The reason I have astral presence with PoTS is to lower the total ap used per second of disintegrate, with those two and natural regen of 10 ap a second, the total ap used is 5 meaning you cast it a long time and probably don't need Arcanot which would drop it down 3 a second hehehe
35 % chance of volatility hitting... Thrown Blade would help on the range, they are going to get to you at some point with all that defense I'd use this build, if enduring skin isn't enough, I will go Crystal Shell with evocation. I've been pro-volatility for a very long long time This is my volatility build so far...
It is a balance of damage and defense, I am still on the fence whether to do Death Blossom, Slow Time or Arcanot (for extra ap) but I'm leaning toward slow time at the moment (due to the aforementioned weaving of ST with Enduring Skin so that one of them is up all the time).
SB does almost comparable damage as disintegrate, what situation would it be bad for ? Ranged ? use Slow time and or enduring skin, (go up to them with enduring, then ST, then kill ?) more than one melee enemy use slow time, enduring skin, and simulacrum. It is a lot of defense but with those 3 defenses and cold armor you could survive almost as long as it takes to kill something with SB.If slow time is enough I think I would prefer Scramble (electric armor) that lets you run fast when hit, and does more damage than chilling aura mentioned above, also never underestimate the usefulness of running fast ) and also if the healing is enough I might go to extended range on blades instead of healing ones, it isn't like you will crit all the time....
Just taking enduring skin and slow time with perpetuity into account, enduring skin lasts 8 seconds, cool down of 15 (without critical mass counting) slow time lasts 8 seconds, put them both together and you have one of them up all the time, add simulacrum and you got plenty of ways to stay alive. You wouldn't even need illusionist passive, change it out for evocation or blur and become immortal
Yeah, I decided to make a build that used the original post's title in mind...
Imagine if you will, taking out archers with maybe Scramble as armor.. You take a hit, run 25% faster, run up to them cast enduring skin, and SB a lot, then cast slow time, after a few seconds, and keep SBing, and or shatter too, before you know it they are all dead, and you are standing there looking like a total bada@#$ because you killed a group of ranged without your ap globe dropping 1 point... The End.
Your welcome, I used to be for a few of those skills but I changed to something else, on cascade I once put on a post that it reminded me of electrocute that it goes from target to target, however disintegrate pierces whether it kills the target or not.... Also Cascade fires just 1 new missile, that does 175% weapon damage, if that were enough to kill a monster... then volatility would be a better choice because you could kill all of them in a second or two (literally), you would do a 360 degree sweep and everything would be gone.. The Arcane Torrent line of spells is weak at best, for me only Death Blossom has a chance at being usable due to the high damage. Cascade is like the Warcraft 3 Necromancer (and works in a similar way really) if your able to kill the enemy easily with it, you were already winning the fight. If one cascade projectile leads to another, then that would be pretty cool but still you have the issue that it leaves a trail of bodies where Disintegrate could have killed them all, attacking many of them at once.
I like Prism in concept, all 6 seconds of it, however none of the spells either of us have are high AP users, with prism, and astral presence and power of the storm and base regen of 10, you would gain 2 ap a second (while casting volatility or cascade) for those 6 seconds.... so basically you get the protection, which is what most people really want, but only 12 additional ap... I think I'll just skip prism and stand still for the 1.2 seconds or whatever it takes to get that 12 ap If they really want to make it more desirable in my mind they would need to increase it from 7 ap to 10 then the meteor freaks would go crazy for it. They still don't do it justice, Prism is like a Glass Cannon buff, it is like they just cookie cutter the spell and leave everything the same except 1 aspect... To make Prism something that any wizard would think about using and give it real strategic advantage they need to lower the amount of shield by say, half, increase the duration from 6 seconds to 12. Then the teleport freaks would all want to use it because it would be part of their strategy, not just looking cool because they are moving around the screen. In short, Prism 11AP saved, duration 10 seconds, shield absorption half (as payment for the power )
Maybe you just like the extra AP but for me also surge of power seems overkill on the ap, I used to have Arcanot in my builds but I just think 5 ap a second lost from Disintegrate or Cascade used with Power of the Storm is enough for me and I decided to use the spell slot for something that would be a "game changer" in my strategy rather than polish the silver a 2nd time......
AT Aint For Me:
Disruption: Gives 15% increase in damage for seconds, seems hardly worth it, for the spell slot, if it was 30% it would be comparable to Glass Cannon and Spark Flint Combined.
Arcane Mines: Situational at best, 150% weapon damage, but again disintegrate has more damage in a variety of ways, hits from farther away. If they wanted to really make it usable they should increase the damage to 200% at least... The explosion range is hardly worth mentioning, but a saving grace of this skill could be how long the mines sit there, however again, that is situational.
Power Stone: Situational again, but it is only 2% chance to drop a power stone.
Before disintegrate, Arcane Torrent could be one of the best spells, but after Disintegrate.... it is Ron Paul.
Added shatter after seeing that it worked well with explosive bolts from the post on April 19th, took off familiar regen. With natural regen, the ap used every second with volatility is 5. Can switch between volatility and explosive bolts, or volatility and shatter (when it comes up) either combo should be very very destructive. I still might go death blossom instead of wave of force but I think the directed power of volatility with the chance of 395% explosions might be better than the undirected 670% of Death Blossom, it depends on how well DB really works.... Got rid of temporal flux, seemed a little overkill. WoF adds to survivability and speed.... So either
max explosions, great damage, always a lot of AP, possibly good CC with the increase they made to paralysis. Use spells with paralysis and temporal flux together to stun/slow. It isn't fancy but it should put out a lot of damage and keep them away from ya mostly, the two effects might be kinda pretty
I think Antirepublican's first post hit the nail on the head.... aside from just being annoying on pvp which I'm sure is a good enough reason for someone... why.
They finally "fixed" paralysis, now it's a party can't wait to use shock pulse (the one where enemies explode with lighting in an area) or electrocute with my volatility/death blossom.
Wouldn't better killing ability or survivability with diamond skin, slow time, etc etc. be more useful than just moving around ? I'm going for diamon skin with endurance before just teleporting around with the hope I am not running into more monsters. I'm sure there will be people teleporting around I just don't think others will want to play with them as much as me doing damage and killing stuff
I feel sorry for all the warriors and such who don't have teleport doesn't seem to be must have, neither is mirror image. I would wager 90% of all wizards will have Slow Time or Diamond Skin (enduring) in later levels for regular play. Only reason people talk about teleport is PVP and because of nostalgia from previous games, " I need the teleport man I'm gonna be jumping around all over ! ".
Mirror image and teleport are both a strategic ouroboros: "Why do you need teleport?" "To jump around when waiting for my spells and to keep from getting hit." "Why is the fight lasting so long? "Because I'm teleporting and not doing as much damage" (insert mirror image in place of teleport)
I think that if your going to use critical mass passive, there are few better spells than electrocute, particularly chain lightning...
I think your better off with improved archon rune that adds 25% to damage instead of this one shot wonder for 450 % weapon damage on a spell with a basic cooldown of 2 minutes.
More ap, more AO, more Archon (more often), better protection (with WoF and Diamond), better range(electrocute), more criticals for critical mass (you will need them):
I would throw away slow time for 20% damage and the frost nova and instead do Sparkflint and glass cannon, together they would give you round the clock damage, arcane destruction may do a lot of damage but Volatility would do almost the same amount of damage more frequently, though it is long range, (but then isn't death blossom too ?) You've already compromised, add volatility and your turn to the dark side will be complete
If ap is that important, I would favor Energy Tap plus Astral Presence for a total of 40 extra ap... but none of the spells are heavy ap users except Hydra which will be upstaged by Volatility at half the ap. Also Hydra has a nice duration of 15 seconds but with Death Blossom each hit does 670 % weapon damage, neither DB or Hydra can be targeted by you (though Hydra Will target something) and both are arcane, so why cast a spell that costs twice the ap, for less than 1/20 th the damage? Ignoring the explosions of hydra and the possible fire rate, if they get hit by DB they might not be alive after the first hit... sure it could take two casts but with the cost of DB you could do it.... without waiting for hydra to run out ? (which seems like it could be another advantage to DB, more shots). As long as you can cast only 1 hydra at a time it just doesn't seem to be worth using compared to other spells, meteor seems better...
Also DB could setup for volatility on a large group of monsters alot easier than hydra pecking away at 33% weapon damage, volatility will be doing all the work ! so your going to be standing still a lot more than you would using DB. You could do Death Blossom then 360 degree spin with disintegrate.. killing the weak, causing a few explosions then repeat: DB Volatility again.
I'm not saying hydra won't work, it is just the spell is eating with one chopstick right now and I think that if people could make two with a slightly lower ap per cast it would make it more desirable.
Also evocation will shave off what 2 seconds total, maybe 2.5 from the cooldown, why even use it? Slow Time is the only spell that even has a cooldown and you don't need it for teleport with reversal? Two spells I would personally consider using evocation for are Archon and Enduring Skin. For Archon with Pure Power the cooldown is 100 seconds so you could take off 15 seconds, which anyone would notice.
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http://us.battle.net/d3/en/calculator/wizard#bigYXT!XgV!abYaYZ
It is a balance of damage and defense, I am still on the fence whether to do Death Blossom, Slow Time or Arcanot (for extra ap) but I'm leaning toward slow time at the moment (due to the aforementioned weaving of ST with Enduring Skin so that one of them is up all the time).
Just taking enduring skin and slow time with perpetuity into account, enduring skin lasts 8 seconds, cool down of 15 (without critical mass counting) slow time lasts 8 seconds, put them both together and you have one of them up all the time, add simulacrum and you got plenty of ways to stay alive. You wouldn't even need illusionist passive, change it out for evocation or blur and become immortal
Yeah, I decided to make a build that used the original post's title in mind...
Imagine if you will, taking out archers with maybe Scramble as armor.. You take a hit, run 25% faster, run up to them cast enduring skin, and SB a lot, then cast slow time, after a few seconds, and keep SBing, and or shatter too, before you know it they are all dead, and you are standing there looking like a total bada@#$ because you killed a group of ranged without your ap globe dropping 1 point... The End.
http://us.battle.net/d3/en/calculator/wizard#WgXQPf!fgd!YYYZaa
Huge amount of defensive skills, because you'll need it
http://us.battle.net/d3/en/calculator/wizard#WgXYPf!fgd!YYYaaa
I like Prism in concept, all 6 seconds of it, however none of the spells either of us have are high AP users, with prism, and astral presence and power of the storm and base regen of 10, you would gain 2 ap a second (while casting volatility or cascade) for those 6 seconds.... so basically you get the protection, which is what most people really want, but only 12 additional ap... I think I'll just skip prism and stand still for the 1.2 seconds or whatever it takes to get that 12 ap If they really want to make it more desirable in my mind they would need to increase it from 7 ap to 10 then the meteor freaks would go crazy for it. They still don't do it justice, Prism is like a Glass Cannon buff, it is like they just cookie cutter the spell and leave everything the same except 1 aspect... To make Prism something that any wizard would think about using and give it real strategic advantage they need to lower the amount of shield by say, half, increase the duration from 6 seconds to 12. Then the teleport freaks would all want to use it because it would be part of their strategy, not just looking cool because they are moving around the screen. In short, Prism 11AP saved, duration 10 seconds, shield absorption half (as payment for the power )
Maybe you just like the extra AP but for me also surge of power seems overkill on the ap, I used to have Arcanot in my builds but I just think 5 ap a second lost from Disintegrate or Cascade used with Power of the Storm is enough for me and I decided to use the spell slot for something that would be a "game changer" in my strategy rather than polish the silver a 2nd time......
AT Aint For Me:
Disruption: Gives 15% increase in damage for seconds, seems hardly worth it, for the spell slot, if it was 30% it would be comparable to Glass Cannon and Spark Flint Combined.
Arcane Mines: Situational at best, 150% weapon damage, but again disintegrate has more damage in a variety of ways, hits from farther away. If they wanted to really make it usable they should increase the damage to 200% at least... The explosion range is hardly worth mentioning, but a saving grace of this skill could be how long the mines sit there, however again, that is situational.
Power Stone: Situational again, but it is only 2% chance to drop a power stone.
Before disintegrate, Arcane Torrent could be one of the best spells, but after Disintegrate.... it is Ron Paul.
http://us.battle.net/d3/en/calculator/wizard#bidYXT!XgV!abZaYZ
or
http://us.battle.net/d3/en/calculator/wizard#bieYXT!XgV!abZaYZ
max explosions, great damage, always a lot of AP, possibly good CC with the increase they made to paralysis. Use spells with paralysis and temporal flux together to stun/slow. It isn't fancy but it should put out a lot of damage and keep them away from ya mostly, the two effects might be kinda pretty
http://us.battle.net/d3/en/calculator/wizard#iegdXT!XfU!bZaaYZ
Mirror image and teleport are both a strategic ouroboros: "Why do you need teleport?" "To jump around when waiting for my spells and to keep from getting hit." "Why is the fight lasting so long? "Because I'm teleporting and not doing as much damage" (insert mirror image in place of teleport)
I think your better off with improved archon rune that adds 25% to damage instead of this one shot wonder for 450 % weapon damage on a spell with a basic cooldown of 2 minutes.
More ap, more AO, more Archon (more often), better protection (with WoF and Diamond), better range(electrocute), more criticals for critical mass (you will need them):
http://us.battle.net/d3/en/calculator/wizard#UcdXmO!Xbg!aaZYbb
Also DB could setup for volatility on a large group of monsters alot easier than hydra pecking away at 33% weapon damage, volatility will be doing all the work ! so your going to be standing still a lot more than you would using DB. You could do Death Blossom then 360 degree spin with disintegrate.. killing the weak, causing a few explosions then repeat: DB Volatility again.
I'm not saying hydra won't work, it is just the spell is eating with one chopstick right now and I think that if people could make two with a slightly lower ap per cast it would make it more desirable.
Also evocation will shave off what 2 seconds total, maybe 2.5 from the cooldown, why even use it? Slow Time is the only spell that even has a cooldown and you don't need it for teleport with reversal? Two spells I would personally consider using evocation for are Archon and Enduring Skin. For Archon with Pure Power the cooldown is 100 seconds so you could take off 15 seconds, which anyone would notice.