-Specral Blades for when low on AP and if mobs get close(rune) and arcane dynamo
-Ray of frost for single target
-Blizz/Orb for aoe (celestial orb reminds me of frozen orb from d2 which was the coolest shit ever! if i'm understanding it correctly)
-Teleport (wormhole) because it reminds me of d2 and for defensive purposes
-Familiar for pet dmg and my own dmg increase
Passives- I'm not sure about but definately going to keep glass cannon(i think)
I would use Electrocute runed chain lightning over spectral blade in order to nuke packs from afar (you don't have any close combat skill)
Disintegrate runed Volatility instead of Ray of frost... I see things like this : cast Arcane orb (slow travel time) then Disintegrate on the same line... may be somwhat nasty
As you can then take Temporal flux passive, you won't need the Grasping chill rune on Blizzard (you have to wait 6s before the snare becomes activated :/ ). Maybe you could take Stark Winter or Snowbound as Arcane orb + Disintegrate combo is already 55 AP.
I would also change Familiar and take another defensive skill. Maybe an Armor skill such as Energy armor runed Energy Tap or Prismatic Armor. I could then take Galvanizing Ward passive for some constant health regen.
Chose Spec Blades because I liked how it worked when I played the open beta, but I see where you're coming from if i am to nuke from afar: it's fairly usesless.
Your idea for Disintegrate/Orb sounds very intriguing, sounds like it will lay waste to alot of demons. Definately going to give that a try...
Changed Blizz to Meteor because it was more for snare but if it doesn't work til after 6sec, seems kinda pointless so I went with a high dmg meteor. In addition, takeing the Flux passive with provide me with a snare.
The last two skills: Teleport is pretty obvious but you recommend another defensive skill and that's where D Skin comes in. Once again a little biased from the open beta I loved how this skill would save my hide in sticky situations and seems alot more useful for defensive purpses than one of the armors.
--
THat being said my concern now is single target damage for bosses/elite/rare/champ/etc. Ray of Frost with the rune for 280% weap dmg was the go to but with this revised build, it's rather lacking in the single target department...was thinking of switching out meteor for something to satisfy this...Not sure if anyone has done number testing and what not but what is the best single target spell?
Oh ok...didn't know that about Ray of Frost. Thanks.
Well thanks for the discussion...I've definately decided to play a Wiz now and go Disintegrate/Arc Orb =D. I'll play with the Signature skill and the Meteor skill slot to see what works best.Can't wait til the 15th!
Edit: I was looking at explosive blast with time bomb rune, at only 20AP and 6sec c/d it might be nice skill isntead of meteor or blizz which have large AP costs.
That revised version looks pretty good, I skimmed the posts didn't look like anyone mentioned the teleport, wormhole is not a means to an end, but teleport could be..... with safe passage, you could have a 30 % increase in defense, so you wouldn't just be teleporting to get away from someone, it would be part of your strategy when melee gets too close and get you a few more seconds of good defense while your waiting for crystal shell....
Chain lightning looks like it'll be great, but with volatility and celestial orb there is virtually no reason to use it, if you have enough ap. I think your going to have to make a choice between using low ap spells or high ap, Volatility, celestial orb and death blossom with the right ap regen would allow you to constantly fire and not worry about ap but as long as you have meteor your build will have to be designed to it, fueling it with prodigy, which means you'll need power hungry, or you'll need a signature spell, and you could have problems getting enough ap, so maybe energy armor....
Seems like some good feedback in this thread, I thinking of running a fairly fast paced hit and run build, swapping out Disintegrate for Ray of Frost on bosses. I know I'm going to get hit sometimes, and will likely need to swap sparkflint familiar out for diamond skin teleport or frost nova when I reach inferno, but will see how this goes:
It'll be interesting to see what will be viable as far as skill types: what I mean by this is some people have 4 damaging attacks while others have 2 or 3 and use the rest as defense/utility.
For example: the previous post uses an armor spell, the pet familiar and the magic weapon along with magic missile, wave of force and disintegrate/meteor(depending on which one you look at).
Perma he will need an ap regen of some kind and or prodigy if he has meteor. People sometimes think I mean just firing celestial orb left and right but no, firing it before disintegrate and or only when you see that a monster isn't being damaged enough to kill with volatility/intensify alone, however, volatility explosions might counteract the healing of one monster upon his pack.. so again volatility seems like a good spell for the unknown and of course if you get a resurrecting monster, well volatility will clean up that mess too. With volatility and celestial orb ap could only be a problem if you just firing CO on everything all the time....
It'll be interesting to see what will be viable as far as skill types: what I mean by this is some people have 4 damaging attacks while others have 2 or 3 and use the rest as defense/utility.
For example: the previous post uses an armor spell, the pet familiar and the magic weapon along with magic missile, wave of force and disintegrate/meteor(depending on which one you look at).
Where as my build is looking toward 4 damaging skills(Electrocute, Disintegrate, Explos Blast and Arc Orb) with 2 defensive/utility (D Skin and Tele). http://us.battle.net...hcXQ!YXU!abZcaZ
What are yall's thought on this? Number of damaging attacks vs. Number of def/utility skills
I guess it comes down to personal preferencies. You must have both damaging and defensive skills obviously. In my opinion, if you kill faster, you need less defensive skills but that's just my playstyle. I guess one can like to play more defensively and take 4 defensive skills.
As for your second build Rozby, I guess you'll struggle with AP for your Comet. You should consider the Prodigy passive and Attunement rune on Magic Missile. Even Seeker rune may be nice. Cold blood may be a better choice than Glass Canon as it increases the damage of your Comet by 20% whithout downside.
Thanks for the input Perma, I was hoping Astral Presence would compensate for the AP side of things from Meteor, and the fact that Comet lasts for awhile meaning I won't need to spam it, maybe Meteor Shower would be smarter as it lasts longer once again.
Come to think of it, merely using AO 3 times taxed my AP pool, so maybe something more along the lines of, taking Cold Blooded and using Ray of Frost with 0 AP use for single target, and changing the rune on Meteor to Star Pact, or possibly considering Energy twister
Thanks for the input Perma, I was hoping Astral Presence would compensate for the AP side of things from Meteor, and the fact that Comet lasts for awhile meaning I won't need to spam it, maybe Meteor Shower would be smarter as it lasts longer once again.
Come to think of it, merely using AO 3 times taxed my AP pool, so maybe something more along the lines of, taking Cold Blooded and using Ray of Frost with 0 AP use for single target, and changing the rune on Meteor to Star Pact, or possibly considering Energy twister
First Ray of Frost tooltip is bugged, you should read "12AP" and not "0AP". But, this is pure theory though, I guess it's possible to make a signature-less build viable (but not optimal).
Base AP regen is 14AP/s, so if you spam RoF on downtimes your effective AP regen is 2AP/s. Then you took Astral Presence (+2AP/s). Add Storm Armor (Power of the Storm) and you are at 7AP/s effective regen. I guess, if Magic Weapon's effects proc on any spell and not only on melee hits, you could get the Conduit rune for extra AP.
If I should ever consider Energy Twister I guess I'll stick with the Wicked Wind rune (that synergize well with Temporal Flux). Energy Twister's path is too unpredictable so unless you cast it at melee range some of the twisters may never hit anything
I see that you take the super-tanky Energy Armor, do you plan on playing mostly at close/mid range ? If not, you could get rid of your armor spell or take Storm Armor (Power of the Storm) for decreased AP cost.
I think you should get rid of either Magic Weapon or Familiar they deserve the same purpose and I think you lose more having both damage bonuses than having another damage spell.
Here are some ideas :
- Star Pact Meteor + Conflagration can replace Magic Weapon or Familiar, freeing one active skill slot
- if you plan on meleing, Spectral Blades (Healing Blades) + Blur can improve your survivability and gives you a good signature spell to work on
- if you plan on staying at range, forget Energy Armor (Prismatic Armor). You can take Energy Tap rune or Storm Armor or no Armor at all. Diamond Skin (Prism) is also a good skill for ranged Wizard as you can use it both defensively and offensively, depending the difficulty of the pack you engage.
I've always hard time to find solo builds using Meteor fitting my playstyle, so forgive me if I don't suggest any.
No probs Perm, some good advice once again.
If I were to use Energy Twister, it'd be with the rune that makes it stay in one place, I dislike the randomness of it's pathing, and I certainly don't plan on being in melee range with that build.
Conflag seems ok, but I really do prefer magic weapons chance on knockback, though replacing familiar could be a good idea if I did go that route.
Only a few days to go until I can test it all out, should be gooooooood!
I think it doesn't. Too much AP generated and not enough AP spent. Unspent AP is wasted killing power.
Have to agree, you're focusing very heavily on AP reduction runes and AP generating abilities, but have no big spenders that would require such a conservative focus on AP.
Kind of wondering why you'd put magic missle on 1, assuming you have a mouse with a few extra buttons, but still...
Teleport with wormhole is a good move, but no other defensive/cc's is going to hurt when you get mobs onto you and teleport is on CD. I'd suggest getting Frost Nova/Diamond Skin or Wave of Force in there somewhere.
I've altered your build slightly, and hope you may try it out some time, shouldn't change your gameplay style much at all. http://us.battle.net/d3/en/calculator/wizard#ZcdQOm!aXf!bYaZcc
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http://us.battle.net...lcQj!YTX!ZZacZa
Basically the idea:
-Specral Blades for when low on AP and if mobs get close(rune) and arcane dynamo
-Ray of frost for single target
-Blizz/Orb for aoe (celestial orb reminds me of frozen orb from d2 which was the coolest shit ever! if i'm understanding it correctly)
-Teleport (wormhole) because it reminds me of d2 and for defensive purposes
-Familiar for pet dmg and my own dmg increase
Passives- I'm not sure about but definately going to keep glass cannon(i think)
Opinions? Be honest!
Revised with your feedback:
http://us.battle.net/d3/en/calculator/wizard#UikcXQ!UYX!abacaZ
Chose Spec Blades because I liked how it worked when I played the open beta, but I see where you're coming from if i am to nuke from afar: it's fairly usesless.
Your idea for Disintegrate/Orb sounds very intriguing, sounds like it will lay waste to alot of demons. Definately going to give that a try...
Changed Blizz to Meteor because it was more for snare but if it doesn't work til after 6sec, seems kinda pointless so I went with a high dmg meteor. In addition, takeing the Flux passive with provide me with a snare.
The last two skills: Teleport is pretty obvious but you recommend another defensive skill and that's where D Skin comes in. Once again a little biased from the open beta I loved how this skill would save my hide in sticky situations and seems alot more useful for defensive purpses than one of the armors.
--
THat being said my concern now is single target damage for bosses/elite/rare/champ/etc. Ray of Frost with the rune for 280% weap dmg was the go to but with this revised build, it's rather lacking in the single target department...was thinking of switching out meteor for something to satisfy this...Not sure if anyone has done number testing and what not but what is the best single target spell?
Well thanks for the discussion...I've definately decided to play a Wiz now and go Disintegrate/Arc Orb =D. I'll play with the Signature skill and the Meteor skill slot to see what works best.Can't wait til the 15th!
Edit: I was looking at explosive blast with time bomb rune, at only 20AP and 6sec c/d it might be nice skill isntead of meteor or blizz which have large AP costs.
Chain lightning looks like it'll be great, but with volatility and celestial orb there is virtually no reason to use it, if you have enough ap. I think your going to have to make a choice between using low ap spells or high ap, Volatility, celestial orb and death blossom with the right ap regen would allow you to constantly fire and not worry about ap but as long as you have meteor your build will have to be designed to it, fueling it with prodigy, which means you'll need power hungry, or you'll need a signature spell, and you could have problems getting enough ap, so maybe energy armor....
If you want to just fire meteor a lot:
http://us.battle.net/d3/en/calculator/wizard#bkgXjO!Xcb!aZZZYb
However someone with this build will probably outlive and outdamage you with minimal effort:
http://us.battle.net/d3/en/calculator/wizard#biXgdT!TbX!acaYZZ
http://us.battle.net/d3/en/calculator/wizard#aidOSj!YfU!aaacZa
http://us.battle.net/d3/en/calculator/wizard#akdOSj!YXT!aYacZa
It'll be interesting to see what will be viable as far as skill types: what I mean by this is some people have 4 damaging attacks while others have 2 or 3 and use the rest as defense/utility.
For example: the previous post uses an armor spell, the pet familiar and the magic weapon along with magic missile, wave of force and disintegrate/meteor(depending on which one you look at).
Where as my build is looking toward 4 damaging skills(Electrocute, Disintegrate, Explos Blast and Arc Orb) with 2 defensive/utility (D Skin and Tele).
http://us.battle.net/d3/en/calculator/wizard#UihcXQ!YXU!abZcaZ
What are yall's thought on this? Number of damaging attacks vs. Number of def/utility skills
Thanks for the input Perma, I was hoping Astral Presence would compensate for the AP side of things from Meteor, and the fact that Comet lasts for awhile meaning I won't need to spam it, maybe Meteor Shower would be smarter as it lasts longer once again.
Come to think of it, merely using AO 3 times taxed my AP pool, so maybe something more along the lines of, taking Cold Blooded and using Ray of Frost with 0 AP use for single target, and changing the rune on Meteor to Star Pact, or possibly considering Energy twister
http://us.battle.net/d3/en/calculator/wizard#ZkdOSj!WXf!bZacZa
If I were to use Energy Twister, it'd be with the rune that makes it stay in one place, I dislike the randomness of it's pathing, and I certainly don't plan on being in melee range with that build.
Conflag seems ok, but I really do prefer magic weapons chance on knockback, though replacing familiar could be a good idea if I did go that route.
Only a few days to go until I can test it all out, should be gooooooood!
Have to agree, you're focusing very heavily on AP reduction runes and AP generating abilities, but have no big spenders that would require such a conservative focus on AP.
Kind of wondering why you'd put magic missle on 1, assuming you have a mouse with a few extra buttons, but still...
Teleport with wormhole is a good move, but no other defensive/cc's is going to hurt when you get mobs onto you and teleport is on CD. I'd suggest getting Frost Nova/Diamond Skin or Wave of Force in there somewhere.
I've altered your build slightly, and hope you may try it out some time, shouldn't change your gameplay style much at all.
http://us.battle.net/d3/en/calculator/wizard#ZcdQOm!aXf!bYaZcc