[Guide] General Guide for Wizards in Inferno [PRE 2.0 PATCH]

  • #41
    You really should experiment with critical mass build, it is clearly the 2nd most overpowered build in the game right now, with the first being the sprint barb (check kripp's videos for it).

    Here's a part of a run I did with this build in act 2:

    Of course act 3 is perfectly do-able, but some rare elite packs are incredibly annoying. Not that I have to skip any, but dying 2-3 times on such a pack and having 1-3 such packs in a run can be very time consuming when you have to run back at them from the checkpoint. After some gear upgrades I managed to get the number of annoying elite packs down enough so that I can clear it in 2-3 hours, which I think makes it more worthwhile than the 90-100 minutes it normally takes to clear act 2. Clearing all zones and dungeons of all elites of course, to minimize the need to create new games and lose valor buffs.

    Of course, until you have good enough crit and AP on crit (which you should really get even if you're playing low budget due to how overpowered this build is, just sacrifice as much damage as you have to in order to get it to fit in your budget), I think bliz/hydra is the best because it can simply avoid just about anything deadly while slowly picking at it until it dies. But again, I doubt you can't gear a critical mass wizard at least for act 1 farming with only 700k gold (which is about what you should have when you hit 60 for the first time).
  • #42
    Quote from Morphos

    I don't mind you linking it at all as long as you attribute it and don't claim it as your own.


    Wouldn't Dream of it, thanks Morphos
  • #43
    Thanks, nothing more. Thanks.
  • #44
    Quote from Loroese

    Quote from Kshatriya

    Hello,

    First of all great post!

    What i am interested in is, why not use familiar with sprk flint instead of a venom hydra?
    You then will do extra dps and u don't have to pop the hydra all the time.


    That depends what build you're asking about. If you're working on progression with a kiting build, hydra is more or less essential because of its high damage per cast. It allows you to drop it and focus more on not getting attacked then having to worry about weaving in extra spells to do damage. Granted you'll likely be doing that anyway but if you're kiting in a small enough area that the hydra has close to 100% uptime on what you're kiting, the damage per cast is amazing. On bosses, it will increase your damage output by far more than the 12% the sparkflint will do because of that high damage per cast.



    I am reffering to the blizzard kiting build, the 1st build he is talking about in his post.
    Mobs do get slowed, but i feel i still have to run a lot around and sometimes i hardly get time to spam piercing orb to some damage.
    Atm i have buffed around 24k dps and 25k hp
  • #45
    Quote from GalZohar

    You really should experiment with critical mass build, it is clearly the 2nd most overpowered build in the game right now, with the first being the sprint barb (check kripp's videos for it).

    Here's a part of a run I did with this build in act 2:

    Of course act 3 is perfectly do-able, but some rare elite packs are incredibly annoying. Not that I have to skip any, but dying 2-3 times on such a pack and having 1-3 such packs in a run can be very time consuming when you have to run back at them from the checkpoint. After some gear upgrades I managed to get the number of annoying elite packs down enough so that I can clear it in 2-3 hours, which I think makes it more worthwhile than the 90-100 minutes it normally takes to clear act 2. Clearing all zones and dungeons of all elites of course, to minimize the need to create new games and lose valor buffs.

    Of course, until you have good enough crit and AP on crit (which you should really get even if you're playing low budget due to how overpowered this build is, just sacrifice as much damage as you have to in order to get it to fit in your budget), I think bliz/hydra is the best because it can simply avoid just about anything deadly while slowly picking at it until it dies. But again, I doubt you can't gear a critical mass wizard at least for act 1 farming with only 700k gold (which is about what you should have when you hit 60 for the first time).


    Looks great on the vid, but u dont have any MF... are you still getting any good items at all? Also why are you the templar and not teh scoundrel?
  • #46
    Quote from Kshatriya

    Quote from Loroese

    Quote from Kshatriya

    Hello,

    First of all great post!

    What i am interested in is, why not use familiar with sprk flint instead of a venom hydra?
    You then will do extra dps and u don't have to pop the hydra all the time.


    That depends what build you're asking about. If you're working on progression with a kiting build, hydra is more or less essential because of its high damage per cast. It allows you to drop it and focus more on not getting attacked then having to worry about weaving in extra spells to do damage. Granted you'll likely be doing that anyway but if you're kiting in a small enough area that the hydra has close to 100% uptime on what you're kiting, the damage per cast is amazing. On bosses, it will increase your damage output by far more than the 12% the sparkflint will do because of that high damage per cast.



    I am reffering to the blizzard kiting build, the 1st build he is talking about in his post.
    Mobs do get slowed, but i feel i still have to run a lot around and sometimes i hardly get time to spam piercing orb to some damage.
    Atm i have buffed around 24k dps and 25k hp


    The reason hydra is a staple in the build is you can toss a blizzard then toss the hydra and while you're running away the hydra is still doing damage. Without hydra you do very little damage as you're kiting and instead are reliant on stopping to cast more piercing orbs, which raises risk of mobs catching up or getting into teleport/vortex range, etc. It is also my experience with fast mobs that I tend to spend a lot of time running so being able to just drop a hydra somewhere is much easier to manage on the fly then aiming an orb at the mobs chasing me.

    Also regarding bosses, you might find the enrage timers even more strict if you drop hydra because it does so much damage. When I first got past Act 1 and decided to try some farming, I was easily able to kill Butcher before the enrage with the kiting build. Then I tried changing out Hydra for Magic Weapon to see if it made farming any easier. It did, sort of, but when I got to Butcher, I couldn't beat his enrage anymore and had to reset my skills to kill him. Granted, I only had around 20k dps or so at the time, but it can't really be stressed enough how much damage that hydra can do, especially if you don't greatly outgear the content. I dropped it in my arcane orb spec for Act 1 farming (45k dps in MF gear), but if I go back to Act 3 farming I would likely put hydra back into my spec.

    Still, feel free to try it yourself if you haven't already.
    My EHP and DPS Spreadsheet, mostly useful for wizards.
    My wizard, mostly useful for killing demons and collecting loot.
    Wizard CM DPS Simulator, written in Matlab, release version 1.01
    Comprehensive CMWW Guide, including gear and build suggestions, plus Uber strats
    Arcane Mines Guide, detailed guide for the highest dps wizard build, including vids
  • #47
    Quote from Loroese

    Quote from Kshatriya

    Quote from Loroese

    Quote from Kshatriya

    Hello,

    First of all great post!

    What i am interested in is, why not use familiar with sprk flint instead of a venom hydra?
    You then will do extra dps and u don't have to pop the hydra all the time.


    That depends what build you're asking about. If you're working on progression with a kiting build, hydra is more or less essential because of its high damage per cast. It allows you to drop it and focus more on not getting attacked then having to worry about weaving in extra spells to do damage. Granted you'll likely be doing that anyway but if you're kiting in a small enough area that the hydra has close to 100% uptime on what you're kiting, the damage per cast is amazing. On bosses, it will increase your damage output by far more than the 12% the sparkflint will do because of that high damage per cast.



    I am reffering to the blizzard kiting build, the 1st build he is talking about in his post.
    Mobs do get slowed, but i feel i still have to run a lot around and sometimes i hardly get time to spam piercing orb to some damage.
    Atm i have buffed around 24k dps and 25k hp


    The reason hydra is a staple in the build is you can toss a blizzard then toss the hydra and while you're running away the hydra is still doing damage. Without hydra you do very little damage as you're kiting and instead are reliant on stopping to cast more piercing orbs, which raises risk of mobs catching up or getting into teleport/vortex range, etc. It is also my experience with fast mobs that I tend to spend a lot of time running so being able to just drop a hydra somewhere is much easier to manage on the fly then aiming an orb at the mobs chasing me.

    Also regarding bosses, you might find the enrage timers even more strict if you drop hydra because it does so much damage. When I first got past Act 1 and decided to try some farming, I was easily able to kill Butcher before the enrage with the kiting build. Then I tried changing out Hydra for Magic Weapon to see if it made farming any easier. It did, sort of, but when I got to Butcher, I couldn't beat his enrage anymore and had to reset my skills to kill him. Granted, I only had around 20k dps or so at the time, but it can't really be stressed enough how much damage that hydra can do, especially if you don't greatly outgear the content. I dropped it in my arcane orb spec for Act 1 farming (45k dps in MF gear), but if I go back to Act 3 farming I would likely put hydra back into my spec.

    Still, feel free to try it yourself if you haven't already.


    Thanks, that makes a lot of sense!
    Could you be so kind as to explain why the venom hydra and now one of the others? Would wicked wind rune with twister also be good for this situation, probably costs to much?


    Thanks for your repley!
    This makes a lot of sense! Should have reasoned that out myself :P Indeed the hydra is doing damge while i am running away, where as i am not not doing much of anything with sparkflint. This is only effective while standing still. I tried using diamond skin instead of teleport, but my gear isnt of high enough quality yet to make that viable option yet.

    Thanks for your repley!
    This makes a lot of sense! Should have reasoned that out myself :P Indeed the hydra is doing damge while i am running away, where as i am not not doing much of anything with sparkflint. This is only effective while standing still. I tried using diamond skin instead of teleport, but my gear isnt of high enough quality yet to make that viable option yet.


    ****

    so i just got lvl 60 yesterday. I changed my build after i read ur repley and its amazing! With just around 21k dps i can kill all the champ and elite packs i encounter up till now. All that is important though is to kinda remeber where on the map u walked, so u can pick up ur loot :P
  • #48
    Quote from Kshatriya


    Thanks, that makes a lot of sense!
    Could you be so kind as to explain why the venom hydra and now one of the others? Would wicked wind rune with twister also be good for this situation, probably costs to much?

    Thanks for your repley!
    This makes a lot of sense! Should have reasoned that out myself :P Indeed the hydra is doing damge while i am running away, where as i am not not doing much of anything with sparkflint. This is only effective while standing still. I tried using diamond skin instead of teleport, but my gear isnt of high enough quality yet to make that viable option yet.


    The venom hydra is the most used rune because when it hits mobs the venom also drops a pool that hurt mobs for as long as they're in it. Last I heard the pools stack also, which leads to a lot of potential damage, particularly on bosses that are slow moving or stationary like Belial. For the Arcane Orb kiting spec Arcane hydra is used because the arcane damage slows mobs through Temporal Flux passive. The loss of boss dps is usually made up for by at least slightly out gearing content, so it is more of a farming spec then progression spec. None of the other hydras are used in any of the specs discussed in the OP, or any widely used specs that I have seen.

    I don't think Wicked Wind would be very useful because it is a stationary aoe, like blizzard, whereas the hydra shoots so it can hit mobs in a much wider area. WW is mostly for critical mass builds with high crit % to reset CDs on spells like DS and frost nova. You might get use out of it if you can kite mobs in a small circle around it, but in that case Venom Hydra does the same thing.

    Also, the easiest way to find the loot of mobs you just killed is to find an obsticle and kite in a circle, like if there's a cave on the map in the Act 3 battlefield, clear the area around the cave, then any elites you find, kite them in that direction and then keep moving around the cave. Some affixes might require a larger kiting radius, and others you can just kite in place.
    My EHP and DPS Spreadsheet, mostly useful for wizards.
    My wizard, mostly useful for killing demons and collecting loot.
    Wizard CM DPS Simulator, written in Matlab, release version 1.01
    Comprehensive CMWW Guide, including gear and build suggestions, plus Uber strats
    Arcane Mines Guide, detailed guide for the highest dps wizard build, including vids
  • #49
    Quote from GalZohar

    You really should experiment with critical mass build, it is clearly the 2nd most overpowered build in the game right now, with the first being the sprint barb (check kripp's videos for it).


    Frankly, I think the CM build is more of an outlier than tornado barbs. Kripp has some great instructional videos, but the stats he achieved with 900k a few weeks ago are not doable anymore. The gear requirements are similar, they both have some issue with monsters who can kite you, but the wizard is more durable (ironically) in poor to average gear and at current AH prices setting up a tornado barb with even mediocre stats is becoming prohibitively expensive.

    This may be due in large part to the fact int and dex are more commonly rolled stats than strength, the fact barbs became fotm a while back, or the issue with finding two 1h weapons with appropriate stats vs. relatively cheap 1h and offhand, but that's the reality at present.

    Being in a position to choose between the two, i'm leveling my wizard.

    @OP, Very well written guide that's sure to save me a lot of time while working on my wizard. You have my thanks.
  • #50
    Wind Up Wizard Build - My updates after some play testing....
    http://us.battle.net...YXhT!gWb!YYZacc

    Cold Snap vs Bone Chill: Better for packs of 3 elites or less.
    Shock Armor - Shocking Aspect: This DOUBLES your Energy Twister damage!!!
    Teleport - Fracture: Allows you to Freeze/DPS any monsters on your screen at once.
    Evocation - Makes single target perma-freeze possible w/Cold Snap.

    Please note: You require physical res of 700 unbuffed, playing with a Barb brings this to 1000.

    I have 1.71 Attack Speed
    41% Crit hit chance
    30kdps

    I can steam roll act 3 with a barb.

    Word.
  • #51
    Quote from DaZScRiLa

    Wind Up Wizard Build - My updates after some play testing....
    http://us.battle.net...YXhT!gWb!YYZacc

    Cold Snap vs Bone Chill: Better for packs of 3 elites or less.
    Shock Armor - Shocking Aspect: This DOUBLES your Energy Twister damage!!!
    Teleport - Fracture: Allows you to Freeze/DPS any monsters on your screen at once.
    Evocation - Makes single target perma-freeze possible w/Cold Snap.

    Please note: You require physical res of 700 unbuffed, playing with a Barb brings this to 1000.

    I have 1.71 Attack Speed
    41% Crit hit chance
    30kdps

    I can steam roll act 3 with a barb.

    Word.

    whats ur armor(unbuffed) and life? Seems like u would get 1-2 shotted most of the time without energy armor?
  • #52
    Venom hydra does significantly more damage than the other hydras, especially if the monsters are standing still or even moving slowly. I'm not sure about the exact math behind it, but a quick experiment will show you very clear results regarding how powerful venom hydra is. Arcane hydra is the 2nd most powerful (though quite weaker than venom), and is only any good with the matching passive, and even then it's not all that great really. Other hydras are just way too weak in comparison. Don't be mislead by the damage on the tooltip, as there seem to be additional mechanics affecting the actual damage they deal (making venom hydra that much stronger than it might seem if you just read the tooltip).

    Wicked wind is a pretty weak spell. It is really ONLY good for ciritcal mass procs. Sure it deals some damage on top, but if you try to use it as a primary damage dealer, you will find yourself switching it out to just about anything else pretty quickly.

    I don't wear any MF because I want to be farming act 3. Currently I'm still unsure whether act 2 with MF is better or worse than act 3 without MF spending the same amount of gold on gear, but so far it seems like if I wanted to get enough MF to matter, I'll either have to spend more gold or farm act 2 slower. When I can do act 2 in ~2.5 hours, I will need pretty high MF to compensate if I want to run act 2 in more than 1.5 hours, and getting there without getting the run time closer to 2~2.5 hours would cost a lot. Again, not saying anything definite, because this is impossible to truly theorycraft, but my guess is getting into act 3 2.5h runs would end up more profitable. Not to mention that with a sprint barb finding elite packs we can run it in under 2 hours, making act 2 farming even less viable. For act 3 I don't see how I can afford any MF without making a lot more gold than I have now, since even after getting a few upgrades some elites are still quite difficult/annoying, and dying slows you down so much when you are solo (less so in group due to banner teleport, but still a noticeable slowdown).

    As for wizard vs barb, I have 2 friends who rolled run like the wind barbs, and spending less gold than me they are farming faster. I doubt this is because they are better players. The class and build simply require less expensive gear to do the same at the same speed. Sure, a critical mass wizard might be able to clear stuff with even cheaper gear than the barb would need to clear it, but once both have enough gear to clear it, the barb definitely clears it significantly faster. Remember that Kripp's gear doesn't really give him more run speed than any undergeared barbarian! He just saves a few seconds on each elite pack and saves deaths on some nasty ones that would spawn a lot of random crap on your screen too quickly if you don't have enough DPS, but since most of the time is really spent finding elites rather than killing them, the barb is the clear winner here regardless whether you have just the bare minimum needed to farm act 3 or if you have Kripp level of gear. The difference is much more significant in act 3, too, since there are a lot of doorways where teleport just doesn't work well.

    I have been using the templar for his emergency healing abilities and gave him a lot of vit (>90k hp) so he stays alive to use them. Recently, though, I have switched him for the enchantress with some minimal MF/vit gear for the armor and MF bonus, both of which apply even if she is dead (and the vit is there so that she dies less so that I have the 3% attack speed buff avaiablle more often, as it does go away if she dies).
  • #53
    Hi guys,

    I've recently completed inferno but I'm sick of farming act 1 forever and I'd like ton farm act 3... But I still can't do it efficiently. I sometimes dies when there are tons of trashmobs i cannot kite (i.e. when I start a game) and I have to skip almost all the elite packs with challenging affixes (like fast/mortar/vortex....).
    My stats are 170k ehp and 38k dps unbuffed and I play an standard blizz/hydra kiting build with force armor.
    http://eu.battle.net/d3/fr/profile/Ailkah-2899/hero/4238932

    What else do I need to be able to complete siegebreaker runs efficiently?
  • #54
    FYI, parts of this guide are sort of out of date now. The gearing section still applies, but the builds section is a little dated due to the patch. I'm planning on rewriting parts of it, but havn't had a chance to get to it yet and am kind of waiting on things to fully shake out from the patch. It should get done in the next week or so though.
  • #55
    Thanks for info
  • #56
    This info helped me out so much. I've been having issues with my wizard and hopefully this will help me.
  • #57
    Sincerely helpful. Thanks so much!
  • #58
    Nice guide. Thanks!
  • #59
    Good guide guy!
  • #60
    Great post, thanx a lot
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