I'm trying to figure out the best way to utilise this weapon - as its currently the best weapon I have by far. I have pretty much all the wizard items... Now that Tals meteors no longer proc from item effects, I'm wondering in what type of build I can really capitalise on the power of thunder fury, in say GR40+ (Any element) although lighting would scale the best Id imagine.
I cant imagine lighting arcane torrent would get me there... wondering if there is a good lighting based delsere's build perhaps?
The playstyle doesn't look particularly fun - similar to firebirds dot/drop and run around style. I prefer something more engaging, It's definitely viable though, which is great! The energy twister variation sounds pretty cool @Blayreau : )
Cool, thanks for the feedback guys, very informative. Does anyone have any build ideas, or rough concepts, like xyz skill + xyz skill would work well together for this type of setup? I must say im a little disappointed that it wont work with items, I think its going to be pretty tough to pull off 4 elements from spells and still be viable / higher GR's
So, I'm pretty excited about the changes in 2.2 for Wizards, a big problem for me was that I always felt boxed into one element, as a wizard I don't truly feel all-powerful without wielding multiple elemental energies, hurling things around the world with primal energies. The new Tal Rasha 6 Set bonus looks promising for a true multiple element-archmage type style build.
For Reference the set bonus is:
Tal Rasha's Elements 2 pieces: [Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.]
Tal Rasha's Elements 4 pieces: [Attacks increase your resistance to that damage type by 100% for 6 seconds.]
Tal Rasha's Elements 6 pieces: [Attacks increase your damage by 75% for 3 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. Adding a stack refreshes the duration.]
So, Id like for this to be a thread to go over and discuss different ideas to utilise the 6PC set bonus
(I realise we dont know what armour placements they will have, but id imagine they would use the same/similar slots to firebirds so you cant have both at the same time.)
Some thoughts/questions:
1. With the possible increase of up to 75x4 = 300% dmg bonus would you really worry about +elemental damage, would you instead reroll elemental into... Int, Dmg, Crit% and CHD on each item
2. Would you end up using 1 primary damage element and just abuse 3 small triggers (Eg thunderfurys proc) to get the +75% dmg bonus
3. Will tals work off item procs or only spells? (Ie, how would thunderfury, wreath of lightning work....)
4. How good do you think the defence bonus will be?
5. Is there a way a wizard could inflict physical damage to gain 100% physical resistance? (I think there are some weapons...?) and do you think this would work...
6. Any two-three etc skills or items that you think would really work with this?
7. Any reason why you think this set wont work at all?
So, any interesting ideas or hidden secrets you think will work great with the new Tal 6 pc set?
I think blizz stated somewhere that monsters won't be immune, but resistance could pose a problem, if such a situation arises I could convert the meteor back to a fire based one, also thinking about my own elemental survivability in Inferno one could switch the energy shield crit (+5%) rune for the +40% elemental resistance rune vs ranged attackers as I'm fairly confident with the slows/teleport meele won't be much of an issue. hmmmm.
Hi All,
So I posted this build in the competition, sadly no key T_T
However I'm really thinking this a strong build and would like input and ideas from the community to truly refine it, thanks : ) Build name: Permafrost Storm Build type: Solo, hell/Inferno URL: http://eu.battle.net/d3/en/calculator/wizard#ecYQOj!bWf!ZZYYZZ Pro’s: Good combination of utility, damage, survival, aoe and single target nuking. Con’s: Arcane re-generation may be low, critical mass passive needs to proc enough. Aim: This build focuses on dealing as much damage as possible while retaining the ability to be evasive and not get hit as will be required in Inferno, this is accomplished by utilising attacks that SLOW the enemy thus not compromising damage for control, This build is fairly explosive and crit based. With high crit and lots of cold damage, the critical mass and black ice passives work nicely with each other. How to play it:
Think criticals, think controlled burst. Almost all spells slow enemy movement speed.
With energy barrier up (runed) and frost nova cast (runed) you have +20% crit chance (aoe). You also get reduced cool downs on frost nova and teleport when you crit. (NB!) so you can keep chain combo-killing mobs with little downtime. (teleport used defensively)
Electrocute (runed) works well when it crits as it disperses additional charged bolts.
Low hp mob aoe: Frost nova + Electrocute
High hp mob aoe: Frost nova + ice meteor + Electrocute
Single targets/ boss: Ray of frost (runed for extra slow)
Pro’s: Good combination of utility, damage, survival, aoe and single target nuking. Con’s: Arcane re-generation may be low, critical mass passive needs to proc enough.
Aim:
This build focuses on dealing as much damage as possible while retaining the ability to be evasive and not get hit as will be required in Inferno, this is accomplished by utilising attacks that SLOW the enemy thus not compromising damage for control, This build is fairly explosive and crit based. With high crit and lots of cold damage, the critical mass and black ice passives work nicely with each other.
How to play it:
Think criticals, think controlled burst. Almost all spells slow enemy movement speed.
With energy barrier up (runed) and frost nova cast (runed) you have +20% crit chance (aoe). You also get reduced cool downs on frost nova and teleport when you crit. (NB!) so you can keep chain combo-killing mobs with little downtime. (teleport used defensively)
Electrocute (runed) works well when it crits as it disperses additional charged bolts.
Low hp mob aoe: Frost nova + Electrocute High hp mob aoe: Frost nova + ice meteor + Electrocute Single targets/ boss: Ray of frost (runed for extra slow)
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I'm trying to figure out the best way to utilise this weapon - as its currently the best weapon I have by far. I have pretty much all the wizard items... Now that Tals meteors no longer proc from item effects, I'm wondering in what type of build I can really capitalise on the power of thunder fury, in say GR40+ (Any element) although lighting would scale the best Id imagine.
I cant imagine lighting arcane torrent would get me there... wondering if there is a good lighting based delsere's build perhaps?
The playstyle doesn't look particularly fun - similar to firebirds dot/drop and run around style. I prefer something more engaging, It's definitely viable though, which is great! The energy twister variation sounds pretty cool @Blayreau : )
Cool, thanks for the feedback guys, very informative. Does anyone have any build ideas, or rough concepts, like xyz skill + xyz skill would work well together for this type of setup? I must say im a little disappointed that it wont work with items, I think its going to be pretty tough to pull off 4 elements from spells and still be viable / higher GR's
So, I'm pretty excited about the changes in 2.2 for Wizards, a big problem for me was that I always felt boxed into one element, as a wizard I don't truly feel all-powerful without wielding multiple elemental energies, hurling things around the world with primal energies. The new Tal Rasha 6 Set bonus looks promising for a true multiple element-archmage type style build.
For Reference the set bonus is:
So, Id like for this to be a thread to go over and discuss different ideas to utilise the 6PC set bonus
(I realise we dont know what armour placements they will have, but id imagine they would use the same/similar slots to firebirds so you cant have both at the same time.)
Some thoughts/questions:
1. With the possible increase of up to 75x4 = 300% dmg bonus would you really worry about +elemental damage, would you instead reroll elemental into... Int, Dmg, Crit% and CHD on each item
2. Would you end up using 1 primary damage element and just abuse 3 small triggers (Eg thunderfurys proc) to get the +75% dmg bonus
3. Will tals work off item procs or only spells? (Ie, how would thunderfury, wreath of lightning work....)
4. How good do you think the defence bonus will be?
5. Is there a way a wizard could inflict physical damage to gain 100% physical resistance? (I think there are some weapons...?) and do you think this would work...
6. Any two-three etc skills or items that you think would really work with this?
7. Any reason why you think this set wont work at all?
So, any interesting ideas or hidden secrets you think will work great with the new Tal 6 pc set?
Hi All,
So I posted this build in the competition, sadly no key T_T
However I'm really thinking this a strong build and would like input and ideas from the community to truly refine it, thanks : )
Build name: Permafrost Storm
Build type: Solo, hell/Inferno
URL: http://eu.battle.net/d3/en/calculator/wizard#ecYQOj!bWf!ZZYYZZ
Pro’s: Good combination of utility, damage, survival, aoe and single target nuking.
Con’s: Arcane re-generation may be low, critical mass passive needs to proc enough.
Aim: This build focuses on dealing as much damage as possible while retaining the ability to be evasive and not get hit as will be required in Inferno, this is accomplished by utilising attacks that SLOW the enemy thus not compromising damage for control, This build is fairly explosive and crit based. With high crit and lots of cold damage, the critical mass and black ice passives work nicely with each other.
How to play it:
Think criticals, think controlled burst. Almost all spells slow enemy movement speed.
With energy barrier up (runed) and frost nova cast (runed) you have +20% crit chance (aoe). You also get reduced cool downs on frost nova and teleport when you crit. (NB!) so you can keep chain combo-killing mobs with little downtime. (teleport used defensively)
Electrocute (runed) works well when it crits as it disperses additional charged bolts.
Low hp mob aoe: Frost nova + Electrocute
High hp mob aoe: Frost nova + ice meteor + Electrocute
Single targets/ boss: Ray of frost (runed for extra slow)
Build type: Solo, hell/Inferno
URL: http://eu.battle.net/d3/en/calculator/wizard#ecYQOj!bWf!ZZYYZZ
Pro’s: Good combination of utility, damage, survival, aoe and single target nuking.
Con’s: Arcane re-generation may be low, critical mass passive needs to proc enough.
Aim:
This build focuses on dealing as much damage as possible while retaining the ability to be evasive and not get hit as will be required in Inferno, this is accomplished by utilising attacks that SLOW the enemy thus not compromising damage for control, This build is fairly explosive and crit based. With high crit and lots of cold damage, the critical mass and black ice passives work nicely with each other.
How to play it:
Think criticals, think controlled burst. Almost all spells slow enemy movement speed.
With energy barrier up (runed) and frost nova cast (runed) you have +20% crit chance (aoe). You also get reduced cool downs on frost nova and teleport when you crit. (NB!) so you can keep chain combo-killing mobs with little downtime. (teleport used defensively)
Electrocute (runed) works well when it crits as it disperses additional charged bolts.
Low hp mob aoe: Frost nova + Electrocute
High hp mob aoe: Frost nova + ice meteor + Electrocute
Single targets/ boss: Ray of frost (runed for extra slow)