So currently I've been stacking attack speed and gotten myself up to 2.42 attacks / second while having 5% crit and 38295 dps w/ magic weapon. I can get up to 26% crit with 35608 dps and 1.99 attacks / second. Which would be the better way to go? I don't have any arcane power on crit gear yet.
Currently have 18% movement speed so usually kiting isn't an issue unless I get something stupid like fast prefix on an already impossibly fast mob. What would be a good amount of AP on crit?
IAS is getting nerfed in 1.0.3 (either with diminishing returns or item nerf). So I moved my gear into crit damage and crit chance until the nerf happens. Then I can safely move back without taking a gold hit.
Currently running with 43% crit and over 200% crit damage. My AS is now 1.8 or so instead of 2.5.
I posted this on another site where there was a debate going on with IAS and wizards:
The thing is IAS gear was never great wizards in the first place besides inflating your damage stat. The reason IAS is amazing for monks/barbs/DH is because they have resource generators so attacking faster means more resources, that translates into more resource spenders (which deal the most damage). Wizards regen AP passively so our spenders are limited mainly by time; sure with Prodigy and certain runes on signature skills you could say that our sig skills are our generators. However for that to really work we need to be able to plant and chain cast (burn your AP, spam sig skills to quickly regen, repeat), but it doesn't work like that in-game because you got a horde of angry demons wanting to smash your face in. Thus in typical gameplay you are often forced into kiting which means instead of casting your signatures to regen AP you get it while you are running around trying to stay alive. These mechanics means that IAS just isn't that attractive for wizards as it is for other classes.
I use my arcane power for burst damage. So I do want to burn it quickly. I normally use either MM seeker or Piercing Orb. If there is a pack or something big, I toss my 3-5 arcane orbs at it and move. I stutter-step my signature until I more AP for burst then do it again.
Riesza is right in that this is a good thing. But even though my IAS is lower I switched my spec into Arcane Dynamo and Obliterate Orb to allow me to dump my AP with lower haste. AD allows me to get +75% damage on my Obliterate Orb lead. That basically means my first Obliterate is 303% (or 399%, but I believe it is 303%). I moved my sig spell to piercing orb as well, the better to clear trash and for invul/shielding foes.
Why is everyone always disregarding the fact(?) that getting your AP out fast is actually a good thing in 9 out of 10 cases. Maybe not against white mobs but who cares about those, right.
I want to get my AP - and thus damage - out fast so I can go back to kiting quicker and maximizes my DPS in the little time where I can actually stand there and channel spells.
Every time you use only half your AP because you shoot so slowly and have to move again you effectively lose damage.
The weird thing with this also, is that no one ever quotes me on this or responds to me. Am I really the only one thinking that way?
If you are kiting properly you should almost always have enough distance to stop and spam a few spells before your AP reaches max. Plus most skill drain your AP in a few casts, for example Arcane Orb drains my AP in 3 casts if I'm full. Now I have the choice of getting those three casts out a little faster, or I can choose to stack crit and crit damage. Crit damage scales incredibly well at the end game, Right now I'm at 34.50% crit and 142% crit damage which means my crits deal 242% extra damage (a multiplier of 2.42).
Given that you can only have 3 Arcane Orbs in the air at a given time would you rather that they come out a half second faster or have a chance to hit for x2.5 the damage? That is why I think IAS is a wasted stat (for wizards), and you'd be hard pressed to convice me otherwise.
I posted this on another site where there was a debate going on with IAS and wizards:
The thing is IAS gear was never great wizards in the first place besides inflating your damage stat. The reason IAS is amazing for monks/barbs/DH is because they have resource generators so attacking faster means more resources, that translates into more resource spenders (which deal the most damage). Wizards regen AP passively so our spenders are limited mainly by time; sure with Prodigy and certain runes on signature skills you could say that our sig skills are our generators. However for that to really work we need to be able to plant and chain cast (burn your AP, spam sig skills to quickly regen, repeat), but it doesn't work like that in-game because you got a horde of angry demons wanting to smash your face in. Thus in typical gameplay you are often forced into kiting which means instead of casting your signatures to regen AP you get it while you are running around trying to stay alive. These mechanics means that IAS just isn't that attractive for wizards as it is for other classes.
Why is everyone always disregarding the fact(?) that getting your AP out fast is actually a good thing in 9 out of 10 cases. Maybe not against white mobs but who cares about those, right.
I want to get my AP - and thus damage - out fast so I can go back to kiting quicker and maximizes my DPS in the little time where I can actually stand there and channel spells.
Every time you use only half your AP because you shoot so slowly and have to move again you effectively lose damage.
The weird thing with this also, is that no one ever quotes me on this or responds to me. Am I really the only one thinking that way?
The problem is that with fast attack speed you're required to deplete your resources faster to do the same damage.
With equal "dps" on a 1.0 and a 2.0 weapon you will spend twice the AP to do the same dps with the 2.0. To further screw you, the AP regen is completely static. Until they tie AP regen to cast speed I could care less about IAS or DPS. I want my Arcane Orb to hit as hard as possible.
Oh, from what I've seen/heard IAS doesn't even affect defensive abilities at all so yeah.
There are a couple of interesting points that people keep missing, for example comparing piercing orb and arcane orb in terms of invul minions. Then you all compare tap the source with obliterate.
I'm currently farming pony level (quite successfully, never miss a single elite pack) with the 'standard' lowcrit %/+dmg, 2.6+ attacks per second and 57k dps with magic weapon - piercing orb+blizzard+hydra.
However, I do consider trying temporal flux+arcane orb. If I even do something like that, I'll probably go with celestial orb though and completely disregard piercing orb, most likely going without a singature spell or maybe something for bosses - magic missile with 143% or homing rune.
Why is everyone always disregarding the fact(?) that getting your AP out fast is actually a good thing in 9 out of 10 cases. Maybe not against white mobs but who cares about those, right.
I want to get my AP - and thus damage - out fast so I can go back to kiting quicker and maximizes my DPS in the little time where I can actually stand there and channel spells.
Every time you use only half your AP because you shoot so slowly and have to move again you effectively lose damage.
The weird thing with this also, is that no one ever quotes me on this or responds to me. Am I really the only one thinking that way?
The problem is that with fast attack speed you're required to deplete your resources faster to do the same damage.
With equal "dps" on a 1.0 and a 2.0 weapon you will spend twice the AP to do the same dps with the 2.0. To further screw you, the AP regen is completely static. Until they tie AP regen to cast speed I could care less about IAS or DPS. I want my Arcane Orb to hit as hard as possible.
Oh, from what I've seen/heard IAS doesn't even affect defensive abilities at all so yeah.
Doesn't seem like you really read my post. Oh and crit doesn't do anything for defensive abilities either.
Doesn't seem like you really read my post actually. Dumping AP means nothing, except potentially being AP starved once you need to use it for something vital. it's great to cast twice per second, but if you HAVE to cast twice per second to do the same damage as someone casting once per second it's completely pointless... especially when you're subjecting yourself to additional latency to do the same dps.
The only reason I brought up IAS and defensive abilities is that there is the assumption that increased IAS will save you should shit hit the fan and that's not the case. IAS only effects offensive abilities.
This is the build I'm currently using:
http://us.battle.net...cSRO!XUd!cYYZaY
Currently running with 43% crit and over 200% crit damage. My AS is now 1.8 or so instead of 2.5.
The thing is IAS gear was never great wizards in the first place besides inflating your damage stat. The reason IAS is amazing for monks/barbs/DH is because they have resource generators so attacking faster means more resources, that translates into more resource spenders (which deal the most damage). Wizards regen AP passively so our spenders are limited mainly by time; sure with Prodigy and certain runes on signature skills you could say that our sig skills are our generators. However for that to really work we need to be able to plant and chain cast (burn your AP, spam sig skills to quickly regen, repeat), but it doesn't work like that in-game because you got a horde of angry demons wanting to smash your face in. Thus in typical gameplay you are often forced into kiting which means instead of casting your signatures to regen AP you get it while you are running around trying to stay alive. These mechanics means that IAS just isn't that attractive for wizards as it is for other classes.
Riesza is right in that this is a good thing. But even though my IAS is lower I switched my spec into Arcane Dynamo and Obliterate Orb to allow me to dump my AP with lower haste. AD allows me to get +75% damage on my Obliterate Orb lead. That basically means my first Obliterate is 303% (or 399%, but I believe it is 303%). I moved my sig spell to piercing orb as well, the better to clear trash and for invul/shielding foes.
(*edit* corrected name)
If you are kiting properly you should almost always have enough distance to stop and spam a few spells before your AP reaches max. Plus most skill drain your AP in a few casts, for example Arcane Orb drains my AP in 3 casts if I'm full. Now I have the choice of getting those three casts out a little faster, or I can choose to stack crit and crit damage. Crit damage scales incredibly well at the end game, Right now I'm at 34.50% crit and 142% crit damage which means my crits deal 242% extra damage (a multiplier of 2.42).
Given that you can only have 3 Arcane Orbs in the air at a given time would you rather that they come out a half second faster or have a chance to hit for x2.5 the damage? That is why I think IAS is a wasted stat (for wizards), and you'd be hard pressed to convice me otherwise.
With equal "dps" on a 1.0 and a 2.0 weapon you will spend twice the AP to do the same dps with the 2.0. To further screw you, the AP regen is completely static. Until they tie AP regen to cast speed I could care less about IAS or DPS. I want my Arcane Orb to hit as hard as possible.
Oh, from what I've seen/heard IAS doesn't even affect defensive abilities at all so yeah.
There are a couple of interesting points that people keep missing, for example comparing piercing orb and arcane orb in terms of invul minions. Then you all compare tap the source with obliterate.
I'm currently farming pony level (quite successfully, never miss a single elite pack) with the 'standard' lowcrit %/+dmg, 2.6+ attacks per second and 57k dps with magic weapon - piercing orb+blizzard+hydra.
However, I do consider trying temporal flux+arcane orb. If I even do something like that, I'll probably go with celestial orb though and completely disregard piercing orb, most likely going without a singature spell or maybe something for bosses - magic missile with 143% or homing rune.
The only reason I brought up IAS and defensive abilities is that there is the assumption that increased IAS will save you should shit hit the fan and that's not the case. IAS only effects offensive abilities.
Though I haven't tested it personally, multiple reports have stated that this is false.