Critical Mass Wizard - Items and Skills Tutorial

  • #1
  • #2
    Why are you using a source?? Lol @ 4k armor and zero life on hit...

    Oh, and NOBODY uses Safe Passage. Bone Chill is also a waste for elites; Cold Blooded + Cold Snap is more efficient. Short Fuse is also the inferior version of EB compared to Chain Reaction, as the latter does significantly more damage with zero cast time...

    You have no idea what you are doing.
  • #3
    Moving to the Wizard forums.
  • #4
    I am running frost nova (15% damage rune) crystal shell (more absorb) fimilar (sparkflint) energy armor (force armor) twister with wicked wind and archon with zero LoH and 300 ressi in A3 and doing just fine.
  • #5
    Quote from Maxyim

    Why are you using a source?? Lol @ 4k armor and zero life on hit...

    Oh, and NOBODY uses Safe Passage. Bone Chill is also a waste for elites; Cold Blooded + Cold Snap is more efficient. Short Fuse is also the inferior version of EB compared to Chain Reaction, as the latter does significantly more damage with zero cast time...

    You have no idea what you are doing.


    Tank build is also a viable option which involves:

    Shield (try for at least 5 crit chance with all resists, intel, vitality, and with at least 16% block) instead of source which causes a huge dps drop

    Life on hit weapon (still try for crit adds AP, with socket) cheaper versions will cause dps to drop significantly

    Cold Blooded instead of Bone Chill, another huge dps drop

    and Chain reaction instead of Short Fuse. yet another dps dropoff

    Obviously some people like to go more tanky. This build does not need life on hit unless you want to exchange dps for tankyness (to just sit there, perma stun, and not kill fast) I find that using a more tanky spec is more expensive and also just leaves me spamming for way too long, not doing enough damage (unless I were to purchase a 20 million or over weapon), and frankly it is just TOO BORING. Explosive Blast with short fuse proves faster burst Damage instead of longer stun duration with chain reaction. Plus if i wanted to sit there for longer I would roll a monk.

    for this video I decided the funner, cooler, less expensive version of the build. I may showcase the tank version in a new video.

    Again, I do encourage feedback and thank those who have opinions.
  • #6
    Actually Chain Reaction is a dps gain over Short Fuse as long as all three blasts hit the target. What a lot of people don't realize is that if the CD resets on explosive blast you can start another one even if Chain Reaction is "ticking down". This leads to mutiple blasts going off all at once in a machine gun like effect. I'm sure you can get a similar outcome with Short Fuse but since each cast of CR nets you 291% damage (not to mention 3 chances to proc CM/APoC instead of 1) I can't see how it's better dps. Better burst, sure, but there's no way it's more overall damage.

    @Maxyim
    Bone chill gives you the 15% damage bonus regardless of the number of mobs hit. You are thinking of Deep Freeze which only works if you hit 5+ mobs. I've tried both Bone Chill and Cold Snap and they both have pros and cons. I'd say for solo play Cold Snap is superior because things already die pretty fast and the reduced cd on nova makes it much, much easier to lock down ranged champ packs which are the bane of this build. For team games I use Bone Chill because the 15% damage works for everyone and you have other people to help you vs ranged champions.
  • #7
    Quote from Kinmaul

    I can't see how it's better dps. Better burst, sure, but there's no way it's more overall damage.


    In theory you would have to wait 1.5 seconds for the damage of chain reaction to even start, as opposed to the instant burst dps of short fuse. However, I do agree that chain reaction does proc more crits and does do better overall dps in a multiplayer game.
  • #8
    Quote from RGDiablo3

    Quote from Kinmaul

    I can't see how it's better dps. Better burst, sure, but there's no way it's more overall damage.


    In theory you would have to wait 1.5 seconds for the damage of chain reaction to even start, as opposed to the instant burst dps of short fuse. However, I do agree that chain reaction does proc more crits and does do better overall dps in a multiplayer game.


    Read this thread for Short fuse vs Chain Reaction

    http://us.battle.net/d3/en/forum/topic/5979088235

    for some reason there is a slight delay with short fuse during high CM proc rate, as in

    cast short fuse > cooldown reset immediately > slight delay of casting the next one.

    and this doesn't really happen with Chain reaction.
  • #9
    Chain reaction doesn't proc more crits because it has a proportionally lower coefficient. It is still better, though.

    I prefer the style I'm using:
    http://www.youtube.com/watch?v=5OTuazstYa8&list=UU9yG7ooCkbatIekFfANro_g&index=1&feature=plcp
  • #10
    yeah but chain reaction as said before has no cast animation while short fuse does, I do think though that short fuse is more helpfull against annoying ranged mobs with "fast" affix for example.
  • #11
    chain reaction w/ critical mass works better for me due to the ff:
    1. spammable
    2. more chances to crit
    3. number 2 leads to more AP and faster cooldown of spells
    4. More AP leads to more spells
  • #12
    Quote from CaptNuts

    chain reaction w/ critical mass works better for me due to the ff:
    1. spammable
    2. more chances to crit
    3. number 2 leads to more AP and faster cooldown of spells
    4. More AP leads to more spells


    keep in mind though that chain reaction has a proc% of 11% each of the 3 blasts, while short fuse has 33% proc chance, so its around the same, the big difference is that chain reaction has no casting animation.
  • #13
    how this crappy build made it to the frontpage is totally beyond me...srsly...WTF?

    short fuse... WHAT? chain reaction all the way
    bone chill -> cold snap
    astral presence... why? with decent AP on crit, youre never ever ever ever ever gonna run out of AP
    i wouldn´t be afraid to use glass cannon for overall dps boost

    i hope i wont get infraction for this...but mods...srsly? there are 100 other wizard builds better than this fail...
    i mean...yea it will work, but just the short fuse rune shows that OP dont know what hes talking about..sorry

    edit : and yea, i just noticed... 0 life on hit...what? :/

    problem is...critical mass builds are so damn gear dependant, that its not for everyday casual player, so i personally expect more sophisticated ones than "u should have max crit chance and some skills"
  • #14
    While I agree this isn't an "optimal" build in terms of the cornerstones of the CM / WW build, there are some criticisms being made I can't really agree with, speaking from experience.

    I geared up rather fast for the build and it wasn't incredibly expensive to begin with. I cleared Acts 3 and 4 with pretty much the same around 1mil kit I started with with only a weapon upgrade (which doesn't even have LOH, to be honest). Optimal farming did require a good number of upgrades, but item inflation has made its presence felt and the initial kit was bought for prices unimaginable just some 3 weeks ago.

    The LOH debacle is also questionable - is it a good thing to have? Most definitely, and I like having it at least on my rings, with an ammy on swap if I foresee poor DS uptime (kiting and shielding mobs with tons of crap on the floor, for example). Is it the make or break feature of this build? Not at all, assuming you are investing your stats in achieving higher dps coupled with massive crit chance to allow for infinite DS chaining. With good positioning and reaction, you take pretty much no damage or very small amounts of it, and in all fairness the nemesis affix combinations for this build's more aggressive playstyle variations will rip you a new one if you're not on top of your game at all times even with massive LOH (I tried, and whenever I slacked, I died). In short, it's not something I'd skip, but to focus on high values as a necessary feature for the build to work is actually not correct.

    Again, I don't find this an optimal build or gear choice, but it will work if you're on top of your game anyway, and with the massive defensive stats he's amassed, there is plenty of room to allow for the annoying mob that kites you to not be fatal.

    I remember Maxyim attracting all sorts of flak at first with his guide, while he was one of the early proponents of a WW / CM aggressive build, and truth is that that "shit build" as so many put is the most consensual for a CM wiz these days. ;)
  • #15
    Can anyone tells me why he is using Cold Blooded ?
    "Cold Dmg dealed to chilled and frozen tagets bla bla 20 % " ..

    ..but all dmg spells are arkane or physical
  • #16
    Cold Blooded is actually working as a flat 20% damage increase as long as the target is chilled / frozen, regardless of the elemental nature of your attack, which is why it's used so often. :)
  • #17
    Wicked Wind works the best, but you can also use any meteor skill. The meteor dot after it's landing works the same as twister dot. You can achive constant ~1.5 meteor casts per second on any meteor, just make sure you have enough ap to at least cast 2 in a row. Shake the screen!

    The stat priority for this to work for locking your opponents go around ApOnCrit/Crit%/IAS%, at some point ias% is better than crit%, but just get both. More they stay put, the more damage you do. So until you can keep everything perma frozen, you want Cold Snap.

    Evocation actually gives you 15% more locking duration and increased explosive/diamond shards damage over time. And as before, the more they stay put, the more damage you do and stay alive. Astral presence only gives you little frontloat on your wicked winds, but after you have landed few, it's useless.

    Scoundrel +3%crit vs Enchantress 3%ias and +15% armor.

    You should have one item with life on hit, as you do extremely a lot of individual hits with this setup. It will make sure you will be topped off and no reflective affix can kill you either.

    Can't see that Short Fuse is really that good, even if it gives 3x more proc on hit stuff, it still does far less damage over time than chain reaction. Everything is frozen and not moving anyway.

    As diamond skin has no gcd or animation required and having enough defenses, you can take Diamond Shards. It procs on crit stuff, so it helps you.

    After getting near perfect gear, you can also drop Energy Armor and get Storm Armor - Shocking Aspect. Beware, at this moment you will spam so much ae around you that the game engine actually has difficulty to cope with your 5 out of 6 skills doing area damage all the time. Fps lag.

    Example for using Teleport - Fracture: Avenger Tremors, those are extremely fast, but you can 100% make sure they wont ever hit you. Just teleport close and back off a little. You need plant the fractures close, so they actually stay melee range and take hits for you. While your teleport has landed, you are immune to everything for short while so in theory you can keep quite still while dealing with frozen or arcane monsters.

    All of this vs packs, normal monsters are way too easy to compare setups. You want to skip them mostly in the end anyway.

    At some points you need to spam so much that you have to ~lock up your body to spam even more (tighten up both sides of your finger muscles to make your fingers ~vibrate more, not good for finger joints), increasing hearthrate, you won't be able to keep this state for long. So with good gear, you might not see the increase for your gameplay as you can't even do stuff fast enough.
  • #18
    I'd like to see this build up against arcane enchanted, desecrate, molten, or fire chains along with frozen or nightmare. No LoH seems like it would really be a problem with these. The elite pack faced in the video was only Illusionist, jailer, vortex, and electrified; perhaps the easiest affix combo ever. Illusionist is the one affix I look with this build because it results in more targets for more crits.

    As others have mentioned before, short fuse is not nearly as good as chain reaction for this build simply due to the fact that chain reaction can stack resulting in a much higher hit per second ratio, leading to more crits while the dmg is nearly equal.

    The point of this build is to tank, as you said in the video, so using teleport is not really needed. Teleporting will cause the mobs to be more spread out when you actually want them on top of you for your novas and blasts to hit. Try replacing teleport with Slow Time/Time Stretch to gain the additional 10% IAS or even Venom Hydra for single mobs. Remember, any mobs standing in the venom will take damage so it works great for this build as most mobs are permafrozen.

    Here's a video of the build I'm using and it's working great. Killed Diablo and farm act 3 on it with 120% magic find. Played zoomed cause I wanted to try something different lol.
  • #19
    Quote from Zaggank

    Cold Blooded is actually working as a flat 20% damage increase as long as the target is chilled / frozen, regardless of the elemental nature of your attack, which is why it's used so often. :)


    Is it a bug or working as intended?
  • #20
    Quote from WiLdPotATO

    Quote from Zaggank

    Cold Blooded is actually working as a flat 20% damage increase as long as the target is chilled / frozen, regardless of the elemental nature of your attack, which is why it's used so often. :)


    Is it a bug or working as intended?



    We aren't sure - no official note from Blizzard was made in regards to this, and logic would dictate that the functioning of the passive would indeed be like this based on the conflagration passive (which states a similar effect when the target was affected by a fire spell).


    Quote from Nogas

    I'd like to see this build up against arcane enchanted, desecrate, molten, or fire chains along with frozen or nightmare. No LoH seems like it would really be a problem with these. The elite pack faced in the video was only Illusionist, jailer, vortex, and electrified; perhaps the easiest affix combo ever. Illusionist is the one affix I look with this build because it results in more targets for more crits.

    As others have mentioned before, short fuse is not nearly as good as chain reaction for this build simply due to the fact that chain reaction can stack resulting in a much higher hit per second ratio, leading to more crits while the dmg is nearly equal.

    The point of this build is to tank, as you said in the video, so using teleport is not really needed. Teleporting will cause the mobs to be more spread out when you actually want them on top of you for your novas and blasts to hit. Try replacing teleport with Slow Time/Time Stretch to gain the additional 10% IAS or even Venom Hydra for single mobs. Remember, any mobs standing in the venom will take damage so it works great for this build as most mobs are permafrozen.

    Here's a video of the build I'm using and it's working great. Killed Diablo and farm act 3 on it with 120% magic find. Played zoomed cause I wanted to try something different lol.


    It does work without LOH at all against such affixes, but I prefer to have a modest value to ensure that damage reflect mobs or crit starvation periods don't place me in a too dangerous situation, to be honest - it simply isn't mandatory in obscene amounts for all playstyles, that's all.

    As for teleport, it allows you to do a great many things, namely to hop offensively in between packs and minimizing time in killing them, and to get out of messy situations, such as when your lovely firechains group happens to have shielding as well and is hard to bunch up at all times (you just teleport to the other side of the mobs here), or when the annoying kiting goats that happen to have jailer and mortar stick you in place when you have no WW's on them, etc. - it's a very versatile tool. The amount of times it either saved my butt or shortened fights against annoying mobs with invulnerable minions and tons of CC is invaluable, but it does boil down to playstyle again.

    I only disagree with you when you say the point is to tank, as I see it as "not necessarily so", as it's about control and negating enemy actions first and foremost. The "tanky" bit can be more or less prevalent depending on gear and skill choices, of course.
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