Getting tired of Frozen Orb? Try an end-game fire wizard spamming meteors everywhere. Although more gear dependent, fire has the best damage stacking possibilities courtesy of Cindercoat.
In this video I go over the build, gear (including BiS items), ideal stats per slot, toughness requirements, fire/elite/meteor damage % modifiers, a very strong 2-hand variation with Smoldering Core, and some solo T4 rifting. Happy melting!
In your video on the front page you say that Ignite is better, but the proc coefficient on meteor shower is "0.025 per hit(7 meteors- DoT : 0.025(2 ticks over 2 seconds)". Force weapon will probably do more damage. Here's some maths.
Force Weapon : Meteor Shower : 2.28 x 1.75 = 3.99Meteor Shower Dot: + .5 x 1.75 = 0.87 Total = 4.865, or 486.5% Weapon Damage(2.28=228% from Meteor Shower, 1.75 is 45% meteor damage + 10% sparkflint + 20% Force Weapon, .5 = 50% weapon damage from meteor shower dot).
Ignite : 2.28 x 1.65 = 3.762, Dot: .5 x 1.65 = .825 = 4.587, Ignite Dot: 0.025 x 0.86 x 1.65) = 0.0354, Ignite on meteor Dot: (2 x 0.025 x 0.86 x 1.65) = 0.0708, Total = 4.6932, or 469.32% Weapon Damage, (0.025 = proccoefficient, 0.86 = Ignite damage, 1.65 = bonus damage with no Force Weapon, but still have magic weapon, 2x in the ignite on meteor calculation is because it ticks twice).
FW = 486.5% Weapon Damage per meteor Ignite= 469.32% Weapon Damage per meteor Multiply both by 7 to get total skill damage. (Feel Free to call out any mistakes, it's pretty easy to make them)
It will also end up better with Conflagrate even though it has a much better proc coefficient if you have a mirrorball as ignite only procs off 1 missile and allows you to stack up the damage from the dot faster.
I don't think Ignite is affected by proc coefficients, I have played with it and it seemed to apply on every hit. This belief is reinforced by my reading of the tooltip "Attacks burn enemies, dealing86%weapon damage as Fire over3seconds." This doesn't state a "chance," as with most other abilities that use proc coefficients.
Also, I haven't really tested, but I have somewhat observed it and don't think the Ignite DoT stacks. This would be consistent with it not using proc coefficients, but simply applying on every attack.
It is affected by proc coefficients, LoH doesn't say proc chance and it is. You can test by using electorcute (cos its coefficient is kinda sad )
Supposedly the dot does stack, but I haven't tested, but that would only further push things in Force Weapons favor, and I was just trying to picture the best case scenario for Ignite
LoH doesn't have a proc chance, you get LoH on every hit. The amount of LoH is scaled off of your skill's proc coefficient. This is the same way that the axe "Hack"'s legendary property interacts with proc coefficients. It procs on every hit, but the damage scales with your attack's proc rate.
It's been a while, and I can't check right now, but I recall the ignite DoT being applied pretty liberally.
edit: I just re-watched the start of the OP's video, and it looks like the ignite starts ticking/visually burning mobs as soon as he hits them. This doesn't seem to fit with an alleged ignite rate of 2.5%
"LoH doesn't have a proc chance, you get LoH on every hit. The amount of LoH is scaled off of your skill's proc coefficient. This is the same way that the axe "Hack"'s legendary property interacts with proc coefficients. It procs on every hit, but the damage scales with your attack's proc rate.
It's been a while, and I can't check right now, but I recall the ignite DoT being applied pretty liberally."
That's actually so much better, cool to know, would average out to the same, but no "bad luck" streaks.
Just tested with electrocute and glacial spike. Electrocute didn't put it up much (as expected), and glacial spike applied it most of the time (as expected), so it definately appears to adhere to proc coefs.
What i just got on Conflagration is: First hit that has a fire damage portion will only apply the debuff. Subsequent hits will benefit from the increased crit chance.
Any fire damage you deal (including fire Hydra) applies the debuff, no connection to proc coefficients.
No visual indicator! The burning effect you see is just the fire damage, not the Conflagration debuff.
Thanks for the feedback guys. You are correct, Ignite is not 100% so I swapped it out for Force Weapon. The tooltip is misleading.
I also tried heatwave, but it doesn't work as well for the following reasons:
1) You have to get mobs around you or get to them for maximum efficiency. You can't stutter step really and thus it takes a lot longer.
2) The damage output of heatwave is only slightly higher when you factor in the DoT from the meteors.
3) Meteors have a 'higher' damage output in the sense that each meteor has several chances to crit (the initial impact + molten tick).
4) Multiple meteors can hit the same target.
5) If heatwave doesn't crit, it's awful damage. If it does, it's sometimes overkill (so you're 'wasting' damage).
6) You need more toughness for heatwave, especially when facing elites.
7) The argument for easier casting on heatwave can be counterbalanced with proper meteor casting, which I talked about in the video. You can still make most meteors hit something if you cast it correctly.
8) It appears that sometimes (especially near the outer part of the ring) heatwave doesn't always hit. This may be a bug. I would have to do more testing.
have you considered throwin on some of them hex pants? if you're gonna be moving, it would help out your AP regen while you're moving around... may or may not be helpful, but just a thought
It's definitely gear dependent and the build can evolve in different ways. The 7 small meteors have no cooldown and can be spammed if you can regen AP fast enough. So the goal is to have more regen/APoC.
There was one mistake, I think, I caught in the video. He put critical chance instead of +15% meteor damage in thr andarials helm. I think that works out to less damage then Cc. I agree with the above poster hexing pants would be the way to go.
I tend to agree meteor will be the build of choice for t6.
To me, yeah, dropping meteor showers on things is pretty much why I play video games. Can't get much better than spamming meteors.
(Other people already mentioned this including the OP, but I was wrong in an earlier post: I tested it earlier and Magic Weapon - Ignite does use the proc coefficient and can stack.)
I did the 6% crit vs 15% skill damage argument in a barbarian thread earlier, and if you want absolute max damage, the 15% skill damage comes out ahead as long as almost all of your damage is derived from that one skill. The 6% is more versatile, but will be less meteor damage with most levels of crit, crit damage, and +meteor %.
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In this video I go over the build, gear (including BiS items), ideal stats per slot, toughness requirements, fire/elite/meteor damage % modifiers, a very strong 2-hand variation with Smoldering Core, and some solo T4 rifting. Happy melting!
http://youtu.be/YOuFBbJUmZs
MeatHeadGaming - YouTube - Twitch - Facebook - Web
Force Weapon : Meteor Shower : 2.28 x 1.75 = 3.99 Meteor Shower Dot: + .5 x 1.75 = 0.87 Total = 4.865, or 486.5% Weapon Damage(2.28=228% from Meteor Shower, 1.75 is 45% meteor damage + 10% sparkflint + 20% Force Weapon, .5 = 50% weapon damage from meteor shower dot).
Ignite : 2.28 x 1.65 = 3.762, Dot: .5 x 1.65 = .825 = 4.587, Ignite Dot: 0.025 x 0.86 x 1.65) = 0.0354, Ignite on meteor Dot: (2 x 0.025 x 0.86 x 1.65) = 0.0708, Total = 4.6932, or 469.32% Weapon Damage, (0.025 = proccoefficient, 0.86 = Ignite damage, 1.65 = bonus damage with no Force Weapon, but still have magic weapon, 2x in the ignite on meteor calculation is because it ticks twice).
FW = 486.5% Weapon Damage per meteor
Ignite= 469.32% Weapon Damage per meteor
Multiply both by 7 to get total skill damage. (Feel Free to call out any mistakes, it's pretty easy to make them)
It will also end up better with Conflagrate even though it has a much better proc coefficient if you have a mirrorball as ignite only procs off 1 missile and allows you to stack up the damage from the dot faster.
Also, I haven't really tested, but I have somewhat observed it and don't think the Ignite DoT stacks. This would be consistent with it not using proc coefficients, but simply applying on every attack.
Supposedly the dot does stack, but I haven't tested, but that would only further push things in Force Weapons favor, and I was just trying to picture the best case scenario for Ignite
It's been a while, and I can't check right now, but I recall the ignite DoT being applied pretty liberally.
edit: I just re-watched the start of the OP's video, and it looks like the ignite starts ticking/visually burning mobs as soon as he hits them. This doesn't seem to fit with an alleged ignite rate of 2.5%
That's actually so much better, cool to know, would average out to the same, but no "bad luck" streaks.
Just tested with electrocute and glacial spike. Electrocute didn't put it up much (as expected), and glacial spike applied it most of the time (as expected), so it definately appears to adhere to proc coefs.
Would be really interesting how exactly the mechanics work here.
Any fire damage you deal (including fire Hydra) applies the debuff, no connection to proc coefficients.
No visual indicator! The burning effect you see is just the fire damage, not the Conflagration debuff.
source: Mechanics Compendium http://us.battle.net/d3/en/forum/topic/8770117237
http://us.battle.net/d3/en/profile/Oakland-1194/hero/7618323
I find Dominance to be more survivable when soloing. Energy Tap/Prodigy if you have a lot of attack speed to refill. I can solo T2/3
Recently I started using Black Hole/Blazar which helps with grouping a mob and emptying out arcane power on it.
I farm with my friend's monk who pulls them together for me.
I also tried heatwave, but it doesn't work as well for the following reasons:
1) You have to get mobs around you or get to them for maximum efficiency. You can't stutter step really and thus it takes a lot longer.
2) The damage output of heatwave is only slightly higher when you factor in the DoT from the meteors.
3) Meteors have a 'higher' damage output in the sense that each meteor has several chances to crit (the initial impact + molten tick).
4) Multiple meteors can hit the same target.
5) If heatwave doesn't crit, it's awful damage. If it does, it's sometimes overkill (so you're 'wasting' damage).
6) You need more toughness for heatwave, especially when facing elites.
7) The argument for easier casting on heatwave can be counterbalanced with proper meteor casting, which I talked about in the video. You can still make most meteors hit something if you cast it correctly.
8) It appears that sometimes (especially near the outer part of the ring) heatwave doesn't always hit. This may be a bug. I would have to do more testing.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
I tend to agree meteor will be the build of choice for t6.
(Other people already mentioned this including the OP, but I was wrong in an earlier post: I tested it earlier and Magic Weapon - Ignite does use the proc coefficient and can stack.)
I did the 6% crit vs 15% skill damage argument in a barbarian thread earlier, and if you want absolute max damage, the 15% skill damage comes out ahead as long as almost all of your damage is derived from that one skill. The 6% is more versatile, but will be less meteor damage with most levels of crit, crit damage, and +meteor %.