I have a thing for themed builds, and since I want to play a Wizard as my first character in Diablo III. I have thus far come up with these six. I invite anyone to bring in any other themed builds that they have come up with.
-The Arcanomancer: http://us.battle.net/d3/en/calculator/wizard#dekRim!bcU!bZZaac
This build focuses completely on Arcane damage, utilizing Arcane Orb as the primary source of damage for most purposes. It focuses more on augmenting the raw damage of that spell than anything else.
-The Skybreaker http://us.battle.net/d3/en/calculator/wizard#dlPSQO!dYa!baZZYb
I thought, "wouldn't it be fun to have a build in which the primary source of damage was Meteor?" So I made one. It utilizes a crimson Meteor for as much damage as I can fit onto a single target, with as much extra AP regeneration I can get to fuel even more such Meteors.
Please submit your own themed builds to the mix! And keep in mind that I'm not crunching any hardcore numbers here. I'm thinking more about my overall playing experience and style than how efficient my damage output is going to be.
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I am the shrewd thunder and the quiet hurricane.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
I'm against just listing a large number without describing how and why those spells etc but these are the builds I have bookmarked that I will chose from unless they make some gigantic change:
When you use Signatures to regen, you will likely have to do more than one at a time.
But Arcane Dynamo only yields 1 charge every 1.5 seconds. Best case scenario you get the benefit from 2/3 Signature spells. So, Best case scenario you will need to casts 12 Electrocutes.
To sustain Arcane Orb + Arcane Torrent you will cast Electrocute ~35% of the time.
Thus, 12 Electrocutes and 24 dmg spells.
Average increase to Dmg.
12.5*x/12x = 4.2% increase in spell dmg.
#2
Too many AP expending spells in every spec imo.
3 damage spells seems to be pushing the capabilities of our regen, especially if 2 of them have very high AP costs.
#3
Wave Force + Obsidian also seems horrible to me....
If my understanding of it is correct, the ability would be better without the rune.
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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 beg to differ on Arcane Dynamo, one thing I don't see anyone bringing up... Arcane dynamo.... signature spell..... then RoF since you only have to cast it once, or Disintegrate, Archon, Mirror Mimics, or Time Warp (if it counts since it doesn't use ap. I think it would work best with this build: http://us.battle.net/d3/en/calculator/wizard#djmSOg!WdU!aZZZZa
all 3 crimsons could benefit from it... but there is a question of whether the benefit would be as great as other spell combinations (I don't think so but if this stuff works I think it would be good damage) the real thing would be Archon, it is a spell, it uses ap, if archon crimson would work with AD then I think there would be people to use it for sure but I wouldn't hold my breath on it working... not impossible, just not super likely...
Hindered movement speeds with plenty of damage output. providing it's used correctly imo it will be very effective. One thing I might be worried about would be the lack of escape, because we haven't seen barely anything of the game it might pay later on to get teleport depending on how the build is shaping up in act II and onwards, I don't know.
Overall nice work, I might look into somthing similar but with a few touch ups.
I beg to differ on Arcane Dynamo, one thing I don't see anyone bringing up... Arcane dynamo.... signature spell..... then RoF since you only have to cast it once, or Disintegrate, Archon, Mirror Mimics, or Time Warp (if it counts since it doesn't use ap. I think it would work best with this build: http://us.battle.net/d3/en/calculator/wizard#djmSOg!WdU!aZZZZa
all 3 crimsons could benefit from it... but there is a question of whether the benefit would be as great as other spell combinations (I don't think so but if this stuff works I think it would be good damage) the real thing would be Archon, it is a spell, it uses ap, if archon crimson would work with AD then I think there would be people to use it for sure but I wouldn't hold my breath on it working... not impossible, just not super likely...
Even if you alternate spells, arcane dynamo is still only,
8.5/8 = 1.0625 = %6.25 increase in dmg
That is absolute best case scenario.
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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!
You calculate that with RoF crimson ? I still don't think it is worth it to use it, just that if you have prodigy and energy armor with RoF crimson it could be useful, especially since Blizzard put the damage increase of FN and AT on the short yellow bus yesterday... For Rof and AD it is better than glass cannon (for that and disintegrate) since you cast only once. I wouldn't put it in the trash yet...
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-The Arcanomancer:
http://us.battle.net/d3/en/calculator/wizard#dekRim!bcU!bZZaac
This build focuses completely on Arcane damage, utilizing Arcane Orb as the primary source of damage for most purposes. It focuses more on augmenting the raw damage of that spell than anything else.
-The Storm Queen / Storm Lord:
http://us.battle.net/d3/en/calculator/wizard#djlRgS!Yde!bZaYbZ
All Lightning and Cold damage here. Ray of Frost is for single-target damage, with Hydra, Blizzard and Slow Time for some AoE support.
-The War Sorcerer:
http://us.battle.net/d3/en/calculator/wizard#XeTbWV!eVg!acZYcY
This is my take on a completely melee wizard. I'm actually tempted to try it out, because it looks quite fun.
-The Phoenix:
http://us.battle.net/d3/en/calculator/wizard#YURPQS!Ycd!ZabZYZ
Burn them all! With the exception of Disintegrate, it's all Fire damage in this build. But I felt Disintegrate fit the theme well with an Alabaster Rune.
-The Entropy Mage
http://us.battle.net/d3/en/calculator/wizard#akcfhm!Ydf!ZacYaZ
The name of the game is chaos. The only single-target spell is a Crimson Magic Missile, but everything else focuses on wreaking havoc with large groups of foes.
-The Skybreaker
http://us.battle.net/d3/en/calculator/wizard#dlPSQO!dYa!baZZYb
I thought, "wouldn't it be fun to have a build in which the primary source of damage was Meteor?" So I made one. It utilizes a crimson Meteor for as much damage as I can fit onto a single target, with as much extra AP regeneration I can get to fuel even more such Meteors.
Please submit your own themed builds to the mix! And keep in mind that I'm not crunching any hardcore numbers here. I'm thinking more about my overall playing experience and style than how efficient my damage output is going to be.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
The Persistent: http://us.battle.net/d3/en/calculator/wizard#UZSgjV!efd!ZZZbZY do the damage, don't die, don't stop.
The Illusionist: http://us.battle.net/d3/en/calculator/wizard#ihdSQV!ecW!YZaacY no explanation needed, mostly for PvP
Gryffindor: http://us.battle.net/d3/en/calculator/wizard#jhSPOQ!eWd!ZZZbbb when I get really bored I'll use this and try to out damage with speed. http://us.battle.net/d3/en/calculator/wizard#jPhOVg!efd!ZbZbZb
Melee today: http://us.battle.net/d3/en/calculator/wizard#XWcSgV!efV!YcbaaY
Arcane Dynamo is absolutely awful choice.
When you use Signatures to regen, you will likely have to do more than one at a time.
But Arcane Dynamo only yields 1 charge every 1.5 seconds. Best case scenario you get the benefit from 2/3 Signature spells. So, Best case scenario you will need to casts 12 Electrocutes.
To sustain Arcane Orb + Arcane Torrent you will cast Electrocute ~35% of the time.
Thus, 12 Electrocutes and 24 dmg spells.
Average increase to Dmg.
12.5*x/12x = 4.2% increase in spell dmg.
#2
Too many AP expending spells in every spec imo.
3 damage spells seems to be pushing the capabilities of our regen, especially if 2 of them have very high AP costs.
#3
Wave Force + Obsidian also seems horrible to me....
If my understanding of it is correct, the ability would be better without the rune.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
http://us.battle.net/d3/en/calculator/wizard#djmSOg!WdU!aZZZZa
all 3 crimsons could benefit from it... but there is a question of whether the benefit would be as great as other spell combinations (I don't think so but if this stuff works I think it would be good damage) the real thing would be Archon, it is a spell, it uses ap, if archon crimson would work with AD then I think there would be people to use it for sure but I wouldn't hold my breath on it working... not impossible, just not super likely...
Hindered movement speeds with plenty of damage output. providing it's used correctly imo it will be very effective. One thing I might be worried about would be the lack of escape, because we haven't seen barely anything of the game it might pay later on to get teleport depending on how the build is shaping up in act II and onwards, I don't know.
Overall nice work, I might look into somthing similar but with a few touch ups.
Even if you alternate spells, arcane dynamo is still only,
8.5/8 = 1.0625 = %6.25 increase in dmg
That is absolute best case scenario.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!