This build is bananas. I came up with this build because I wanted the survivability of Prismatic/Crystal Shards but much higher DPS.
When I switched to Shocknando, I died. When I used just Shards, I died.
Here is the build:
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.
My Key Stats:
1.54 Attack Speed
41% Crit Chance
750 Life On Hit
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...
- 9/18/2012 11:14:04 AM Posted in: Wizard: The Ancient Repositories
7/24/2012 10:43:10 AM
Wind Up Wizard Build - My updates after some play testing....Posted in: Wizard: The Ancient Repositories
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
I can steam roll act 3 with a barb.
6/5/2012 10:35:34 AM
Simple:Posted in: Wizard: The Ancient Repositories
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.
5/10/2012 9:55:32 PM
Veu, I'm in. I own a vent server too. Anyone who posted before me you can email me if you're down. I'm a DPS mad Wiz with a crew.Posted in: Looking For Group
5/10/2012 9:53:34 PM
We're looking for players in Van or Vic. Send me an email and we'll send you the Vent info.Posted in: Looking For Group
t w o s w o r d m o v e @ g m a i l . c o m.
- RzA of the36chambers
5/7/2012 8:05:49 PM
Takes advantage of wand and orb - superior in Inferno.Posted in: Wizard: The Ancient Repositories
Lot's of defence, AOE, and support.
Weak single target....
Alternative: Arcanot Familiar provides and insane DPS boost with the Mana Regen, the numbers are staggering...
4/30/2012 10:44:17 PM
Slow enemies from afar and cause great AOE.Posted in: Wizard: The Ancient Repositories
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. :P
For even more Teleporting goodness (which is too much fun grabbing orbs) and Arcane Presence:
4/17/2012 5:06:13 PM
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."Posted in: Wizard: The Ancient Repositories
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.
4/15/2012 6:24:06 PM
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.Posted in: Wizard: The Ancient Repositories
This means spamable, Fire-and-Forget, AOE DPS abilities are ideal and because Blizzard doesn't stack with multiple casts this leaves:
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!!
Here's a more defensive build with Archon granting you SLOW TIME as well:
2/17/2012 5:45:38 PM
Here's my Inferno build:Posted in: Wizard: The Ancient Repositories
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.
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