for the 2's Team setup, i did some on my DH with a Wiz, was a bit - lets say - funny, cause its a double kite setup, both of us running around like litte chicken i personal would go with a monk or something.
for my 4's, i never go with a unity with any class if there is more than one wearing it. cause you will kill both of u. a friend of mine has a wiz also, and he was wearing his unity and i took mine on my zDps monk. short story: immunity shield on - and he was instagibbed was a lot of fun in ts ;-)
Beyond just being a gear/stats/Paragon check, one the biggest factors actually involving player skill for Wizard are kiting and setup. For FB kiting, you're trying to balance several competing concerns (not an exhaustive list):
Staying out of melee.
Dodging ranged attacks.
Dodging charges / leap attacks.
Staying out of ground effects.
Keeping monsters grouped.
Keeping distance for Zei's buff.
Finding the right time to setup / cast to keep damage up and get DoTs capped.
Not kiting too far forward such that your follower leashes and you lose BotT.
Not kiting too far forward such that monsters stop following / your FB DoT falls off.
Not kiting too far forward such that you over pull and get smashed by too many packs.
Most Wizards get the first ones pretty easily - stay away from damage - though even still you see the inexperienced try to "plow through" a horde or Teleport across the breadth of a group of enemies to reach the other side only to take big spikes in damage and be forced to potion/UA/Templar heal.
The biggest exception out of that group, one of the areas I definitely need(ed) to learn to improve, was in anticipating and dodging leap and charge attacks. Big monster charges are perhaps a bit easier - usually preceded by an animation that tells you, "hey, get out of the way!" But leaps like those from Winged Assassins are more anticipatory. I have to know they're coming just because they're on the board and at he appropriate range.
Fortunately, one of the strongest ways to avoid these kinds of attacks is exactly the answer to the "not kiting too far ahead" issues -- zigzag kiting. When you kite in a straight line forward, a pursuing monster is following roughly the same path and this leaves you vulnerable to leaps and straight-line charges. Straight line kiting also creates the fastest distance between yourself and the monsters you want to keep chasing, creating "too far" issues when you've got a Templar snaring them all up. Fine-tuning / taking this to the next level is an exercise of learning when it is right to stretch or compress your amplitude, what to do in narrow hallways or small room maps, etc.
For setup / when to cast, zigzag causes the pursuit vectors of monsters giving chase to also take on something of a zigzag pattern as they adjust to your position. This will cause them to spend additional time in AOE effects like Blizzard, reducing the number of times you need to stop and recast. Reducing casting events, especially in sequence, is critical. Not for AP (though recasting Blizzard infinite times certainly will choke your resources), but rather because hesitation to cast creates a window of vulnerability and recasting Hydra creates damage uptime gaps.
I typically time offensive casting around the Black Hole cooldown (why Evocation can be very good). Placement is also key - if I'm ahead of a pack of monsters and at moderate range, I lead with BH at the head of the pack so that the remaining follow into it and none slip ahead - giving me time for the rest of the setup. I then drop Hydra and Blizzard on or slightly ahead of myself so that the pack is just entering the damage area as they come out of BH (with Strongarm debuff now applied). It can be natural/tempting to drop Blizzard right on the pack's head for instant gratification of damage, but this only gives you roughly half the diameter of the Blizzard for them to walk through and will cause you to have to recast significantly sooner.
what i see really often is that "new" wizards tend to stand somewhere, even if you dont have a big amount of space to move - keep moving, there is no reason to stand on one position longer than a casting animation. it makes yourself vulnerable to leap attacks and ground debuffs.
Attack speed does absolutely nothing for DoTs. All higher APS does is let you cast spells faster and lets Hydra attack faster. However, Mammoth Hydra remains bugged with flat IAS stats and does not benefit from them. In addition, casting Blizzard faster doesn't make it do more damage since they don't stack with each other.
Replace the IAS on your Magefist with vitality if you wish to use them.
Gonna ask my question here since it remains unanswered in another thread:
The damage done by Firebird is obviously increased by damage increasing thing. How do damage modifiers effect the stacking of the firebird dot?
Firebird becomes infinite at 3000% per second :
Say I have a single damage spell that deals 500% damage and I got + 100% fire damage. Do I have to hit the target 9 or 18 times to get the dot to infinite?
I don't see any mention on how to properly allocate paragon pts for this firebirds build. Any suggestions on where to allocate pts for someone around 220 para pts doing seasons?
I don't see any mention on how to properly allocate paragon pts for this firebirds build. Any suggestions on where to allocate pts for someone around 220 para pts doing seasons?
MS>Resource>Int
CC/CHD (keep one to ten ratio) CDR;
All Resist>Armor>Life Regen
Life on Hit > RCR >Splash Damage will take you to 600.
yow, ive been wondering this for a while, but how come furnace is the best weapon.
a furnace is max +50% elite dmg, while a sunkeeper + firebird eye ( +magefist cause you free up a firebird slot) is 30% elite dmg, 40% fire dmg, 10% crit, more primary stat and if you get a rly good eye you get another 10% elite dmg
Now you've gone and done it. There's a sizable debate on actually how much Furnace is better then SK + Eye and Devastator + Eye. It stacks up to something like Furnace is best on Elites, Devastator best on whites, and Sun Keeper a mix of both. However, the math I saw clearly caveats the Furnace wins out if you take advantage of Firebird snapshotting damage increase of Black Hole + Strongarms, which we ALL do, in which case the Furnace is something clearly and considerably better.
Of course, this was in mathspeak, and these people are wizards to me. I got lost after the first decimal.
alright, another question, what about amu and rings, what stats should i aim on that ? is +20% fire dmg beter then intt/cc/chd ?
your ideal amulet would be fire %. socket, CC, CHD. As too WHICH amulet, anything you can roll those stats on. Hellfire amulets and immunity amulets are highly sought after.
Rings, Stone of Jordan (+20% Fire, 30% elite, 50% CHD OR 500 int, and socketed), the other ring is usually Unity for soloing...it's still really good in groups with the 15% elite damage, 5 CC, and 500 int/50 CHD.
because firebird helm is a helmet and not a wizard helm. thats a different item class. arcane power on crit can only roll on wizard specific helms and offhands (thats why it goes on firebird source)
Anyways you dont need arcanepower on crit with fcurrent firebird setup - but i admit its nice to have for better coverage.
it is currently tagged as wizard because it belongs to a wizard specific class set.
for the 2's Team setup, i did some on my DH with a Wiz, was a bit - lets say - funny, cause its a double kite setup, both of us running around like litte chicken i personal would go with a monk or something.
for my 4's, i never go with a unity with any class if there is more than one wearing it. cause you will kill both of u. a friend of mine has a wiz also, and he was wearing his unity and i took mine on my zDps monk. short story: immunity shield on - and he was instagibbed was a lot of fun in ts ;-)
The biggest exception out of that group, one of the areas I definitely need(ed) to learn to improve, was in anticipating and dodging leap and charge attacks. Big monster charges are perhaps a bit easier - usually preceded by an animation that tells you, "hey, get out of the way!" But leaps like those from Winged Assassins are more anticipatory. I have to know they're coming just because they're on the board and at he appropriate range.
Fortunately, one of the strongest ways to avoid these kinds of attacks is exactly the answer to the "not kiting too far ahead" issues -- zigzag kiting. When you kite in a straight line forward, a pursuing monster is following roughly the same path and this leaves you vulnerable to leaps and straight-line charges. Straight line kiting also creates the fastest distance between yourself and the monsters you want to keep chasing, creating "too far" issues when you've got a Templar snaring them all up. Fine-tuning / taking this to the next level is an exercise of learning when it is right to stretch or compress your amplitude, what to do in narrow hallways or small room maps, etc.
For setup / when to cast, zigzag causes the pursuit vectors of monsters giving chase to also take on something of a zigzag pattern as they adjust to your position. This will cause them to spend additional time in AOE effects like Blizzard, reducing the number of times you need to stop and recast. Reducing casting events, especially in sequence, is critical. Not for AP (though recasting Blizzard infinite times certainly will choke your resources), but rather because hesitation to cast creates a window of vulnerability and recasting Hydra creates damage uptime gaps.
I typically time offensive casting around the Black Hole cooldown (why Evocation can be very good). Placement is also key - if I'm ahead of a pack of monsters and at moderate range, I lead with BH at the head of the pack so that the remaining follow into it and none slip ahead - giving me time for the rest of the setup. I then drop Hydra and Blizzard on or slightly ahead of myself so that the pack is just entering the damage area as they come out of BH (with Strongarm debuff now applied). It can be natural/tempting to drop Blizzard right on the pack's head for instant gratification of damage, but this only gives you roughly half the diameter of the Blizzard for them to walk through and will cause you to have to recast significantly sooner.
Your best bet for getting higher Trial keys will be running in a group. Hands down.
If you want to solo, a Smoldering Core is a good item to combine with Meteor Shower.
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Im playing sunkeeper, hydra blizzard combo. What you guys think?
Thanks in advance
Replace the IAS on your Magefist with vitality if you wish to use them.
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However, I can't seam to find that post. Is this the case or am I imagining things?
The damage done by Firebird is obviously increased by damage increasing thing. How do damage modifiers effect the stacking of the firebird dot?
Firebird becomes infinite at 3000% per second :
Say I have a single damage spell that deals 500% damage and I got + 100% fire damage. Do I have to hit the target 9 or 18 times to get the dot to infinite?
CC/CHD (keep one to ten ratio) CDR;
All Resist>Armor>Life Regen
Life on Hit > RCR >Splash Damage will take you to 600.
Of course, this was in mathspeak, and these people are wizards to me. I got lost after the first decimal.
Rings, Stone of Jordan (+20% Fire, 30% elite, 50% CHD OR 500 int, and socketed), the other ring is usually Unity for soloing...it's still really good in groups with the 15% elite damage, 5 CC, and 500 int/50 CHD.
Anyways you dont need arcanepower on crit with fcurrent firebird setup - but i admit its nice to have for better coverage.
it is currently tagged as wizard because it belongs to a wizard specific class set.
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https://www.youtube.com/watch?v=tlWae7sIte0
Warning. Long video.
Armory | YouTube | Twitter | Clan Site