Simply put 35% HP cap is too high, you die in 3-4 hits and if they come close enough together or you get stunned or similar in the meantime then it's game over. Could work vs a single very strong foe that doesn't spawn any adds at all.. Aka won't work.
In inferno you die in 3-4 hits anyways....If this works the way as expected, then your survivability in inferno would actually go up.
Obviously, this build is focused too much on defensive abilities and lacks therefore damage. There is no gain in surviving almost everything if you are unable to kill something. Balance is the key.
Good point.
But why bother using a shield? The armor is rather meaningless since you have no HP.
The shield would allow you to block which completely negates the attack. Why wouldn't you, I mean if your concern was getting hit too many times in succession.
Rare items have all (weighted) random mods on them. It was not remotely difficult to get a bunch of rare items without +vit on them in beta.
Unique and set pieces will likely have lots of +vit, so you'll have to skip those for obvious reasons.
Unless this build strategy becomes very popular it should be pretty trivial to pick up, say, +int / + health regen rares with other useful mods, since you won't care about armor or resists at all and will explicitly avoiding health. Hell, on quite a few pieces of armor +int and +health regen are the only stats you actually care about, besides stuff like MF and GF; you could run around in blues at near full power.
You still want things like IAS, crit, crit dmg, +AP on crit, etc...
Still lots of good dmg stats to pickup.
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"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?"
What am i missing? If there's no flat damage reduction AFTER the percent reduction, what do you gain by not stacking +VIT?
You could take 2 hits and be at 10k health (just making up a number) or 500health. Why is 500 better?
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I grew up gaming without internet forums. The entire phenomenon of being upset with a game developer makes no sense to me. No sense. I cannot imagine spending my time and energy being upset about something I choose to do for recreation.
What am i missing? If there's no flat damage reduction AFTER the percent reduction, what do you gain by not stacking +VIT?
You could take 2 hits and be at 10k health (just making up a number) or 500health. Why is 500 better?
It becomes harder to heal yourself back to full the more HP you have.
Life regen & Life on hit usually heal for low #s, but if your HP is really low they can heal huge chunks of your total HP.
The basic idea is that in inferno the mobs might hit so hard that they take away 35% of your HP per hit anyways. If that is the case, and it appears to be, then this not only yields more survivability but also gives you the ability to throw defense to the wind and completely stack offensive stats.
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"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?"
I think I would lean in a direction like this: http://us.battle.net/d3/en/calculator/wizard#cQgXOj!dUg!YZcZYb or http://us.battle.net/d3/en/calculator/wizard#kQYXOj!dWg!YZYZYb
planning to dump out a few Arc Orbs or Meteors - Comet then bolt (or tp, as the case may be) and do it again. Even if being chased by a mob, I think you could manage to keep the hits down to 1-2; if you take a triple hit every 6 sec, you will still be fine. Slow Time will help you avoid incoming missiles from casters, and against lots of very small hits, Diamond Skin will probably eat most or all incoming damage.
Built this way, it is NOT for killing speed/efficiency, but is a straight survival build; the kind of thing you might run to get through some difficult part of Inferno solo. Don't complain it won't kill things fast enough: clearly it will be a slow, chip away strategy.
As I mentioned earlier, I think Ancient Guardian is pretty weak, and I have a feeling that Diamond Skin is going to be applied before Force Armor. Depending on whether this is true or not, Diamond Skin is either completely useless (if true) or virtually imperative.
I don't think having only one offensive spell (Arcane Orb or Comet) is going to be viable whatsoever, even as a 'chip away' build.
I'd love to see some insight on what I posted on the last page (http://us.battle.net...eQgO!XUd!YbaYYY, more detailed explanation in previous post). I've always known I was going to play Wizard first, but this is the first build that I'm really excited to play in end game.
As everyone else is saying, being attacked by more than one enemy at a time is probably going to kill any Wizard. At least with this strategy, if you can avoid instant death (Dodge % and Slow Time), you will be far better off, as you can passively regen your full HP many times a second.
As I mentioned earlier, I think Ancient Guardian is pretty weak, and I have a feeling that Diamond Skin is going to be applied before Force Armor. Depending on whether this is true or not, Diamond Skin is either completely useless (if true) or virtually imperative.
I don't think having only one offensive spell (Arcane Orb or Comet) is going to be viable whatsoever, even as a 'chip away' build.
I'd love to see some insight on what I posted on the last page (http://us.battle.net...eQgO!XUd!YbaYYY, more detailed explanation in previous post). I've always known I was going to play Wizard first, but this is the first build that I'm really excited to play in end game.
Yeah Nightmare, I like that build. I was thinking about something similar, you need Slow Time, Tele (with Illusionist) and Energy Armor.
Can you explain your offensive abilities? I've never been that familiar with Wizard spells. So Magic Missile is your preferred signature, then Disentegrate for single target and AoE explosions, and Arcane Torrent for AoE and increased damage?
I'm also really really excited about trying this build. I used to want to play Wizard maybe 4th, but now it's pushing up to about 2nd
You get hit. You teleport away, which summons 2 decoys, then you cast mirror image to make 5 more, and stand back and nuke. The odds you get hit is like 1 in 7, and if you do, you just get ranged and summon 7 more adds.
If you get unlucky and get hit multiple times, you drastically keep increasing the # of adds decoys.
Seems damn near invincible.
I hate the fact that single target dmg is so weak, and I don't like going without a stun like frost nova or wave of force.
But I think it could work without those.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Yeah Nightmare, I like that build. I was thinking about something similar, you need Slow Time, Tele (with Illusionist) and Energy Armor.
Can you explain your offensive abilities? I've never been that familiar with Wizard spells. So Magic Missile is your preferred signature, then Disentegrate for single target and AoE explosions, and Arcane Torrent for AoE and increased damage?
I'm also really really excited about trying this build. I used to want to play Wizard maybe 4th, but now it's pushing up to about 2nd
Disintegrate is actually an AoE spell (the beam pierces for a line AoE, unlike Ray of Frost which only damages the first target in its way).
Arcane Torrent is much more a single target spell. It's kind of hard to understand what it really does just from the tooltip. Have you watched the skill video for it? Basically, it allows you to target any point on the ground (including at the back of packs), and it throws projectiles up into the air (for as long as you continue to channel it) which then rain down on the target point with a very small splash radius.
Magic Missile is the preferred signature solely for the sake of synergizing with Temporal Flux and Disruption from Arcane Torrent, but hopefully I'm not stuck using it too much.
You get hit. You teleport away, which summons 2 decoys, then you cast mirror image to make 5 more, and stand back and nuke. The odds you get hit is like 1 in 7, and if you do, you just get ranged and summon 7 more adds.
If you get unlucky and get hit multiple times, you drastically keep increasing the # of adds decoys.
Seems damn near invincible.
I hate the fact that single target dmg is so weak, and I don't like going without a stun like frost nova or wave of force.
But I think it could work without those.
That's actually very interesting. The question is is there a limit on the number of decoys that you can have at one time?
That and I still feel that Ancient Guardian is incredibly superfluous, so you open yourself to be able to use Slow Time or another attack spell.
I have a feeling that in practice this won't work nearly how it is expected. Most of the time you have effects like those discussed here they have an internal CD. The only thing that makes me wonder about this is one isn't stated, but it doesn't necessarily have to be to be there, it just usually is stated. If there isn't one, have fun, because if you can avoid taking multiple hits at once it seems like a good build. The only problem I see is the lack of damage.
I understand its a chip away build, thats fine, the problem is that when you first encounter a group, say its the first in an area, they will come after you, and you have to kite. Okay kite away, until you run into another group and they ambush you. Likely a wizard will want to avoid taking most hits anyway. So I'm not gonna say this build won't work. But it will be really skill reliant. And there are lots of things that can go wrong and screw you. Probably fun to play, but not likely to end up working. Not with monsters that can throw a wall up in your way, or teleport on top of you.
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I have a feeling that in practice this won't work nearly how it is expected. Most of the time you have effects like those discussed here they have an internal CD. The only thing that makes me wonder about this is one isn't stated, but it doesn't necessarily have to be to be there, it just usually is stated. If there isn't one, have fun, because if you can avoid taking multiple hits at once it seems like a good build. The only problem I see is the lack of damage.
I understand its a chip away build, thats fine, the problem is that when you first encounter a group, say its the first in an area, they will come after you, and you have to kite. Okay kite away, until you run into another group and they ambush you. Likely a wizard will want to avoid taking most hits anyway. So I'm not gonna say this build won't work. But it will be really skill reliant. And there are lots of things that can go wrong and screw you. Probably fun to play, but not likely to end up working. Not with monsters that can throw a wall up in your way, or teleport on top of you.
It's not a chip away build at all (only that one super defensive option that was posted is). In fact, we can focus even more heavily on INT gear and passives like Glass Cannon because our armor and resistances don't matter. If anything this build has a potential for much higher DPS than other Wizards.
I have a feeling that in practice this won't work nearly how it is expected. Most of the time you have effects like those discussed here they have an internal CD. The only thing that makes me wonder about this is one isn't stated, but it doesn't necessarily have to be to be there, it just usually is stated. If there isn't one, have fun, because if you can avoid taking multiple hits at once it seems like a good build. The only problem I see is the lack of damage.
I understand its a chip away build, thats fine, the problem is that when you first encounter a group, say its the first in an area, they will come after you, and you have to kite. Okay kite away, until you run into another group and they ambush you. Likely a wizard will want to avoid taking most hits anyway. So I'm not gonna say this build won't work. But it will be really skill reliant. And there are lots of things that can go wrong and screw you. Probably fun to play, but not likely to end up working. Not with monsters that can throw a wall up in your way, or teleport on top of you.
It's not a chip away build at all (only that one super defensive option that was posted is). In fact, we can focus even more heavily on INT gear and passives like Glass Cannon because our armor and resistances don't matter. If anything this build has a potential for much higher DPS than other Wizards.
Yeah. Maybe this needs a new thread because everyone who comes to it sees the exaggerated title and the super defensive build and says OMG THIS HAS NO DAMAGE IT WILL NOT WORK. Or OMG YOU WILL TAKE 3 HITS AND DIE LOLOL. We have already replied to those kinds of comments 20 times.
Some things that should be made clear:
This build will be far from invincible, but if it works as most of us think, it will have greatly improved potential for survivability, due to its huge HP regen and ability to cast Teleport and create Illusions after every instance of damage taken.
This build can deal damage. In fact you can completely drop your armor and HP affixes for intelligence and other offensive stats like +crit. There should also be room for about 2 non-signature damage spells, which is optimal anyway.
Sucks because I will be playing hardcore and not something Ill want to 'fool' around with to see if it works.
It may be prudent to have a softcore character of high enough lvl to wander some parts of Inferno for build testing purposes which can then be implemented in HC.
What am i missing? If there's no flat damage reduction AFTER the percent reduction, what do you gain by not stacking +VIT?
You could take 2 hits and be at 10k health (just making up a number) or 500health. Why is 500 better?
It becomes harder to heal yourself back to full the more HP you have.
Life regen & Life on hit usually heal for low #s, but if your HP is really low they can heal huge chunks of your total HP.
The basic idea is that in inferno the mobs might hit so hard that they take away 35% of your HP per hit anyways. If that is the case, and it appears to be, then this not only yields more survivability but also gives you the ability to throw defense to the wind and completely stack offensive stats.
Okay, if that's the only answer, then what we're really talking about is just "Force Armor" will be good for inferno.
But since it has no answer for poison or bleed, it won't actually save you much in itemization... unless you think they're won't be ANY poison damage in inferno.
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I grew up gaming without internet forums. The entire phenomenon of being upset with a game developer makes no sense to me. No sense. I cannot imagine spending my time and energy being upset about something I choose to do for recreation.
What am i missing? If there's no flat damage reduction AFTER the percent reduction, what do you gain by not stacking +VIT?
You could take 2 hits and be at 10k health (just making up a number) or 500health. Why is 500 better?
It becomes harder to heal yourself back to full the more HP you have.
Life regen & Life on hit usually heal for low #s, but if your HP is really low they can heal huge chunks of your total HP.
The basic idea is that in inferno the mobs might hit so hard that they take away 35% of your HP per hit anyways. If that is the case, and it appears to be, then this not only yields more survivability but also gives you the ability to throw defense to the wind and completely stack offensive stats.
Okay, if that's the only answer, then what we're really talking about is just "Force Armor" will be good for inferno.
But since it has no answer for poison or bleed, it won't actually save you much in itemization... unless you think they're won't be ANY poison damage in inferno.
Force armor should work on poison dmg as well. I would think so anyways. If it doesn't then this build would potentially be much less effective in some areas of the game.
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"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?"
Epicurus
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The shield would allow you to block which completely negates the attack. Why wouldn't you, I mean if your concern was getting hit too many times in succession.
Unique and set pieces will likely have lots of +vit, so you'll have to skip those for obvious reasons.
Unless this build strategy becomes very popular it should be pretty trivial to pick up, say, +int / + health regen rares with other useful mods, since you won't care about armor or resists at all and will explicitly avoiding health. Hell, on quite a few pieces of armor +int and +health regen are the only stats you actually care about, besides stuff like MF and GF; you could run around in blues at near full power.
Still lots of good dmg stats to pickup.
Epicurus
You could take 2 hits and be at 10k health (just making up a number) or 500health. Why is 500 better?
Life regen & Life on hit usually heal for low #s, but if your HP is really low they can heal huge chunks of your total HP.
The basic idea is that in inferno the mobs might hit so hard that they take away 35% of your HP per hit anyways. If that is the case, and it appears to be, then this not only yields more survivability but also gives you the ability to throw defense to the wind and completely stack offensive stats.
Epicurus
this
Dodge chance and slow time both say sup. Also, you're not exactly going to be fighting them in melee range. You're still a Wizard.
http://us.battle.net/d3/en/calculator/wizard#cQgXOj!dUg!YZcZYb or
http://us.battle.net/d3/en/calculator/wizard#kQYXOj!dWg!YZYZYb
planning to dump out a few Arc Orbs or Meteors - Comet then bolt (or tp, as the case may be) and do it again. Even if being chased by a mob, I think you could manage to keep the hits down to 1-2; if you take a triple hit every 6 sec, you will still be fine. Slow Time will help you avoid incoming missiles from casters, and against lots of very small hits, Diamond Skin will probably eat most or all incoming damage.
Built this way, it is NOT for killing speed/efficiency, but is a straight survival build; the kind of thing you might run to get through some difficult part of Inferno solo. Don't complain it won't kill things fast enough: clearly it will be a slow, chip away strategy.
I don't think having only one offensive spell (Arcane Orb or Comet) is going to be viable whatsoever, even as a 'chip away' build.
I'd love to see some insight on what I posted on the last page (http://us.battle.net...eQgO!XUd!YbaYYY, more detailed explanation in previous post). I've always known I was going to play Wizard first, but this is the first build that I'm really excited to play in end game.
As everyone else is saying, being attacked by more than one enemy at a time is probably going to kill any Wizard. At least with this strategy, if you can avoid instant death (Dodge % and Slow Time), you will be far better off, as you can passively regen your full HP many times a second.
Yeah Nightmare, I like that build. I was thinking about something similar, you need Slow Time, Tele (with Illusionist) and Energy Armor.
Can you explain your offensive abilities? I've never been that familiar with Wizard spells. So Magic Missile is your preferred signature, then Disentegrate for single target and AoE explosions, and Arcane Torrent for AoE and increased damage?
I'm also really really excited about trying this build. I used to want to play Wizard maybe 4th, but now it's pushing up to about 2nd
http://us.battle.net...PQOj!Ydf!aYZYYb
You get hit. You teleport away, which summons 2 decoys, then you cast mirror image to make 5 more, and stand back and nuke. The odds you get hit is like 1 in 7, and if you do, you just get ranged and summon 7 more adds.
If you get unlucky and get hit multiple times, you drastically keep increasing the # of adds decoys.
Seems damn near invincible.
I hate the fact that single target dmg is so weak, and I don't like going without a stun like frost nova or wave of force.
But I think it could work without those.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Who can test whether teleport can be used during stun effect?
As I know, in WOW it works.
Disintegrate is actually an AoE spell (the beam pierces for a line AoE, unlike Ray of Frost which only damages the first target in its way).
Arcane Torrent is much more a single target spell. It's kind of hard to understand what it really does just from the tooltip. Have you watched the skill video for it? Basically, it allows you to target any point on the ground (including at the back of packs), and it throws projectiles up into the air (for as long as you continue to channel it) which then rain down on the target point with a very small splash radius.
Magic Missile is the preferred signature solely for the sake of synergizing with Temporal Flux and Disruption from Arcane Torrent, but hopefully I'm not stuck using it too much.
That's actually very interesting. The question is is there a limit on the number of decoys that you can have at one time?
That and I still feel that Ancient Guardian is incredibly superfluous, so you open yourself to be able to use Slow Time or another attack spell.
I understand its a chip away build, thats fine, the problem is that when you first encounter a group, say its the first in an area, they will come after you, and you have to kite. Okay kite away, until you run into another group and they ambush you. Likely a wizard will want to avoid taking most hits anyway. So I'm not gonna say this build won't work. But it will be really skill reliant. And there are lots of things that can go wrong and screw you. Probably fun to play, but not likely to end up working. Not with monsters that can throw a wall up in your way, or teleport on top of you.
Tired of the same regurgitated blue posts? Want more in depth coverage of
the aspects of the game you want to know about? Check us out!
It's not a chip away build at all (only that one super defensive option that was posted is). In fact, we can focus even more heavily on INT gear and passives like Glass Cannon because our armor and resistances don't matter. If anything this build has a potential for much higher DPS than other Wizards.
Yeah. Maybe this needs a new thread because everyone who comes to it sees the exaggerated title and the super defensive build and says OMG THIS HAS NO DAMAGE IT WILL NOT WORK. Or OMG YOU WILL TAKE 3 HITS AND DIE LOLOL. We have already replied to those kinds of comments 20 times.
Some things that should be made clear:
It may be prudent to have a softcore character of high enough lvl to wander some parts of Inferno for build testing purposes which can then be implemented in HC.
Could you be any more negative.
Okay, if that's the only answer, then what we're really talking about is just "Force Armor" will be good for inferno.
But since it has no answer for poison or bleed, it won't actually save you much in itemization... unless you think they're won't be ANY poison damage in inferno.
Epicurus