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    posted a message on Chain Lightning
    The real question is does Chain Lightning + Prodigy allow you to gain 24 AP per cast. :P
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Free Teleport every 0.51s
    Quote from dro0x

    Quote from Nightmare13

    As it is Prism only lasts 6 seconds. Without Prism, your AP regeneration per second only exactly equals the cost of Teleport (12 AP), and you're not going to be waiting exactly 1 second in between each teleport or you're going to end up accidentally triggering the cooldown. So you're still going to drain your AP pool, albeit slightly.

    If your attack speed allows you to teleport twice per second, you're going to be -12 AP in the hole each second, which allows 10 seconds of continuous teleportation with the help of Astral Presence. It's nice, but it's hardly enough for solo runs.

    EDIT: Forgot that Astral Presence boosts AP regeneration by 2 per second also. So that means you can teleport for ~12 seconds. Considering you can already teleport for nearly 7 seconds under the same circumstances without wasting space on Storm Armor and Arcanot, which are pretty bad, I hardly see this being worth it.

    You got your numbers wrong (Teleport costs 15 AP) and didn't factor in the default AP regeneration rate of 10 AP per second. Also Prism isn't even needed for free Teleports every second, only for every 0.51s. It's all laid out in my first post ^_^

    I don't get numbers wrong. Teleport is 12 AP with Power of the Storm, which was in the build that you laid out.

    Teleport: 15 AP - 3 (Power of the Storm) = 12
    AP Regeneration: 10 + 2 (Arcanot) + 2 (Astral Presence) = 14 AP / sec.

    This allows you to teleport once for free every 0.86 seconds. If you DO use Prism, it reduces the teleport cost down to 5, which allows a free teleport every 0.36 seconds, not 0.51 seconds. That being said, Prism is not a long standing effect, so it's kind of useless to take that into consideration. So we're back to 0.86 seconds.

    The hard part about this is balancing your teleport speed between this lower bound and the 1 second upper bound. If you teleport too fast, you start draining AP, but if you teleport too slow you slam yourself with a 15 sec cooldown. As I said in my post, if we assume your weapon speed allows you to teleport exactly 2 times per second, thats (12 * 2) = 24 AP spent, subtracted from 14 AP gained, for a net total of -10 AP per second. With 120 AP thanks to Astral Presence, that allows us 12 seconds of continuous teleportation.

    So while yes, theoretically we can teleport indefinitely, we would need an incredibly slow weapon to do so. 0.86 seconds is an incredibly long cast time. Nothing in Diablo 2 had cast frames that low, even with 0% FCR, with the sole exception of necromancers in vampire form (full Trang Oul's set).
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Free Teleport every 0.51s
    As it is Prism only lasts 6 seconds. Without Prism, your AP regeneration per second only exactly equals the cost of Teleport (12 AP), and you're not going to be waiting exactly 1 second in between each teleport or you're going to end up accidentally triggering the cooldown. So you're still going to drain your AP pool, albeit slightly.

    If your attack speed allows you to teleport twice per second, you're going to be -12 AP in the hole each second, which allows 10 seconds of continuous teleportation with the help of Astral Presence. It's nice, but it's hardly enough for solo runs.

    EDIT: Forgot that Astral Presence boosts AP regeneration by 2 per second also. So that means you can teleport for ~12 seconds. Considering you can already teleport for nearly 7 seconds under the same circumstances without wasting space on Storm Armor and Arcanot, which are pretty bad, I hardly see this being worth it.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Does cold damage automatically slow enemies down?
    Elemental damage used to have on crit effects, but I'm pretty sure they were removed.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Does cold damage automatically slow enemies down?
    Quote from shiva911

    just curious, if blizzard does not chill or freeze automatically does this mean "Cold Blooded" passive is a fail with blizzard?

    I was going to ask about RoF as well, however in the beta i keep seeing RoF, chilling targets so i am presume "Cold Blooded" would at least work with it.

    That's because Ray of Frost specifically says that it slows the target (lots of cold spells do, it's just not a default attribute).

    Ray of Frost
    Secondary
    Cost: 20 Arcane Power
    Project a beam of frozen ice that blasts 215% weapon damage as Cold to the first enemy it hits, slowing the target's movement by 30% for 3 seconds.

    Similarily, Frost Nova freezes, Ice Armor either chills or freezes, and Comet slows significantly. The cold spells that don't seem to slow are Blizzard (unless you use one of the first two runes) and the Frost Hydra.

    While we're on the topic of slow, do we know how snare mechanics work when multiple snares are triggered? Are they multiplicative, or does only the highest snare value take precedence? Being stackable seems like it might be too powerful, but it's an important distinction to know for sure when constructing a build. 30% from Chilling Aura + 30% from Temporal Flux + say, 60% from Comet will reduce monsters to less than 20% of their base movement speed.

    In Diablo 2 slow effects stack, but in WoW (from what I've heard, since I've never played) snare effects do not stack?

    Also on a related topic, does anyone know what % cold damage in Diablo 2 slowed by? Just for reference purposes compared to some of these skills.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on R.I.P Frozen Orb
    I have to say, after trying out Celestial Orb on the emulator, it is probably one of my favorite visual skills (and has a good radius on it as well). Something about casting forth a whirling galaxy is very epic.

    Definitely going to be using it with Temporal Flux, at least for a while. Should make a great orb substitute, and we can abuse Flux with Disintegrate, Magic Missile or even the Arcane Hydra as well.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Skill Analysis, Part 1
    Nice bump to a very old thread. But I suppose it could be nice to revive this as a more lively discussion?

    I don't have the beta yet (trying to get one of those twitter keys from Blizzard -.-) but based strictly on text and theory, there are a few things that I'm particularly looking forward to:

    Ray of Frost w/ Cold Blood: No casting costs makes this a good substitute for a signature spell, and it slows.
    Frost Nova w/ Deep Freeze: Frost Nova looks like a great utility skill in this game, and a fairly large critical hit bonus should give you a nice damage boost and support Critical Mass.
    Arcane Orb w/ Arcane Nova or Celestial Orb: Because it's a good source of Arcane Damage (see Temporal Flux).
    Ice Armor w/ Chilling Aura: Holy Freeze? This is probably still inferior to energy armor, but this one could be very nice.
    Slow Time: Seeing a CC theme here yet? Almost any of the runes seem viable here.
    Disintegrate: LAZERS. Also, moar Arcane Damage. Chaos Nexus or Volatility both seem good.
    Teleport w/ Wormhole: By far the best rune option as far as I'm concerned, especially considering you can spam several of them in sequence (not just 2).

    Passives: Temporal Flux and Critical Mass.

    Maybe I shouldn't be ignoring Meteor/Blizzard/Hydra so much? Like I said, haven't had a chance to mess around much yet. What do other people think?
    Posted in: Wizard: The Ancient Repositories
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