Macantsaoir Creates!

  • #1
    Galactic destruction build.
    This is the build that I shall be using on launch for Diablo 3. After months of research, calculations, theory crafting, and external (and internal) debate, I believe this to be the best overall build I can create using one of my favourite abilities, Arcane Orb! As its creator, this guide shall be named the Galactic destruction build. It is named as such because well... YOU'RE THROWING GALAXIES OUT LIKE YOU'RE THE CREATOR HIMSELF, AND DESTROYING EVERYTHING IN YOUR PATH! This build will give you awesome survivability, and the ability to stick-and-move.

    DPAP - damage per arcane power
    AoE - area of effect
    DoT - damage over time


    http://us.battle.net/d3/en/calculator/wizard#ZcOljX21aaaaaabY!aXZ!bYbYaZ

    Some rune effects can change based on gear collection, I will add these possible changes in the future, for right now, this is what I'm going with however. If you find errors please inbox me and let me know!

    The damage
    Arcane Orb - Obliteration: Deals 325% weapon damage within 10yards of the impact location, costs 35 AP
    Using this ability gives me a nice small AOE and single target dps all in one. It gives out about 9.3 DPAP the instant it impacts, there is no DoT or channel to deal with.
    If I compare Obliteration (9.3 DPAP) to Molten Impact (7.6 DPAP) from Meteor it comes out ahead in damage, and does not to have to deal with waiting 2.5 seconds for the ability to land, or an AoE DoT component. Both of these skills also roughly effect the same area. This shows you the AoE burst capability of Obliteration, when comparing it to the trademark AoE burst wizard spell, Meteor.

    Ray of Frost - Cold Ray: Deals 200% weapon damage single target, at the channel impact location, while reducing movement speed by 30% and attack speed by 20%, costs 0 AP
    Cold Ray is valuable in this build because I only have two sources of damage, one of which will consume all my arcane power, while the other will be used when I'm "out of ammo". Everyone needs a reliable secondary weapon to switch to in times of need right? Well why not make yours costs nothing, and slow the advancement of approaching foes at the same time!

    Familiar - Arcanot: Deals 20% weapon damage single target, wherever he decides to pewpew, and regenerates 2 AP per second.
    We don't take him for the damage, we take him for the utility but... he still does damage... any damage is good damage right?

    The defense
    Energy Armour - Energy Tap: Increases armour by 65%, and increases max Arcane Power by 20
    An increase in armour, reduces the % of damage we take... enough said? damn good!

    Diamond Skin - Prism: Absorb 8900 dmg, 3s duration, 15s cd, reduces the cost of spells by 15 AP while active, costs 0 AP.
    This skill is taken more for the utility effect, however it can be used to save yourself from an untimely demise as well. Use whenever needed for more survivability. On a cool side note, if you're in serious trouble and you pop diamond skin to live, your next teleport skill will cost 0 AP, so it's not an AP lost to pop this skill and teleport away quickly. After you teleport away, make sure to turn around and unload on whatever was trying to kill you with the remainder of the Prism duration.

    Teleport - Safe Passage: Move up to 35 yards away in the direction of your choosing, when you get there you take 35% less damage for 4s, 15s cd, costs 15 AP.
    You will make mistakes when you teleport, this is the law of Diablo. This has been the law for awhile. Any sorcs or enigma lovers will know this to be fact. If you're cast speed is fast enough, you can in theory teleport in an out without being touched in which case Wormhole, OR Reversal might be good for you, and hey... they are damn good picks! I prefer to have a little more beef however. Here is to hoping you dont teleport into a pack of mobs with stun!

    The mobility
    Teleport - Safe Passage: Move up to 35 yards away in the direction of your choosing, when you get there you take 35% less damage for 4s, 15s cd, costs 15 AP.
    As a caster that is fragile, you need to be able to move FAST! Also as someone who has no patience for walking... you need to be able to move FAST! Do so in style! Disapparate from your current location and Apparate at another.

    The Utility
    Ray of Frost - Cold Ray: Ray of Frost - Cold Ray: Deals 200% weapon damage single target, at the channel impact location, while reducing movement speed by 30% and attack speed by 20%, costs 0 AP
    debuffs movement speed and attack speed while dealing damage and costing you no resources.

    Diamond Skin - Prism: Absorb 8900 dmg, 3s duration, 15s cd, reduces the cost of spells by 15 AP while active, costs 0 AP.
    This turns your Arcane Orb from a 9.3 DPAP to a 16.3 DPAP this greatly increases your damage output for a short duration. The faster your attack speed, the more you get out of this ability!

    Energy Armour - Energy Tap: Increases armour by 65%, and increases max Arcane Power by 20
    Increases our base pool of resources by 20, and with this spec, we are going to need as high as a pool as we can get!

    Familiar - Arcanot: Deals 20% weapon damage single target, wherever he decides to pewpew, and regenerates 2 AP per second.
    I don't have signature spells and the passives along with it to generate AP in this build, just a high resource pool, high regeneration per second, and health globes essentially becoming AP globes. This familiar increases my base AP regeneration by 20% (base regeneration is 10 AP a second).

    Astral Presence - Increases arcane power by 20, and increases arcane power regeneration per second by 2.
    This gives me a higher resource cap, and a 20% increase to my AP regeneration, two things which are needed with this build! More resources, more damage!

    Power Hungry - Gain 30 Arcane power when picking up a health globe.
    Those health globes are now resource globes, amazing... my time in beta using the passive has taught me it is one of the best passives in game. This passive essentially ends your downtime completely.

    Temporal Flux - When you deal arcane damage, you also place a 30% movement speed debuff on that targets.
    This gives my Arcane Orb a slow, which is what I need, stick-and-move!

    So the perfect scenario goes something like this....
    I cast Teleport and land near a pack of monsters. I cast Diamond Skin to get the Prism buff, and then proceed to Arcane Orb spam till I'm out of AP, at which point I use Ray of Frost to clean up the stragglers, or delay them till I can finish them off with more galaxy goodness. Collection of health globes commences so that Power Hungry can fuel me, and what's left is fueled by my Familiar, Astral Presence, and my base regeneration.

    That ladies and gents is how you use the destructive force of galaxy spamming to kill the loot piƱatas! I Will update with videos when the game goes live, and update if I make changes.
    "...We few, we happy few, we band of brothers;
    for he to-day that sheds his blood with me
    shall be my brother..."
  • #3
    I wouldn't count on Ray of Frost having 0 AP cost. I believe that's a typo on the skill calculator.
  • #4
    nice build. i'll be interested to see how the Power Hungry passive interacts with the barb's Pound of Flesh passive. since the group all gets the health globe, stands to reason your wiz would get AP from someone else grabbing a globe, right? if so, then the +25% for health globe that POF gives would be awesome for your build. i'm not optimistic enough to think that the +100% health per globe will carry over to anyone else though. just as likely that you'll just get health from someone else grabbing a health globe, but we can dream can't we?
  • #5
    Nice and solid build. Just one thing, the Cold Blood rune of Ray of Frost reduces AP to 12 (according to in-game tooltip). It should still be a viable choice considering the AP regen choices you have. If not you can always stack some crit and +AP on crit stats on your gear.
  • #6
    Cold blood probably only reduces the cost of RoF to 12, so the build has no chance to work. After 3 Arcane orbs you would be completely out of options.
    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!
  • #7
    Your build is quite powerful except one skill redundancy.

    http://us.battle.net/d3/en/calculator/wizard#ZcOljX21aaaaaabY!YaZ!ZYbaaZ

    The final goal is making AO 325% dmg with 30% slow effect and here is another way to reach it.

    Your build has 140P 14reg/sec and AO costs 35P 20P with DS. 5 orbs and go out of mana

    With my upgrate, your build now has 120P 10reg/sec but AO only costs 23P 8P with DS. 6 orbs and go out of mana

    Any ideas?
  • #8
    Quote from jaclashflash

    Cold blood probably only reduces the cost of RoF to 12, so the build has no chance to work. After 3 Arcane orbs you would be completely out of options.


    Clearly you have not carefully read trough his build. He as 140 AP with increased regeneration.
  • #9
    inb4 GladHeHasBeta says it's not good enough.
  • #11
    Quote from 1up_Mush

    Quote from jaclashflash

    Cold blood probably only reduces the cost of RoF to 12, so the build has no chance to work. After 3 Arcane orbs you would be completely out of options.


    Clearly you have not carefully read trough his build. He as 140 AP with increased regeneration.

    No I didnt inspect every detail, but he still probably took the skill cuz he thought it was free.


    Lets see, 1.5 cast per second = 0.666 seconds / cast

    0-2/3: Diamond skin
    2/3-4/3: Arcane Orb
    4/3-2: Arcane Orb
    2-8/3: Arcane Orb
    8/3-10/3: Arcane Orb

    So, he can launch 4 Arcane Orbs with the reduced cost via Diamond Skin(Prism)

    Regeneration is 14 AP/sec
    14 * (2/3) = 9.33 AP/cast

    Actual arcane cost for each of the 1st 4 Arcane Orbs is
    35 - 15 - 9.33 = 10.66 AP

    Actual RoF cost becomes,
    12 - 9.33 = 2.67 AP/sec

    ====================================================================================
    The equation for calculating the # of casts possible,
    c =(t+(m-a)/(a/t-r))/t

    Simplified,
    c =(m-r*t)/(a-r*t)

    a = arcane power cost
    m = maximum arcane power
    r = regen rate of arcane power
    t = cast time
    c = # of casts

    (97.32-14*2/3)/(35-14*2/3) = #casts = 3.428
    Obviously you can't do 4/10 of a cast, so you round down to 3.


    So in grand total, he could casts 4 arcane orbs during diamond skin, and another 3 afterwards. Of course even at 12 AP via cold blood, he could still cast RoF 33 times(22 seconds).

    Of course this isn't taking into account for +AP or +AP on crit from gear.


    ========================================
    Overall I like the build. The only criticism I have is that I don't feel that the arcanot is doing enough to merit a spot tbh.
    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!
  • #12
    Ya, I just checked in game, it does say 12 a second, It doesn't necessarily kill my build, I will for sure do a work around in the next day or so about this issue, thank you for bringing it to my attention.

    @irren, yes ive played around and looked at doing that build, I may even try it back and forth with this one, however I like having the higher regen for my abilities it really allows me to dump all my dmg quickly, and get out or kite if necessary and turn around and blast them again. Also if you look at jacks math id be able to pop 7 off. In the end once gear levels increase and i get decked out I will probly switch to arcane nova anyways.

    @Eljef, yeah that passive should carry over nicely and help :) The glories of co op! There are a few other skills in game that have a chance to drop health globes (final gift from summon zombie dogs comes to mind).

    @Jac, thanks for the break down dude :), I took arcanot because I want a higher regen value so i can move and fire, move and fire move and fire. It's essentially a high burst kite spec to start off with. The reason why im making it as such is, im assuming facerolling Inferno wont be done until probly 2-3ish months into play (my hopeful assumption anyways). So in reality this is how I will play it out.

    - Drop Diamond Skin, blast out 4 Orbs, take 2 steps, fire another, take 2 steps, fire another. The goal is to not get hit and regen on the move. Since RoF is now OUT of this build (thank you for your RoF breakdown as well) I will probably give way to another form of Utility to prevent monsters getting in my face (frost nova, or slow time). My whole concept of this build was to dump high dmg, then delay while regen builds up so i can dump high dmg again. With that in mind i built the current build how it is. Now seeing that RoF is not free by checking it in game, I will be forced to use a different skill. I will update this in a couple days!

    Thank you all for your feedback, I will go back to workshop and play around more with arcane orb to get a better feel of it, and come back with a change for this build!

    Galactic Destruction V2.0 now with more win, is on the way! (once i stop playing PoE.... zzz)
    "...We few, we happy few, we band of brothers;
    for he to-day that sheds his blood with me
    shall be my brother..."
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