As we all know, a naked wiz has 1500HP at lvl60 and force armor will reduce all dmg to 35%.
So this is the trick, we don't wear any VAT increase gear, we invest all buffs from gear on Attack power.
In inferno mode a zombie will cause 18000 dmg per hit, no matter how high the dmg you take, you will survive 2 hits and lose 70% of your HP (1050 points).
In inferno, it would seem to be gameover anyways....
Templar yields 155 life regen as well.
Gear also offers +regen.
Combined with radiant with fast attack speed and you could gain a huge chuck of your life back consistently.
Interesting idea.
Ohh shit, I just came up with a sexy idea. Diamond skin - Enduring skin
Force armor doesn't say the attack has to lower your health by more than 35%, just if it could.
Therefore the attacks would come in and hit for like 500 dmg, whilst Diamond Skin absorbs 10k.
Edit: Illusionist might require you to actually take dmg...
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Top of the line chest armor (or an amulet) can provide up to 599 health per second in natural regen; misc armor peices and rings can give up to 342. A full set of perfect regen gear gives 4618 health per second. Since at base health you'd take 541 damage per hit, that means you'd regenerate the damage taken every 0.117 seconds.
Weapons, off-hand items, and amulets can also provide up to 959 health restored per hit. Couple that with items that have a high tick rate, and you'll restore nearly two hits worth of damage for each hit you take.
I'm not sure what could kill you in that circumstance - a very high tick rate DoT? Getting completely swarmed and bursted? I'd really like to know.
You could kite melee all day and not die, sure. But throw in two ranged guys and you're done.
Could you explain why? The idea is that you can survive due to Force Armor reducing damage to 35% of your max HP, and your regen replenishing you to full HP extremely quickly. Why does it matter if they're ranged or melee?
Top of the line chest armor (or an amulet) can provide up to 599 health per second in natural regen; misc armor peices and rings can give up to 342. A full set of perfect regen gear gives 4618 health per second. Since at base health you'd take 541 damage per hit, that means you'd regenerate the damage taken every 0.117 seconds.
Weapons, off-hand items, and amulets can also provide up to 959 health restored per hit. Couple that with items that have a high tick rate, and you'll restore nearly two hits worth of damage for each hit you take.
I'm not sure what could kill you in that circumstance - a very high tick rate DoT? Getting completely swarmed and bursted? I'd really like to know.
I would assume that 1000 health per second is just that 1000 health per second, not 100 health per 0.1 seconds. Though you bring up an interesting point about gear. If you could regen more health than you have, then you could drop galvanizing ward as it would be worthless at that point.
Normal Regen
The templar's loyalty buff might be on a separate timer as normal regen.
Also, the heals from the Amethyst Gems would happen at different times.
So that is potentially 3 heals all coming in at different times to help ensure you don't get bursted down by a bunch of guys.
Force armor doesn't say the attack has to lower your health by more than 35%, just if it could. Also Diamond skin doesn't technically add to your health pool, just absorb dmg. Therefore the attacks would come in and hit for like 500 dmg(35% of your max health), whilst Diamond Skin absorbs 10k.
Edit: Illusionist might require you to actually take dmg...if so then its out, along with mirror image.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Top of the line chest armor (or an amulet) can provide up to 599 health per second in natural regen; misc armor peices and rings can give up to 342. A full set of perfect regen gear gives 4618 health per second. Since at base health you'd take 541 damage per hit, that means you'd regenerate the damage taken every 0.117 seconds.
Weapons, off-hand items, and amulets can also provide up to 959 health restored per hit. Couple that with items that have a high tick rate, and you'll restore nearly two hits worth of damage for each hit you take.
I'm not sure what could kill you in that circumstance - a very high tick rate DoT? Getting completely swarmed and bursted? I'd really like to know.
I would assume that 1000 health per second is just that 1000 health per second, not 100 health per 0.1 seconds. Though you bring up an interesting point about gear. If you could regen more health than you have, then you could drop galvanizing ward as it would be worthless at that point.
Normal Regen
The templar's loyalty buff might be on a separate timer as normal regen.
Also, the heals from the Amethyst Gems would happen at different times.
So that is potentially 3 heals, all coming in at different times to help ensure you don't get burst down by a bunch of guys.
Force armor doesn't say the attack has to lower your health by more than 35%, just if it could. Also Diamond skin doesn't technically add to your health pool, just absorb dmg. Therefore the attacks would come in and hit for like 500 dmg(35% of your max health), whilst Diamond Skin absorbs 10k.
You could kite melee all day and not die, sure. But throw in two ranged guys and you're done.
Could you explain why? The idea is that you can survive due to Force Armor reducing damage to 35% of your max HP, and your regen replenishing you to full HP extremely quickly. Why does it matter if they're ranged or melee?
Melee, obviously, can't hit you if they aren't right next to you. Being a Wizard, and especially playing one with such an unforgiving build, you'd not want things anywhere near you. So that removes melee from the problem if you're smart enough to avoid them. Though there are some monsters out there who, even being melee, could still get you. I'd be surprised if there were no charging guys.
Ranged can hit you no matter how far away you are (within reason of course). If you get hit three times in a split second, you'd be dead. Attack speed is based on weapon speed, so unless you find a way to have 10 attacks a second, you probably can't keep up with three arrows hitting you in one second. Just one ranged you could probably handle, granted they don't have some affix that adds more projectiles coming your way, but the more ranged monsters you have to handle, the more dangerous using this build becomes.
I will say though that it is a really interesting concept. Before I really thought about how it could easily be countered in the right (wrong?) situation, I thought to myself "Damn, that's a good idea."
As we all know, a naked wiz has 1500HP at lvl60 and force armor will reduce all dmg to 35%.
So this is the trick, we don't wear any VAT increase gear, we invest all buffs from gear on Attack power.
In inferno mode a zombie will cause 18000 dmg per hit, no matter how high the dmg you take, you will survive 2 hits and lose 70% of your HP (1050 points).
As we all know, a naked wiz has 1500HP at lvl60 and force armor will reduce all dmg to 35%.
So this is the trick, we don't wear any VAT increase gear, we invest all buffs from gear on Attack power.
In inferno mode a zombie will cause 18000 dmg per hit, no matter how high the dmg you take, you will survive 2 hits and lose 70% of your HP (1050 points).
I will say though that it is a really interesting concept. Before I really thought about how it could easily be countered in the right (wrong?) situation, I thought to myself "Damn, that's a good idea."
Second: Everything is possible in imaginary word. Your build is horrible tho.
I don't think we should dismiss this idea so hastily.
The core idea is that all damage is reduced to 35% of your max HP, and assuming you have a very low HP pool, you can regen all of your HP every second.
This means that if it's possible to reduce incoming damage even further, it will be possible to survive, unless you get hit a huge number of times in one second.
Let's say that you try to maximise your Intelligence (for damage), your Armor and Strength (for damage reduction) and have enough HP regen to refill your health pool every second. Obviously, you won't be getting any more Vitality, so all Vitality is replaced with Strength.
I don't know how it works, but if the 35% incoming damage is affected by other forms of damage reduction (Armor and Strength), then each hit will end up being a very low percentage of your max HP. This means you can potentially survive, I don't know let's say 10 hits per second.
I will say though that it is a really interesting concept. Before I really thought about how it could easily be countered in the right (wrong?) situation, I thought to myself "Damn, that's a good idea."
Second: Everything is possible in imaginary word. Your build is horrible tho.
I don't think we should dismiss this idea so hastily.
The core idea is that all damage is reduced to 35% of your max HP, and assuming you have a very low HP pool, you can regen all of your HP every second.
Ever heard of more damage than you can handle? No effective health strat is gonna work...yes...
I'm actually really interested in seeing this in action. I kinda wanna tell my brother about this. He's gonna be playing Wizard with my Barbarian. It'd be interesting to see if maybe I can keep guys off him and just let him blast away with maxed out damage. It'd be something fun to do one day.
I will say though that it is a really interesting concept. Before I really thought about how it could easily be countered in the right (wrong?) situation, I thought to myself "Damn, that's a good idea."
Second: Everything is possible in imaginary word. Your build is horrible tho.
I don't think we should dismiss this idea so hastily.
The core idea is that all damage is reduced to 35% of your max HP, and assuming you have a very low HP pool, you can regen all of your HP every second.
Ever heard of more damage than you can handle? No effective health strat is gonna work...yes...
Look. I'm not critiquing his whole build, just the core idea which I described before.
Yes, you can die with this build. Obviously if you get overwhelmed and take a huge burst of damage in under 1 second, you will die.
I'm simply saying that it's worth trying out. It could be a very effective core of a build.
Sure it's a strange idea, but that doesn't entail it won't be effective. If it's possible to further reduce the 35% damage per hit, you could end up having a very survivable Wizard who can regen their entire HP pool every second.
I also think you could get rid of Mirror Image and Familiar and replace them with stronger offensive spells.
If you're not interested in trying strange ideas, then go play a cookie cutter Wizard build, but don't stay on this thread saying that it's shit and won't work, unless you can provide strong arguments or evidence to support your claims.
you could wear a shield too i suppose. sacrifice dps for armor.
every armor, skill, and rune choice is ultimately about living vs killing. it's not like you'll fill every single option with offense or defense alone. you don't have to do anything extreme to get high damage reduction and plenty of hp as a wizard. you just make a few simple choices. one armor spell over another. one passive over another. a shield instead of an orb. find a killing speed/defense balance that's comfortable for you and go with it.
As we all know, a naked wiz has 1500HP at lvl60 and force armor will reduce all dmg to 35%.
So this is the trick, we don't wear any VAT increase gear, we invest all buffs from gear on Attack power.
In inferno mode a zombie will cause 18000 dmg per hit, no matter how high the dmg you take, you will survive 2 hits and lose 70% of your HP (1050 points).
OK, now here is a IMBA gem which will heal your 600 points on each hit.
http://us.battle.net...t-star-amethyst
Here is the build
http://us.battle.net...QPOj!Xdf!YaZbYb
With armor passive you reg 310 life per sec.
With the guardian pet you can survive one more hit every 6 secs when you at 30% HP.
With the illusionist passive you get one hit you can teleport away and cast mirror image.
The image will cause area stun and give you more time to recover lost HP.
My question is how could you get killed?
AAAAAAAAAAAAAAAAAAAAAND gameover
Templar yields 155 life regen as well.
Gear also offers +regen.
Combined with radiant with fast attack speed and you could gain a huge chuck of your life back consistently.
Interesting idea.
Ohh shit, I just came up with a sexy idea. Diamond skin - Enduring skin
Force armor doesn't say the attack has to lower your health by more than 35%, just if it could.
Therefore the attacks would come in and hit for like 500 dmg, whilst Diamond Skin absorbs 10k.
http://us.battle.net/d3/en/calculator/wizard#UkPXOj!gdf!aYbYYb
Edit: Illusionist might require you to actually take dmg...
Epicurus
Top of the line chest armor (or an amulet) can provide up to 599 health per second in natural regen; misc armor peices and rings can give up to 342. A full set of perfect regen gear gives 4618 health per second. Since at base health you'd take 541 damage per hit, that means you'd regenerate the damage taken every 0.117 seconds.
Weapons, off-hand items, and amulets can also provide up to 959 health restored per hit. Couple that with items that have a high tick rate, and you'll restore nearly two hits worth of damage for each hit you take.
I'm not sure what could kill you in that circumstance - a very high tick rate DoT? Getting completely swarmed and bursted? I'd really like to know.
Could you explain why? The idea is that you can survive due to Force Armor reducing damage to 35% of your max HP, and your regen replenishing you to full HP extremely quickly. Why does it matter if they're ranged or melee?
I would assume that 1000 health per second is just that 1000 health per second, not 100 health per 0.1 seconds. Though you bring up an interesting point about gear. If you could regen more health than you have, then you could drop galvanizing ward as it would be worthless at that point.
Normal Regen
The templar's loyalty buff might be on a separate timer as normal regen.
Also, the heals from the Amethyst Gems would happen at different times.
So that is potentially 3 heals all coming in at different times to help ensure you don't get bursted down by a bunch of guys.
=============================================================================
Ohh shit, I just came up with a sexy idea.
Diamond skin - Enduring skin
Force armor doesn't say the attack has to lower your health by more than 35%, just if it could. Also Diamond skin doesn't technically add to your health pool, just absorb dmg. Therefore the attacks would come in and hit for like 500 dmg(35% of your max health), whilst Diamond Skin absorbs 10k.
http://us.battle.net...PXOj!gdf!aYbYYb
Edit: Illusionist might require you to actually take dmg...if so then its out, along with mirror image.
Epicurus
Hmm, Diamond Skin is really interesting with this build.
It just depends on the order that the numbers are applied.
If Diamond Skin blocks damage prior to Force Armor converting the damage to 35% of your max health, then it would probably be useless.
But if Force Armor converts the damage first, then Diamond Skin blocks damage, that would be pretty amazing.
I guess we'll have to wait and see.
Ranged can hit you no matter how far away you are (within reason of course). If you get hit three times in a split second, you'd be dead. Attack speed is based on weapon speed, so unless you find a way to have 10 attacks a second, you probably can't keep up with three arrows hitting you in one second. Just one ranged you could probably handle, granted they don't have some affix that adds more projectiles coming your way, but the more ranged monsters you have to handle, the more dangerous using this build becomes.
I will say though that it is a really interesting concept. Before I really thought about how it could easily be countered in the right (wrong?) situation, I thought to myself "Damn, that's a good idea."
Second: Everything is possible in imaginary word. Your build is horrible tho.
I am not imagining anything this is a real bug.
At lvl60 a wiz has 127 VAT plus base HP total amout is around 1500 points.
I don't think we should dismiss this idea so hastily.
The core idea is that all damage is reduced to 35% of your max HP, and assuming you have a very low HP pool, you can regen all of your HP every second.
This means that if it's possible to reduce incoming damage even further, it will be possible to survive, unless you get hit a huge number of times in one second.
Let's say that you try to maximise your Intelligence (for damage), your Armor and Strength (for damage reduction) and have enough HP regen to refill your health pool every second. Obviously, you won't be getting any more Vitality, so all Vitality is replaced with Strength.
I don't know how it works, but if the 35% incoming damage is affected by other forms of damage reduction (Armor and Strength), then each hit will end up being a very low percentage of your max HP. This means you can potentially survive, I don't know let's say 10 hits per second.
The build has a crazy defensive idea and a complete lack of offensive capacity. But...
Look. I'm not critiquing his whole build, just the core idea which I described before.
Yes, you can die with this build. Obviously if you get overwhelmed and take a huge burst of damage in under 1 second, you will die.
I'm simply saying that it's worth trying out. It could be a very effective core of a build.
Sure it's a strange idea, but that doesn't entail it won't be effective. If it's possible to further reduce the 35% damage per hit, you could end up having a very survivable Wizard who can regen their entire HP pool every second.
I also think you could get rid of Mirror Image and Familiar and replace them with stronger offensive spells.
If you're not interested in trying strange ideas, then go play a cookie cutter Wizard build, but don't stay on this thread saying that it's shit and won't work, unless you can provide strong arguments or evidence to support your claims.
every armor, skill, and rune choice is ultimately about living vs killing. it's not like you'll fill every single option with offense or defense alone. you don't have to do anything extreme to get high damage reduction and plenty of hp as a wizard. you just make a few simple choices. one armor spell over another. one passive over another. a shield instead of an orb. find a killing speed/defense balance that's comfortable for you and go with it.