+16-20% Extra Gold
+16-20% Magic Find Regenerates 281-410 Life per Second
One of 5 Magic Properties (varies)
+90-104 Maximum Mana
+10-12 Maximum Arcane Power
Increases Spirit Regeneration by 1.00-2.17 per Second
+7-8 Maximum Discipline
+10-12 Maximum Fury
+2 Random Magical Properties
A perfect one that also rolls another + Life Regen property could theoretically give us over 1000 HP regen / sec from this item alone. Not to mention a potential AP boost (1 : 5 shot), no Vitality, and potentially another good random mod (like up to +200 INT).
Good luck people.
EDIT: Ouroboros could be very good too, but it has life on hit rather than flat regen.
Now that we have basically full list of legendary items (with their guaranteed mods, but not specific stats), we may be able to try to take a look through it for viable items. For example:
Magefist (Legendary Gloves)
Required Level 16
Experience, Intelligence, Attack Speed, Health Regeneration, +2 Random Mods
Those seem just about perfect. I assume it's also possible to roll + Health Regeneration or + INT mods for the random mods as well (crafting worked this way in D2, and would stack with the default mod), which would allow us to get some exceptionally high values.
Another:
Wizardspike (Legendary Dagger)
Required Level 60
Arcane Power on Hit, Intelligence, Attack Speed, Max Arcane Power, Arcane Damage, +1 Random Mod
Force Armor will definitely work on poison damage, though I assume you're both talking about DoT (which poison inherently is not).
DoT becomes a good question. Poison was the greatest weakness of Energy Shield back in D2 for the same reasons. Obviously there are a lot of specific interactions here that we don't fully understand yet. DoT could be affected by Force Armor, reducing the damage total before dividing it into ticks, in which case we can basically ignore it completely. More likely, I feel like it probably won't affect it because no single tick deals greater than 35% of your health in damage. In this case, DoT will become a weakness of this build, and we'll have to find ways to work around it. In D2, Energy Shield sorceresses were able to completely ignore Fire / Lit / Cold resistance, but tended to stack Poison resistance because it ignored Energy Shield. We're going to have to see what the primary DoT dealers are and compensate accordingly.
That being said, I still believe that this build will be superior overall to a high VIT wizard once you reach Inferno.
I have a feeling that in practice this won't work nearly how it is expected. Most of the time you have effects like those discussed here they have an internal CD. The only thing that makes me wonder about this is one isn't stated, but it doesn't necessarily have to be to be there, it just usually is stated. If there isn't one, have fun, because if you can avoid taking multiple hits at once it seems like a good build. The only problem I see is the lack of damage.
I understand its a chip away build, thats fine, the problem is that when you first encounter a group, say its the first in an area, they will come after you, and you have to kite. Okay kite away, until you run into another group and they ambush you. Likely a wizard will want to avoid taking most hits anyway. So I'm not gonna say this build won't work. But it will be really skill reliant. And there are lots of things that can go wrong and screw you. Probably fun to play, but not likely to end up working. Not with monsters that can throw a wall up in your way, or teleport on top of you.
It's not a chip away build at all (only that one super defensive option that was posted is). In fact, we can focus even more heavily on INT gear and passives like Glass Cannon because our armor and resistances don't matter. If anything this build has a potential for much higher DPS than other Wizards.
Yeah Nightmare, I like that build. I was thinking about something similar, you need Slow Time, Tele (with Illusionist) and Energy Armor.
Can you explain your offensive abilities? I've never been that familiar with Wizard spells. So Magic Missile is your preferred signature, then Disentegrate for single target and AoE explosions, and Arcane Torrent for AoE and increased damage?
I'm also really really excited about trying this build. I used to want to play Wizard maybe 4th, but now it's pushing up to about 2nd
Disintegrate is actually an AoE spell (the beam pierces for a line AoE, unlike Ray of Frost which only damages the first target in its way).
Arcane Torrent is much more a single target spell. It's kind of hard to understand what it really does just from the tooltip. Have you watched the skill video for it? Basically, it allows you to target any point on the ground (including at the back of packs), and it throws projectiles up into the air (for as long as you continue to channel it) which then rain down on the target point with a very small splash radius.
Magic Missile is the preferred signature solely for the sake of synergizing with Temporal Flux and Disruption from Arcane Torrent, but hopefully I'm not stuck using it too much.
You get hit. You teleport away, which summons 2 decoys, then you cast mirror image to make 5 more, and stand back and nuke. The odds you get hit is like 1 in 7, and if you do, you just get ranged and summon 7 more adds.
If you get unlucky and get hit multiple times, you drastically keep increasing the # of adds decoys.
Seems damn near invincible.
I hate the fact that single target dmg is so weak, and I don't like going without a stun like frost nova or wave of force.
But I think it could work without those.
That's actually very interesting. The question is is there a limit on the number of decoys that you can have at one time?
That and I still feel that Ancient Guardian is incredibly superfluous, so you open yourself to be able to use Slow Time or another attack spell.
As I mentioned earlier, I think Ancient Guardian is pretty weak, and I have a feeling that Diamond Skin is going to be applied before Force Armor. Depending on whether this is true or not, Diamond Skin is either completely useless (if true) or virtually imperative.
I don't think having only one offensive spell (Arcane Orb or Comet) is going to be viable whatsoever, even as a 'chip away' build.
I'd love to see some insight on what I posted on the last page (http://us.battle.net...eQgO!XUd!YbaYYY, more detailed explanation in previous post). I've always known I was going to play Wizard first, but this is the first build that I'm really excited to play in end game.
We've got 3 offensive skills. Our signature spell is Magic Missile, strictly for synergy with Temporal Flux and runed for attunement so we have to use it less often (really the only reason to use it is when we're out of AP). Disintegrate with Volatility for AoE (even though it's line AoE, but at least we can use it to hit casters in the back rows), and Arcane Torrent for single target. Arcane Torrent allows us to hit enemies behind their minions, synergizes again with Temporal Flux (all of our offensive skills do, in fact), and buffs the damage of all our spells with Disruption.
Defensively, we have Force Armor (of course). Then we have Slow Time with Perpetuity to maximize uptime and decrease the rate at which we take damage (including a 90% slow on projectiles, which is critical). Finally we have Teleport for use with Illusionist, which should trigger approximately all the time on high difficulties. Was tempted to use Wormhole, but Fracture seems like it may be the best bet to improve our survivability.
Temporal Flux and Illusionist passives are a must. I'm a big fan of Arcane Presence but we may be able to swap it out for Glass Cannon.
But in the meantime, the wizard gained the ability to dodge. We could eventually manage to get 50% dodge + 4K life/sec, plus the ability to reset teleport every hit.
I completely forgot about dodge percent. 50% dodge will more than double our survivability, considering we continue to replenish life for every attack we avoid.
interesting build but I dont think it will work - like someone else posted - get stunned and then surrounded and hit by mutiple attacks ... even little piddely attacks in inferno will do mega damage ...
lets say you get hit by 5 arrows at once
- 1 takes out diamond skin
- 2 takes out the familiar buff
- 3 takes you from 100 to 65
- 4 takes you from 65 to 30
- and 5 gives you a dirt nap
your argument might be that you want get hit by 5 arrows at once or that your life regen will tick just in time for you to survive ...
but then again; your familar buff could of been gone by then and your diamond skin on cooldown.
build might work but I know I wont be testing it with my HC wiz
Technically the familiar would be 4 because it doesn't trigger unless you're below a certain percent health. Also, if Diamond Skin works BEFORE Force Armor, it's completely useless because all it does it block one attack every 15 seconds.
That being said, keep in mind that when running inferno difficulty virtually any Wizard is going to die in 3-4 hits if not less, which would make this build almost strictly superior to normal builds, even if it's not "invincible."
A lot of legendary and set items WILL have +VIT on them (but not all of them, obviously, but probably a fair amount of the body armor, etc will). But all this means is that we're forced to keep crafting top level gear until we roll the mods that we want. The 'ideal build' for this class may not turn out to be cheap by any stretch of the imagination, but it's still worth exploring.
If this works, doesn't it mean you won't have to worry about armor and resistances at all? All you have to worry about is reducing the number of hits you take per second. So you could go completely glass cannon and use something like Slow Time and Teleport for when you get surrounded by lots of little people, then destroy them with your crazy damage. You could take Glass Cannon passive as you don't need armor or res, and Illusionist. Teleport will come off cooldown every hit you take.
We seem to be ushering in the Energy Shield Sorceress from Diablo 2 into Diablo 3. No percent damage reduction, no resistances, just redirected damage and a gigantic pool to draw from. I'm very excited about this.
Personally, however, I think most of the skills in the offered build are unnecessary. Ancient Guardian defending you once every 6 seconds (and only while you're on low health) is practically useless compared to Force Armor. Mirror Image is probably superfluous as well. The only thing we really need here is Force Armor and an absolute focus on +Regen gear and zero +VIT gear. Beyond that, are best options for survival are debuffs/snares that will reduce the rate at which we take damage (Slow Time with Perpetuity seems like a good option for the most possible up-time).
Why are you all under the ridiculous assumption that life regen per second means that it only comes in once per second? That's NEVER been the case in Diablo. You don't instantly get 10 AP every time a second ticks by, do you? No, you get 1 AP every 0.1 seconds. The regeneration is divided into frames and broken down as small as possible to give a steady stream.
What Ensign said before was completely accurate—perfect life regenerating gear will replenish the damage you suffer from a hit to your force armor every 0.117 seconds, so you'd have to get hit more frequently than that (and enough to counter the additional bonuses afforded from amethysts, etc) in order to go down. Which isn't to say that you might not take 3 ranged hits all at the same time and get dropped. But everyone putting everything in terms of full seconds is downright stupid.
Though, I do agree with whoever said that it will probably be exceedingly hard to avoid +VIT gear, and every little bit means we need significantly more regen.
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http://us.battle.net...ephirian-amulet
+16-20% Extra Gold
+16-20% Magic Find
Regenerates 281-410 Life per Second
One of 5 Magic Properties (varies)
+90-104 Maximum Mana
+10-12 Maximum Arcane Power
Increases Spirit Regeneration by 1.00-2.17 per Second
+7-8 Maximum Discipline
+10-12 Maximum Fury
+2 Random Magical Properties
A perfect one that also rolls another + Life Regen property could theoretically give us over 1000 HP regen / sec from this item alone. Not to mention a potential AP boost (1 : 5 shot), no Vitality, and potentially another good random mod (like up to +200 INT).
Good luck people.
EDIT: Ouroboros could be very good too, but it has life on hit rather than flat regen.
Now that we have basically full list of legendary items (with their guaranteed mods, but not specific stats), we may be able to try to take a look through it for viable items. For example:
Magefist (Legendary Gloves)
Required Level 16
Experience, Intelligence, Attack Speed, Health Regeneration, +2 Random Mods
Those seem just about perfect. I assume it's also possible to roll + Health Regeneration or + INT mods for the random mods as well (crafting worked this way in D2, and would stack with the default mod), which would allow us to get some exceptionally high values.
Another:
Wizardspike (Legendary Dagger)
Required Level 60
Arcane Power on Hit, Intelligence, Attack Speed, Max Arcane Power, Arcane Damage, +1 Random Mod
DoT becomes a good question. Poison was the greatest weakness of Energy Shield back in D2 for the same reasons. Obviously there are a lot of specific interactions here that we don't fully understand yet. DoT could be affected by Force Armor, reducing the damage total before dividing it into ticks, in which case we can basically ignore it completely. More likely, I feel like it probably won't affect it because no single tick deals greater than 35% of your health in damage. In this case, DoT will become a weakness of this build, and we'll have to find ways to work around it. In D2, Energy Shield sorceresses were able to completely ignore Fire / Lit / Cold resistance, but tended to stack Poison resistance because it ignored Energy Shield. We're going to have to see what the primary DoT dealers are and compensate accordingly.
That being said, I still believe that this build will be superior overall to a high VIT wizard once you reach Inferno.
It's not a chip away build at all (only that one super defensive option that was posted is). In fact, we can focus even more heavily on INT gear and passives like Glass Cannon because our armor and resistances don't matter. If anything this build has a potential for much higher DPS than other Wizards.
Disintegrate is actually an AoE spell (the beam pierces for a line AoE, unlike Ray of Frost which only damages the first target in its way).
Arcane Torrent is much more a single target spell. It's kind of hard to understand what it really does just from the tooltip. Have you watched the skill video for it? Basically, it allows you to target any point on the ground (including at the back of packs), and it throws projectiles up into the air (for as long as you continue to channel it) which then rain down on the target point with a very small splash radius.
Magic Missile is the preferred signature solely for the sake of synergizing with Temporal Flux and Disruption from Arcane Torrent, but hopefully I'm not stuck using it too much.
That's actually very interesting. The question is is there a limit on the number of decoys that you can have at one time?
That and I still feel that Ancient Guardian is incredibly superfluous, so you open yourself to be able to use Slow Time or another attack spell.
I don't think having only one offensive spell (Arcane Orb or Comet) is going to be viable whatsoever, even as a 'chip away' build.
I'd love to see some insight on what I posted on the last page (http://us.battle.net...eQgO!XUd!YbaYYY, more detailed explanation in previous post). I've always known I was going to play Wizard first, but this is the first build that I'm really excited to play in end game.
Dodge chance and slow time both say sup. Also, you're not exactly going to be fighting them in melee range. You're still a Wizard.
Maybe something like this?
We've got 3 offensive skills. Our signature spell is Magic Missile, strictly for synergy with Temporal Flux and runed for attunement so we have to use it less often (really the only reason to use it is when we're out of AP). Disintegrate with Volatility for AoE (even though it's line AoE, but at least we can use it to hit casters in the back rows), and Arcane Torrent for single target. Arcane Torrent allows us to hit enemies behind their minions, synergizes again with Temporal Flux (all of our offensive skills do, in fact), and buffs the damage of all our spells with Disruption.
Defensively, we have Force Armor (of course). Then we have Slow Time with Perpetuity to maximize uptime and decrease the rate at which we take damage (including a 90% slow on projectiles, which is critical). Finally we have Teleport for use with Illusionist, which should trigger approximately all the time on high difficulties. Was tempted to use Wormhole, but Fracture seems like it may be the best bet to improve our survivability.
Temporal Flux and Illusionist passives are a must. I'm a big fan of Arcane Presence but we may be able to swap it out for Glass Cannon.
I completely forgot about dodge percent. 50% dodge will more than double our survivability, considering we continue to replenish life for every attack we avoid.
Technically the familiar would be 4 because it doesn't trigger unless you're below a certain percent health. Also, if Diamond Skin works BEFORE Force Armor, it's completely useless because all it does it block one attack every 15 seconds.
That being said, keep in mind that when running inferno difficulty virtually any Wizard is going to die in 3-4 hits if not less, which would make this build almost strictly superior to normal builds, even if it's not "invincible."
We seem to be ushering in the Energy Shield Sorceress from Diablo 2 into Diablo 3. No percent damage reduction, no resistances, just redirected damage and a gigantic pool to draw from. I'm very excited about this.
Personally, however, I think most of the skills in the offered build are unnecessary. Ancient Guardian defending you once every 6 seconds (and only while you're on low health) is practically useless compared to Force Armor. Mirror Image is probably superfluous as well. The only thing we really need here is Force Armor and an absolute focus on +Regen gear and zero +VIT gear. Beyond that, are best options for survival are debuffs/snares that will reduce the rate at which we take damage (Slow Time with Perpetuity seems like a good option for the most possible up-time).
What Ensign said before was completely accurate—perfect life regenerating gear will replenish the damage you suffer from a hit to your force armor every 0.117 seconds, so you'd have to get hit more frequently than that (and enough to counter the additional bonuses afforded from amethysts, etc) in order to go down. Which isn't to say that you might not take 3 ranged hits all at the same time and get dropped. But everyone putting everything in terms of full seconds is downright stupid.
Though, I do agree with whoever said that it will probably be exceedingly hard to avoid +VIT gear, and every little bit means we need significantly more regen.