After seeing the video posted on DiabloFans main page recently, I figure that we may all be underestimating the difficulty of Inferno. I put together this build based off some more realistic expectations (assuming it really is going to be hard as sh*).
I think it's got some great survivability, but is also capable of dealing some decent damage. Only part I wasn't 100% comfortable with is Conflag -- that could be changed, but I didn't really see anything else that seemed necessary.
Edit: Also note that it has the ability to deal 3 different types of damage, which may be key in later difficulties (even though there are no immunities, there will certainly be high resistances to specific types of damage).
Rollback Post to RevisionRollBack
Playing a Wizard. Looking for Demon Hunters to play with.
If you're taking Arcane Orb you should also take Arcane Torrent with Crimson Runestone and forget about Meteor imo as these 2 spells have awesome Synergy.
Here is my Wizard build for Inferno, maybe it can give you some ideas. http://eu.battle.net...YVQm!YdU!bZZcZb
Casanova: Arcane Orb + Torrent do have great synergy, but I was shooting for the 3 different damage type (2 main spells + sig. spell) to help against resistances. If you run into a arcane resistant enemy, I'm not sure the +30% damage would overcome the resistance difference. Not to mention meteor is superior damage when just looking at the numbers, even with +30% damage.
The idea behind my spells were fairly simple -- cast meteor (the time it takes to drop all 13 meteors should be longer than normal meteor spell) then while the meteors hail down, throw out AOrbs. When meteors finish, repeat.
I do like your build, it's really solid. I also appreciate your input.
zerObit: Thanks man. I try to avoid builds using Archon for now because we still have no idea what abilities we are able to use while in this form. I don't totally agree with the Evocation point -- in my build there's only 1 spell on a cooldown, and 20% doesn't decrease it that much, nor should it need to be used too often if played cautiously. But, it's certainly an option, as I'm not totally convinced the build needs Conflag.
Rollback Post to RevisionRollBack
Playing a Wizard. Looking for Demon Hunters to play with.
Infernal will be tough but I do not think it is going to be that tough. That video was from Blizcon and many things have changed since then.
The issue I see is that you have problems spamming the Arcane Orb(Nova) even with Astral Presence. The Electrocute with the increased AP will help with the regen but you might have to use that skill more often than you had planned. I think a better passive would be Arcane Dynamo since I do see using Electrocute a lot to regen AP and with the more you spam Electrocute the more damage that Meteors will do or if you need to use Arcane Nova.
My guess is that the build is doable in all modes including in solo play. In solo play you may want to have some more slow but you do have a follower to help with that.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
It's kinda hard to plan when we don't know gear levels, or how hard inferno really is. I am curious about archon for example, just have to wait and see how good it is, and how well it works in inferno. Also how much resources we have (depends on gear etc) and how much we need regen skills etc. If getting hit in melee is avoidable, or something that you should expect also affects the builds and what runes you choose etc. It's even harder to make a build since I haven't even played beta:)
While I did not have the chance to get into the beta, I feel like most of the talents that boost up survivability should be pick up for pvp instead of pve. CC is seems to be better for inferno solo since avoiding damage feel more appropriate than simply boost up survivability, as you do have spells like teleport to keep your distance from the mobs, and adding cc into that mix of spell just gives you that much more time to dish out damage to finish off the mobs instead of picking up talents that increase your damage intake. Then again, we don’t know how fast those mob travels in inferno so there is no telling whether cc/teleport will buy you enough time/distance to take out the mobs before they catch up again.
My melee range wizard.
Electrocute w/ Obsidian for free point blank AOE
Wave of Force w/ Crimson for destructive point blank AOE and knockback
Arcane Orb w/ Crimson for destructive ranged attack/AOE
Frost Nova w/ Golden (8.5 sec CD) to keep groups away
Slow Time w/ Golden (15 sec CD) <-- not sold on this one, might replace with either Diamond Skin, Mirror Image, Teleport, or a single target DPS spell if I need that
Ice Armor w/ Golden (+25% armor for 10 seconds when struck, stacks 3x) Yum armor! Yum slow!
Passives:
890 health per second with armor on
20% decreased melee damage taken
When reduced below 20% hp -> wave of force!
Yeah I'm planning on Inferno trying to kick my ass.
Ultimately I think it comes down to how well high tier gears will be scaling with spells, if the dps from gear is high enough aka you kill the mobs before they even get close to inflict any damage. Some of those survival talent might not be necessary except maybe early inferno or boss fight, I am very curious how well they will scale. None the videos that I have seen in beta give any hint on how difficulty really is inferno.
The idea here is to Electrocute or Disintegrate from afar when possible. When it gets hot you can Wave of Force for the kill, or Frost Nova, and Port out (adding 25% damage reduction).
I've also included the PERK Critical Mass. The reason for this over Evocation is that when casting AOE spells Crit is usually rolled individually for each target. This is an assumption. If my assumption is correct, with 8% - 12% Crit chance you should be able to reduce the Cooldowns of Frost Nova, Wave of Force, and Teleport by 1 second each time you spam Electrocute.
Electrocute casts about twice a second making it better than Evocation in this example (reduces cooldowns by 20%).
I've also included Galvanizing Wizard and Arcane Presence for their synergy with Arcane Armor with a Crimson Rune. Looks like this:
Increase Armor by 20% for 240 seconds.
Heal 890 life per second for 240 seconds.
All resistances increased to 120% for 240 seconds.
Arcane Power regeneration increased by 2 AP per second.
İn my oppinion good attack is the best way of the defense , so many defensive skills just give you suffer if your race is wizard...You got aoe and pretty high dps options and you chose defensive skills , is that realisctic? : )
i dont think so ^^
Not to be a pain in the ass, but I think your underestimating Inferno yourself.
The skills you ahve selected give a little survivability (diamond skin and EA and ofc teleport) but I see everyone take something like that.
I suggest a completely different aproach when making inferno builds. Instead of picking some defensive and some offensive skills I'm going to make it easy for you. You can ONLY pick 2 offensive skills. That's it.
You would get raped by any large pack of mobs.... you have no ability to kill whatsoever. As soon as you blew your CDs you would be dead.
You drastically overestimated the hardness of inferno and made a build that is far too defensive at the expense of offense. Furthermore, the defense has serious weaknesses and leaves you completely vulnerable in a war of attrition.
Wave of force is arguably more of a defensive move btw.
Rollback Post to RevisionRollBack
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!
İn my oppinion good attack is the best way of the defense , so many defensive skills just give you suffer if your race is wizard...You got aoe and pretty high dps options and you chose defensive skills , is that realisctic? : )
i dont think so ^^
Best Defensive is Offensive hmm that may work out for you but not on Inferno. Keep in mind that massive dose of dps triggers aggression on You. Combine that with Teleportation and You are marked as a lighthouse in the night for the primary with instant blink of elite that wish to hug You not mentioning the smaller creeps.
Glass cannon will then turn into more survivability mode for example diamond skin with indigo (Increase duration to 9 seconds.)/ obsidian rune (Increase the maximum absorption amount to 29656 damage.) in order to withstand masive dps - that I bet You can't avoid even in co-op.
A purley offensive build will prob work out just as well as a purely defensive one....
The thing is its rather difficult to make a purely offensive build w/o picking up some utility along the way.
Rollback Post to RevisionRollBack
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!
The idea here is to use Temporal Flux to keep enemies at bay along with Teleport. Ice Armor with Golden Runestone and Diamond Armor are for when enemies swarm me and my teleport is on cooldown. I believe Safe Passage will be useful for later difficulties, as you can use it offensively when you know you're about to fight a big group with ranged attacks to absorb more punishment. This build might suffer a bit in large open areas, but in hallways where Energy Twister "bounces" around, it will basically create meandering AOEs that slow enemies. I might replace Energy Twister with Arcane Orb... we'll see how it all plays out.
Twister are useless. If u want to get more damage, u don't need cast twister, bcs 3 cast twister = 115 AP and if u cast any signature spell all twister will be released. (Self-regen AP = 12AP/s)
Torrent cost 20 AP. . .
be realistic, u would don't have enough AP
I guess Inferno builds should focus on high defense. That's especially true for a mage with that low armor: Ice armor and Diamond skin is the way to go!
Just pay attention not to engage too many mobs at a time and you'd be fine.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://us.battle.net...gYiO!dUV!YZbYaY
I think it's got some great survivability, but is also capable of dealing some decent damage. Only part I wasn't 100% comfortable with is Conflag -- that could be changed, but I didn't really see anything else that seemed necessary.
Edit: Also note that it has the ability to deal 3 different types of damage, which may be key in later difficulties (even though there are no immunities, there will certainly be high resistances to specific types of damage).
Here is my Wizard build for Inferno, maybe it can give you some ideas. http://eu.battle.net...YVQm!YdU!bZZcZb
The idea behind my spells were fairly simple -- cast meteor (the time it takes to drop all 13 meteors should be longer than normal meteor spell) then while the meteors hail down, throw out AOrbs. When meteors finish, repeat.
I do like your build, it's really solid. I also appreciate your input.
zerObit: Thanks man. I try to avoid builds using Archon for now because we still have no idea what abilities we are able to use while in this form. I don't totally agree with the Evocation point -- in my build there's only 1 spell on a cooldown, and 20% doesn't decrease it that much, nor should it need to be used too often if played cautiously. But, it's certainly an option, as I'm not totally convinced the build needs Conflag.
Not my choice imo.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
The issue I see is that you have problems spamming the Arcane Orb(Nova) even with Astral Presence. The Electrocute with the increased AP will help with the regen but you might have to use that skill more often than you had planned. I think a better passive would be Arcane Dynamo since I do see using Electrocute a lot to regen AP and with the more you spam Electrocute the more damage that Meteors will do or if you need to use Arcane Nova.
My guess is that the build is doable in all modes including in solo play. In solo play you may want to have some more slow but you do have a follower to help with that.
My melee range wizard.
Electrocute w/ Obsidian for free point blank AOE
Wave of Force w/ Crimson for destructive point blank AOE and knockback
Arcane Orb w/ Crimson for destructive ranged attack/AOE
Frost Nova w/ Golden (8.5 sec CD) to keep groups away
Slow Time w/ Golden (15 sec CD) <-- not sold on this one, might replace with either Diamond Skin, Mirror Image, Teleport, or a single target DPS spell if I need that
Ice Armor w/ Golden (+25% armor for 10 seconds when struck, stacks 3x) Yum armor! Yum slow!
Passives:
890 health per second with armor on
20% decreased melee damage taken
When reduced below 20% hp -> wave of force!
Yeah I'm planning on Inferno trying to kick my ass.
http://us.battle.net...eZiQ!Ubd!YYZbcZ
The idea here is to Electrocute or Disintegrate from afar when possible. When it gets hot you can Wave of Force for the kill, or Frost Nova, and Port out (adding 25% damage reduction).
I've also included the PERK Critical Mass. The reason for this over Evocation is that when casting AOE spells Crit is usually rolled individually for each target. This is an assumption. If my assumption is correct, with 8% - 12% Crit chance you should be able to reduce the Cooldowns of Frost Nova, Wave of Force, and Teleport by 1 second each time you spam Electrocute.
Electrocute casts about twice a second making it better than Evocation in this example (reduces cooldowns by 20%).
I've also included Galvanizing Wizard and Arcane Presence for their synergy with Arcane Armor with a Crimson Rune. Looks like this:
Increase Armor by 20% for 240 seconds.
Heal 890 life per second for 240 seconds.
All resistances increased to 120% for 240 seconds.
Arcane Power regeneration increased by 2 AP per second.
Thoughts?
i dont think so ^^
You would get raped by any large pack of mobs.... you have no ability to kill whatsoever. As soon as you blew your CDs you would be dead.
You drastically overestimated the hardness of inferno and made a build that is far too defensive at the expense of offense. Furthermore, the defense has serious weaknesses and leaves you completely vulnerable in a war of attrition.
Wave of force is arguably more of a defensive move btw.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
The thing is its rather difficult to make a purely offensive build w/o picking up some utility along the way.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I don't really plan on playing a Wizard, at least for hardcore, but you never know...
Here's what I would probably run with:
http://us.battle.net/d3/en/calculator/wizard#akfbiV!ZUg!cZcbcc
The idea here is to use Temporal Flux to keep enemies at bay along with Teleport. Ice Armor with Golden Runestone and Diamond Armor are for when enemies swarm me and my teleport is on cooldown. I believe Safe Passage will be useful for later difficulties, as you can use it offensively when you know you're about to fight a big group with ranged attacks to absorb more punishment. This build might suffer a bit in large open areas, but in hallways where Energy Twister "bounces" around, it will basically create meandering AOEs that slow enemies. I might replace Energy Twister with Arcane Orb... we'll see how it all plays out.
Twister are useless. If u want to get more damage, u don't need cast twister, bcs 3 cast twister = 115 AP and if u cast any signature spell all twister will be released. (Self-regen AP = 12AP/s)
Torrent cost 20 AP. . .
be realistic, u would don't have enough AP
Just pay attention not to engage too many mobs at a time and you'd be fine.