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    posted a message on Perma-glass Archannon (Revised)
    Quote from Sumsarr

    Very interesting build.

    The one major issue I spot is arcane power.

    Teleport: 15 ap
    Blizzard 45 ap (might consider snowbound rune?)
    Teleport reversal: 15 ap (?) - we can't be sure about this, but it's not unlikely.
    Energy Armor: -20 ap

    After the combo you will be standing with 5 ap (~25-35 if we count regen). There is bound to be a delay between fights. Perhaps this will be time spent looting, who knows. Time will tell.

    This is true. I suppose you could replace Glass Cannon with Astral Presecence or Prodigy, and even go as far as Blizzard runed with Snowbound? The AP friendly build will look like this ;

    http://us.battle.net...aaaZ!bgX!abbYbZ

    It's good that you pointed this out, as with more AP, the more spells can be cast, and the greater the opportunity to land critical hits.

    However, a balance must be in place between damage output and AP regen and survivability.

    The safer option for inferno difficulty, whilst still having more than 1 damage type would look something like this;

    http://us.battle.net...aaaZ!bgU!acbYbZ

    Simply replacing Glass cannon (which may be suicide in inferno), with Temporal Flux. Assuming you'll be gathering yourself between Inferno mini-battles, the wait for that ~60second archon cd will be worth it. Seeing as you'll be in Archon form for the majority of actual fighting, the much needed armor and resistance bonus will see you through Inferno (+105% armor +40% Resistances). So why Temporal Flux? Well without Archon runed with Slow Time, the form has no real CC. Therefore by adding a slow to all its arcane spells, you've turned it into a ranged and melee AoE-CC-tank-killing machine :-)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Perma-glass Archannon (Revised)
    Just leading on from this, could you please provide any suggestions as to which spells provide the most "hits per second" and their related runes?

    I went with Electrocute (Chain lightning) and Blizzard (Unrelenting Storm- although this could be replaced by stark winter to hit a larger area over a shorter period):
    1. Electrocute is signature, with a guarantee 6 target hit (runed)- 0 AP cost.
    2. Blizzard is a ranged CC, with a decent AoE
    3. Electrocute can be cast whilst the targets are actively affected by blizzard-sort of cast and forget.
    Let's assume we have a mob of 6 melee targets; what two spells in combination could score the highest number of critical hits per second?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Perma-glass Archannon (Revised)
    Quote from PantheraOnca

    Quote from jaclashflash

    Even if Archon lasted 30 seconds with the extra kills, there is no way that you are going to get 50+ seconds out of critical mass. There is bound to be some kind of internal cooldown, like 1 second on the ability.


    We can't really say one way or another whether there is a CD on the -1 second. I could see it going either way, we'll have to wait and see.

    I think the Idea would be to frost nova-archon-pewpew so that you keep the crit buff when you have your shiny new 1000%WD abilities. (i'm about 90% certain that THAT number is not right, but I have no basis other than it's too much damage)
    Arcane Blast Cooldown: 120 seconds

    Release a wave of pure energy dealing 100% weapon damage as Arcane to all nearby enemies. Arcane Strike Strike the ground in front of you, causing 1000% weapon damage as Arcane to enemies in the area. Cancel Release the powers of the Archon and return to your natural form. Disintegration Wave Thrust a beam of pure energy forward dealing 1000% weapon damage as Arcane. Slow Time (Rune effect) Cooldown: 120 seconds

    Project a bubble of warped space and time that moves with you, slowing the movement and attack speed of enemies by 40% and the speed of projectiles by 60% for 10 seconds Teleport (Rune effect)
    Cooldown: 120 seconds

    Teleport through the ether to the selected location up to 1 yards away.



    I agree with you!
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Perma-glass Archannon (Revised)
    Quote from rozmata

    4 things (even if liquify hits with crit). Why do you teleport at all. Just sit with mobs and hit meteor/nova. Second, after half of that time you may happen to have half of the mobs. Third, what did you do to the archers? Are they waiting in the queue ? Four, couldn't it be even more tiresome to do this rinse and repeat.

    I dont like the idea of being surrounded by a mob with only a 3sec CC on a ~5sec CD (after deductions). Furthermore, I think Reversal synergises well with close range aoe spells- it acts as almost an offensive abilty, allowing you to get in drop your frost nova and get out quickly.

    Back to the mob situation, if they are widely spaced, you could use the frost nova to CC the melee, and drop a meteor on the ranged-that should melt them quickly, followed by electrocuting the mob.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Perma-glass Archannon (Revised)
    Quote from Lanfear

    "Hit the frozen pack with a meteor (100% crit, -7 seconds on all CDs)"

    How does meteor have a 100% crit?

    Fixed. Yeah missed it too.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Perma-glass Archannon (Revised)
    I had a look at cryospark's build (http://www.diablofan...lass-archannon/) and thought it may be worth having another look at. The builds in the previous thread are outdated, so I've composed my own updated build:
    With archon activated;

    http://us.battle.net/d3/en/calculator/wizard#UlQYmO21bgaaaaacaaaZ!bgY!acbYbZ

    http://www.youtube.com/watch?v=W4p3og-eYZk

    and assuming you always have energy armor up your bonus stats from the skills are the following:
    • +95% Armor
    • +30% Resistances
    • +15% Damage
    • +5% Crit
    • 80 AP cap
    Archon Abilities:
    • Arcane Blast Cooldown: 120 seconds
    • Release a wave of pure energy dealing 100% weapon damage as Arcane to all nearby enemies.
    • Arcane Strike Strike the ground in front of you, causing 1000% weapon damage as Arcane to enemies in the area.
    • Disintegration Wave Thrust a beam of pure energy forward dealing 1000% weapon damage as Arcane.
    Pretty decent, but you want to cut into that 85 second Arcon cooldown (thanks to Pure Power Rune and Evocation passive). Of course we do that through Critical Mass. Right now the increased crit chance spells are:
    • Frost Nova - Deep Freeze (+15% crit chance for 12 seconds)
    • Energy Armor - Pinpoint Barrier (+5% crit chance for 120 seconds)
    I've given the build some extra thought, and decided that Blizzard will be your best spell to land extra crits, whilst kiting enemies (as you are a glass cannon).

    So the chain of spells here would be:
    1. Blink into a 5+ mob.
    2. Frost Nova, and blink out with reversal.
    3. Land your 8 second Blizzard on the mob (@ a +20% crit chance).
    4. Electrocute (@ +20% crit chance)
    5. (By now teleport and Frost Nova should come off CD) - Repeat 1-4.
    There's a question of rune selection for blizzard- depending of your preference you could pick any. As with any build, there are weaknesses, namely:
    • Dependance on Frost damage while Archon is down.
    • Dependance on Arcane damage whilst Archon is up.
    • -10% Resistances whilst Archon is down.
    Overall, if you could drop the CD on Archon by ~20-30 seconds, I think this build may work. It is impossible to keep Archon up all the time (unless you're in the Secret Cow Level!), but by having a ~50 second CD on the spell makes it an attractive option. Being able to kite enemies and land maximum crits out of Archon form is crucial to surving. I think all the skills synergise well, providing large AoE damage, defense and CC.

    -All credit goes to cryospark for his original idea.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Blizz-met Wizard PvM build-synergy with companion
    Please note with that this build has been updated to the rune skill changes for patch 1.13!

    Jabarkwas
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Blizz-met Wizard PvM build-synergy with companion
    Quote from atumre
    Well as for Blizzard, or atleast the Tooltip from it we don't yet know by how much % if it will slow, or even if it spell slows at all. So i am pretty unsure about this, but what i am sure about is that we will be forced to adapt to the monsters and bosses we are facing, varying from difficulty to difficulty. For example, your in an Area with Fast moving Monsters that would usually kill you with the Build you took. But after investing 1min and changing some spells so that you get, Frost Nova, Wave of Force and let's also take another Armor, maybe even some other passive,and voilla all of a sudden you are able to survive those little killers. But as you approach to a new Zone, and face something different, you may want to switch your spells again. I believe that the same can be said about using the right Follower at the right time in the right zone :) Don't you agree?

    Yeah I agree, that's the beauty of D3's new mechanics. There's no "set" build, so if need be you can swap your spells out for ones that suite the situation best.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Blizz-met Wizard PvM build-synergy with companion
    Quote from Sarinis_Isiltra
    Quote from Jabarkwas
    Here's my blizz-met wizard build: http://d3db.com/tool...er/wizard/58617
    Jabarkwas next time please restrain Yourself from posting links that leads to some other portals. Use Official Diablo 3 skill calculator only from this site : http://us.battle.net...lculator/wizard
    Quote from atumre
    Its rude,improper and shows Your ignorance,
    Doesn't it show your ignorance toward his preferred website to show us Builds. Don't get me wrong, i don't like it myself, and that's the reason why i updated his Build in Blizzards Skill Calculator, as you may see in the 2nd post... But telling him that he is rude/improper/ignorant just because he prefers something that you don't...
    On the second thought You got right I should restrain from judging people publicly - Then I will just stick with the cold info, thx Atumre Edit: Cosmetic changes; Word attune

    My apologies for this-link has been removed.

    With regard to the high AP penalty-I've made an "AP-friendly build".

    http://us.battle.net/d3/en/calculator/wizard#glOQiV!dcW!bbbYab

    Remember that your AP pool is capped at 145 with Energy Armor Indigo and Astral Presence. This means you can get off a Blizzard and Meteor, Meteor with 16 AP to spare. With Diamond Skin active you can further reduce this 3 spell chain by 36 AP, allowing for another meteor. The problem with this build is that it sufferes from low damage output, but gains defense through Diamond Skin. Your AP generation from Electrocute is increased significantly with Prodigy.

    Finally, why would you need defense if you can just port away? I'd only recommend "tank" if you intend on going a melee wizard. At the end of the day its your play style, but this build is designed to kite enemies and kill at range.

    Archon seems like an atractive spell-however no one has seen any of its abilities, and with a 2minute cooldown, it is really a situational spell which must be used when hordes of enemies are present. Untill then, I'd go with the tried and trusted.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Blizz-met Wizard PvM build-synergy with companion
    Thanks for the link.

    I agree and disagree with your point. I know from my experience with D2, Extra Fast + Mana Burn was deadily against Sorcs. That's where the Enchantress may come in handy. The disorient spell may provide the cc I need to hit them with meteors. However, I have not played the beta (only watched gameplay vids etc.) so I have no idea how the game will "feel". If the CC from Blizzard is too weak I may consider replacing it with a greater slow. Any suggestions?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Blizz-met Wizard PvM build-synergy with companion
    Here's my blizz-met wizard build:

    http://us.battle.net...jXlO!XdT!YYZZab

    As a fan of the meterob sorc in DII LoD, I really feel that this type of build will suite my playstyle. (Of course to each his own.) Below is a breakdown on the selection of skills and runes:

    Active:
    • Electrocute-Surge of Power (This is your AP generator. Spamming teleport or casting a few meteors can really consume your AP. Perhaps in late game, the scaling of gear will compensate for this and could be replaced by defensive or another CC spell.)
    • Teleport-Wormhole (Quickly rush through areas "scouting" for uniques during MF runs).
    • Energy Armor- Energy Tap (Provides a much need armor buff, additionally provides a bigger AP pool for this high cost AP build).
    • Diamond Skin- Prism (Great Defensive buff to get out of a tight spot when you can't blink. Furthermore, reduces the cost of your meteors)
    • Meteor- Comet (Your bread and butter. High aoe damage output with a DoT and has CC "An all in one").
    • Familiar- Sparkflint ( Adds arcane damage to the build to complete 3 damage types additionally increases the damage of all your spells without costing you defense vs. Glass cannon).
    Passives:
    • Illusionist- Great skill in higher difficulties. Essential escape mechanism.
    • Arcane Dynamo- Synergises well with your main damage output. Build up damage with electrocute, then release an ice comet dealing 375% weapon damage.
    • Astral Presence- Needed early game as this build has high AP cost. (Could be replaced by a defensive skill like Blur if your AP regeneration is high enough in the late game)
    Here is an AP-friendly version of this build:

    http://us.battle.net/d3/en/calculator/wizard#eQjXlO!Xdc!YZZZab

    Basically just replace Comet rune with Star Pact and Arcane Dynamo with Prodigy. Main weakness here is that you lose the CC from Meteor and damage output from Arcan Dynamo.

    Many players have not considered synergising their build with their companions. In DII they do become an intergral part of the game as you reach the ~80 clvl mark, providing us with much needed auras and meat sheilds. So here's my selection of companion and its relative build.

    http://us.battle.net...follower#!!1011


    I've chosen the enchantress purely on her synergy with the aoe build and her cc abilities:
    • Disorient- Provides the perfect cc to land your meteor
    • Powered Armor- More tank!! (This can be swapped for Reflect missiles however dropping below 50% health means that your teleport would have reset already to escape).
    • Scortched Earth- The reason why I selected Ench over Templar. High AoE damage with an AoE slow! Synergises well with meteor and blizzard.
    • Mass Hex- Your saving grace. You could even use it as an "offensive" type spell. Let your life drop low, mass hex, pop a potion and hit them with a meteor. Attacks dont break this hex.
    If you feel you're dying too often, replacing the Ench with a Templar may be ideal for the extra heal and meat sheild. Go for the following build:

    http://us.battle.net...ower#0101!!1011

    All the heal and regen you need plus the AP regen can be helpful if you are struggling with gear early game.


    Hope you enjoy my build!!
    Jabarkwas
    Posted in: Wizard: The Ancient Repositories
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