Build Guide
This is a Ray of Frost based LoN Wizard build, which I've been calling the Minnesota Winter Wizard build.
This is my first D3 build to contribute to the community. We don't often see LoN wizards as its tough to get the same or better numbers out of a LoN wizard build as we get with the existing meta.
Frost Nova - with Bone Chill will help amp up the damage especially on higher difficulties, otherwise Cold Sanp's reduced CD is nice for more situational escapes.
Teleport - Wormhole is merely for situational kiting and emergency re-positioning.
Ice Armor - rune can be adjusted to taste, Frozen storm is nice for bounties/rifts and Crystallize comes into play for GR pushes.
Magic Weapon/Familiar are in the build as is to increase the damage output, if survivability becomes an issue, Magic Weapon can be re-runed to Deflection.
Update: Changed bracer to Ancient Parthan Defenders, as enemies frozen will proc as "stunned" for the damage reduction per enemy frozen within 25 yards. It can still roll with elemental damage, of which should be cold, INT/VIT, and CHC are the other ideal rolls for the bracers. Because your damage reduction while channeling ray of frost is already enhanced by the mantle of channeling and aqulia cuirass, procing the legendary affix of ancient parthan defenders over a series of enemies (and we discussed our simulated data indicating chance to freeze at 80.04%) frozen, means that our damage reduction without blur will scale from 82%-98.60% assuming a range of 0-20 targets frozen, with blur we cap out at 98.84% damage reduction. I would believe that this addition likely allows this wizard build to claim to have the strongest possible tank on a wizard assuming mob density and freeze procs.
Update: Given some comments, I've included Andariel's Visage and Swamp Land Waders as recommended gear alternatives. This gives you a potential cold damage bonus of 120% as opposed to 80%. The drawback is some HP, and Ray of Frost costs slightly more but still able to keep Aquila Cuirass up at a 99.96% uptime during simulations. Damage calculations causes Ray of Frost to soar upwards quite a bit because of the elemental damage modifer multiplicative buff. Thanks for the suggestions so far.
D3planner.com build link: http://www.d3planner.com/705508253
Naturally, because this is a LoN build, all items ideally need to be ancients, otherwise you're crippling yourself.
I haven't been able to test this in game as I don't have all the gear, but in d3planner we end up with a 80% cold damage increase, +30% to ray of frost, with all the gems and items procing around ~99% multiplicative damage increase on top of the 1300% from having each item being ancient.
It can be ran continuously without draining the arcane power pool giving 100% up-time on Aquila Cuirass, the build I linked, seems to have ray of frost hit for 7.5-24 billion as everything procs and is applied. Also in simulation, we're looking at an average of 80.04% time that enemies will be frozen, which takes into consideration adaptive cc protection for npcs. This means that targets frozen are targets that are not attacking back, thus another form of damage mitigation plus they are sitting ducks if they need to be whittled down with your ray of frost.
Having every item be ancient gives a 52% damage reduction due to LoN, the AC is 50%, channeling ray of frost gives another 25%, blur is 17%, adding that all together and factoring in diminishing returns brings you to 85.04% overall damage reduction. Swapping Blur to Unstable or say Power Hungry for long range snipes brings the damage reduction down to 82%, so I think there's a lot of merit to using that 4th passive as a swappable skill based on your individual needs (I'm thinking Power Hungry might do nicely here for that extra 30% damage on long range targets). Elemental Resistances are basically at the softcap sitting around ~84.5%. With boots of Disregard either worn or cubed, you'll be standing still with tons of life regen, and illusory boots worn/cubed able to run freely to where you need to when you need to, so no excuses for standing in that pool of poison. Then again, as I mentioned in the last paragraph, the majority of the time engaged enemies are going to be either at full health, frozen, or dead if the simulations I've ran are reflective of actual gameplay.
I caution you however, as I warned this is an entirely untested build, which I would like to test once I get the items, but if you have the gear feel free to give it a whirl. Just hope there's no enemies that are cold immune for this build to work. As is I have no experience actually playing the build, but looking at the math on the d3planner link, it looks extremely promising.
One thing to note however about that build on the d3planner link is that the items are rolled with absolutely perfect stats, so actual RNG will be less than that which will reduce the amount of damage output of the maximized build. Actual performance may vary.
If anyone has the gear and able to test, please do so and let me know how it works, otherwise I will be farming them up for awhile myself. Thanks.
Looking at ur choice of skill, I think leoric helm not a good choice, since cdr not needed a lot. How about use wz helm can give u more variation also if u want more ice Booster u can try use andariel helm and sacrifice pant from wd
Leoric's was originally in there not for CDR as there was never a diamond in the helm but rather a Topaz as it ended up making Ray of Frost 7.09 Arcane Power/Sec with the build. Looking at Andariel's Visage, rolling that with cold damage could be pretty beneficial, originally I didn't have that in because of the increased damage to fire the player takes, but in retrospect, looking at the other defenses, I think it more than likely compensates nicely for the increased fire damage. The Arcane cost raises up to 8.82/second with a slotted topaz, which is still "cap stable" to speak of. To do so you end up sacrificing VIT which reduces the overall HP of the build from 748k hp to 578K hp. That can be countered of course by changing the Topaz to an Amethyst which raises hp to a max of 656k hp, but increasing the arcane power consumption to 10.08 per second. Outside of solo mode, our Arcane regen then is at 10% leaving a small amount not accounted for.
This could then cause an increase in drops of Aquila Cuirass, and Mantle of Channeling's damage reduction, however in actual gameplay one will not be continuously staying in 1 spot the entire game, and during movement would regen some Arcane Power.
Its all a bit of a balancing act between damage/survivability/resource management.
Your point about the Swamp Land Waders is interesting as they roll with elemental damage, and I hadn't given them much thought as I was thinking to pieces more typically used by wizards.
I like the look of it, but instead of Azurewrath would you consider something different? I'm not entirely sure as to what but there are a plethora of 1hander options you could do, such as Shard of Hate for that freezing skull, Serpent Sparker (and maybe fit in cold hydras somewhere), etc..
EDIT: If you can fit in The Magistrate wizard helmet in you can have 2 Serpents that proc your Cold Nova's automatically.
The Azurewrath is there for a couple reasons, #1 it can grant an additional 20% damage bonus to cold , and #2 which is a huge part of the build design is the 20-25% chance to freeze enemy targets for 2 seconds. That added with everything else I have in the build gives an average 80.04% chance to have a target frozen for 2 seconds, mitigating their incoming damage and now with my updated APD, that of every other target with 15 yards. The holy damage that the sword does to demons/undead (which seems like a misplaced design to me) ends up with the modifiers doing an extra 1.33 billion dps to all demon/undead enemies within 25 yards and having a 20% chance to toss them in the air (which is why I originally had Strongarm bracers in the build).
Shard of Hate has a 20% chance on elemental attack to proc the extra skill that does 250% weapon damage. I've done the math on the Freezing Skull for damage and it ends up being 2.5 bil damage. The drawbacks however is that you lose 20% bonus to cold damage, and your max roll for chance to freeze on the weapon now is only 2.6% instead of 25%, which is undesired for the reasoning I discuss in the build data.
I would surmise, that if you really didn't want Azurewrath as a weapon, it might be debatable to use an Ancient Deathwish and cube a Furnace for extra damage on elites/bosses which are GR's natural chokepoints. Although we lose 20% overall bonus damage for cold, and that 25% chance to freeze.
Edit: I forgot to address the second part of your question, regarding The Magistrate. you could quite possibly remove Familiar:Sparkflint losing the passive 10% damage buff and replace it with Frost Hydra, and swap the helm to The Magistrate. Keeping Frost Nova runed as Bone Chill, will allow the Frost Hydra to proc more often the 33% bone chill damage increase to frozen targets. It merits testing in my opinion.
This build rocks. GR102.
Running some numbers from a discussion in the forums, if you're willing to sacrifice the chance to freeze and the ADP's, you can get some pretty sick damage using an Ancient Deathwish and Strongarm Bracers with a cubed Twisted Sword, and Ransor's Folly. Potential Damage from the Energy Twisters actually can get into the low trillions of damage. See here:http://www.d3planner.com/717874743
That of course is assuming perfect rolls, while Solo w/ Templar using Overwhelming Desire and Occulus Ring with a gemmed Iceblink/Effcacious Toxin.
Doing so though will reduce our overall chance to freeze to around 10%, and our damage reduction to 82%.
+1 lots of details.
Thanks for your insight! I definitely think a badass Azurewrath would be really good for the build, but I really like the idea of exchanging familiar for a cold hydra with The Magistrate. It probably adds way more damage in the long run.
This is what I've been running (http://us.battle.net/d3/en/profile/OgelBro-1402/hero/46476236) and the build (http://www.diablofans.com/builds/70004-legacy-of-frost-channeling). I've gotten to around GR60 but I've never really pushed myself too hard, I'm more of a casual gamer with this game. I've always like off meta builds though, there the most fun in my opinion. Anyway like the build, its cool to see people making up their own stuff. Enjoy!