast a Signature spell, you gain 5 Arcane Power.
What passive would be better? Thoughts?
Final Thoughts:
To meet the remarkable AP costs I've runed EA with Indigo and taken the Astral Presence passive. What are your thoughts on the drop rate for health globes? Gaining 30 AP from each globe is attractive, but that obviously depends on HOW OFTEN they drop...would it be wise to take Prodigy and recoup lost AP by casting Magic Missile? (once I've maxed out and MM is free AP cost...) It would be doubly effective if a Golden Rune was used on MM instead as well...that would be 19 AP each hit of MM.
Thanks. Criticisms? Opinions?
DKR
or http://us.battle.net/d3/en/calculator/wizard#VZUkgO!bXW!YbZZbZ
Twisting disintegrate with arcane torrent and storm armor to lower the ap requirements would give you range and damage but the mana requirements would be very low. Also the max for Disintegrate with AT could be higher in the long run than Molten Impact. In 4 seconds of MI with AT (MIAT) you should do 1888.8 total damage... in 4 seconds of Disintegrate with Intensify with AT (DIAT, trademarked ;)) you would do (but DI has to build up) 2620 damage in 4 seconds. So it is better to go on a DIAT Also if even two of those 4 pulses from DIAT goes critical it will decimate the MIAT even worse and there is a better chance of that happening than one of meteor (especially when you include that cost of Meteor in arcane power is so high) Change to energy armor with precision and DIAT should own every time.
Using avg of 210 damage for DIAT: 210+(210 X 1.8) = 588 damage
DIAT over 4 seconds= 2352
641 damage for MIAT: 641+(641 X 1.8) = 1794.8 + 94 = 1888.8 total damage over 4 seconds
555 avg damage for MIAT: 555+(555 X 1.8) = 1554 + 94 = 1648 total damage over 4 seconds
Meteor has damage difference of 172 between the high and low
Disintegrate damage difference is 46 and it will be just under the ap regen so you should have a net gain of 1 ap per second while doing DIAT that's like adding lean muscle too !
It could also be annoying for fighting, if your friends are tanking and your using MIAT you can miss easily but if your friends are say against a wall and you are too, with DIAT you'll be on target way more often. AT damage increase lasts 6 seconds but half the time your going to be spending watching meteor cool down.... if it has cool down of 3 seconds and it is too powerful not to. You could make the most of AT firing up to 5 seconds with DIntensify.
With my first link build using storm armor you would be just under the cap of your normal AP regen with Astral Presence and would be able to cast arcane torrent and disintegrate, for 4 minutes before the shield goes down with Arcane torrent and crimson familiar it would be over 121,600 points of damage before you stop and that is not counting critical damage. But Pinpoint barrier could do more damage and just be better.
I personally don't think I will ever depend on meteor due to it costing 60 arcane power, if your taking any damage at all and using energy armor it will go down, and you better not be alone. I like magic missile use to get ap but in higher levels you might not want to poke at monsters that are higher than you with a low damage spell and you might die or be surrounded while doing so.
Putting Arcane T. and Meteor together I'm sure would give tremendous damage as long as you can cast it and are fighting one monster with friends. Arcane Orb looks good, but Disintegrate due to mana looks better, the only thing AO has going for it is the aoe.
I would go familiar with gold (but crimson could work) and energy armor with Pinpoint barrier to get more critical hits with both that could be more damage because your casting more so you have better chance to critical (also to keep shield up so you don't die). That indigo rune in Energy armor I think would best be used in diamond skin because 40 AP isn't even a single cast of meteor. That Indigo is a level 7 rune by the time you get that 40 AP your going to be in what Hell or Inferno ? but Pinpoint barrier every one of the runes adds to your chance of critical damage, I think during game play you'll notice it more.