[Guide] Gearing an Entry-Level Melee Wizard

  • #41
    I agree with the fire resistance thing, I believe it is (along with so much fking else in this game) bugged. I've boosted my resistances to 1k now, hp to 31k and dps @ around 15k, and I'm doing a little better. There are still some mobs in act3 I can't deal with (the giant things that one shot you, for example), but it's still going well.

    This build shines against mobs that you would otherwise not be able to kite, like fast/teleporters etc. Otherwise you are better off going with a blizzard/signature spell build, since you can just kite indefinitely, and its infinitely cheaper.
  • #42
    Step one, read reddit thread about melee wizard that has been out for weeks.(example: http://goo.gl/0eVVH)
    Step two, post it on diablofans and claim i came up with the info.
    Step three, ???
    Step four, profit.

    (not to mention your version of the build is compeltely horrible)
  • #43
    Quote from scoobe

    Step one, read reddit thread about melee wizard that has been out for weeks.(example: http://goo.gl/0eVVH)
    Step two, post it on diablofans and claim i came up with the info.
    Step three, ???
    Step four, profit.

    (not to mention your version of the build is compeltely horrible)


    Actually, I read Sme's melee wizard threads on the official forums, and gave the threads full credit as you can tell from the OP; although unlike a lot of the posters there, I did not have a big budget with which to gear my wiz. As for whether this version is horrible, I am sorry if it has offended you. FYI, the Reddit post you linked is actually dated a few days after Sme's first thread.

    By the way, how exactly am I profiting here? Is it perhaps because I was given a few golden moments to bask in your illustrious presence, my good man?
  • #44
    Quote from gimpg

    This build shines against mobs that you would otherwise not be able to kite, like fast/teleporters etc. Otherwise you are better off going with a blizzard/signature spell build, since you can just kite indefinitely, and its infinitely cheaper.


    I tried this build and other variations I found on the links provided with around 122k EHP (29k life/6k armor/600 res/6% reduced melee dmg), 23% crit chance, 945 LoH and 20k dps and went for kulle. Huge mistake.

    First elite pack, arcane enchanted, molten archers. Long story short, after a full repair bill i got them down.

    Second pack, invulnerable minions, molten, arcane enchanted skeletons. After 2 full repair bills I changed my spec to the old blizz/shock spec and got them first try. But still did not wanted to give up the spec with just 2 packs that went wrong.

    Third pack, Invulnerable minions, arcane enchanted, frozen, lightning constructs. After 2 deaths with the boss' life not even reaching 75% changed to my blizz/shock spec and got them again first try.

    Forth pack, the second guys I managed to kill. Jailer, plagued, extra health, fast archers. Just tele into them and nova'd them so they did not moved the whole fight. The plagues in the ground started being problem after the got down to 30% but with a bit of repositioning I managed to do it.

    Fifth and last pack, arcane enchanted, frozen, vortex, extra health dervishes (the spinning guys). After 1 full repair bill I gave up changed to my old spec again and got them pretty easily.

    I can honestly tell you this build is totally useless and I suggest new wizards stay far far away from using it. Half the combinations of elite packs are unkillable with my stats and this build while using the simple blizz/shock you can pretty much farm act2 blindfolded (except of course for some fast mobs rolling fast affix or teleporter that will give you trouble).

    Maybe if you get 40k hp/8k armor/900 res will be doable but with these stats and 1k LoH you will probably own everything.
  • #45
    Quote from stuharis

    Quote from gimpg

    This build shines against mobs that you would otherwise not be able to kite, like fast/teleporters etc. Otherwise you are better off going with a blizzard/signature spell build, since you can just kite indefinitely, and its infinitely cheaper.


    I tried this build and other variations I found on the links provided with around 122k EHP (29k life/6k armor/600 res/6% reduced melee dmg), 23% crit chance, 945 LoH and 20k dps and went for kulle. Huge mistake.

    First elite pack, arcane enchanted, molten archers. Long story short, after a full repair bill i got them down.

    Second pack, invulnerable minions, molten, arcane enchanted skeletons. After 2 full repair bills I changed my spec to the old blizz/shock spec and got them first try. But still did not wanted to give up the spec with just 2 packs that went wrong.

    Third pack, Invulnerable minions, arcane enchanted, frozen, lightning constructs. After 2 deaths with the boss' life not even reaching 75% changed to my blizz/shock spec and got them again first try.

    Forth pack, the second guys I managed to kill. Jailer, plagued, extra health, fast archers. Just tele into them and nova'd them so they did not moved the whole fight. The plagues in the ground started being problem after the got down to 30% but with a bit of repositioning I managed to do it.

    Fifth and last pack, arcane enchanted, frozen, vortex, extra health dervishes (the spinning guys). After 1 full repair bill I gave up changed to my old spec again and got them pretty easily.

    I can honestly tell you this build is totally useless and I suggest new wizards stay far far away from using it. Half the combinations of elite packs are unkillable with my stats and this build while using the simple blizz/shock you can pretty much farm act2 blindfolded (except of course for some fast mobs rolling fast affix or teleporter that will give you trouble).

    Maybe if you get 40k hp/8k armor/900 res will be doable but with these stats and 1k LoH you will probably own everything.


    Your dps was too high, your resists and armor were too low; in short you were still wearing your glass cannon gear with DPS stats. I got thru act 2 with 8k DPS and 9k armor, to give you an idea; resists were like 900 at the time. Also, you did not specify whether you had any AP on crit, and were you using a shield or source?
  • #46
    Quote from Maxyim

    Quote from stuharis

    Quote from gimpg

    This build shines against mobs that you would otherwise not be able to kite, like fast/teleporters etc. Otherwise you are better off going with a blizzard/signature spell build, since you can just kite indefinitely, and its infinitely cheaper.


    I tried this build and other variations I found on the links provided with around 122k EHP (29k life/6k armor/600 res/6% reduced melee dmg), 23% crit chance, 945 LoH and 20k dps and went for kulle. Huge mistake.

    First elite pack, arcane enchanted, molten archers. Long story short, after a full repair bill i got them down.

    Second pack, invulnerable minions, molten, arcane enchanted skeletons. After 2 full repair bills I changed my spec to the old blizz/shock spec and got them first try. But still did not wanted to give up the spec with just 2 packs that went wrong.

    Third pack, Invulnerable minions, arcane enchanted, frozen, lightning constructs. After 2 deaths with the boss' life not even reaching 75% changed to my blizz/shock spec and got them again first try.

    Forth pack, the second guys I managed to kill. Jailer, plagued, extra health, fast archers. Just tele into them and nova'd them so they did not moved the whole fight. The plagues in the ground started being problem after the got down to 30% but with a bit of repositioning I managed to do it.

    Fifth and last pack, arcane enchanted, frozen, vortex, extra health dervishes (the spinning guys). After 1 full repair bill I gave up changed to my old spec again and got them pretty easily.

    I can honestly tell you this build is totally useless and I suggest new wizards stay far far away from using it. Half the combinations of elite packs are unkillable with my stats and this build while using the simple blizz/shock you can pretty much farm act2 blindfolded (except of course for some fast mobs rolling fast affix or teleporter that will give you trouble).

    Maybe if you get 40k hp/8k armor/900 res will be doable but with these stats and 1k LoH you will probably own everything.


    Your dps was too high, your resists and armor were too low; in short you were still wearing your glass cannon gear with DPS stats. I got thru act 2 with 8k DPS and 9k armor, to give you an idea; resists were like 900 at the time. Also, you did not specify whether you had any AP on crit, and were you using a shield or source?


    So basically you agree with me as I said that will probably need 8k armor and 900 res.

    Tbh those stats are expensive to come by and you can kill things faster and without the whole key spam this spec puts you in.

    I swapped a shield and a source I have but it did not made any difference really and I had 10 ap on crit.
  • #47
    Quote from stuharis

    Quote from Maxyim

    Quote from stuharis

    Quote from gimpg

    This build shines against mobs that you would otherwise not be able to kite, like fast/teleporters etc. Otherwise you are better off going with a blizzard/signature spell build, since you can just kite indefinitely, and its infinitely cheaper.


    I tried this build and other variations I found on the links provided with around 122k EHP (29k life/6k armor/600 res/6% reduced melee dmg), 23% crit chance, 945 LoH and 20k dps and went for kulle. Huge mistake.

    First elite pack, arcane enchanted, molten archers. Long story short, after a full repair bill i got them down.

    Second pack, invulnerable minions, molten, arcane enchanted skeletons. After 2 full repair bills I changed my spec to the old blizz/shock spec and got them first try. But still did not wanted to give up the spec with just 2 packs that went wrong.

    Third pack, Invulnerable minions, arcane enchanted, frozen, lightning constructs. After 2 deaths with the boss' life not even reaching 75% changed to my blizz/shock spec and got them again first try.

    Forth pack, the second guys I managed to kill. Jailer, plagued, extra health, fast archers. Just tele into them and nova'd them so they did not moved the whole fight. The plagues in the ground started being problem after the got down to 30% but with a bit of repositioning I managed to do it.

    Fifth and last pack, arcane enchanted, frozen, vortex, extra health dervishes (the spinning guys). After 1 full repair bill I gave up changed to my old spec again and got them pretty easily.

    I can honestly tell you this build is totally useless and I suggest new wizards stay far far away from using it. Half the combinations of elite packs are unkillable with my stats and this build while using the simple blizz/shock you can pretty much farm act2 blindfolded (except of course for some fast mobs rolling fast affix or teleporter that will give you trouble).

    Maybe if you get 40k hp/8k armor/900 res will be doable but with these stats and 1k LoH you will probably own everything.


    Your dps was too high, your resists and armor were too low; in short you were still wearing your glass cannon gear with DPS stats. I got thru act 2 with 8k DPS and 9k armor, to give you an idea; resists were like 900 at the time. Also, you did not specify whether you had any AP on crit, and were you using a shield or source?


    So basically you agree with me as I said that will probably need 8k armor and 900 res.

    Tbh those stats are expensive to come by and you can kill things faster and without the whole key spam this spec puts you in.

    I swapped a shield and a source I have but it did not made any difference really and I had 10 ap on crit.


    No, what I said is that you have the wrong gear for the spec, period. Perhaps your gear would allow you to do a standard kiting build, but you need much more durability in order for your Diamond Skin to work correctly. Your options are to (1) either swap 4-6 armor pieces for AR / armor / int and vit as you can get them, or (2) go back to glass cannon. :) Posting that the build is horrible and does not work, however, is just not correct; it's like complaining that you can't fly without wings.
  • #48
    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).
  • #49
    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).

    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit
  • #50
    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).

    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit

    curious, whats your ehp/hp/life on hit/crit chance%? do u use force armor or prismatic?(when u get fireballed by azmo do u have only a little life left?
  • #51
    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).

    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit


    I'm not quite as geared as awengel; one pass of arcane sentry is generally OK as long as I am not taking a lot of extra damage, but standing in them is not advised, nor is it generally needed with teleport. What I do with anything that drops ground-target abilities is to kite slowly in a diagonal manner, moving a "yard" sideways, or running out for lazer pass and running back in. When you see the sentry going down, just be ready to teleport if the beam threatens you; more often than not it will take at least a few seconds to reach you (likelihood of it spawning right on top of you is statistically low).

    For Azmodan fireballs, you should never get hit by them with teleport.

    For invul minions; I have had success at pulling them to doorways or other mobs. Unless it's a very dangerous mob type, I can generally tele on top of them and get enough CM procs from the rotation to keep DS up thru the adds; slow down on EB use and just focus on WW / wand spam and KEEP THE BASTARD IN THE WWs. Otherwise, tele out and kite for a bit periodically, preferably to other mobs, or just skip if it's taking too long.

    As far as chaining frost nova on elites, you basically need as many targets and CM procs as possible, which means more crit and AP on crit, and that all of that fancy int / crit damage / general DPS gear is not helping you at all (particularly because you kill white mobs too fast!) which is why people like Stuharis are having problems. Also, try slowing down AP use of EB or glyphing Unleashed, as more AP spent on WW = more CM procs.
  • #52
    Tried this build. ~750 AR(prismatic)/37.5%crit/+50%critdmg/26k hp/1250 LoH/12 AP on crit/7880 armor with enchantress. My dps now is 10068 and int is only 1187, but i can easily facetank (ok, not really tank, but i can do without dying) whole act 2. I've just swapped frost nova rune to bone chill and changed tele to time warp. Thanks for the build!
    Btw, I've spent around 1m to wand+hat+gloves+rings+ammy
  • #53
    Quote from Effernity

    Tried this build. ~750 AR(prismatic)/37.5%crit/+50%critdmg/26k hp/1250 LoH/12 AP on crit/7880 armor with enchantress. My dps now is 10068 and int is only 1187, but i can easily facetank (ok, not really tank, but i can do without dying) whole act 2. I've just swapped frost nova rune to bone chill and changed tele to time warp. Thanks for the build!
    Btw, I've spent around 1m to wand+hat+gloves+rings+ammy


    You MIGHT be able to do act 3 as well, particularly in a group setting with a barb. Otherwise, I would say try to sneak in a bit more AR and armor; sounds like you may have a few pieces without it. Your crit is far higher than mine, so you are probably fine.
  • #54
    yep, need more pieces with +armor, but for now, I'm happy =)
  • #55
    Quote from Madwizz

    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).

    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit

    curious, whats your ehp/hp/life on hit/crit chance%? do u use force armor or prismatic?(when u get fireballed by azmo do u have only a little life left?

    My stats as follows:

    And no i'm not loosing health by fireballs, i tank them and i stay at 100% health as i always have diamond skin running.
    Spec: http://eu.battle.net/d3/en/calculator/wizard#VQXYhO!bWg!YYaZcc
  • #56
    i went from kiting to facerolling every champ combo with this build..
    this is just the most fun thing evar :)

    (ive put 50 millions into my gear so iam not at the entry level.. but this scales awesomely..)

    by the way. iam using this spec in act 1 and 2 without any life on hit and no shield!
    (but i see its necessarry in act 4 - allthough i can facetank some packs quite a while)

    THIS IS JUST GREAT - i also dont use teleport, but spectral blades, or archon or hydra. whatever i want. thats a prettty free spot

    (stats : 1k all res , 50kdps, 27k hp, 30% crit 211%critdamage)
  • #57
    Quote from Jalatiphra

    i went from kiting to facerolling every champ combo with this build..
    this is just the most fun thing evar :)

    (ive put 50 millions into my gear so iam not at the entry level.. but this scales awesomely..)

    by the way. iam using this spec in act 1 and 2 without any life on hit and no shield!
    (but i see its necessarry in act 4 - allthough i can facetank some packs quite a while)

    THIS IS JUST GREAT - i also dont use teleport, but spectral blades, or archon or hydra. whatever i want. thats a prettty free spot

    (stats : 1k all res , 50kdps, 27k hp, 30% crit 211%critdamage)


    Holy shit 50k DPS lol! Glad you are having a good time!

    Curious if you have tried storm armor > shocking aspect instead of prismatic (maybe with a barb ingame for shout). Also, how do you play with Archon, start with the super saiyan > kite, melee, and then super saiyan > kite some more? Actually sounds like a fun way to play!
  • #58
    Since I was on a mini vacation this week, I decided to power level my wizard. She hit 60 this morning. I already rolled through act1 inferno with some terrible stats.

    9k dps
    23k hps
    862 - 970 resistances with armor.
    8200 armor
    (dps and armor numbers are with enchantress as follower)
    35.5 crit chance
    74 crit damage.

    It took me 5-6 mins to kill butcher not sure on time, i just stood in the corner and tanked him till he dropped.

    Because I had 16 ap on crit, I focused on crit as my main offensive stat.

    I got rings because they were cheaper with crit chance and resistance. Nothing else really.

    I spent around 3.5 million gold so far which includes buying a 500 dps 700 loh 133 int 9 ap on crit weapon for 800k.

    If you are cost conscious there are some legendary/set pieces that sell cheap on the ah with great stats.

    To give you an example I picked up the angel braid belt with 100 int 68 vit 30 resistance 4 percent life for 200k Maybe not the best stats for this build but i figure for the value it was better for what I was looking for.

    I thought for this personal experiment that some of these items are worth the gold. I did over spend on some items and maybe could have reduce my costs by 1 million want to look hard enough.

    This build works great and so do some of the variants people have discuss that i have played with today. I do plan on upping my dps but I want to hit that brick wall first where dps is the issue, not my survivability. For those starting out, I suggest the same.

    I really think this spec is a good way to enjoy the game again if you are burnt out on your alternative class character.
  • #59
    Hey, just wanted to say thanks. I started trying this build a couple of weeks ago. Managed to tank ghom, then didn't get much further (my LoH was low, as was armor). You encouraged me to go find a few bits more gear and a new wand (850 LoH, 800ish dps, but no arcane on crit - I have this on my hat and source). I managed to play through the rest of act 3 and 4 this evening! (soloed the whole game).

    I had a couple of suggestions/comments:
    To anyone complaining that the build is overly expensive: the same is true for any build that wants to be a3/4 viable (possibly the op baba build is an exception atm). Yes, you need to invest some cash, and it may indeed get nerfed, but it is pretty fun and absolutely does work if you follow what Maxyim has suggested (you really don't need a lot of deepees, I had 15k - but you DO need the high res and armor).

    Izual is easy as far as a4 goes for this build. Facetank him, he seems to hit slowly so even though you get frozen quite frequently, ds never drops.

    Diablo: I was having trouble with explosive blast eating my arcane. I switched venom hydra in and was happy with the results (tbh that skill slot can be replaced with anything that isn't arcane intensive). Also someone mentioned running from the clones: I didn't try this, but didn't have much difficulty tanking them (stepped aside when they did meteor, that was about it). I recommend fracture on them then tank asap.

    I think I skipped most of the elite packs in act4. Maybe I got unlucky (or connection issues; my connection sucks) but I had real problems with anything that would kite me, which seemed to be every single elite pack.
  • #60
    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).

    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit


    I just ran a few tests changing a couple of pieces I had in my stash, and it seems you need around 200K EHP so the diamond skin will absorb azmodans fireball, I changed a few pieces up and down and that seems to be it. Its funny though because the diamond skin either absorbs the full fireball or you die, the damage doesnt bleed through like force armor... will run some other tests later. Also does anyone uses force armor instead of prismatic armor with this build in act 3?
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