If you're asking if Evocation reduces the internal cooldown of building up arcane charges, it is possible, any green number is subject to some form of change via build or player gear. My initial guess is to say it is unlikely though (That Evocation will lower the internal cooldown). Even if it does, that won't change that electrocute will most likely only give you one charge per cast. Shock pulse is the only ability I think that could possibly give you more than one arcane charge per cast, simply because of the random direction there is a possibility for one of the three pulses to hit an enemy and another one hit someone else a second later.
If you lowered the internal cooldown of Arcane Dynamo to something like .1 or .2 seconds, then indigo electrocute may be able to chain up more than one arcane charge per cast of electrocute.
thanks for all the advice, I think I will try this build when I can get into the game, be it beta or full verson lol
So is there no merit to having your want attack do extra damage, be a free attack to use because of lots of high mana attacks, and chain to hit more then one enemy for extra ap and extra life with each shooing of my wand?
I'm really sorry, can someone translate this for me please. I'm not trying to be rude. My brain simply cannot decipher what he typed between the potential misspellings and odd grammar. I'd really like to be able to answer this question and help him if I can. I've been staring at this for ten minutes and just when I think I've figured out what he meant I look at it again and find a whole new possible meaning.
I'm not sure if he's asking about further clarification on Virtouso and dropping electrocute/Arcane Dynamo or if he's asking if he should drop Virtouso and keep the other two.
sorry, I realised it did not make much sense so I rephrased what I wanted to say above lol
It's ok, I'm re-reading through it now. First thing I'd like to point out is that Wizards use arcane power not mana and there are no mana or arcane power potions. Next off, you'd want to pick either using a signature ability or using your wand, it would be very sub-optimal to use both. Signature abilities are designed to generally replace your basic weapon attack, by giving you an attack that is generally ranged regardless of what kind of weapon you're using (apart from spectral blades) and give you something to do while you wait for your arcane power to regenerate. As you already noticed in your most recent build prodigy allows you to turn your basic attacks into minor AP (arcane power) generators.
Now Virtuoso exists for people who have a really good wand and off hand, are not planning on using anything but those two, and want to use another offensive or utility spell instead of a signature ability. This allows them to use an AP free attack, generate some AP and also heal themselves a little.
Your current build has electrocute, which is a signature spell, and Virtuoso. While you can do this, and switch between your basic attack and electrocute, most people would consider this undesirable, it would be better to pick one or the other. You don't have to, but if you wanted to there are a few options.
If you wanted to keep Virtuoso, I'd drop electrocute and replace it with an indigo energy armor, like in this build: http://us.battle.net...hlOi!XTd!YYYaZa
This build will only really work as long as you use a wand, the moment you use a weapon other than a wand, this build begins to fall apart. That is the crux of any Virtuoso build.
If you decided you wanted to drop Virtuoso now, here is another alternative that could complement your build fairly well. http://us.battle.net...hlOi!hTc!YYYaZa
The reason Arcane Dynamo is agreeable in this build is that electrocute is now one of your most casted abilities. You will get flash of insight often enough in this case that it'll be beneficial to your spells like blizzard and meteor. If you don't want to use Arcane Dynamo, Conflagration is also a possible replacement for Virtuoso, as thanks to your crimson runed meteor, the 15% increased damage taken can last up to 6 seconds after the meteor lands. That's an additional 15% damage for more meteors, blizzards or explosive blasts.
Don't forget though that you will only get one charge of insight per cast of electrocute, as there is an internal cooldown on Arcane Dynamo of .9 seconds. The seven leaps electrocute could do will be done in under a second, and so you will always only get one insight charge from it.
I think I like that, and ill go with it and just take vrituoso out. Does the abililty that lowers cooldowns work on bulding arcane charges?
So is there no merit to having your want attack do extra damage, be a free attack to use because of lots of high mana attacks, and chain to hit more then one enemy for extra ap and extra life with each shooing of my wand?
I'm really sorry, can someone translate this for me please. I'm not trying to be rude. My brain simply cannot decipher what he typed between the potential misspellings and odd grammar. I'd really like to be able to answer this question and help him if I can. I've been staring at this for ten minutes and just when I think I've figured out what he meant I look at it again and find a whole new possible meaning.
I'm not sure if he's asking about further clarification on Virtouso and dropping electrocute/Arcane Dynamo or if he's asking if he should drop Virtouso and keep the other two.
sorry, I realised it did not make much sense so I rephrased what I wanted to say above lol
This is a pretty good build for the most part, but here's my advice:
1.You should also pick some runes, they're a vital part of your build
2. Don't use virtuoso unless you plan on going in melee range, and if you are, then I absolutely recommend an armor spell.
I love your choice of slow time and teleport; they're great evasive skills.
You're right on the 1, wrong imo on the 2. You pick up Virtuoso if you are not going to want a signature spell. Virtuoso turns your wand attacks (which are ranged) into an AP generator as well as a minor heal. If you do keep Virtuoso you should ditch Arcane Dynamo simply because the damage bonus it would give is pointless in comparison to the extra AP you'd generate from using your basic attack 8 times and pick up 120 AP and 8% life which is more than enough to cast two to three extra spells. Switch electrocute to an indigo energy armor if you want to keep Virtuoso.
What I was thinking with the signature ability is that if I was trying to do damage, I could use it while waiting for abillity cooldowns to wear off, where as with my basic wand attack, it would generate mana/health if I needed it. This way, if I shoot off the 3 other spells I have and am waiting, I can still hit lots of targets with my wand (I replaced the Arcane Dynamo to give my signature attack some mana generation as well) and get some extra mana, or just go to full mana replentishing mode. Hopefully with something like this, I can be shooting off big spells, and not needing mana potions, while minimally relying on health potions becuase I can always slow time or teleport far away very fast.
I havnt played the game, so I really have no idea if this is even viable as a strategity, but I konw I am stingy and dont like using potions lol, so I'm trying to help my play style. Here is the verson with added runes, and a change in one ability:
I think by the nature of it being balanced for PvE, its going to be pretty balanced for PvP. Think, if you can survive a hord of high level enemies, you can probally survive a charracter who cannot survive the same hord, reguardless of the class they play. The classes have to be balanced to be able to play the game, and based on that, they will likely MOSTLY have the same chance surviving each other. As I mentioned before, players who know what they are doing will have a better chance of winning a PvP battle then players who dont. I think it will get a small cult following type of thing, but even in D2 and D, there was not emphasis on PvP. Also, in D2, I have seen charricters of the same level, with simliar gear quality, and reguardless of class, the better PvP player would always win. This is what I observed from years of playing where someone could switch charricters and still win the match against an opponent who had a precived 'advantage' over them.
Also, take a good look at WoW. The builds for the game really let you have a variety of different charricters. There are PvP builds, and there are PvE builds. Blizzard aknowleged this, and allowed dual talent spec. This allowed you to have a second build for a charricter, so this way you could have a PvP and PvE charricter. They even lowered the level requirement and cost for this abillity and it made PvP very balanced. If they allow this kind of feature in Diablo 3, that would be awsome. This would allow people to prepair for a PvP battle, or just prepair for a new act in which enemies have different resistances/weaknesses.
I really think we are going to see a lot of evoultion of the abillites like we did in diablo 2. People start off making every build under the sun, and then they find out which ones work best for specific jobs. There will be specific build/charricter combos that will work best for soloing, there will be ones that work best for being in a group (and having differnt jobs) and there will be ones for PvP, which at this point looks like a very secondary feature of the game, as there is no reward system for it as of yet.
The fastest way to do anything in D2 and in D1 was to do it in a group. It helped to have a tank that enemies could beat on, with a lot of high damage AoE mages blasting away enemies. Since we have no information at all what the rest of the game will look like, its impossible to say that any of these builds will be viable for an endgame charricter. Right now, people are only able to beat part of act 1, and have no idea what kind of challanges they will face later. This can lead to a lot of false strong builds. For example, in D2, I remember a necromancer was great in act 1 if you put lots of points into skellitions. You could summon a large amount of them, they (as a small army) would do pretty well, and you could have a curse or buff to help you finish off enemies. However, when starting act 2, such a build was completely useless as skellitions, no matter how strong they got, could just not hold up against the tougher enemies. I was able to beat the game with a sorc, barb, amazon, pally, but never a necromancer. I just found that there was not any specific great build for him, and just lost intrest in playing.
You have to keep all this in mind, and really be open minded about how hidden combos can work together, and finding new synergy between things could work.
my idea behind it was a lot of great big hit abillites with a way to keep mana up and some protection (with teleport and slow time). It looks like it would be fun to try out.
After Playing WoW for a very long time, I think there will be a great deal of balance to the game. PvP and PvE are simliar in a way that they need to be able to pull their own weight as a team, but also be able to solo. I have found that in WoW, the people that konw what their doing, reguardless of class, are the best. Sure, some abillites are more useful depending on situations, but i've seen games where people make PvP healers that do damage, and totally own with them, and people who make tanks that die in 2 seconds. I think that the amount of cuztomization and options for each charricter really makes balance happen. It also helps when evolving the strategty of the game, finding that new perfict combo against the current popular builds can really help with balance. I think in the end, people who are better at games like Diablo are going to own, and people who are not as good will have to learn alot. It will be balanced.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
thanks for all the advice, I think I will try this build when I can get into the game, be it beta or full verson lol
http://us.battle.net/d3/en/calculator/barbarian#fdhkUi!dSb!ZcccYb
I was really not sure about the nerves of steel pick, do I need something to possibly generat more fury?
http://us.battle.net/d3/en/calculator/wizard#ROjlZb!VeU!bZbabY
Thanks!
I think I like that, and ill go with it and just take vrituoso out. Does the abililty that lowers cooldowns work on bulding arcane charges?
sorry, I realised it did not make much sense so I rephrased what I wanted to say above lol
What I was thinking with the signature ability is that if I was trying to do damage, I could use it while waiting for abillity cooldowns to wear off, where as with my basic wand attack, it would generate mana/health if I needed it. This way, if I shoot off the 3 other spells I have and am waiting, I can still hit lots of targets with my wand (I replaced the Arcane Dynamo to give my signature attack some mana generation as well) and get some extra mana, or just go to full mana replentishing mode. Hopefully with something like this, I can be shooting off big spells, and not needing mana potions, while minimally relying on health potions becuase I can always slow time or teleport far away very fast.
I havnt played the game, so I really have no idea if this is even viable as a strategity, but I konw I am stingy and dont like using potions lol, so I'm trying to help my play style. Here is the verson with added runes, and a change in one ability:
http://us.battle.net/d3/en/calculator/wizard#gShlOi!XTc!YYYaZa
Also, take a good look at WoW. The builds for the game really let you have a variety of different charricters. There are PvP builds, and there are PvE builds. Blizzard aknowleged this, and allowed dual talent spec. This allowed you to have a second build for a charricter, so this way you could have a PvP and PvE charricter. They even lowered the level requirement and cost for this abillity and it made PvP very balanced. If they allow this kind of feature in Diablo 3, that would be awsome. This would allow people to prepair for a PvP battle, or just prepair for a new act in which enemies have different resistances/weaknesses.
The fastest way to do anything in D2 and in D1 was to do it in a group. It helped to have a tank that enemies could beat on, with a lot of high damage AoE mages blasting away enemies. Since we have no information at all what the rest of the game will look like, its impossible to say that any of these builds will be viable for an endgame charricter. Right now, people are only able to beat part of act 1, and have no idea what kind of challanges they will face later. This can lead to a lot of false strong builds. For example, in D2, I remember a necromancer was great in act 1 if you put lots of points into skellitions. You could summon a large amount of them, they (as a small army) would do pretty well, and you could have a curse or buff to help you finish off enemies. However, when starting act 2, such a build was completely useless as skellitions, no matter how strong they got, could just not hold up against the tougher enemies. I was able to beat the game with a sorc, barb, amazon, pally, but never a necromancer. I just found that there was not any specific great build for him, and just lost intrest in playing.
You have to keep all this in mind, and really be open minded about how hidden combos can work together, and finding new synergy between things could work.
I was looking at all the skills, and though charricters like this dont often do well, what do you think of this build:
http://us.battle.net/d3/en/calculator/wizard#gShlOi!XTh
my idea behind it was a lot of great big hit abillites with a way to keep mana up and some protection (with teleport and slow time). It looks like it would be fun to try out.