Edit 1: Replaced Mirror Image with Frost Nova. Forgot about that Alabaster effect!
Edit 2: Switched runestones around, turned Alabaster WoF slot into a choice of three spells. 3rd passive also a choice now between two, thanks a bunch oneoftheorder!
Edit 3: Replacing Shock Pulse and WoF with Hydra and Crimson Familiar/MI.
Edit 4: Added Solo Lightning Wizard build and explanation.
As explained in http://www.diablowiki.net/Critical_hit#Wizard , scoring a critical hit will deal double damage as well as an additional effect according to the element of that attack. From a wizard PvE perspective, extra fire and poison damage is nice, arcane silence is lackluster against monsters, but what truly stuck out to me was frost and lightning critical hits. A frost spec focused on critical hitting, freezing the enemies, would almost solely focus on Blizzard. As fun as that sounds, the much quicker "stun" spec that doesn't need to focus on narrow ground effects is clearly lightning. Constantly stunning monsters for your group will be greatly beneficial and definitely viable in any part of the game!
Until we learn the exact numbers on how precision works, if there is diminishing return, etc, we shall focus on the build!
1) Energy Armor - Alabaster:Pinpoint Barrier
An obvious first choice. Regardless of diminishing returns, we want more critical hit chance, and precision gives us that.
2) Electrocute - Alabaster:Forked Lightning
Here we go! Chain this spell to crit up to 3 targets, who then release more bolts to crit more targets. This is the spam spell in the build, giving you the ability to potentially CC an unlimited number of targets while your team hacks and zaps away!
3) Hydra - Indigo:Lightning Hydra
Until we know the final damage numbers for sure, the best rotation seems to be Hydra until out of AP, Electrocute spam until full, repeat.
4) Slow Time - Alabaster:Stretch Time
Our main stun spells have all been taken, so this slot will go to further increasing your utility. As a supporting wizard, the first choice is clear in selecting Slow Time, increasing the frequency in which you and your allies cast/attack with an Alabaster runestone. More spam = more stuns = more utility.
5) Frost Nova - Alabaster:Deep Freeze
Save this spell to use defensively if you must, but it is here for the offense! Get into range of 5 enemies, click button, receive buff, then proceed to spam Hydra / Electrocute. Fairly self-explanatory, ladies and gentlemen. This skill is mandatory!
6) Familiar - Crimson:Sparkflint *OR* Mirror Image - Crimson:Mirror Mimics
Familiar gives you a solid increase in damage, while Mirror Image may net you more damage and crits if the images cooperate. Choice is up to you.
For passives I have picked Evocation, Glass Cannon and Prodigy. Evocation is a must-have, since two or three of the active skills chosen do have cooldowns. Glass Cannon is free damage, and while I am aware that I stated this build is to be used as utility while you let your teammates deal the damage, free damage is free damage. The last passive skill should be Prodigy, decreasing Electrocute spam time to get back to casting Hydras faster.
ADDITIONAL Builds Section!
Solo Lightning Wizard - http://us.battle.net/d3/en/calculator/wizard#QdRSZW!fYd!aaYZac
-This build will have a few changes focused on the idea that playing solo you would want to both deal more damage and kite the enemy more.
1) Crimson Slow Time: This will increase the damage monsters take from your Hydras, which Alabaster would not do, while keeping them at bay.
2) Obsidian Magic Weapon: This will passively increase the damage you and your Hydras do. This slot could be replaced with Crimson Familiar if it buffs your Hydra damage as well, or Crimson Mirror Images if they are smart enough.
3) Astral Presence: Prodigy was put in the last build because it was based on the fact that you had plenty of time to sit around shooting Electrocute. Soloing enemies with such a squishy class will require running regardless of how often enemies are stunned, so this passive boost to AP regen should prove to be better. *In-game data needed to verify this conclusion*
As of now, the only way to deal lightning damage is to use the signature spells, so already it is apparent that this build will focus solely on utility and not max damage per second. That being said, constantly stunning monsters for your group will be greatly beneficial and definitely viable in any part of the game pursued with a group.
This is not accurate. Indigo Hydra is Lightning Hydra. This is, I think, the best damage source you can include, and certainly the best AP dump.
2) Wave of Force - Alabaster: Impactful Wave
While not lightning per say, this is an AoE instant cast spell that gives 5 seconds of stun. Since our main spells will not use any AP, there is no downside to taking this spell to use when enemies get too close.
3) Electrocute - Indigo: Chain Lightning
Here we go! Chain this spell to crit up to 10 targets. This is the spam spell in the build, giving you the ability to potentially CC 10 targets while your team hacks and zaps away!
4) Shock Pulse - Indigo: Lightning Orb
To increase the frequency in which your enemies are zapped, toss out an occasional orb that will throw zaps at the same time as your own Electrocute spam. Obsidian Shock Pulse may prove to be the better choice, depending on the range Lightning Orb has to target enemies.
5) Slow Time - Crimson: Time Warp
Our stun spells have all been taken, so this slot will go to further increasing your utility. As a supporting wizard, the first choice is clear in selecting Slow Time, increasing the bashing your allies will let loose on monsters. Alabaster Slow Time could be taken as well, but you should really have no problem with enemies ever getting out the area Crimson affects.
If you are going for Wave of Force purely for utility, on the basis that this will be a utility character, I can't really argue with that. However, I think the overall usefulness of the character will be little-diminished by losing the guaranteed AoE stun in favor of substantial damage boosts (Hydra, Familiar), and that you will still be able to dish out more than enough stun.
Indigo vs Alabaster Electrocute is going to be somewhat of an open question. I think Alabaster, w/ decent crit chance is going to provide a much higher damage potential, since you can be getting 5, 10, or 15 charged bolts with substantially higher damage than your iteratively x0.7-ed chain lightning effect; I think this also has higher potential for amount of stuns/time to a group of creatures. Against one target, it should perform identically.
Shock Pulse (Indigo or Obsidian) I think this will serve little purpose that is not already covered by Electrocute, so I would not take up a skill slot for it. It might make sense to use it instead, but I don't think having both will be worthwhile.
If you want a build centered on spamming a free spell, you will be better off w/ Alabaster Slow Time than Crimson; w/ Crimson, you have to get creatures into the field, w/ Alabaster, you will have the full dps increase immediately upon casting, and with a stun-on-hit build, this will mean more stuns; since the spam spell is free, there is no AP-efficiency loss relative to the increased damage on Crimson. Furthermore, I would swap Arcane Dynamo for Prodigy. With your original build, Arcane Dynamo would only be set off by Wave of Force or Frost Nova, neither of which is particularly high damage, and thus not worth the buff imo (although your build would also not benefit really from Prodigy.) With Hydra as an AP dump, Prodigy will be more useful than Arcane Dynamo since 8 Electrocutes will yield 40 AP (or 2/3rds of a Hydra) rather than 1/2 of another Hydra, even discounting the cycle time limitation on Arcane Dynamo.
Note: the total multiplier on damage from the Indigo Chain Lightning form of Electrocute is:
SUM(i = 0 -> 9)(0.7^i) ~ 3.24
For un-runed Electrocute, or Alabaster, it is:
SUM(i = 0 -> 2)(0.7^i) ~ 2.2
so you are only gaining 1x the first-hit damage by going to the CL rune. However, the CL will by modified by crit following:
(crit chance) * (crit damage)
as an avg net increase, whereas the Forked Lightning Alabaster form will be modified by:
(crit chance) * [(crit damage) + (5 * ~1.3**) * (1 + [crit chance] * [crit damage])]
If we let crits hit for double, so (crit damage) = 1, you get:
6.5*(crit chance)^2 + 7.5*(crit chance) = 1
6.5*x^2 + 7.5*x = 1
so: x ~ 0.12, or
crit chance ~ 12% (meaning that if all the alabaster charged bolts from a crit hit targets, then at 12% crit and 100% damage increase on crits, alabaster Forked Lightning overtakes indigo CL. In a crit build, I think this is always going to be the case.)
**Electrocute's first hit does 1-59 damage, or an avg of about 30, and the alabaster charged bolts do 1-82 damage, or an avg of about 40, so in terms of first-hit-damage, each charged bolt does ~40/30 or ~1.3x.
As of now, the only way to deal lightning damage is to use the signature spells, so already it is apparent that this build will focus solely on utility and not max damage per second. That being said, constantly stunning monsters for your group will be greatly beneficial and definitely viable in any part of the game pursued with a group.
This is not accurate. Indigo Hydra is Lightning Hydra. This is, I think, the best damage source you can include, and certainly the best AP dump.
2) Wave of Force - Alabaster: Impactful Wave
While not lightning per say, this is an AoE instant cast spell that gives 5 seconds of stun. Since our main spells will not use any AP, there is no downside to taking this spell to use when enemies get too close.
3) Electrocute - Indigo: Chain Lightning
Here we go! Chain this spell to crit up to 10 targets. This is the spam spell in the build, giving you the ability to potentially CC 10 targets while your team hacks and zaps away!
4) Shock Pulse - Indigo: Lightning Orb
To increase the frequency in which your enemies are zapped, toss out an occasional orb that will throw zaps at the same time as your own Electrocute spam. Obsidian Shock Pulse may prove to be the better choice, depending on the range Lightning Orb has to target enemies.
5) Slow Time - Crimson: Time Warp
Our stun spells have all been taken, so this slot will go to further increasing your utility. As a supporting wizard, the first choice is clear in selecting Slow Time, increasing the bashing your allies will let loose on monsters. Alabaster Slow Time could be taken as well, but you should really have no problem with enemies ever getting out the area Crimson affects.
If you are going for Wave of Force purely for utility, on the basis that this will be a utility character, I can't really argue with that. However, I think the overall usefulness of the character will be little-diminished by losing the guaranteed AoE stun in favor of substantial damage boosts (Hydra, Familiar), and that you will still be able to dish out more than enough stun.
Indigo vs Alabaster Electrocute is going to be somewhat of an open question. I think Alabaster, w/ decent crit chance is going to provide a much higher damage potential, since you can be getting 5, 10, or 15 charged bolts with substantially higher damage than your iteratively x0.7-ed chain lightning effect; I think this also has higher potential for amount of stuns/time to a group of creatures. Against one target, it should perform identically.
Shock Pulse (Indigo or Obsidian) I think this will serve little purpose that is not already covered by Electrocute, so I would not take up a skill slot for it. It might make sense to use it instead, but I don't think having both will be worthwhile.
If you want a build centered on spamming a free spell, you will be better off w/ Alabaster Slow Time than Crimson; w/ Crimson, you have to get creatures into the field, w/ Alabaster, you will have the full dps increase immediately upon casting, and with a stun-on-hit build, this will mean more stuns; since the spam spell is free, there is no AP-efficiency loss relative to the increased damage on Crimson. Furthermore, I would swap Arcane Dynamo for Prodigy. With your original build, Arcane Dynamo would only be set off by Wave of Force or Frost Nova, neither of which is particularly high damage, and thus not worth the buff imo (although your build would also not benefit really from Prodigy.) With Hydra as an AP dump, Prodigy will be more useful than Arcane Dynamo since 8 Electrocutes will yield 40 AP (or 2/3rds of a Hydra) rather than 1/2 of another Hydra, even discounting the cycle time limitation on Arcane Dynamo.
I have considered a lot of this, and I have the following thoughts:
1) Will my Alabaster Hydra receive the 40% damage buff from Crimson Familiar? If so, that's good, but does the Hydra inherit my critical hit chance, as well as the ability to stun monsters if it does crit? If the answer to any of these questions are no, that is only one way to kill this idea.
2) Even if the answer to all 1) questions is yes, why am I spending two active skill slots and a passive skill slot to increase the damage output of a spec that will not truly benefit from it? 40% buff ontop of meteor, RoF, AT buffed Disintegrate, etc, is definitely worth the Familiar buff. Hydras last only 9 seconds and attack randomly with much lower damage output than any of the aforementioned spells. This being said, it makes more sense to fully commit to helping your team than trying to be superman, disabling, buffing and killing all enemies in one less-specialized build.
3) I do like the switch of using Alabaster slow time better than Crimson. I first thought about how it would affect my allies, but increasing the speed of Electrocute spam is definitely the way to go.
4) I also like your idea about using Alabaster Electrocute, it increases the RNG associated with the build, but high crit values would make that ability shine, especially if those bolts crit as well! Your math also shows this to be the better choice
This leaves the use of Alabaster WoF and Indigo Shock Pulse up for discussion.
5)If the Lightning Hydras could crit as often as the Shock Pulse orb could with the frequency of attacks, I would use it, but I doubt this is the case. Lower damage but higher rate of stuns is why I will stick with Obsidian Shock Pulse, since I believe it will hit more targets than Indigo.
6)One spot is left open, where I have Alabaster WoF. I really can not say I have any preference over whether this slot is spent on WoF, Indigo Hydra or Crimson Mirror Image, and will leave it up to personal preference / game experience with each, but I do think it should be one of these three. Indigo Hydra wins if you need an AP dump, but it is not a necessity playing this role in your group imo.
7) The 3rd passive skill slot where I had Arcane Dynamo is preference, since none are amazing, but should be Galvanizing Ward or Prodigy for more Hydra casts.
**Updated the original post with the mentioned changes!**
I would be extremely surprised if Hydra is counted as a separate entity from the caster. In DII, it did not "summon" anything as such, but was simply a spell-extension of your sorc, which is what I anticipate from DIII. In that case, anything that would affect any other of your damage spells will affect Hydra. Furthermore, while I'm not *certain* as to the Indigo Hydra's lightning mechanics (cast time, range, etc), my impression is that Hydras fire *damn* fast.
See time index 1:50 for what I believe to be Indigo Lightning Hydras.
From what I can tell, Hydra appears to fire about 3/sec for 9 sec, which is 27 chances to stun at an avg of ~45 damage a hit unmodified. Accounting for your crit chance, well... you get the idea.
Crimson MI may be better than Crimson Familiar if they images stay alive and cast roughly as much as you do (15sec/20sec)*1.4 = 1.05 >> 0.4; the Familiar buff will just mean more consistency or reliability for you I suppose; on that basis, I think the Familiar -> MI swap makes sense.
I still cannot see the value in having Shock Pulse and Electrocute; you can't use both at the same time; you *may* be able to have 2-3 Shock Pulses in the air while spamming Electrocute, but I can see no way that this makes as much sense as any of the high-rate AP dumps available (Hydra, Blizzard, Meteor.) It is less damage/time pretty much guaranteed, is not fire-and-forget (assuming it's 2ndary fire range is not spectacular), and will likely not persist long while you return to Electrocute spam. In general, I recommend sticking to 1 single-target spam and 1 AoE spam; if you need an additional AP dump, then that might make sense for a total of 3 damaging spells, but I don't see what *separate* purpose Shock Pulse serves as compared to Electrocute. You will pretty much want to use one or the other most of the time, and you can't effectively use both together.
You've got to me... rotating signature spells is quite a waste of a slot, so I agree with you that I will end up using Indigo Hydras, which means I will now use Crimson Familiar and Prodigy as my 3rd passive. Will update the original post shortly.
Well, between Familiar and MI, you have a pretty good point. Depending on what assumptions we use for their survivability and behavior, they are capable of outscaling the Familiar's 40% dps increase. Won't know for sure without a better understanding of exactly how they behave.
Added a solo lightning wizard build, which I think should still focus on critical hits. A non precision-based build would probably have Crimson Electrocute and Crimson Frost Nova, but wanted your take on the first one for now! Can build the second later this weekend, along with any requests to add to this thread. We should definitely have a place to go to for those of us love the idea of focusing on one element. (I do want to keep Frost Nova in my builds, though... unless you make me put it away... )
Edit 2: Switched runestones around, turned Alabaster WoF slot into a choice of three spells. 3rd passive also a choice now between two, thanks a bunch oneoftheorder!
Edit 3: Replacing Shock Pulse and WoF with Hydra and Crimson Familiar/MI.
Edit 4: Added Solo Lightning Wizard build and explanation.
As explained in http://www.diablowiki.net/Critical_hit#Wizard , scoring a critical hit will deal double damage as well as an additional effect according to the element of that attack. From a wizard PvE perspective, extra fire and poison damage is nice, arcane silence is lackluster against monsters, but what truly stuck out to me was frost and lightning critical hits. A frost spec focused on critical hitting, freezing the enemies, would almost solely focus on Blizzard. As fun as that sounds, the much quicker "stun" spec that doesn't need to focus on narrow ground effects is clearly lightning. Constantly stunning monsters for your group will be greatly beneficial and definitely viable in any part of the game!
Until we learn the exact numbers on how precision works, if there is diminishing return, etc, we shall focus on the build!
Stun Support Wizard - http://us.battle.net/d3/en/calculator/wizard#QdRSZh!fYc!aaYaaZ
1) Energy Armor - Alabaster: Pinpoint Barrier
An obvious first choice. Regardless of diminishing returns, we want more critical hit chance, and precision gives us that.
2) Electrocute - Alabaster: Forked Lightning
Here we go! Chain this spell to crit up to 3 targets, who then release more bolts to crit more targets. This is the spam spell in the build, giving you the ability to potentially CC an unlimited number of targets while your team hacks and zaps away!
3) Hydra - Indigo: Lightning Hydra
Until we know the final damage numbers for sure, the best rotation seems to be Hydra until out of AP, Electrocute spam until full, repeat.
4) Slow Time - Alabaster: Stretch Time
Our main stun spells have all been taken, so this slot will go to further increasing your utility. As a supporting wizard, the first choice is clear in selecting Slow Time, increasing the frequency in which you and your allies cast/attack with an Alabaster runestone. More spam = more stuns = more utility.
5) Frost Nova - Alabaster: Deep Freeze
Save this spell to use defensively if you must, but it is here for the offense! Get into range of 5 enemies, click button, receive buff, then proceed to spam Hydra / Electrocute. Fairly self-explanatory, ladies and gentlemen. This skill is mandatory!
6) Familiar - Crimson: Sparkflint *OR* Mirror Image - Crimson: Mirror Mimics
Familiar gives you a solid increase in damage, while Mirror Image may net you more damage and crits if the images cooperate. Choice is up to you.
For passives I have picked Evocation, Glass Cannon and Prodigy. Evocation is a must-have, since two or three of the active skills chosen do have cooldowns. Glass Cannon is free damage, and while I am aware that I stated this build is to be used as utility while you let your teammates deal the damage, free damage is free damage. The last passive skill should be Prodigy, decreasing Electrocute spam time to get back to casting Hydras faster.
ADDITIONAL Builds Section!
Solo Lightning Wizard - http://us.battle.net/d3/en/calculator/wizard#QdRSZW!fYd!aaYZac
-This build will have a few changes focused on the idea that playing solo you would want to both deal more damage and kite the enemy more.
1) Crimson Slow Time: This will increase the damage monsters take from your Hydras, which Alabaster would not do, while keeping them at bay.
2) Obsidian Magic Weapon: This will passively increase the damage you and your Hydras do. This slot could be replaced with Crimson Familiar if it buffs your Hydra damage as well, or Crimson Mirror Images if they are smart enough.
3) Astral Presence: Prodigy was put in the last build because it was based on the fact that you had plenty of time to sit around shooting Electrocute. Soloing enemies with such a squishy class will require running regardless of how often enemies are stunned, so this passive boost to AP regen should prove to be better. *In-game data needed to verify this conclusion*
This is not accurate. Indigo Hydra is Lightning Hydra. This is, I think, the best damage source you can include, and certainly the best AP dump.
If you are going for Wave of Force purely for utility, on the basis that this will be a utility character, I can't really argue with that. However, I think the overall usefulness of the character will be little-diminished by losing the guaranteed AoE stun in favor of substantial damage boosts (Hydra, Familiar), and that you will still be able to dish out more than enough stun.
Indigo vs Alabaster Electrocute is going to be somewhat of an open question. I think Alabaster, w/ decent crit chance is going to provide a much higher damage potential, since you can be getting 5, 10, or 15 charged bolts with substantially higher damage than your iteratively x0.7-ed chain lightning effect; I think this also has higher potential for amount of stuns/time to a group of creatures. Against one target, it should perform identically.
Shock Pulse (Indigo or Obsidian) I think this will serve little purpose that is not already covered by Electrocute, so I would not take up a skill slot for it. It might make sense to use it instead, but I don't think having both will be worthwhile.
If you want a build centered on spamming a free spell, you will be better off w/ Alabaster Slow Time than Crimson; w/ Crimson, you have to get creatures into the field, w/ Alabaster, you will have the full dps increase immediately upon casting, and with a stun-on-hit build, this will mean more stuns; since the spam spell is free, there is no AP-efficiency loss relative to the increased damage on Crimson. Furthermore, I would swap Arcane Dynamo for Prodigy. With your original build, Arcane Dynamo would only be set off by Wave of Force or Frost Nova, neither of which is particularly high damage, and thus not worth the buff imo (although your build would also not benefit really from Prodigy.) With Hydra as an AP dump, Prodigy will be more useful than Arcane Dynamo since 8 Electrocutes will yield 40 AP (or 2/3rds of a Hydra) rather than 1/2 of another Hydra, even discounting the cycle time limitation on Arcane Dynamo.
SUM(i = 0 -> 9)(0.7^i) ~ 3.24
For un-runed Electrocute, or Alabaster, it is:
SUM(i = 0 -> 2)(0.7^i) ~ 2.2
so you are only gaining 1x the first-hit damage by going to the CL rune. However, the CL will by modified by crit following:
(crit chance) * (crit damage)
as an avg net increase, whereas the Forked Lightning Alabaster form will be modified by:
(crit chance) * [(crit damage) + (5 * ~1.3**) * (1 + [crit chance] * [crit damage])]
If we let crits hit for double, so (crit damage) = 1, you get:
6.5*(crit chance)^2 + 7.5*(crit chance) = 1
6.5*x^2 + 7.5*x = 1
so:
x ~ 0.12, or
crit chance ~ 12% (meaning that if all the alabaster charged bolts from a crit hit targets, then at 12% crit and 100% damage increase on crits, alabaster Forked Lightning overtakes indigo CL. In a crit build, I think this is always going to be the case.)
**Electrocute's first hit does 1-59 damage, or an avg of about 30, and the alabaster charged bolts do 1-82 damage, or an avg of about 40, so in terms of first-hit-damage, each charged bolt does ~40/30 or ~1.3x.
I have considered a lot of this, and I have the following thoughts:
1) Will my Alabaster Hydra receive the 40% damage buff from Crimson Familiar? If so, that's good, but does the Hydra inherit my critical hit chance, as well as the ability to stun monsters if it does crit? If the answer to any of these questions are no, that is only one way to kill this idea.
2) Even if the answer to all 1) questions is yes, why am I spending two active skill slots and a passive skill slot to increase the damage output of a spec that will not truly benefit from it? 40% buff ontop of meteor, RoF, AT buffed Disintegrate, etc, is definitely worth the Familiar buff. Hydras last only 9 seconds and attack randomly with much lower damage output than any of the aforementioned spells. This being said, it makes more sense to fully commit to helping your team than trying to be superman, disabling, buffing and killing all enemies in one less-specialized build.
3) I do like the switch of using Alabaster slow time better than Crimson. I first thought about how it would affect my allies, but increasing the speed of Electrocute spam is definitely the way to go.
4) I also like your idea about using Alabaster Electrocute, it increases the RNG associated with the build, but high crit values would make that ability shine, especially if those bolts crit as well! Your math also shows this to be the better choice
This leaves the use of Alabaster WoF and Indigo Shock Pulse up for discussion.
5)If the Lightning Hydras could crit as often as the Shock Pulse orb could with the frequency of attacks, I would use it, but I doubt this is the case. Lower damage but higher rate of stuns is why I will stick with Obsidian Shock Pulse, since I believe it will hit more targets than Indigo.
6)One spot is left open, where I have Alabaster WoF. I really can not say I have any preference over whether this slot is spent on WoF, Indigo Hydra or Crimson Mirror Image, and will leave it up to personal preference / game experience with each, but I do think it should be one of these three. Indigo Hydra wins if you need an AP dump, but it is not a necessity playing this role in your group imo.
7) The 3rd passive skill slot where I had Arcane Dynamo is preference, since none are amazing, but should be Galvanizing Ward or Prodigy for more Hydra casts.
**Updated the original post with the mentioned changes!**
See time index 1:50 for what I believe to be Indigo Lightning Hydras.
From what I can tell, Hydra appears to fire about 3/sec for 9 sec, which is 27 chances to stun at an avg of ~45 damage a hit unmodified. Accounting for your crit chance, well... you get the idea.
Crimson MI may be better than Crimson Familiar if they images stay alive and cast roughly as much as you do (15sec/20sec)*1.4 = 1.05 >> 0.4; the Familiar buff will just mean more consistency or reliability for you I suppose; on that basis, I think the Familiar -> MI swap makes sense.
I still cannot see the value in having Shock Pulse and Electrocute; you can't use both at the same time; you *may* be able to have 2-3 Shock Pulses in the air while spamming Electrocute, but I can see no way that this makes as much sense as any of the high-rate AP dumps available (Hydra, Blizzard, Meteor.) It is less damage/time pretty much guaranteed, is not fire-and-forget (assuming it's 2ndary fire range is not spectacular), and will likely not persist long while you return to Electrocute spam. In general, I recommend sticking to 1 single-target spam and 1 AoE spam; if you need an additional AP dump, then that might make sense for a total of 3 damaging spells, but I don't see what *separate* purpose Shock Pulse serves as compared to Electrocute. You will pretty much want to use one or the other most of the time, and you can't effectively use both together.
http://us.battle.net/d3/en/calculator/wizard#YZlgOm!fdU!baaaZZ