So I hit some problems Act 3 NM with the phase beasts rares etc. I came up with this pretty good build and thought to suggest it/get comments
LM: Magic Missile- Impact- Not used much but there in the rare case of being able to attack and not having arcane power. Impact actually lets it do damage while you get AP back.
RM: Disintegrate- Chaos Nexus- Great damage and most of the time people are in the range of the chaos nexus. Makes swarms easy and does good single target damage.
Storm Armor- Power of the Storm- Mostly for the extra AP regen. The reflecting damage synergizes well with diamond skin and mirror image.
Mirror Image- Mocking Demise- Start with this. They explode and sometimes stun. Distracts them.
Diamond Skin- Crystal Shell- You need the extra absorb from crystal shell for the hard hitters. Pop this after your mirror images die. Take a few hits. Synergizes very well with Illusionist and Galvanizing Ward. The hit you absorb reflects damage, resets Mirror Image, and gives you time to regen health from GW. Pop Mirror Image when this is about to fade. Run around and regain health/do damage.
Teleport- Fracture- Your last get out of jail card. Actually good against Jailers/Wallers. Lets you reposition and also distracts with the extra images. This does NOT stack with Mirror Image, but in the shitty situation when MI *and* DS are on CD, use this.
Illusionist for the instant Images/Teleport when hit under Diamond Skin. Galvanizing Ward is AMAZING because as long as you don't die outright, your skills give you PLENTY of time to regen health. Astral Presence for the extra AP and regen for disintegrate.
It's a little low on extra damage but really high on solo survivability. The damage from the armor and images adds up anyway.
This is my lvl 24 Wizard build I have lots of Intel / Vit the random loot has been good to me I also have a rare shield with 31vit 28 int so I dont get 1 shot. Once I up my dmg I'll be removing Magic Weapon and get Blink maybe.
While 4 defensive skills may be overkill, those phase beasts can really hurt. I would totally go with a build like this to get around that spot in act 3.
Remember that with enough defensive skills, you can cast offensive skills more.
This is not criticism towards you (rather towards the situation itself), but I have to say that it's a bit sad that you (not YOU in particular) need to use four defensive abilities to stay alive, leaving you with only two attack spells.
What else would you use? This goes for every class.
Every class has a cheap/generator skill. You cast it whenever your big spell can't be cast.
Every class has a big spell. You cast this all the time.
You don't have time to cast a third spell, unless it's some kind of dot or a buff (Most buffs are defensive though)
Hm I liked having both mirror image and teleport because the passive affects both...and you need diamond armor or you won't survive any hits. Storm armor is necessary for the AP regen.
But it's either get rid of teleport or storm armor. I'm going to try replacing teleport with magic weapon to up my damage and see if I'm ok surviving. Act 4 NM now.
Ok I tweaked it so I have poison hydra and energy armor. I'd like to try the energy armor rune with the 35% damage thing but I have the +20 AP right now. It's awesome I just beat Act 1 Hell totally drunk and the server being all laggy and restarted. Infinity mirror image that blows up plus poison hydra is amazing.
This is not criticism towards you (rather towards the situation itself), but I have to say that it's a bit sad that you (not YOU in particular) need to use four defensive abilities to stay alive, leaving you with only two attack spells.
What else would you use? This goes for every class.
Every class has a cheap/generator skill. You cast it whenever your big spell can't be cast.
Every class has a big spell. You cast this all the time.
You don't have time to cast a third spell, unless it's some kind of dot or a buff (Most buffs are defensive though)
There's plenty of passive offensive options available. I'm at the same stage of the game, and using 2.5 defensive skills (the .5 being a mix of dmg/utility/defensive)
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LM: Magic Missile- Impact- Not used much but there in the rare case of being able to attack and not having arcane power. Impact actually lets it do damage while you get AP back.
RM: Disintegrate- Chaos Nexus- Great damage and most of the time people are in the range of the chaos nexus. Makes swarms easy and does good single target damage.
Storm Armor- Power of the Storm- Mostly for the extra AP regen. The reflecting damage synergizes well with diamond skin and mirror image.
Mirror Image- Mocking Demise- Start with this. They explode and sometimes stun. Distracts them.
Diamond Skin- Crystal Shell- You need the extra absorb from crystal shell for the hard hitters. Pop this after your mirror images die. Take a few hits. Synergizes very well with Illusionist and Galvanizing Ward. The hit you absorb reflects damage, resets Mirror Image, and gives you time to regen health from GW. Pop Mirror Image when this is about to fade. Run around and regain health/do damage.
Teleport- Fracture- Your last get out of jail card. Actually good against Jailers/Wallers. Lets you reposition and also distracts with the extra images. This does NOT stack with Mirror Image, but in the shitty situation when MI *and* DS are on CD, use this.
Passives:
Illusionist- Galvanizing Ward- Astral Presence
Illusionist for the instant Images/Teleport when hit under Diamond Skin. Galvanizing Ward is AMAZING because as long as you don't die outright, your skills give you PLENTY of time to regen health. Astral Presence for the extra AP and regen for disintegrate.
It's a little low on extra damage but really high on solo survivability. The damage from the armor and images adds up anyway.
http://us.battle.net/d3/en/calculator/wizard#UcXdYS!aX!aaaZZ
Remember that with enough defensive skills, you can cast offensive skills more.
Every class has a cheap/generator skill. You cast it whenever your big spell can't be cast.
Every class has a big spell. You cast this all the time.
You don't have time to cast a third spell, unless it's some kind of dot or a buff (Most buffs are defensive though)
But it's either get rid of teleport or storm armor. I'm going to try replacing teleport with magic weapon to up my damage and see if I'm ok surviving. Act 4 NM now.
There's plenty of passive offensive options available. I'm at the same stage of the game, and using 2.5 defensive skills (the .5 being a mix of dmg/utility/defensive)