As a fan of the meterob sorc in DII LoD, I really feel that this type of build will suite my playstyle. (Of course to each his own.) Below is a breakdown on the selection of skills and runes:
Active:
Electrocute-Surge of Power (This is your AP generator. Spamming teleport or casting a few meteors can really consume your AP. Perhaps in late game, the scaling of gear will compensate for this and could be replaced by defensive or another CC spell.)
Teleport-Wormhole (Quickly rush through areas "scouting" for uniques during MF runs).
Energy Armor- Energy Tap (Provides a much need armor buff, additionally provides a bigger AP pool for this high cost AP build).
Diamond Skin- Prism (Great Defensive buff to get out of a tight spot when you can't blink. Furthermore, reduces the cost of your meteors)
Meteor- Comet (Your bread and butter. High aoe damage output with a DoT and has CC "An all in one").
Familiar- Sparkflint ( Adds arcane damage to the build to complete 3 damage types additionally increases the damage of all your spells without costing you defense vs. Glass cannon).
Passives:
Illusionist- Great skill in higher difficulties. Essential escape mechanism.
Arcane Dynamo- Synergises well with your main damage output. Build up damage with electrocute, then release an ice comet dealing 375% weapon damage.
Astral Presence- Needed early game as this build has high AP cost. (Could be replaced by a defensive skill like Blur if your AP regeneration is high enough in the late game)
Basically just replace Comet rune with Star Pact and Arcane Dynamo with Prodigy. Main weakness here is that you lose the CC from Meteor and damage output from Arcan Dynamo.
Many players have not considered synergising their build with their companions. In DII they do become an intergral part of the game as you reach the ~80 clvl mark, providing us with much needed auras and meat sheilds. So here's my selection of companion and its relative build.
I've chosen the enchantress purely on her synergy with the aoe build and her cc abilities:
Disorient- Provides the perfect cc to land your meteor
Powered Armor- More tank!! (This can be swapped for Reflect missiles however dropping below 50% health means that your teleport would have reset already to escape).
Scortched Earth- The reason why I selected Ench over Templar. High AoE damage with an AoE slow! Synergises well with meteor and blizzard.
Mass Hex- Your saving grace. You could even use it as an "offensive" type spell. Let your life drop low, mass hex, pop a potion and hit them with a meteor. Attacks dont break this hex.
If you feel you're dying too often, replacing the Ench with a Templar may be ideal for the extra heal and meat sheild. Go for the following build:
I agree and disagree with your point. I know from my experience with D2, Extra Fast + Mana Burn was deadily against Sorcs. That's where the Enchantress may come in handy. The disorient spell may provide the cc I need to hit them with meteors. However, I have not played the beta (only watched gameplay vids etc.) so I have no idea how the game will "feel". If the CC from Blizzard is too weak I may consider replacing it with a greater slow. Any suggestions?
I'm not in the best mood today so I'll keep it short so I don't attach to much hate in this thread.
-Not enough defense
-Templar is a better choice because you only get a follower when you are playing solo (Enchantress will not help you when you get overrun! The Templar would keep monsters off you 100x better)
-With one cast of Blizz and Meteor you will be out of AP
Jabarkwas next time please restrain Yourself from posting links that leads to some other portals. Use Official Diablo 3 skill calculator only from this site : http://us.battle.net...lculator/wizard
Doesn't it show your ignorance toward his preferred website to show us Builds. Don't get me wrong, i don't like it myself, and that's the reason why i updated his Build in Blizzards Skill Calculator, as you may see in the 2nd post... But telling him that he is rude/improper/ignorant just because he prefers something that you don't...
On the second thought You got right I should restrain from judging people publicly - Then I will just stick with the cold info, thx Atumre Edit: Cosmetic changes; Word attune
My apologies for this-link has been removed.
With regard to the high AP penalty-I've made an "AP-friendly build".
Remember that your AP pool is capped at 145 with Energy Armor Indigo and Astral Presence. This means you can get off a Blizzard and Meteor, Meteor with 16 AP to spare. With Diamond Skin active you can further reduce this 3 spell chain by 36 AP, allowing for another meteor. The problem with this build is that it sufferes from low damage output, but gains defense through Diamond Skin. Your AP generation from Electrocute is increased significantly with Prodigy.
Finally, why would you need defense if you can just port away? I'd only recommend "tank" if you intend on going a melee wizard. At the end of the day its your play style, but this build is designed to kite enemies and kill at range.
Archon seems like an atractive spell-however no one has seen any of its abilities, and with a 2minute cooldown, it is really a situational spell which must be used when hordes of enemies are present. Untill then, I'd go with the tried and trusted.
Well as for Blizzard, or atleast the Tooltip from it we don't yet know by how much % if it will slow, or even if it spell slows at all. So i am pretty unsure about this, but what i am sure about is that we will be forced to adapt to the monsters and bosses we are facing, varying from difficulty to difficulty. For example, your in an Area with Fast moving Monsters that would usually kill you with the Build you took. But after investing 1min and changing some spells so that you get, Frost Nova, Wave of Force and let's also take another Armor, maybe even some other passive,and voilla all of a sudden you are able to survive those little killers. But as you approach to a new Zone, and face something different, you may want to switch your spells again. I believe that the same can be said about using the right Follower at the right time in the right zone Don't you agree?
Yeah I agree, that's the beauty of D3's new mechanics. There's no "set" build, so if need be you can swap your spells out for ones that suite the situation best.
http://us.battle.net...jXlO!XdT!YYZZab
As a fan of the meterob sorc in DII LoD, I really feel that this type of build will suite my playstyle. (Of course to each his own.) Below is a breakdown on the selection of skills and runes:
Active:
http://us.battle.net/d3/en/calculator/wizard#eQjXlO!Xdc!YZZZab
Basically just replace Comet rune with Star Pact and Arcane Dynamo with Prodigy. Main weakness here is that you lose the CC from Meteor and damage output from Arcan Dynamo.
Many players have not considered synergising their build with their companions. In DII they do become an intergral part of the game as you reach the ~80 clvl mark, providing us with much needed auras and meat sheilds. So here's my selection of companion and its relative build.
http://us.battle.net...follower#!!1011
I've chosen the enchantress purely on her synergy with the aoe build and her cc abilities:
http://us.battle.net...ower#0101!!1011
All the heal and regen you need plus the AP regen can be helpful if you are struggling with gear early game.
Hope you enjoy my build!!
Jabarkwas
I agree and disagree with your point. I know from my experience with D2, Extra Fast + Mana Burn was deadily against Sorcs. That's where the Enchantress may come in handy. The disorient spell may provide the cc I need to hit them with meteors. However, I have not played the beta (only watched gameplay vids etc.) so I have no idea how the game will "feel". If the CC from Blizzard is too weak I may consider replacing it with a greater slow. Any suggestions?
-Not enough defense
-Templar is a better choice because you only get a follower when you are playing solo (Enchantress will not help you when you get overrun! The Templar would keep monsters off you 100x better)
-With one cast of Blizz and Meteor you will be out of AP
My apologies for this-link has been removed.
With regard to the high AP penalty-I've made an "AP-friendly build".
http://us.battle.net/d3/en/calculator/wizard#glOQiV!dcW!bbbYab
Remember that your AP pool is capped at 145 with Energy Armor Indigo and Astral Presence. This means you can get off a Blizzard and Meteor, Meteor with 16 AP to spare. With Diamond Skin active you can further reduce this 3 spell chain by 36 AP, allowing for another meteor. The problem with this build is that it sufferes from low damage output, but gains defense through Diamond Skin. Your AP generation from Electrocute is increased significantly with Prodigy.
Finally, why would you need defense if you can just port away? I'd only recommend "tank" if you intend on going a melee wizard. At the end of the day its your play style, but this build is designed to kite enemies and kill at range.
Archon seems like an atractive spell-however no one has seen any of its abilities, and with a 2minute cooldown, it is really a situational spell which must be used when hordes of enemies are present. Untill then, I'd go with the tried and trusted.
Yeah I agree, that's the beauty of D3's new mechanics. There's no "set" build, so if need be you can swap your spells out for ones that suite the situation best.
Jabarkwas