Hi, nice Build, but sadly you will barely ever be able to use most of the spells.
Assuming you will want to use Arcane Orb as your main Nuker, and Arcane Torrent as an AoE alternative where you would have to run and kite the monsters around, this leaves your Arcane Power no room for Meteor i'd say.
Also taking a Crimson Rune in Teleport, is where you will want to teleport into Minions to deal damage with Teleport, i'd rethink taking this Rune.
My advice would be to remove Meteor, and take either an Utility Spell, like Frost Nova/Slow Time/any Armor/Mirror Image or take Hydra. As for Teleport, with your Build, i'd take an Obsidian Runestone.
Your thoughts on my suggestions ?
All good thoughts, I thought the same thing as I was building, that I would need more arcane power. Gonna try and redo it The only reason I figured id crimson the teleport was to teleport close to groups of monsters to deal damage and then knock them back with wave of force, as a kind of chance to run away if I needed it.
Make sense? But your totally right, I need one two more utlility spells.
It's really nice to see people using more "classical" approach to the wizard. Kill the enemies before they kill you right ?
I think the best thing about your build is the passives you choosed. Glass cannon implies you have a plan to stay away from enemy's reach and Evasion + Astral Presense ensures this plan will be available when you need it via improved arcane energy pool and reduced cooldowns.
Now i think theres a couple of problems with your active abilities.
1st problem: you have massive overlap of AP spenders. Half of your abilities have no cooldown and costs quite a bit of AP. There little advantage in cast Meteor + Arcane Orb + Arcane Torrent compered to Arcane Orb + Arcane Orb + Arcane Orb or Arcane Torrent + Arcane Torrent + Arcane Torrent. You gain no bonus from casting different abilities. If i were you I would stick with Arcane Orb or Turrent (see below why I think meteor is bad for you).
2nd problem: meteors are not allways soo easy to hit. Some monsters are fast and will run towards you, since you're a glass canon you can't tank then and will have to use wave of force, teleport or run away. In this case meteor you almost certainly miss. Killing enemies that chase you is like the most ultra priority stuff, i think you can't afford loosing time and AP with a spell that is hard to hit.
I feel like meteor is a good spell if you have a plan on how use it in many situations. Ex: Freeze enemies in place; Tank then in the impact area.
3rd problem: You have only one crowd control and this crowd control has 15 cooldown. I feel like you need more defensive abilities, at least one more. Abilities that deny enemies attacks are far better then armors once you have Glass Canon. Frost Nova and Slow Time are the two best options imo. Those abilities are also very nice cause you have evocation: the more cooldown based abilities you have, the better.
4th problem: Crinsom rune teleport. In order to hit enemies with the blast you need to expose yourself. Unless Wave of Force is ready, you might kill yourself by using this. And you don't want to use those spells together often (you're basically cutting half the number of scape tools you have). Indigo rune is the most adequate option for you once you have improved AP pool and restoration.
Another suggestion would be add Crinsom Familiar. This guy gives incredible 30% damage boost. Killing enemy as fast as you can is your build startegy and the way to maximize DPS in D3 is picking one attack skill and a bunch of buffs (not picking a bunch of attack skills!).
Amazing response! Thanks for giving me good insight into how the wizard works a little bit more. My approach was right but my focus was wrong. I feel like I need to play the game to get a sense of the systems in place for good old mana :P, I will remake another build with your advice. Dont you you think a teleport that damages is so cool though haha! I really wanna make a build around that too lolz
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Let me know your thoughts, I designed this just for mass damage, not considering armor spells.
All good thoughts, I thought the same thing as I was building, that I would need more arcane power. Gonna try and redo it The only reason I figured id crimson the teleport was to teleport close to groups of monsters to deal damage and then knock them back with wave of force, as a kind of chance to run away if I needed it.
Make sense? But your totally right, I need one two more utlility spells.
It's really nice to see people using more "classical" approach to the wizard. Kill the enemies before they kill you right ?
I think the best thing about your build is the passives you choosed. Glass cannon implies you have a plan to stay away from enemy's reach and Evasion + Astral Presense ensures this plan will be available when you need it via improved arcane energy pool and reduced cooldowns.
Now i think theres a couple of problems with your active abilities.
1st problem: you have massive overlap of AP spenders. Half of your abilities have no cooldown and costs quite a bit of AP. There little advantage in cast Meteor + Arcane Orb + Arcane Torrent compered to Arcane Orb + Arcane Orb + Arcane Orb or Arcane Torrent + Arcane Torrent + Arcane Torrent. You gain no bonus from casting different abilities. If i were you I would stick with Arcane Orb or Turrent (see below why I think meteor is bad for you).
2nd problem: meteors are not allways soo easy to hit. Some monsters are fast and will run towards you, since you're a glass canon you can't tank then and will have to use wave of force, teleport or run away. In this case meteor you almost certainly miss. Killing enemies that chase you is like the most ultra priority stuff, i think you can't afford loosing time and AP with a spell that is hard to hit.
I feel like meteor is a good spell if you have a plan on how use it in many situations. Ex: Freeze enemies in place; Tank then in the impact area.
3rd problem: You have only one crowd control and this crowd control has 15 cooldown. I feel like you need more defensive abilities, at least one more. Abilities that deny enemies attacks are far better then armors once you have Glass Canon. Frost Nova and Slow Time are the two best options imo. Those abilities are also very nice cause you have evocation: the more cooldown based abilities you have, the better.
4th problem: Crinsom rune teleport. In order to hit enemies with the blast you need to expose yourself. Unless Wave of Force is ready, you might kill yourself by using this. And you don't want to use those spells together often (you're basically cutting half the number of scape tools you have). Indigo rune is the most adequate option for you once you have improved AP pool and restoration.
Another suggestion would be add Crinsom Familiar. This guy gives incredible 30% damage boost. Killing enemy as fast as you can is your build startegy and the way to maximize DPS in D3 is picking one attack skill and a bunch of buffs (not picking a bunch of attack skills!).
My 2 cents ;D