Quick Notes:
Teleport Calamity - What they don't tell you is that it gives you 10feet of KNOCKBACK! You will no longer take damage from melee elites and the DPS is SAVAGE when you spam it. Calamity also let's you port to safety to avoid standing in Poison/Fire/Lasers. This also means we can switch to Diamond Shards instead of Crystal Shell. You can avoid Melee AND ground dots easily.
The BURST damage from this build is ridiculous. Lot's of explosions on the screen. It also provides your group members the same 35% damage increase to frozen enemies.
My Key Stats:
1.54 Attack Speed
41% Crit Chance
750 Life On Hit
30k DPS
20k Health
1050 Phys Res
700 Res All
8 Arcane Power on Crit (More would be nice but not required).
A quick note: I wanted a spec that would let me roll MF on the cheap...
Cold Snap vs Bone Chill: Better for packs of 3 elites or less.
Shock Armor - Shocking Aspect: This DOUBLES your Energy Twister damage!!!
Teleport - Fracture: Allows you to Freeze/DPS any monsters on your screen at once.
Evocation - Makes single target perma-freeze possible w/Cold Snap.
Please note: You require physical res of 700 unbuffed, playing with a Barb brings this to 1000.
I have 1.71 Attack Speed
41% Crit hit chance
30kdps
Disintegrate with Volatility Rune plus Temporal Flux is way to powerful to ignore.
Archon is far to good to omit from any build as far as I'm concerned.
Power Hungry with the ability to Teleport 3 times (Wormhole) and grab 90 AP is way to much fun.
You're essentially looking at a mobile AP machine that can slow enemies from afar, and cause massive AOE with one spell.
Pop diamond skin and you're Disintegrate machine runs on 13 AP per second.
Not to mention this build performs better WITH ORB AND WEAPON builds as it relies heavily on weapon speed, which Blizzard has stated will out perform staves in Inferno.
Ridiculous. "It is also very important to keep in mind this is from the beta client and may easily change once the game is released."
To give you an idea of what these videos are about, and how they are not actually real game time:
Here is a Wizard Casting METEOR, which costs 60AP. The max Arcane Power a wizard can have is 140 Arcane Power. See how many times he casts Meteor before he has to stop:
This is from the same origional video series, the same series as the teleport video you are refering too.
If you could spam teleport every second (1 cast) why have a cooldown? Bashiok talks about implimenting cooldowns to eliminate spamming of abilities, and quite frankly, spamming teleport even once a second means we will be able to skip mobs and farm bosses.
I think part of building a successful Inferno build is being able to stay as mobile as possible. I also believe Inferno builds are much more likely to have 2 DPS abilities and the rest Utility / Defensive.
This means spamable, Fire-and-Forget, AOE DPS abilities are ideal and because Blizzard doesn't stack with multiple casts this leaves:
Arcane Orb
Meteor
Energy Twister
Hydra (Although not spamable, it's incredibly efficient Arcane Power / DPS)
I went with Meteor because I can spam it 5 times (same as Arcane Orb) before I need more Arcane Power and because it doesn't require line of sight.
The idea here, Cast Diamond Skin and spam Meteor for 5 times for a total of 1300 AOE DPS. Then Port to grab health stones that basically give you an additional Meteor from each one. Worm Whole Teleport with Illusionist means you'll be all over the screen picking up Health Globes for Arcane Power.
When shit gets hot - Pop Archon for increased defences, single target attack, and Disintegrate!!
The idea here is to Electrocute or Disintegrate from afar when possible. When it gets hot you can Wave of Force for the kill, or Frost Nova, and Port out (adding 25% damage reduction).
I've also included the PERK Critical Mass. The reason for this over Evocation is that when casting AOE spells Crit is usually rolled individually for each target. This is an assumption. If my assumption is correct, with 8% - 12% Crit chance you should be able to reduce the Cooldowns of Frost Nova, Wave of Force, and Teleport by 1 second each time you spam Electrocute.
Electrocute casts about twice a second making it better than Evocation in this example (reduces cooldowns by 20%).
I've also included Galvanizing Wizard and Arcane Presence for their synergy with Arcane Armor with a Crimson Rune. Looks like this:
Increase Armor by 20% for 240 seconds.
Heal 890 life per second for 240 seconds.
All resistances increased to 120% for 240 seconds.
Arcane Power regeneration increased by 2 AP per second.
I'm not sure about that, every video I watch the Wizard has insane Arcane Regeneration... it even states:
Endless Energy
Wizards rarely find themselves without the power of magic. They can nearly always afford to cast their weaker spells thanks to their swiftly-regenerating Arcane Power, and they invoke certain powers more easily as their experience grows.
The cost reduction with Diamond Skin is still not enough of a benefit lasting only 3 seconds, in my eyes. It lasts for 2 maybe three casts...
Crit chance is terrible. With a +30% crit chance (it is 30 not 40) over 12 seconds amounts to a +15% DPS and ONLY if you hit 5 targets - it doesn't work against bosses.
I like your combo style of thought, I'm right there with you. I considered using Critical Mass but the reality of it is that crit in real game circumstances just make it TERRIBLE. Standard Crit is single digit, very hard to achieve and at best and currently it offers 50% additional damage. If you cast Electrocute with a Blue Rune (7 Chances to Crit) with this ability on average you're going to get 2 seconds reduced on your cool downs. The math is as follows (assumptions made):
2 Electrocute per second (max targets) = 4 second reduction per second.
Diamond Skin (15 second cooldown) = 5 seconds before recast. It's only active for 3 seconds. I liked the way you were going with this but a 65% up time for a reduction in costs isn't worth spamming Electrocute for 5 seconds. You're better spamming DPS and swapping it with Electrocute to get DPS and Arcane power.
I'm certain Prodigy grants you 35 Arcane power, it's a wording thing I get it, but at 5 Arcane power it would be USELESS - I'm fairly certain they mean: when you deal damage. Could be wrong.
I DID ENJOY WHERE YOU WERE GOING WITH THIS. Would be sweet.
Skills:
Electrocute - Blue - 7 targets is the max dps you'll get out of this. Free AOE anyone?
Ray of Frost - Red - Great single target DPS for bosses 369% Damage and has some additional perks.
Meteor - Blue - Highest AOE DPS at (potentially) 1586% Damage. The blue rune also increases the area of effect. Great synergy with the perks (see below).
Frost Nova - Yellow - Reduce the cooldown to 8.5 seconds, pop this baby as much as possible on bosses and bad guys, then blink out.
Teleport - White - Spamming teleport is so much fun, even if it is just for 1.2 seconds. You'll be the first one on the scene every time...
Familiar - Red - ALL our damage is increased by 30%, it's not added. Drop bombs. NOTE: It summons a fiery familiar which would proc Conflagration for and additional 15% damage increase. Should be 45% but this isn't confirmed yet.
Perks:
Conflagration - Should proc with the fiery familiar and Meteor adding 15% additional Damage.
Arcane Dynamo - Pop Electrocute twice; cast Meteor for either (potentially) 2286% Damage or 2379% Damage.
Glass Cannon - Obvious
HELL VERSION:
Check out the synergy between the Perks and Energy Armor for a sustained 125% Resistances.
Assuming a total of 100 Arcane Power I would swap Conflagration with Prodigy (5 Arcane Power when you cause damage with a signature spell). I considered Arcane Presence but with Electrocute hitting up to 7 targets (generating 35 Arcane Power each time with Prodigy) I figure you can cast Meteor, Electrocute, Meteor, Electrocute, Meteor. This would be better end game for AOE but Arcane Presence may be better early on. This rotation will also help proc Arcane Dynamo.
On Diamond Skin = I like where you were going with this, reducing Meteors cost to 48, but the damage mitigation from Frost Nova is much greater. Think of it this way:
Freeze (Boss or Monster) for 3 seconds, cooldown lasts for 8.5 seconds leaving the enemies DPS (unfrozen time) up for 5.5 seconds. His DPS is reduced by 35% (frozen time) for everyone in the party. The synergy with teleport is amazing for all troubling situations as well.
Skills:
Electrocute - Blue - 7 targets is the max dps you'll get out of this. Free AOE anyone?
Ray of Frost - Red - Great single target DPS for bosses 369% Damage and has some additional perks.
Meteor - Blue - Highest AOE DPS at (potentially) 1586% Damage. The blue rune also increases the area of effect. Great synergy with the perks (see below).
Frost Nova - Yellow - Reduce the cooldown to 8.5 seconds, pop this baby as much as possible on bosses and bad guys, then blink out.
Teleport - White - Spamming teleport is so much fun, even if it is just for 1.2 seconds. You'll be the first one on the scene every time...
Familiar - Red - ALL our damage is increased by 30%, it's not added. Drop bombs. NOTE: It summons a fiery familiar which would proc Conflagration for and additional 15% damage increase. Should be 45% but this isn't confirmed yet.
Perks:
Conflagration - Should proc with the fiery familiar and Meteor adding 15% additional Damage.
Arcane Dynamo - Pop Electrocute twice; cast Meteor for either (potentially) 2286% Damage or 2379% Damage.
Glass Cannon - Obvious
HELL VERSION:
Check out the synergy between the Perks and Energy Armor for a sustained 125% Resistances.
0
When I switched to Shocknando, I died. When I used just Shards, I died.
Here is the build:
http://us.battle.net...YXOS!WgZ!cccccZ
Quick Notes:
Teleport Calamity - What they don't tell you is that it gives you 10feet of KNOCKBACK! You will no longer take damage from melee elites and the DPS is SAVAGE when you spam it. Calamity also let's you port to safety to avoid standing in Poison/Fire/Lasers. This also means we can switch to Diamond Shards instead of Crystal Shell. You can avoid Melee AND ground dots easily.
Rotation (While spamming WW)
Diamond Skin, Frost Nova (For +35% Damage) Teleport, Repeat.
The BURST damage from this build is ridiculous. Lot's of explosions on the screen. It also provides your group members the same 35% damage increase to frozen enemies.
http://us.battle.net/d3/en/profile/TheRzA-1860/hero/3529914
My Key Stats:
1.54 Attack Speed
41% Crit Chance
750 Life On Hit
30k DPS
20k Health
1050 Phys Res
700 Res All
8 Arcane Power on Crit (More would be nice but not required).
A quick note: I wanted a spec that would let me roll MF on the cheap...
Thoughts??
0
http://us.battle.net...YXhT!gWb!YYZacc
Cold Snap vs Bone Chill: Better for packs of 3 elites or less.
Shock Armor - Shocking Aspect: This DOUBLES your Energy Twister damage!!!
Teleport - Fracture: Allows you to Freeze/DPS any monsters on your screen at once.
Evocation - Makes single target perma-freeze possible w/Cold Snap.
Please note: You require physical res of 700 unbuffed, playing with a Barb brings this to 1000.
I have 1.71 Attack Speed
41% Crit hit chance
30kdps
I can steam roll act 3 with a barb.
Word.
0
Get a weapon with high attack speed (1.5 or higher) that has Crit Hit Damage increase (50%+).
Max Attack Speed and INT while picking up Crit Hit Chance.
Done.
0
0
t w o s w o r d m o v e @ g m a i l . c o m.
- RzA of the36chambers
0
Disintegrate with Volatility Rune plus Temporal Flux is way to powerful to ignore.
Archon is far to good to omit from any build as far as I'm concerned.
Power Hungry with the ability to Teleport 3 times (Wormhole) and grab 90 AP is way to much fun.
You're essentially looking at a mobile AP machine that can slow enemies from afar, and cause massive AOE with one spell.
Pop diamond skin and you're Disintegrate machine runs on 13 AP per second.
Not to mention this build performs better WITH ORB AND WEAPON builds as it relies heavily on weapon speed, which Blizzard has stated will out perform staves in Inferno.
http://us.battle.net...XQOm!ZcU!abZZbc
For even more Teleporting goodness (which is too much fun grabbing orbs) and Arcane Presence:
http://us.battle.net/d3/en/calculator/wizard#UiXQOm!ZXU!abZZbZ
0
To give you an idea of what these videos are about, and how they are not actually real game time:
Here is a Wizard Casting METEOR, which costs 60AP. The max Arcane Power a wizard can have is 140 Arcane Power. See how many times he casts Meteor before he has to stop:
http://www.youtube.com/watch?v=KSQ0t43PEIw
This is from the same origional video series, the same series as the teleport video you are refering too.
If you could spam teleport every second (1 cast) why have a cooldown? Bashiok talks about implimenting cooldowns to eliminate spamming of abilities, and quite frankly, spamming teleport even once a second means we will be able to skip mobs and farm bosses.
Cheers!
0
This means spamable, Fire-and-Forget, AOE DPS abilities are ideal and because Blizzard doesn't stack with multiple casts this leaves:
Arcane Orb
Meteor
Energy Twister
Hydra (Although not spamable, it's incredibly efficient Arcane Power / DPS)
I went with Meteor because I can spam it 5 times (same as Arcane Orb) before I need more Arcane Power and because it doesn't require line of sight.
The idea here, Cast Diamond Skin and spam Meteor for 5 times for a total of 1300 AOE DPS. Then Port to grab health stones that basically give you an additional Meteor from each one. Worm Whole Teleport with Illusionist means you'll be all over the screen picking up Health Globes for Arcane Power.
When shit gets hot - Pop Archon for increased defences, single target attack, and Disintegrate!!
Thoughts?
http://us.battle.net...XkOm!ZdX!aZZZbc
Here's a more defensive build with Archon granting you SLOW TIME as well:
http://us.battle.net/d3/en/calculator/wizard#UQXkOm!ZdX!aZZZbY
0
http://us.battle.net...eZiQ!Ubd!YYZbcZ
The idea here is to Electrocute or Disintegrate from afar when possible. When it gets hot you can Wave of Force for the kill, or Frost Nova, and Port out (adding 25% damage reduction).
I've also included the PERK Critical Mass. The reason for this over Evocation is that when casting AOE spells Crit is usually rolled individually for each target. This is an assumption. If my assumption is correct, with 8% - 12% Crit chance you should be able to reduce the Cooldowns of Frost Nova, Wave of Force, and Teleport by 1 second each time you spam Electrocute.
Electrocute casts about twice a second making it better than Evocation in this example (reduces cooldowns by 20%).
I've also included Galvanizing Wizard and Arcane Presence for their synergy with Arcane Armor with a Crimson Rune. Looks like this:
Increase Armor by 20% for 240 seconds.
Heal 890 life per second for 240 seconds.
All resistances increased to 120% for 240 seconds.
Arcane Power regeneration increased by 2 AP per second.
Thoughts?
0
Endless Energy
Wizards rarely find themselves without the power of magic. They can nearly always afford to cast their weaker spells thanks to their swiftly-regenerating Arcane Power, and they invoke certain powers more easily as their experience grows.
0
Crit chance is terrible. With a +30% crit chance (it is 30 not 40) over 12 seconds amounts to a +15% DPS and ONLY if you hit 5 targets - it doesn't work against bosses.
I like your combo style of thought, I'm right there with you. I considered using Critical Mass but the reality of it is that crit in real game circumstances just make it TERRIBLE. Standard Crit is single digit, very hard to achieve and at best and currently it offers 50% additional damage. If you cast Electrocute with a Blue Rune (7 Chances to Crit) with this ability on average you're going to get 2 seconds reduced on your cool downs. The math is as follows (assumptions made):
2 Electrocute per second (max targets) = 4 second reduction per second.
Diamond Skin (15 second cooldown) = 5 seconds before recast. It's only active for 3 seconds. I liked the way you were going with this but a 65% up time for a reduction in costs isn't worth spamming Electrocute for 5 seconds. You're better spamming DPS and swapping it with Electrocute to get DPS and Arcane power.
I'm certain Prodigy grants you 35 Arcane power, it's a wording thing I get it, but at 5 Arcane power it would be USELESS - I'm fairly certain they mean: when you deal damage. Could be wrong.
I DID ENJOY WHERE YOU WERE GOING WITH THIS. Would be sweet.
0
Great point! My confusion stemmed from this video shown here:
http://www.youtube.com/watch?v=KSQ0t43PEIw
The Wizard is able to spam Meteor a total of three times....
But when we look at this screenshot here (LVL 31 Wizard) we see a total of 109 Arcane Power:
http://us.media1.bat...26836562720.jpg
I'd have to make changes to the current build to reflect your suggestions here:
http://us.battle.net...OZiP!Ygc!YZYbaZ
Assuming a total of 100 Arcane Power I would swap Conflagration with Prodigy (5 Arcane Power when you cause damage with a signature spell). I considered Arcane Presence but with Electrocute hitting up to 7 targets (generating 35 Arcane Power each time with Prodigy) I figure you can cast Meteor, Electrocute, Meteor, Electrocute, Meteor. This would be better end game for AOE but Arcane Presence may be better early on. This rotation will also help proc Arcane Dynamo.
On Diamond Skin = I like where you were going with this, reducing Meteors cost to 48, but the damage mitigation from Frost Nova is much greater. Think of it this way:
Freeze (Boss or Monster) for 3 seconds, cooldown lasts for 8.5 seconds leaving the enemies DPS (unfrozen time) up for 5.5 seconds. His DPS is reduced by 35% (frozen time) for everyone in the party. The synergy with teleport is amazing for all troubling situations as well.
Thoughts?
0
0
Leveling & Endgame Wizard (AOE & BOSS DPS)
http://us.battle.net...OZiP!Yge!YZYbaZ
Skills:
Electrocute - Blue - 7 targets is the max dps you'll get out of this. Free AOE anyone?
Ray of Frost - Red - Great single target DPS for bosses 369% Damage and has some additional perks.
Meteor - Blue - Highest AOE DPS at (potentially) 1586% Damage. The blue rune also increases the area of effect. Great synergy with the perks (see below).
Frost Nova - Yellow - Reduce the cooldown to 8.5 seconds, pop this baby as much as possible on bosses and bad guys, then blink out.
Teleport - White - Spamming teleport is so much fun, even if it is just for 1.2 seconds. You'll be the first one on the scene every time...
Familiar - Red - ALL our damage is increased by 30%, it's not added. Drop bombs. NOTE: It summons a fiery familiar which would proc Conflagration for and additional 15% damage increase. Should be 45% but this isn't confirmed yet.
Perks:
Conflagration - Should proc with the fiery familiar and Meteor adding 15% additional Damage.
Arcane Dynamo - Pop Electrocute twice; cast Meteor for either (potentially) 2286% Damage or 2379% Damage.
Glass Cannon - Obvious
HELL VERSION:
Check out the synergy between the Perks and Energy Armor for a sustained 125% Resistances.
http://us.battle.net...OQiP!Ygd!YZYZaZ
0