How 'viable' do you guys expect builds without any signature spells to be?
At first, I expected AP to be drained super-quick and thus have a need for a non AP consuming spell to cast during downtime. But after trying out the deathmatch for a few rounds during a game convention, I'm beginning to think that a AP conservative build without any signature spells could be viable.
Disintegrate for controlled AP consumption and meteor for AP dumping when necessary. Wave of Force and Nova for utility, teleport for oh sh- moments, and energy armor for survivability and extra AP.
With the low cost for Wave of Force, and Disintegrate's 'channeling' mechanism [yes I'm aware the skill description has been changed] I expect the extra AP from energy armor and astral presence to provide enough AP for each encounter.
Of course, having no knowledge on how long Inferno or Hell encounters last, I could be wrong. Heck, knowing Blizzard's experience in WoW, I wouldn't be surprised to see demons with resource draining mechanisms.
So what do you guys think? Do builds without signature spells seem viable?
Would change Dis for RoF (Golden). 25 AP/Sec is not going to help you regen your meter.
I did consider Ray of Frost, but I wanted a main nuke that could be used to hit multiple enemies. With the hordes of enemies that come against players in the Diablo series, I don't want to rely on met. and WoF on the side as my only source of AoE
I think you should go more dmg with some of your spells rather than all the golden rune "less AP". Meteor should be crimson or indigo imo and RoF crimson does more dmg for less AP/sec then Disintegrate. I wonder why this is?
I think you should go more dmg with some of your spells rather than all the golden rune "less AP". Meteor should be crimson or indigo imo and RoF crimson does more dmg for less AP/sec then Disintegrate. I wonder why this is?
yup, rune for meteor is something that's pending. if meteor doesn't prove to be too hard on my AP I will use crimson.
as for RoF, probably because it only hits one target where dis. hits targets in a straight line
You're comparing PvP to PvM.. that's the problem. In PvP, you spend alot of time moving and using low cast utility spells then just spamming AP nukes.. while in PvM, it's the opposite.
You will need a low cost AP or signature ability for PvM, not so true for PvP.
You're comparing PvP to PvM.. that's the problem. In PvP, you spend alot of time moving and using low cast utility spells then just spamming AP nukes.. while in PvM, it's the opposite.
You will need a low cost AP or signature ability for PvM, not so true for PvP.
With the only skills that used AP being arcane torrent, teleport, and archon, I wouldn't have thought of making direct relations between PvE and PvP in the first place
More importantly, what I was looking at was how fast my AP was depleted 20AP per second or when spammed for 15AP per cast [teleport was runed with alabaster] compared to how fast it regenerates.
And besides, if prior experience in Diablo2 is a credible comparison, I really don't expect us to be able to just stand there and fire beyond normal difficulty
RoF golden is obviously another mistake, theres a lot of them on the skill calc. like obsidian energy twister and golden whirlwind. so you should stop acting like its going to be like that. it makes absolutely no sense for a spender to be reduced to 0 ap. and especially on a lvl 4 rune. that would be insanely OP to the point of stupidity to infinitly cast anything like that so ya its definitely not 0. most likely will be like reduced to 10 AP or so.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
RoF golden is obviously another mistake, theres a lot of them on the skill calc. like obsidian energy twister and golden whirlwind. so you should stop acting like its going to be like that. it makes absolutely no sense for a spender to be reduced to 0 ap. and especially on a lvl 4 rune. that would be insanely OP to the point of stupidity to infinitly cast anything like that so ya its definitely not 0. most likely will be like reduced to 10 AP or so.
You know there were many spells you could cast infinitely in D2 right? so it's not that far fetched that they could do the same for D3... I'm just sayin
EDIT: Not saying your 100% wrong but your not 100% right either! There are spells to gain resource so who's to say they wont add RoF (golden) to that list. What's one more right? Rank 7 golden rune could (add 3 AP/sec as long as the spell is connecting). It's possible!
I think 0 cost spender skills is an calc "mistake" too. At best the rune gives you 0 AP cost but nerf your skill until it acted almost like a signature (100% weapon damage for exemple).
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"In time the hissing of her sanity
Faded out her voice and soiled her name
And like marked pages in a diary
Everything seemed clean that is unstained
The incoherent talk of ordinary days
Why would we really need to live?
Decide what is clear and what's within a haze
What you should take and what to give" - Opeth
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At first, I expected AP to be drained super-quick and thus have a need for a non AP consuming spell to cast during downtime. But after trying out the deathmatch for a few rounds during a game convention, I'm beginning to think that a AP conservative build without any signature spells could be viable.
So one of the build I was thinking of was this
http://us.battle.net/d3/en/calculator/wizard#eOcZQi!VUd!ZbbbYa
Disintegrate for controlled AP consumption and meteor for AP dumping when necessary. Wave of Force and Nova for utility, teleport for oh sh- moments, and energy armor for survivability and extra AP.
With the low cost for Wave of Force, and Disintegrate's 'channeling' mechanism [yes I'm aware the skill description has been changed] I expect the extra AP from energy armor and astral presence to provide enough AP for each encounter.
Of course, having no knowledge on how long Inferno or Hell encounters last, I could be wrong. Heck, knowing Blizzard's experience in WoW, I wouldn't be surprised to see demons with resource draining mechanisms.
So what do you guys think? Do builds without signature spells seem viable?
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I did consider Ray of Frost, but I wanted a main nuke that could be used to hit multiple enemies. With the hordes of enemies that come against players in the Diablo series, I don't want to rely on met. and WoF on the side as my only source of AoE
as for RoF, probably because it only hits one target where dis. hits targets in a straight line
You will need a low cost AP or signature ability for PvM, not so true for PvP.
With the only skills that used AP being arcane torrent, teleport, and archon, I wouldn't have thought of making direct relations between PvE and PvP in the first place
More importantly, what I was looking at was how fast my AP was depleted 20AP per second or when spammed for 15AP per cast [teleport was runed with alabaster] compared to how fast it regenerates.
And besides, if prior experience in Diablo2 is a credible comparison, I really don't expect us to be able to just stand there and fire beyond normal difficulty
You know there were many spells you could cast infinitely in D2 right? so it's not that far fetched that they could do the same for D3... I'm just sayin
EDIT: Not saying your 100% wrong but your not 100% right either! There are spells to gain resource so who's to say they wont add RoF (golden) to that list. What's one more right? Rank 7 golden rune could (add 3 AP/sec as long as the spell is connecting). It's possible!