If you've seen the affixes post then you no doubt have noticed all the wizard gear, my favorite will be entropy. Is it too powerful ? One entropy item with enough regen and you cast disintegrate using only 1 ap a second.
Also looking at Fleet boots with Scramble storm armor to run around zapping people with disintegrate in arena especially against someone using hydra
and all the critical hit/damage stuff for use with critical mass (which should easily help more than evocation.except if your using archon where evo would take off 20 seconds.
If magic weapon really does transfer effect this could be useful against people... http://us.battle.net/d3/en/calculator/wizard#icSXjT!XVU!bcaaYZ
anyone know if tempflux and stun will stack or do you think chances are so remote that both will hit it'll just naturally be either or... ?
There's no reason Temp Flux and Stun won't stack... just realize they trigger off different damage types, and the chance to stun is very low and your lightnign damage is pretty short range so it won't always save you.
The magic weapon runed Electrify... Attacks has a chance to cause... Is it like, you have a chance to win the lottery/get struck by a lightning stike or its more like a percentage? It seems like a big gamble
Ok, entropy reduces AP cost of Disintegrate by 2-3.
The guide says that only comes on helm, but the guide is a steaming pile of shit, so we will assume that is false. However, even best case scenario you would only get that skill affix on 3 items, which at best lowers the cost to 20-9 = 11 AP.
That is pretty good, but you won't be attacking at 1 APS. With a good wand and good gear it will be more like 3 APS.
-33 AP per second to cast disintegrate.
Maybe +12 per second via regen.
The thing that makes it all work is +AP on Crit
+10 is max
Potentially +30 AP on crit
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Anti did you include base regen which I think is 10 ap a second, so +2 from Astral + 2 from Arcanot + 3 from PoTS + 10 from natural ap regen then +2 from entropy (going average here) and hehe +1 from templar skill, all of this to regen would mean +20 regen a second for all intents and purposes... (well PoTS isn't regen but you get the idea)
Any of that ap on crit stuff would help too....
toying with idea of energy armor absorption especially now with the ap on crit you told mentioned and because of the increased armor from it, with all this stuff your energy armor will stay up while firing,
Ya the chance of electrify happening might not be large, but seeing as how both spells pierce that will be a lot of chances of course the individual chance doesn't go up per hit but if your orb is going through 10 monsters etc it would seem good.. I am still going with quantum carnage attack pattern firing two celestial orbs then following with disintegrate, that will be many many chances for electrify......it was never supposed to save me that's what diamond skin is for
Paralysis, in its current form, is horrible. The fact that in your build it can only proc off a proc is even worse. I doubt that I would give up Glass Cannon unless it was closer to a 50% chance to stun, and even then I doubt it would make much of a difference.
Remember that when you are either channeling a spell, or chain-casting, the faster your weapon the faster you drain AP. It will take some tweaking during the game, but a build that relies on so much AP regen would have to pay attention to getting the right speed of weapon. Getting a faster weapon might end up LOWERING your damage over time.
Ya paralysis is kinda bad, might just go arcane dynamo and a signature with volatility and hope the damage is good enough, never heard of that speed increasing with the weapon, so I should get the slowest high damage weapon possible? Some kind of two handed sword ?
and maybe go force weapon instead and no paralysis, accomplishes a similar thing, keeps them away... and with PoTS firing, as well as disintegrate with chaos nexus (until I get volatility) it might not be too bad.
never heard of that speed increasing with the weapon, so I should get the slowest high damage weapon possible? Some kind of two handed sword ?
It's not common knowledge yet, but contrary to spell casters in other games, every single attack is based off your weapon. This includes both spells and physical attacks. And it includes weapon damage and weapon speed.
Let's give an example that was in the theorycrafting board recently. Your base Wizard casting Ray of Frost will start with 100 AP, regenerate 10 AP a second, and Ray of Frost will drain 20 AP every "cycle". The speed of that cycle is based on your weapon speed.
(The following is an example, and the real game is more complicated)
For a 1.0 speed 50 damage weapon, your dps will be 50, and RoF will cycle every 1.0 seconds. This means you will drain 20 AP and regain 10 AP every second, resulting in a net loss of 10 AP per second. You can channel Ray of Frost for 10 seconds (100 starting AP). 50dps * 10seconds = 500 damage
For a 2.0 speed, 25 damage weapon, your dps will be 50 (same as above), and RoF will cycle every .5 seconds, or twice every second. This means you will drain 40 AP and gain 10 AP every second, resulting in a net loss of 30 AP a second. You can channel Ray of Frost for 3.33 seconds (100 starting AP). 50dps * 3.33 seconds = 165 damage.
Please note that the above assumes NO signature spells to fill the gaps, so you must rely on AP spenders to do all your damage. There are certain setups, including lots of AP on crit gear, that can make attack speed the way to go. However, it is something to be aware of. This build especially might have plenty of extra AP regen, that attack speed doesn't matter. On the other hand, there might be a perfect speed that lets you chain-cast to your heart's content and never run out of AP.
There is also the fact that attack speed raises the cast speed of even non-channeled spells, which means you have more time to move and kite/escape. Like I said, the real game is more complicated, but this is an interesting fact that is worth being aware of.
Keep in mind that something that gives +500 fire damage on hit, is much more valuable in a 1.5 attack per second weapon than a 1 attack per second weapon... Additionally something that gives AP on crit, or life on hit, etc is also more valuable
So while resource consumption is up, things that are per hit are improved (which could mean resource regeneration, damage, life gain, etc)
So all weapon effects transfer to spells ? Gems, affixes etc. ? If that is the case I'm using amethyst for life steal and disintegrate line of spells to give a lot of health back to me. Also emeralds for critical hits. If two handed sword is the way to go they should have a lot of sockets till I find some great rare wand with a lot of sockets.
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Also looking at Fleet boots with Scramble storm armor to run around zapping people with disintegrate in arena especially against someone using hydra
and all the critical hit/damage stuff for use with critical mass (which should easily help more than evocation.except if your using archon where evo would take off 20 seconds.
If magic weapon really does transfer effect this could be useful against people...
http://us.battle.net/d3/en/calculator/wizard#icSXjT!XVU!bcaaYZ
anyone know if tempflux and stun will stack or do you think chances are so remote that both will hit it'll just naturally be either or... ?
The guide says that only comes on helm, but the guide is a steaming pile of shit, so we will assume that is false. However, even best case scenario you would only get that skill affix on 3 items, which at best lowers the cost to 20-9 = 11 AP.
That is pretty good, but you won't be attacking at 1 APS. With a good wand and good gear it will be more like 3 APS.
-33 AP per second to cast disintegrate.
Maybe +12 per second via regen.
The thing that makes it all work is +AP on Crit
+10 is max
Potentially +30 AP on crit
Epicurus
Any of that ap on crit stuff would help too....
toying with idea of energy armor absorption especially now with the ap on crit you told mentioned and because of the increased armor from it, with all this stuff your energy armor will stay up while firing,
Ya the chance of electrify happening might not be large, but seeing as how both spells pierce that will be a lot of chances of course the individual chance doesn't go up per hit but if your orb is going through 10 monsters etc it would seem good.. I am still going with quantum carnage attack pattern firing two celestial orbs then following with disintegrate, that will be many many chances for electrify......it was never supposed to save me that's what diamond skin is for
Also thinking of removing arcanot and using ap on crit gear for those 2 ap points with blizzard to cause more stuns, more chances to critical: http://us.battle.net/d3/en/calculator/wizard#icSXlT!XVU!bcaacZ
Remember that when you are either channeling a spell, or chain-casting, the faster your weapon the faster you drain AP. It will take some tweaking during the game, but a build that relies on so much AP regen would have to pay attention to getting the right speed of weapon. Getting a faster weapon might end up LOWERING your damage over time.
and maybe go force weapon instead and no paralysis, accomplishes a similar thing, keeps them away... and with PoTS firing, as well as disintegrate with chaos nexus (until I get volatility) it might not be too bad.
It's not common knowledge yet, but contrary to spell casters in other games, every single attack is based off your weapon. This includes both spells and physical attacks. And it includes weapon damage and weapon speed.
Let's give an example that was in the theorycrafting board recently. Your base Wizard casting Ray of Frost will start with 100 AP, regenerate 10 AP a second, and Ray of Frost will drain 20 AP every "cycle". The speed of that cycle is based on your weapon speed.
(The following is an example, and the real game is more complicated)
For a 1.0 speed 50 damage weapon, your dps will be 50, and RoF will cycle every 1.0 seconds. This means you will drain 20 AP and regain 10 AP every second, resulting in a net loss of 10 AP per second. You can channel Ray of Frost for 10 seconds (100 starting AP). 50dps * 10seconds = 500 damage
For a 2.0 speed, 25 damage weapon, your dps will be 50 (same as above), and RoF will cycle every .5 seconds, or twice every second. This means you will drain 40 AP and gain 10 AP every second, resulting in a net loss of 30 AP a second. You can channel Ray of Frost for 3.33 seconds (100 starting AP). 50dps * 3.33 seconds = 165 damage.
Please note that the above assumes NO signature spells to fill the gaps, so you must rely on AP spenders to do all your damage. There are certain setups, including lots of AP on crit gear, that can make attack speed the way to go. However, it is something to be aware of. This build especially might have plenty of extra AP regen, that attack speed doesn't matter. On the other hand, there might be a perfect speed that lets you chain-cast to your heart's content and never run out of AP.
There is also the fact that attack speed raises the cast speed of even non-channeled spells, which means you have more time to move and kite/escape. Like I said, the real game is more complicated, but this is an interesting fact that is worth being aware of.
So while resource consumption is up, things that are per hit are improved (which could mean resource regeneration, damage, life gain, etc)