Play-style:
Open with Diamond Skin(Prism), then launch a mass of Arcane Orbs.
After the mobs are severely weakened, finish them off with Disintegrate to trigger massive corpse explosions.
Critical Mass should enable the use of diamond skin on every pull, or at least every other pull.
Power hungry ensures you maintain full arcane power after each group
Note: If sufficient +AP on Crit gear is not available, you can change the rune on Arcane Orb to 'Tap the Source', which lowers the cost to 20 Arcane power. This coupled with Prism would bring the cost of Arcane orb done to merely 13 AP.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
I don't get it man, you got power hungry, and energy tap but your highest spell takes 35 ap... Seems to me more damage would be better. Replace PH with Glass Cannon and Obliteration on AO and it would make comparable damage to meteor at almost half the ap (really close to half with power of the storm)... and with AP added casting disintegrate you would have a net loss of 2.5 ap a second (if base regen is still 12.5 + 2 for astral presence)
I don't get it man, you got power hungry, and energy tap but your highest spell takes 35 ap... Seems to me more damage would be better. Replace PH with Glass Cannon and Obliteration on AO and it would make comparable damage to meteor at almost half the ap (really close to half with power of the storm)... and with AP added casting disintegrate you would have a net loss of 2.5 ap a second (if base regen is still 12.5 + 2 for astral presence)
Without Power Hungry I have no means to regain my Arcane power outside Regen, which is only 10 AP/sec and AP on Crit gear. However, that won't be a reliable stat until later in the game.
Power of the storm is pretty nice, but i have to sacrifice the better armor skill.
Besides, +20 Arcane power performs a similar function assuming you are at full AP that is.
Obliteration is a 30% increase in Arcane Orbs dmg, while Arcane nova is potentially 100% increase in dmg output.
Depending on the area, you could of course switch out the rune on arcane orb.
That build you posted won't work. With such a build you could only cast a few spells, and then your done. Even if you killed that group, you would have nothing in the bank for the next.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
This might be viable but we don't know how much regen you will get on gear which is one of the things that need to be found out before you can know for sure this is viable.
For instance in d2 unleas you outgeared the content a lot of boss fights had u spamming for a minute or so sometimes more which yes I know depends entirely on luck with picking up gear (talking single player). This would mean you would run out of arcane power rather soon
No its perfectly viable, and I can easily determine that from what I know about the patch 15 skills and the beta atm. Whether these skills change or not could obviously change is viability, but that's essentially true for any build.
+AP on crit is fairly plentiful on gear.
I crafted several level 12 wands with +4 AP on crit in the previous beta patch.
However, even if it wasnt I could still use the build w/ Arcane Orb(Tap the source), as described in the note of OP. Which used in conjunction with prism allows me to actually GAIN Arcane Power while spamming Arcane Orb.
I don't even consider boss fights when I make builds anymore(actually I haven't from the start really), because they are just not important atm and you are free to change skills. So yes, this build isn't meant to fight bosses, you would have to swap out some skills to make that work. However, I would argue thats the best route to take. Even if they tie champions/rares to bosses, and its worth killing bosses, then you are still far better off using one build to farm up to the boss, and then switch. This is a much better option than making some haphazard build that's mediocre at both and just sticking with it.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Those spells are mid to low AP what do you mean only cast a few spells? Also bare in mind I kept the spell orientation of the original post and my own posts never fail to have a sig that lives up to my name
??? You could cast like 5-6 arcane orbs, and then you would be empty. Even assuming that group died, what would you do about the next? Just stand there til you regen'd back to full?
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
I'll never be casting arcane orb till I run out of ap. I would start with disintegrate while they are far away, hopefully getting a few with the 425% damage explosion, even one would be more than AO so I would rather count on that 35% chance, then I would cast exploding wave if they started getting close. Then if more enemies were still on the way I would cast Miasma for a total of 11 seconds of slow on the monsters who pass through it, then I would cast disintegrate a few more seconds while Miasma is up, 3 seconds after miasma effect is totally gone I should be able to cast exploding wave again, and then disintegrate, maybe then I would cast a few AO, then run around a bit before Miasma again... AO is a moot point because I wouldn't even bother to cast it, just humoring the OP spell choice. With Power of the Storm and AP, Disintegrate would use a total of 15 AP a second, with natural regen what is that 5 or less ap used with ap regen gear or follower with +1 to ap regen (Templar: Inspire)... I have no intention of firing 5 or 6 orbs and definitely not one after another...
Personally I'd use something like this http://us.battle.net...WgVT!XfT!YbcaZZ with maybe Archon in place of DB, if it is very good. Depends also on which one gets me the ap I need, astral presence or prodigy.
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
I would pick Ray of Frost (Black Ice) instead of Desintegrate. RoF's superior damage and slow easilly make up for the lack of penetration. Specially when you already have Arcane Orb and Black Ice's explosion for AoE damage. Also you will have one extra element and monsters with resistances are pretty much confirmed (based on the official game guide).
I would pick Ray of Frost (Black Ice) instead of Desintegrate. RoF's superior damage and slow easilly make up for the lack of penetration. Specially when you already have Arcane Orb and Black Ice's explosion for AoE damage. Also you will have one extra element and monsters with resistances are pretty much confirmed (based on the official game guide).
RoF ftl.... kills the synergy of the build.
1 element might be a problem though.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
I would pick Ray of Frost (Black Ice) instead of Desintegrate. RoF's superior damage and slow easilly make up for the lack of penetration. Specially when you already have Arcane Orb and Black Ice's explosion for AoE damage. Also you will have one extra element and monsters with resistances are pretty much confirmed (based on the official game guide).
RoF ftl.... kills the synergy of the build.
1 element might be a problem though.
What synergy ? You still explode near dead monsters.
I would pick Ray of Frost (Black Ice) instead of Desintegrate. RoF's superior damage and slow easilly make up for the lack of penetration. Specially when you already have Arcane Orb and Black Ice's explosion for AoE damage. Also you will have one extra element and monsters with resistances are pretty much confirmed (based on the official game guide).
RoF ftl.... kills the synergy of the build.
1 element might be a problem though.
What synergy ? You still explode near dead monsters.
Temporal Flux
Arcane Orb to get mobs low
Disintegrate volatility to corpse explode blow them to hell.
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
+AP on crit is fairly plentiful on gear.
I crafted several level 12 wands with +4 AP on crit in the previous beta patch.
I believe what you mean to say here is "In the beta, with the insanely limited and small number of affixes, +AP on crit was common since there wasn't much else to roll".
You have no idea how common +AP is on gear in the rest of the game.
+AP on crit is fairly plentiful on gear.
I crafted several level 12 wands with +4 AP on crit in the previous beta patch.
I believe what you mean to say here is "In the beta, with the insanely limited and small number of affixes, +AP on crit was common since there wasn't much else to roll".
You have no idea how common +AP is on gear in the rest of the game.
You also have more chances to "win" later....
You have no idea of anything.
I am not even sure why you are nitpicking about something like this anyways...Are you just that bored?
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Epicurus
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Arcane Orb: Arcane Nova
175% wpn dmg in 20 yard radius
Disintegrate: Volatility
155% wpn dmg & 35% chance when mobs die to explode for another 395% wpn dmg
Defensive skills:
Diamond skin: Prism
Absorbs 11k dmg & last 6 seconds, and reduces the cost of all spells by 15 Arcane power during its duration.
Energy Armor: Energy Tap
+65% armor & +20 Arcane Power
Slow Time: Stretch time
Slows incoming enemies and projectiles & increases attack speed by 10%.
Passives:
Temporal Flux
Slows mobs by 30% for 2 seconds when they take arcane damage.
Power Hungry:
+30 Arcane Power when you pickup a health globe.
Critical Mass:
Has a chance to lower cooldowns by 1 second when you critically hit.
http://us.battle.net/d3/en/calculator/wizard#ciXYRO!ZUg!bbZYZb
Weapon: Wand + Orb
Follower: Templar
http://us.battle.net...r/follower#0100
Play-style:
Open with Diamond Skin(Prism), then launch a mass of Arcane Orbs.
After the mobs are severely weakened, finish them off with Disintegrate to trigger massive corpse explosions.
Critical Mass should enable the use of diamond skin on every pull, or at least every other pull.
Power hungry ensures you maintain full arcane power after each group
Note: If sufficient +AP on Crit gear is not available, you can change the rune on Arcane Orb to 'Tap the Source', which lowers the cost to 20 Arcane power. This coupled with Prism would bring the cost of Arcane orb done to merely 13 AP.
Epicurus
http://us.battle.net/d3/en/calculator/wizard#ZSWglT!XYb!bbcaaZ
Of course the explosions from volatility would be like winning the Diablo lottery of damage and easily overshadow AO when they happen, for cheaper....
Without Power Hungry I have no means to regain my Arcane power outside Regen, which is only 10 AP/sec and AP on Crit gear. However, that won't be a reliable stat until later in the game.
Power of the storm is pretty nice, but i have to sacrifice the better armor skill.
Besides, +20 Arcane power performs a similar function assuming you are at full AP that is.
Obliteration is a 30% increase in Arcane Orbs dmg, while Arcane nova is potentially 100% increase in dmg output.
Depending on the area, you could of course switch out the rune on arcane orb.
That build you posted won't work. With such a build you could only cast a few spells, and then your done. Even if you killed that group, you would have nothing in the bank for the next.
Epicurus
No its perfectly viable, and I can easily determine that from what I know about the patch 15 skills and the beta atm. Whether these skills change or not could obviously change is viability, but that's essentially true for any build.
+AP on crit is fairly plentiful on gear.
I crafted several level 12 wands with +4 AP on crit in the previous beta patch.
However, even if it wasnt I could still use the build w/ Arcane Orb(Tap the source), as described in the note of OP. Which used in conjunction with prism allows me to actually GAIN Arcane Power while spamming Arcane Orb.
I don't even consider boss fights when I make builds anymore(actually I haven't from the start really), because they are just not important atm and you are free to change skills. So yes, this build isn't meant to fight bosses, you would have to swap out some skills to make that work. However, I would argue thats the best route to take. Even if they tie champions/rares to bosses, and its worth killing bosses, then you are still far better off using one build to farm up to the boss, and then switch. This is a much better option than making some haphazard build that's mediocre at both and just sticking with it.
Epicurus
Epicurus
Personally I'd use something like this http://us.battle.net...WgVT!XfT!YbcaZZ with maybe Archon in place of DB, if it is very good. Depends also on which one gets me the ap I need, astral presence or prodigy.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Epicurus
1 element might be a problem though.
Epicurus
http://us.battle.net/d3/en/calculator/wizard#cRYXTj!XUg!YaYZZY (arc orb/hydra)
http://us.battle.net/d3/en/calculator/wizard#eRYXTj!XUg!aaYZZY (arc torr/hydra)
http://us.battle.net/d3/en/calculator/wizard#iRYXTj!XUg!caYZZY (disint/hydra)
http://us.battle.net/d3/en/calculator/wizard#ZlYXTj!XWg!bbYZZY (RoF/blizz)
though that drops the clever synergy that I like. (Arc Torrent possibly running Power Stone, if necessary.)
Whatever ends up working out, the Quest for the Unsignatured will be an epic one.
Yah I am liking the idea of hydra, great single target and gives me another element of dmg.
Its also cheap, and I won't have to cast it a lot.
http://us.battle.net/d3/en/calculator/wizard#ciXgRO!ZUg!bbZcZb
Epicurus
The Hydra, esp in any AoE-inclusive form, means a lot of critting, now for the low low cost of 15 AP!
If you are going Critical Mass, then I think Frost Nova - Deep Freeze will be more effective than Slow Time or Wave of Force.
What synergy ? You still explode near dead monsters.
Arcane Orb to get mobs low
Disintegrate volatility to corpse explode blow them to hell.
I concur, deep freeze is in.
With +AP on crit gear it also helps to offset the prism nerf.
http://us.battle.net/d3/en/calculator/wizard#ciXYRO!ZUg!bbZYZb
Epicurus
I believe what you mean to say here is "In the beta, with the insanely limited and small number of affixes, +AP on crit was common since there wasn't much else to roll".
You have no idea how common +AP is on gear in the rest of the game.
You have no idea of anything.
I am not even sure why you are nitpicking about something like this anyways...Are you just that bored?
Epicurus