• 0

    posted a message on CM wizard just got back to the game:-) Help needed!
    Quote from Psychatog
    This part is also a fallacy. The fact things living longer give you more AP / fury is redundantly pointless, as things simply dying from 1 twister / WW pass through is still better than having to spend 20 seconds ramping up to kill trash. It doesn't matter what build your using, if your spending more time killing things its still wasting time, regardless of how effectively it wastes time.
    The conclusion about CM not working well in MP0 is correct, even if the reason is wrong. CM is extremely efficient at deploying damage, but has a significant ramp up time. If things die to the first tick of your twister, you will be able to cast fewer twisters because they pay back their arcane power costs over the duration as they deal damage, and drop in exposure uptime essentially makes that spell cost more resources.

    CM Doesn't reach maximum DPS until it reaches steady state, which generally takes a few seconds. While you are correct that for most builds, MP0 act 3 is really the only viable farming run, because the number of kills per hour is the most efficient portion of the loot equation to optimize. Thats true if you have a linear correlation of damage output to time. CM does not. So Critical Mass builds are optimal at higher monster power. Very hard to say how much higher, but definitely higher than at one shotting everything levels.

    While this means they are sub-optimal for XP farming and arguably below archons at gear farming, it does make them much better for Hellfire Ring farming, which is usually a phase in setting up your paragon farming. Most of the time when I farm it is at MP4 with critical mass and at the MF cap. I feel somewhere around this is optimal for CM wizards, and produces similar yields in terms of legendaries, and gold than farming MP0 as archon, because the loot is much higher quality even if you don't kill as fast.

    Being able to solo MP7 Ubers, is not nearly as useless as you'd make it sound.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on CMWW. New to trying, pointers?
    Your crit is fine, you don't need a lot of attack speed to get started because it tends to be the most expensive part of improving gear, but you barely have a lick of all resist on your gear and you need more vitality. I can't fathom how you ended up with 38% life without an amethyst in your helm and yet only 25K HP. You need to tick off the following to really get set up with CM/WW for key farming:

    Find a second source of Arcane Power on Crit
    Improve your EHP substantially (you have tons of Life% but very low vitality, minimal All Resist, minimal bonus armor)
    Ensure your crit stays in the 40s while doing this
    Find possibly a tiny bit more LoH

    For the first, Storm Crow is probably your cheapest option, try to get one with Crit, All Resistance, or Armor
    For the second, if you get a Blackthorne's Chest and Belt (look for Int on the chest with a high vit roll, Int/Vit or Int/All Res on the belt) it will add a phenominal amount of EHP for a pretty low cost without sacrificing much (the movement speed from Tyreal's Might is nice, but not nearly as critical for CM as it is for a kiting build)

    Change your gems from Int to Vit if you're HP is still low (35K is sort of a standard value to hit)

    I would definitely dump the Legacy Tal Rasha's amulet at least from your CM gear, but make sure you pick up the 130 vitality back else where if you don't get it on your amulet. Crit and Attack Speed are your biggest potential gains from the Amulet.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on [Guide] Comprehensive CMWW Guide [PRE 2.0 PATCH]
    Great guide, going to take me a while to parse though all this and see what I can recommend. I've been playing lately with a build using meteor liquify in place of teleport (that is having three offensive skills, Wicked Wind, Liquify, and Chain reaction) in the shocking aspect build and using conflagration as the third passive. Getting the long ground effect is pretty reliable and gives you 11 seconds of conflagration in the area. I wasn't have much trouble weaving a meteor every 2-3 energy twisters against 3ish targets and less frequently against single targets but still enough to keep them constantly on fire for the extra 10% damage. I am running a 30 APoC setup for this as I haven't advanced my gear much but I do happen to have reasonably strong APoC options in all three slots, and low EHP and not much for a budget at the moment due to just not playing for a while, so I was looking for ways to up overall DPS without sacrificing more EHP than just shocking aspect.

    I definitely agree with Bagstone that this needs a sticky, just from what I've read so far there is a ton of excellent information in here.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on I LOVE Disintegrate - MP10 Disintegrate Build possible?
    People vastly overestimate the AP requirements of Disintegrate. I've run builds for it at low MPs before, and Astral Presence, Power of the Storm, and 1 piece of cost reduction gear (and zero APoC) are plenty to ensure i never run out of AP on MP 0 through 4.

    The problem really is finding the EHP and life steal for higher MPs so you can spend much more time channeling. Having two cost reduction pieces to take care of your AP and running Prismatic or Force Armor is very helpful, but no rune of Disintegrate causes enough CM procs to use diamond skin or frost nova effectively enough for very long.

    I use the following for low MP farming in acts 1 and 2 where the mob density sometimes doesn't support archon:
    http://us.battle.net/d3/en/calculator/wizard#RiXYTS!gbX!ZaacZc
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on How much APOC will i need to sustain CM?
    Quote from Madwizz

    Quote from Gath

    I've got like 10 Apoc on my wiz, doing fine so far

    youll starv AP against 1-2 mobs constantly, not very efficient.
    Depends on what he is doing. If you're just paragon farming there is pretty much always the option to just drag the mobs into more mobs so it doesn't matter so much. Even key farming can work this way if you're willing to kite the keywardens all over their respective zones as the hordes die off. Would not use it for ubers though.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on wizard feeling stuck.
    Lets dispel one myth. Living Lightning is a considerably worse proc generator than Wicked Wind, and should really only be used if you have some substantially good Weapons, Sources, or Helms without APoC that will make a big difference in your DPS, or you don't have the APoC gear at all.

    Living Lightning executes between 5 and 6 attacks per cast when passing over a stationary mob with a normal hitbox size (that is anything below the size of Demonic Temors and Colossal Golgors). It has a proc chance of 0.2, meaning an adjusted proc chance of 1.0 to 1.2 per cast per target. Wicked Wind has with a totally inappropriate 1.0 attack speed weapon and no attack speed on gear, 12 ticks, and a coefficient of 0.125 meaning an adjusted proc chance of 1.5 per cast per target. Looking just at base weapon speeds this goes up to 1.875 using a slow 1.2 attacks per second weapon, 2.25 for a 1.4 speed weapon, and 3.25 at 2.0 attacks per second.

    For any resonable attack speed and crit chance wicked wind spam will generate close to a factor of three more procs per second than living lightning spam. Only use living lightning if you have to give up some massive stats to get the two 8+ APoC sources to run wicked wind, or you just can't get the sources at your current progression level. I don't mind talking about how to optimize living lightning, but please don't pretend its a viable alternative to wicked wind in any circumstances other than the above. it just isn't.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Azmo MP10 World Recordz. 41sec 3.35m DPS Wizard
    Quote from AudiR8GT

    all my gear is from GAH :) my CM gear is just replacing 3 pieces......
    Are all three APoC pieces? I'm curious if this was done with 2 sources or 3 (or even 1 if that is the case).
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on high mp CM build
    I disagree. Stats like attack speed, crit, and APoC are the core of what makes the build work. Crit Damage is a pure DPS stat, and life steal and life on hit are vastly overrated. Diamond Skin is a such a massive barrier to actually taking damage in well executed critical mass builds that the times where you are actually down hit points should be few and far between. Easily enough such that health globes and potions could easily cover them. I feel having a little LoH or Life Steal is useful, but I have been running since 1.0.3 with 197 life on hit on a ring, and a little bit of life per second as my only healing sources and I've never encountered a situation where that has failed to be enough to make the difference I need it to make.

    I may be biased by my experience on this, but I look for Crit Damage, Life Steal, and Int last, they are the perks that take a servicable weapon and turn it into a great weapon. IAS, APoC, and even ET crit, they are the things that make the engine run, so they are the things I take care of first.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on high mp CM build
    I used a wizardspike for a very long time (all of 1.0.4), they are cheap as dirt and come with very fast speed, baseline attack speed increase, all resist, and APoC, which is a good starting combination.
    Quote from DrShell
    I guess optimum would be:
    1000 dps+
    11% speed
    3% steal
    xx% crit hit damage
    socket
    int
    vit
    good luck finding that one :)
    1000 DPS usually won't happen without two affixes that improve damage, may happen in some cases with +x-+y damage and attack speed, but rarely. Not sure if the optimal scenario is to get your APoC from your Helm and Source or Weapon and Source.

    Source is optimal because APoC is available alongside Max Int, a Socket, Max Crit and whatever legendary goodies can be offered (Triumvirate's elemental damage, chantodo's attack speed, the Oculus' bonus elite damage).

    With a weapon you have 6 affixes to choose among the following potentially optimal affixes:
    +Min/Max Damage (Physical)
    +50% Damage
    +11% Attack Speed
    +100% Critical Damage
    +200 Int
    +150 Int/+150 Vit (int affixes can stack for up to +350 int)
    10 APoC
    961 Life on Hit
    3% Life Steal
    8% Energy Twister Crit

    On helms, taking APoC means losing out on attack speed from either Mempo of Twilight or Andariel's Visage. If we are just talking rares than this is optimal:
    300 Int
    100 Vitality
    10 APoC
    80 Resist All
    6% crit
    Socket

    With the resist all potentially being interchangable with 15% Life, or max bonus armor
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Wizard CM DPS Simulator - Release Version
    Quote from Bagstone

    Quote from Loroese

    As a rough guess, I would expect Power of the Storm to increase dps by around 12%. My thought is that AP reduction of 3 means WW costs 32 which is around 10% cost reduction, and CR goes from 20 to 17 which is 15% cost reduction, so if you split the difference it's around 12-13%. That would put the total damage boost around 1.35*1.12 = 1.52 or around 50-55% damage increase for Storm Armor plus Power rune.

    This could become very effective when you use Mistral Breeze. Hm... anyone ever tried Mistral Breeze + Prism + Power of the Storm? 10 AP Twisters all over the place... I'm gonna try this tonight.
    If you want to go with the near zero cost build, I would advise Meteors. In addition to the 10 AP cost reduction from skills, you can get up to -19 meteor cost from gear (5 from source, 5 from SoJ, 5 from Mara's, 4 from Skull Grasp) leaving star pact with an AP cost of 6.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Wizard CM DPS Simulator - Release Version
    I'll see if I can do some testing on this with different speed weapons. Tonight is a raid night for me so I won't be able to do much testing until tomorrow unless I lose the roll (we're overstaffed on melee DPS right now =().

    Also, despite around a 12% overall cost reduction, the effect has accelerated returns with APoC because more tornados also means more AP per second from APoC, so it is a reduction in cost and an increase in AP regen overall.

    Cost reduction gear does absolutely amazing things for Meteor builds, I wouldn't be surprised to see Power of the Storm compete with Shocking Aspect in the right circumstances.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Wizard CM DPS Simulator - Release Version
    Awsome work. Here is the interesting part to me. Storm Armor with no rune gave you a 36% boost, while adding in shocking aspect brought that up another 29% to a 65% increase. The suggests that the base storm armor does more damage than the shocking aspect triggers, which is something I would never have guessed. With that in mind, it raises a next question in my mind. We can conclude from tooltips that in the same test, Storm Armor (Thunderstorm) would yield a 46.8% DPS gain leaving it still inferior to shocking aspect, Reactive Armor and and Scramble aren't terribly relevant to what we're trying to do, but what about Power of the Storm?

    Prism gave us a 13% DPS gain with very minimal uptime, while the base storm armor is worth 36%. This suggests that power of the storm might compete with Shocking Aspect in terms of damage gain, and is very likely to outpace Thunderstorm.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Post your self found upgrades here
    My best self found upgrade:

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Stunlock Archon - MP10 - Act 3 Inferno
    Quote from Ankillah

    Quote from kraal

    I've been running something similar for quite some time in mp7, but with Arcane Dynamo and the reduced CD rune on Frost nova:

    http://us.battle.net...XYSO!bgT!ccaZcZ

    hmm what for do you have arcane dynamo? AFAIK, 5 flash of insight buffs only first 'ray of death' while in archon form, not the entire duration of it.
    Does it buff the enormous explosion on activation from Arcane Destruction Archon? That would be pretty funny.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on %cold damage affix
    There are two affixes you could be talking about:

    Increases Cold Skill Damage by X%

    and +X% to cold damage

    The former only affects skills that already deal cold damage.

    The latter adds cold damage to your weapon damage based on your physical weapon damage. This cold damage will only result in a chill effect on basic attacks and on skills that don't specify a damage type (hint, the only wizard skill like this is spectral blades). It will not affect skills like the various archon skills which deal arcane damage. Even skills like wave of force that specifically do physical damage do not apply a chill, only those (read here spectral blades) which do not specify a damage type. Note the difference between spectral blades and wave of force where wave of force says it deals a percentage of weapon damage as physical.
    Posted in: Wizard: The Ancient Repositories
  • To post a comment, please or register a new account.