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    posted a message on Shocking Aspect SA

    Does Shocking aspect proc nearby the enemy that gets crit, or nearby the Wizard?

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Items/Skills Suggestions Collection
    Oh here's one:
    -Meteor will now be cast instantly in a forward direction and will explode upon impact with enemies.

    Ooops, double (triple) post, thought I was editing, my bad.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Items/Skills Suggestions Collection
    -Energy twister now lasts an additional 6 seconds.
    -Arcane Orb's obliteration rune also increases arcane damage the target takes by 15%
    -Arcane Orb runes are now randomly selected per cast and benefited fully by your highest elemental damage % stat.
    -Your Arcane Orb now travels at half the speed and pierces targets.
    -Your arcane orb now passes through destructable objects and gains ___% damage per object it passes through.
    -Energy Twister automatically gains the Raging Storm rune. (oh GAWD this would be fun)
    -Ray of Frost also has a chance to cast a Blizzard, Frost Hydra or Frozen Mist when it hits an enemy.
    -Shock Pulse travels at half the speed but gains two more bolts.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Items/Skills Suggestions Collection
    Quote from Thornagol

    Quote from LTCrystallite

    here's a bunch -

    The Evocator (or blackhand key) Wand
    effect: Every AP spender cast will reduce the cost of your next AP spender spell by 20%, stacks up to 5 times. Resets to 0% after the 5th cast.

    -Your spectral blade spell can now be cast at a location up to 40 yards away
    -attacking an enemy will cast a random spell. This can only occur once every 6 seconds.
    -Frost Nova now gains the Frozen Mist rune.
    -Hydra now summons a hydra beast that fights for you. Each Rune summons a different element Hydra Beast. (infinite hydra that moves with you)
    -Turns your disintegrate into a flash ray, and no longer needs to be channeled. (turns a channel into a direct damage spell)
    -Your arcane torrent becomes it's own being and channels itself from the location up to 40 yards away.
    -successive meteor casts on the same enemies have a chance to crush them, dealing 8% of their maximum HP.
    Touching on your arcane torrent one...you cast your arcane torrent-death blossom on click location. Damage originates from the click location and casting lasts 10-15 seconds.
    would probably be better considering the A.I. probably wouldn't handle the direct control channeling all that well. It's like an arcane volcano!
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Items/Skills Suggestions Collection
    here's a bunch -

    The Evocator (or blackhand key) Wand
    effect: Every AP spender cast will reduce the cost of your next AP spender spell by 20%, stacks up to 5 times. Resets to 0% after the 5th cast.

    -Your spectral blade spell can now be cast at a location up to 40 yards away
    -attacking an enemy will cast a random spell. This can only occur once every 6 seconds.
    -Frost Nova now gains the Frozen Mist rune.
    -Hydra now summons a hydra beast that fights for you. Each Rune summons a different element Hydra Beast. (infinite hydra that moves with you)
    -Turns your disintegrate into a flash ray, and no longer needs to be channeled. (turns a channel into a direct damage spell)
    -Your arcane torrent becomes it's own being and channels itself from the location up to 40 yards away.
    -successive meteor casts on the same enemies have a chance to crush them, dealing 8% of their maximum HP.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Items/Skills Suggestions Collection
    Quote from E-I-S-I
    I'd really like to see an arcane orb legendary, because when frozen orb was introduced alot of wizards enjoyed it very much. Could be something like: Release 3 arcane orbs instead of one or make it generate arcane power (like kridershot) or per enemy hit.

    as 2handers were buffed, wizards need some cool stuff for channeled spells. As they are 2handers and you cant equip a source they can be kinda op (like all runes etc., full ramped dmg).

    Agreeing with setchanges but no ideas in that direction (sth. wizard unique not an adaption of crus/dh/wd).
    I was kind of sad that Scorch wasn't more popular, I thought a Scorch/Mammoth Hydra build would have been quite good considering they're both similar mechanics (Lines of ground damage-over-time). I agree that Arcane Orb in general needs more overall love, it's a basic cool spell that is just overall "meh". The skill might just lack some buffs rather than needing it's own leg, but I definintely agree that it should also have it's own item.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Items/Skills Suggestions Collection
    You're right about it being part of the flavor, but it probably isn't fun because it doesn't feel rewarding when it lands. It's essentially a skill shot that doesn't feel good, which needs to change. I personally like the delay and the small radius, though, I feel like it just needs to be better supported or stronger.

    On another note, I think Blizzard needs to be stackable as well. It shouldn't just be a support damage skill, there should be an option for it to be a main spender. The fact that successive casts don't stack force it into a support skill.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Wizard Items/Skills Suggestions Collection
    - A passive where you can use multiple armors at once. The reason I think this would be the best option is because you're using up to 3 skill slots as offensive/defense/utility, and only have 3 slots left. It wouldn't be as overpowered as one may think, it sacrifices a passive slot as well.

    - Chunk of Space Debris
    wizard source
    effect: The pools caused by your Meteor spell now deals damage twice as fast. This changes up the gameplay entirely, where you now care more about your DoT pools than you do the impact damage. The faster ticks also means double the proc ratio uptime!

    Scepter of the Sky
    1 hand mace
    effect: reduces the cost of meteor by 10. This one (while bland) is much needed imo. The old SoJ+Tal Rasha's Source meteor 5/meteor 5 reduction is no longer possible, and the Smoldering -Bore- is the only meteor item right now and is absolutely horrible for obvious reasons. This item would be a mace for better resource conservation, higher base damage and the heaviness of maces fit the heaviness of meteors. Resource Cost reduction only takes you so far for a non primary meteor spam build, and is waaaay too taxing on your stat allocation. It also makes us hate attack speed.

    Armaggedeon
    wizard hat
    effect: When your Meteor spell deals impact damage, it also drops 2 meteorites of the same element that deal (1/3rd meteor damage) in the same location. Besides doing more active damage, this effectively also means a couple extra hits per impact hit, more area damage procs, more life on hit (new LoH).

    Meteor's proc ratio is raised. It's WAAAAY too low right now, holy krap. It's frustrating when items or shocking aspect barely procs, and only multiple successive casts of an expensive AP spender with a small radius and a falling delay can proc it averagely. it's frustrating. It's also sad that APoC isn't valuable if you're doing this kind of setup.

    Sorry for all the meteor talk, < meteor wiz here not satisfied with the testing I've done.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Buff meteor's proc coefficient
    Quote from Aya_Twitch

    Even with the old proc scalar of .50, Meteors overall damage still leaves much to be desired. Which is sad since it's a giant rock falling on your face from space and it's also a skill that I really like.
    Yea, it's strange that they nerfed it to such a low number, like everyone was going to just use meteor or something. I know a lot of players who hate the skill simply because of the delay and small radius. I'm not sure if this is an oversight, or that they changed the proc ratio to be really low before they nerfed ApoC and removed CM during reapers alpha/beta, but I hope it's evaluated soon. Very few wizard builds are fun for me outside of meteor builds, especially with Black Hole.

    Quote from Dipl0mata

    I believe that a remodeling of the bonus rashas this would be very welcome, should have a chance, like 40%, dropping a meteor the same element as your are using

    For whereas with this elemental damage + an mult elemental build just are not being viable

    sorry for my bad english
    I think Tal's set procs are fine, it's the actual wizard skill itself that needs work.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Buff meteor's proc coefficient
    Why is meteor's proc coefficient so bad? Since CM no longer exists and ApoC was severely nerfed from vanilla, you can't exploit easy spamming of high cost skills like you used to (CM/WW, rockanado builds), it takes a lot of resource cost reduction to do this nowadays which costs stat slots.

    Why this is a problem for me is because Meteor is a skill I love to use due to z axis placement (and over walls and such) and it's skill shot like mechanic because it has a delay. What really sucks is that Meteor's proc ratio is low, so Life on Hit isn't very valuable if you're planning on going a star pact spam or comet or lightning bind build. Even with the buff to life on hit next patch, the fact that the skill won't proc it much to me is just silly considering it's restrictions and AP cost.

    I feel like Meteor's damage and area size are relateively fine, it's just not a very attractive skill for survival outside of cindercoat and shower spam. Is this a problem for anyone else? I feel like I'm restricted in my choices too much.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Want to make Meteor Wizard
    Quote from Loroese

    Quote from witchdoctorcrulx

    Quote from RasAlgethi24

    ^I wouldnt' use Shocking Aspect without wicked wind. The reason SA does so much damage in the typical CMWW build is because WW procs so damn quickly. Without it, in a meteor build, SA just isn't worth it.

    It does, and I can back it up. I use this build daily. zCrystallite#1460, come in a game with me sometime :D

    The reason it does work better than WW is because besides the Liquefy crit pools lasting 8 seconds, unlike WW, meteor has an impact damage proc coefficient. All of your "proc skills" combined proc SA potentially better than SNS by far in big groups. The difference is Nadoes are good AP batteries where as you have to be more careful with meteors if it's your spender/generator because they cost more and have a delay.

    Proc coefficients

    Meteor
    Molten Impact .250 impact, .125 pool
    Star Pact .212 impact, .106 pool
    Meteor Shower .100 impact, .050 pool
    Comet .250 impact, .125 pool
    Liquefy .212 impact, .106 pool


    Energy Twister
    Wicked Wind .125 DoT (all of them are .125)

    If you can keep casting meteors without stopping, it's better.

    The number of SA procs per WW cast per mob are on the order of 5-6 depending on APS and CC. For Meteor, it's more like 0.3-0.5 per cast per mob. That's like 10x difference, so unless you're hitting 10 times the number of mobs with a meteor as your WW, it's not as worthwhile as with WW.

    That said, SA is still probably the best dps option for meteor builds. Reactive armor is nice but if you're running FN and high APS, SA likely does more damage. IMO the point of using SA with meteor isn't that it does huge damage like in CMWW builds, but that it does some damage, and some is better than none, assuming you don't need EHP, in which case you'd use a different armor anyway.

    Overall, the SNS build doesn't do more dmg though since tornadoes don't have impact damage, I shoulda specified my point better. You're right, WW does proc SA better, but liquefy/SA/Shards/EB does more overall damage than SNS, granted you can comfortably cast more meteors without running out of AP, my bad I think I was tunnel visioning my reasoning.

    I should probably make a video because it's not easy to explain without the hardcore theorycrafting done on the numbers, but the result is there.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Want to make Meteor Wizard
    Quote from RasAlgethi24

    ^Interesting. Do this. Go into mp10 ghom, use your normal build, time the kill. Now do the same thing but just dont use SA. Compare the times and see how much true dps SA actually adds to this meteor set up.

    In normal CMWW builds, SA adds about 30-50% true damage. I'm interested to see how much true dps SA adds in a meteor set up. I'd try it but I sold my wizard gear.

    it's not a single target build, that's the only issue. Meteors high cost, delay, and the liquefy pool's weaker proc chance than WW makes it difficult to build an SMS for single target.

    I actually change my build around entirely for Ubers or solo bosses like Ghom or Azmo. It's viable single target, but you're gonna chug and be sort of AP starved if you're not careful. You can't really cast quickly if you don't have other minions to ramp up on.

    My ubers build: http://us.battle.net...YXOS!egX!aZcZbc

    Although, I have tested that the Arcanot Familiar replacing Blood Magic if you have a good LS/apoc wand does work very well, it also allows you to use cold blooded, conflag or evocation with no problems. Then again, it depends on what you're doing.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Want to make Meteor Wizard
    Quote from RasAlgethi24

    ^I wouldnt' use Shocking Aspect without wicked wind. The reason SA does so much damage in the typical CMWW build is because WW procs so damn quickly. Without it, in a meteor build, SA just isn't worth it.

    It does, and I can back it up. I use this build daily. zCrystallite#1460, come in a game with me sometime :D

    The reason it does work better than WW is because besides the Liquefy crit pools lasting 8 seconds, unlike WW, meteor has an impact damage proc coefficient. All of your "proc skills" combined proc SA potentially better than SNS by far in big groups. The difference is Nadoes are good AP batteries where as you have to be more careful with meteors if it's your spender/generator because they cost more and have a delay.

    Proc coefficients

    Meteor
    Molten Impact .250 impact, .125 pool
    Star Pact .212 impact, .106 pool
    Meteor Shower .100 impact, .050 pool
    Comet .250 impact, .125 pool
    Liquefy .212 impact, .106 pool


    Energy Twister
    Wicked Wind .125 DoT (all of them are .125)

    If you can keep casting meteors without stopping, it's better.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Want to make Meteor Wizard
    Try this:

    Meteor - Liquefy
    Diamond Skin - Shards
    Explosive Blast - Chain Reaction
    Storm Armor - Shocking Aspect
    Magic Weapon - Blood Magic
    Frost Nova - Deep Freeze

    Astral Presence
    CM
    Power Hungry

    -28-30 Apoc
    -10 Meteor reduction through SoJ and Offhand
    --Life Steal/9-10 Apoc wand, socket, highest dmg you can get without spending too much
    -600+ AR
    -40k EHP
    - At least one item with Pickup Radius
    -As much CC as possible, or anywhere from 48-54%

    Meteor is your main ability and the point is to keep as many enemies in the pools as possible while continuing to drop meteors. Shards, EB and Shocking Aspect will take care of everything. Between Shards, EB, Meteor impact+pools, you'll have plenty of Life Steal and CM/Apoc/SA procs. Don't be fooled about Power Hungry, it fills the gaps between kills and bosses to ensure 90-100% meteor/EB uptime. A really cool trick is to try as often as possible to bottleneck enemies together, try not to freeze enemies prematurely apart if you're not in danger.

    Here's an example of my gear (get a life steal wand though) http://us.battle.net...0/hero/29659376

    It's pretty complex because of the delay meteor and EB has, and that positioning matters since it's a build that doesn't use teleport or energy armor, but it's highly rewarding, it might take a bit getting used to. I had a ton of fun testing and making this one, and I still haven't changed.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on the Bomberman build
    Quote from Jaetch

    Oh, you mean "Meteor Build" :P

    There's been a recent fad in the wizard community involving Liquefy Meteor. I've been running it alongside the standard SNS build, using only 20 APoC.

    Welcome aboard to the Meteor wizards. I'll dissect your build later if I have time, but I'm sure there a few others here that can do that as well.

    I still suggest running Chain Reaction for the additional chance to generate the much needed APoC.

    I really only notice Wiz's using WW as the AP battery and using Meteor when they're ramped up. I wanted to try some meteor variants where Meteor is your primary skill and completely forgo tornadoes entirely, and I have tried many versions of CM. This one by far feels the most different to me, and it's also yielded the highest skill vs. reward. Results may vary for other players though :P

    I've tested every Explosive blast rune with a variety of ApoC (18-30), Crit and skill variants and I find Obliterate to be my favorite due to it's reach being able to tap those few extra enemies. Even with 30 Apoc, Chain Reaction doesn't seem to help the AP chugging on single targets. I've noticed that Obliterate is better overall for my playstyle. Since I lack a high DPS lifesteal wand, I've tried Arcanot with this build and it stops the AP issue all together, but since I don't feel like downgrading my dmg or spending a bil on a high DPS/socket/life steal wand, I stick with Blood Magic for now.

    I've also played along side many Rockanado Wiz's and CM/Nado versions and I've noticed that my output is much higher on groups while they're always better at dealing with that last boss mob. My survival is extremely good outside of Reflect bosses.

    I wanted a different feeling of play but reap the benefits of being more aware/cautious around certain affixes or mobs, and this build does it. I don't feel like I'm hindering myself simply by needing to play it smart around certain affix combos, but for big white packs completely wipe them out in a couple seconds.
    Posted in: Wizard: The Ancient Repositories
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