now about runestones lets say you get a powerful crimson runestone are you able to freely move that around to any skill you want or does it become bound when you put it inside a skill?
It becomes bound to that specific skill. You are free to unsocket it at any time and throw it in your stash, but it will forever be bound to only that skill.
Interesting idea, but I think by sacrificing all that power to simply regenerate AP you'll probably make yourself extremely easy to kill. Especially seeing as monsters will be much faster compared to the player than they were in D2, so the moment you stop teleporting you'll be screwed. The fact of the matter is you'll have to kill something in order to farm, and if all your gear is AP regeneration (which I'm assuming you'd need to get enough AP within 2 seconds after emptying your globe), you probably won't have the power to do so.
Red Orb and RoF are among the highest damage abilities a Wizard has. The main reason I feel that skipping Disintegrate is right, is for versatility. I'd much rather have multiple schools of magic available at all times, and the sheer explosiveness of the Red Orb probably outweighs the gap between Red RoF and Disintegrate. Actually looking at it a second time, RoF actually does more damage when fully ramped (434 vs 234), at the cost of +9AP/sec. Math time!
Dis: 120max ap | 11ap/sec = 10.90 seconds of spam * 234 damage = 2552 total damage
RoF: 120max ap | 20ap/sec = 6 seconds of spam * 434 damage = 2604 total damage
Obviously these aren't exact numbers as there is a ramping time, but the numbers look very even, give or take the slope. Things also differ drastically with the exclusion of Ap/sec passive and the Storm Armor rune. I'll fiddle around with more numbers in a few, but I only know the ramp time of RoF currently. (which is 1.5 seconds)
Really the only thing I've sacrificed is the 'Glass Cannon' Passive which may be too risky for Inferno, but like I said, is more then likely to replace the Ward. Arcane Dynamo is very interesting but if playing a Mage for 6 years in WoW has taught me anything, it's that you cant rely on ramping procs as often as you'd hope
Oh, and a complete nerf to this would be as simple as adding something along the lines of 'This effect can only occur up to X times before the cooldown starts' After the Alabaster rune's effect, which is very well how it could work anyways, seeing as that effect seems a bit ridiculous to begin with.
Yeah, its completely ridiculous IMHO. I really wouldn't be surprised if they "fixed" it.
White Tele; Mandatory. No CD for as long as my AP permits? Yes please.
Could you explain that exactly? I mean, the Alabaster rune effect says "After casting Teleport there's a 2 second delay before the cooldown begins".
I guess you assume that as long as you keep casting, the cooldown will never start? I'm not sure that's how it's going to work.
I'd assume from reading the skill that after casting it activates a trigger that "holds" the cooldown for 'x' seconds, and that same trigger cannot be reactivated while it's on (which would prevent casting one after the other and never activating the cooldown).
We obviously we'll only know for sure if a blue confirms, or when the game's released, but I'm hoping it works like I think it will.
My thoughts exactly. You just spam click tele because the cooldown doesn't trigger until 2 seconds after you stop spam clicking. I mean you're technically casting Teleport again, right? I see no reason as to why it wouldn't refresh the cooldown effect.
Depending on the amount of passive AP regeneration you get at max level, and if regen is available on gear; we may have infinite spam-Teleporting just like in d2. As it stands, you have an 8AP tele with 2 AP/sec and 120max. Leading me to believe that you can probably just zip around as much as you want. This is especially useful for escaping danger at a rapid pace, or conversely, getting yourself into trouble Coupled with the ridiculous efficiency of Chain Lightning (Blue Electrocute), and raw power of a Red Arcane Orb, I strongly feel that the Wizard will be the dominant "MFers" of early Diablo 3.
"But why bother skipping mobs, blizz said there is no best place to farm".
-Wrong. Period.
There will always be some areas superior to others as far as mob density, difficulty, and most importantly, immunities. Being able to zip through large areas of otherwise tedious or impossible mob types is invaluable. Any D2 veteran knows this, and until it's nerfed, will be the most efficient method.
Wizard is pretty good. Wave of Force, as expected, is ridiculous. Travels 3/4ths of the screen, stuns and knocks everything back, and breaks all barrels/chests/traps/etc in its path. Frost nova is also very very good now. Completely freezing about 1/3rd of the screen is pretty elite. Arcane Orb dominates as well, so much so, that I fully expect it to be the Go-To nuke (which is something I've been saying for a while now, but seeing it in action alongside WoF pretty much confirms it for me).
Barb is a close second, they just dont die. Even in a 4 player game 'Nomsayin' was wandering off all by himself constantly and just handled everything in his way. May not seem like a big deal, but anyone who's seen his stream knows his caliber of "play" They have amazing crowd control capability with all that leaping and stunning.
Yea no gambling had me sadfaced, but then it sunk in. Gambling is illegal in many places so it wouldn't make sense for Blizzard to limit themselves to a smaller player base.
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It becomes bound to that specific skill. You are free to unsocket it at any time and throw it in your stash, but it will forever be bound to only that skill.
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Red Orb and RoF are among the highest damage abilities a Wizard has. The main reason I feel that skipping Disintegrate is right, is for versatility. I'd much rather have multiple schools of magic available at all times, and the sheer explosiveness of the Red Orb probably outweighs the gap between Red RoF and Disintegrate. Actually looking at it a second time, RoF actually does more damage when fully ramped (434 vs 234), at the cost of +9AP/sec. Math time!
Dis: 120max ap | 11ap/sec = 10.90 seconds of spam * 234 damage = 2552 total damage
RoF: 120max ap | 20ap/sec = 6 seconds of spam * 434 damage = 2604 total damage
Obviously these aren't exact numbers as there is a ramping time, but the numbers look very even, give or take the slope. Things also differ drastically with the exclusion of Ap/sec passive and the Storm Armor rune. I'll fiddle around with more numbers in a few, but I only know the ramp time of RoF currently. (which is 1.5 seconds)
Really the only thing I've sacrificed is the 'Glass Cannon' Passive which may be too risky for Inferno, but like I said, is more then likely to replace the Ward. Arcane Dynamo is very interesting but if playing a Mage for 6 years in WoW has taught me anything, it's that you cant rely on ramping procs as often as you'd hope
Did not know that, thanks for clarifying! That's pretty amazing news. I still get the strange feeling that 90% resistant mobs will appear though >.>
Yeah, its completely ridiculous IMHO. I really wouldn't be surprised if they "fixed" it.
My thoughts exactly. You just spam click tele because the cooldown doesn't trigger until 2 seconds after you stop spam clicking. I mean you're technically casting Teleport again, right? I see no reason as to why it wouldn't refresh the cooldown effect.
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"But why bother skipping mobs, blizz said there is no best place to farm".
-Wrong. Period.
There will always be some areas superior to others as far as mob density, difficulty, and most importantly, immunities. Being able to zip through large areas of otherwise tedious or impossible mob types is invaluable. Any D2 veteran knows this, and until it's nerfed, will be the most efficient method.
Enough chatter, on to the build
Solo Farming Sorc:
http://us.battle.net/d3/en/calculator/wizard#dejcgi!YXW!YZZbba
Skills:
And the one that holds it all together:
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Barb is a close second, they just dont die. Even in a 4 player game 'Nomsayin' was wandering off all by himself constantly and just handled everything in his way. May not seem like a big deal, but anyone who's seen his stream knows his caliber of "play" They have amazing crowd control capability with all that leaping and stunning.
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She played on a netbook and got 5fps.
I'm pretty sure they just select randomly.
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Haha yea, I don't know weather to be worried about my chances of beta due to my different patcher or not lol.
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r o f l
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Dammit. lol.
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All in all no big deal.
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>mfw
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