Depending on the amount of passive AP regeneration you get at max level, and if regen is available on gear; we may have infinite spam-Teleporting just like in d2. As it stands, you have an 8AP tele with 2 AP/sec and 120max. Leading me to believe that you can probably just zip around as much as you want. This is especially useful for escaping danger at a rapid pace, or conversely, getting yourself into trouble Coupled with the ridiculous efficiency of Chain Lightning (Blue Electrocute), and raw power of a Red Arcane Orb, I strongly feel that the Wizard will be the dominant "MFers" of early Diablo 3.
"But why bother skipping mobs, blizz said there is no best place to farm".
-Wrong. Period.
There will always be some areas superior to others as far as mob density, difficulty, and most importantly, immunities. Being able to zip through large areas of otherwise tedious or impossible mob types is invaluable. Any D2 veteran knows this, and until it's nerfed, will be the most efficient method.
Interesting idea, but I think by sacrificing all that power to simply regenerate AP you'll probably make yourself extremely easy to kill. Especially seeing as monsters will be much faster compared to the player than they were in D2, so the moment you stop teleporting you'll be screwed. The fact of the matter is you'll have to kill something in order to farm, and if all your gear is AP regeneration (which I'm assuming you'd need to get enough AP within 2 seconds after emptying your globe), you probably won't have the power to do so.
Also, theres no immunities in D3. Obviously the rest of your point about the best place to farm still stands. What I think will happen in that regard is that the most effective way to farm will essentially boil down to boss runs, but it will be in your best interest to kill your way to a boss instead of skipping to one. Both because of the loot the other monsters will drop and because skipping will require builds that can't kill the boss/monsters once you get to the part you want to farm.
Oh, and a complete nerf to this would be as simple as adding something along the lines of 'This effect can only occur up to X times before the cooldown starts' After the Alabaster rune's effect, which is very well how it could work anyways, seeing as that effect seems a bit ridiculous to begin with.
White Tele; Mandatory. No CD for as long as my AP permits? Yes please.
Could you explain that exactly? I mean, the Alabaster rune effect says "After casting Teleport there's a 2 second delay before the cooldown begins".
I guess you assume that as long as you keep casting, the cooldown will never start? I'm not sure that's how it's going to work.
I'd assume from reading the skill that after casting it activates a trigger that "holds" the cooldown for 'x' seconds, and that same trigger cannot be reactivated while it's on (which would prevent casting one after the other and never activating the cooldown).
We obviously we'll only know for sure if a blue confirms, or when the game's released, but I'm hoping it works like I think it will.
I think there is still some debate as to whether that 2 second cooldown repeatedly resets between casts, or you it only gives you a double/triple tap teleport before going on cooldown.
Interesting idea, but I think by sacrificing all that power to simply regenerate AP you'll probably make yourself extremely easy to kill. Especially seeing as monsters will be much faster compared to the player than they were in D2, so the moment you stop teleporting you'll be screwed. The fact of the matter is you'll have to kill something in order to farm, and if all your gear is AP regeneration (which I'm assuming you'd need to get enough AP within 2 seconds after emptying your globe), you probably won't have the power to do so.
Red Orb and RoF are among the highest damage abilities a Wizard has. The main reason I feel that skipping Disintegrate is right, is for versatility. I'd much rather have multiple schools of magic available at all times, and the sheer explosiveness of the Red Orb probably outweighs the gap between Red RoF and Disintegrate. Actually looking at it a second time, RoF actually does more damage when fully ramped (434 vs 234), at the cost of +9AP/sec. Math time!
Dis: 120max ap | 11ap/sec = 10.90 seconds of spam * 234 damage = 2552 total damage
RoF: 120max ap | 20ap/sec = 6 seconds of spam * 434 damage = 2604 total damage
Obviously these aren't exact numbers as there is a ramping time, but the numbers look very even, give or take the slope. Things also differ drastically with the exclusion of Ap/sec passive and the Storm Armor rune. I'll fiddle around with more numbers in a few, but I only know the ramp time of RoF currently. (which is 1.5 seconds)
Really the only thing I've sacrificed is the 'Glass Cannon' Passive which may be too risky for Inferno, but like I said, is more then likely to replace the Ward. Arcane Dynamo is very interesting but if playing a Mage for 6 years in WoW has taught me anything, it's that you cant rely on ramping procs as often as you'd hope
Oh, and a complete nerf to this would be as simple as adding something along the lines of 'This effect can only occur up to X times before the cooldown starts' After the Alabaster rune's effect, which is very well how it could work anyways, seeing as that effect seems a bit ridiculous to begin with.
Yeah, its completely ridiculous IMHO. I really wouldn't be surprised if they "fixed" it.
White Tele; Mandatory. No CD for as long as my AP permits? Yes please.
Could you explain that exactly? I mean, the Alabaster rune effect says "After casting Teleport there's a 2 second delay before the cooldown begins".
I guess you assume that as long as you keep casting, the cooldown will never start? I'm not sure that's how it's going to work.
I'd assume from reading the skill that after casting it activates a trigger that "holds" the cooldown for 'x' seconds, and that same trigger cannot be reactivated while it's on (which would prevent casting one after the other and never activating the cooldown).
We obviously we'll only know for sure if a blue confirms, or when the game's released, but I'm hoping it works like I think it will.
My thoughts exactly. You just spam click tele because the cooldown doesn't trigger until 2 seconds after you stop spam clicking. I mean you're technically casting Teleport again, right? I see no reason as to why it wouldn't refresh the cooldown effect.
You've made a few mistakes here that I feel the need to point out.
Dis: 120max ap | 11ap/sec = 10.90 seconds of spam * 234 damage = 2552 total damage
RoF: 120max ap | 20ap/sec = 6 seconds of spam * 434 damage = 2604 total damage
Assuming you're attacking a single target yes. But Disintegrate pierces and hits everything in a line meaning that it's damage output is ridiculously higher. RoF is slightly better for single target, yes.
Then in regards to "Blue" Electrocute. Prodigy gives AP per cast, not target hit. You'll get 5 AP a cast, not 50. (I know you didn't claim that, but I just wanted to make sure.) Your other point for taking this skill is it's "massive AoE damage" which leads me to believe you're forgetting the part where damage is cut by 30% each bounce. Here's some math with silly numbers:
Let's assume your base damage on Electrocute is 1 - 300(Six times what the calculator lists as base damage), and lets assume you get lucky and always deal max damage from that disgustingly huge damage range:
So for a free spell, assuming you manage to increase the base damage by 600% through gear and are lucky enough to do max on every bounce, you can do a fairly reasonable about of damage with it. The more realistic damage in that example though is to half the damage due to the range, so a total of 489 damage spread across 10 targets on average.
In my mind Magic Missile with the Golden rune is a better source of damage and AP generation. With Prodigy you'll get 19 AP a cast and using the same 6x base damage assumption your damage will be 240 - 360. Better AP, less damage (although FAR more reliable), but then, the point of it is to generate AP for your harder hitting spells, not the damage.
In regards to the Teleport CD I would imagine like others that it doesn't reset each time you cast the spell. I'm pretty sure I read something from Blizzard specifically stating they DON'T want people teleporting around to avoid content.
Of course, all of this is fairly ridiculous as we have no idea what realistic numbers are and the fact that Level 7 runes are supposedly insanely rare.
Why would you want to make a character like this? They have already said about a billion times that all mobs are going to be effectively the same chance for loot. This isn't going to be D2 where teleport is king, personally I don't even plan on getting teleport, I'd rather have a skill that helps me kill as opposed to a skill that helps me bounce around.
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"But why bother skipping mobs, blizz said there is no best place to farm".
-Wrong. Period.
There will always be some areas superior to others as far as mob density, difficulty, and most importantly, immunities. Being able to zip through large areas of otherwise tedious or impossible mob types is invaluable. Any D2 veteran knows this, and until it's nerfed, will be the most efficient method.
Enough chatter, on to the build
Solo Farming Sorc:
http://us.battle.net/d3/en/calculator/wizard#dejcgi!YXW!YZZbba
Skills:
And the one that holds it all together:
Also, theres no immunities in D3. Obviously the rest of your point about the best place to farm still stands. What I think will happen in that regard is that the most effective way to farm will essentially boil down to boss runs, but it will be in your best interest to kill your way to a boss instead of skipping to one. Both because of the loot the other monsters will drop and because skipping will require builds that can't kill the boss/monsters once you get to the part you want to farm.
Oh, and a complete nerf to this would be as simple as adding something along the lines of 'This effect can only occur up to X times before the cooldown starts' After the Alabaster rune's effect, which is very well how it could work anyways, seeing as that effect seems a bit ridiculous to begin with.
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I guess you assume that as long as you keep casting, the cooldown will never start? I'm not sure that's how it's going to work.
I'd assume from reading the skill that after casting it activates a trigger that "holds" the cooldown for 'x' seconds, and that same trigger cannot be reactivated while it's on (which would prevent casting one after the other and never activating the cooldown).
We obviously we'll only know for sure if a blue confirms, or when the game's released, but I'm hoping it works like I think it will.
Red Orb and RoF are among the highest damage abilities a Wizard has. The main reason I feel that skipping Disintegrate is right, is for versatility. I'd much rather have multiple schools of magic available at all times, and the sheer explosiveness of the Red Orb probably outweighs the gap between Red RoF and Disintegrate. Actually looking at it a second time, RoF actually does more damage when fully ramped (434 vs 234), at the cost of +9AP/sec. Math time!
Dis: 120max ap | 11ap/sec = 10.90 seconds of spam * 234 damage = 2552 total damage
RoF: 120max ap | 20ap/sec = 6 seconds of spam * 434 damage = 2604 total damage
Obviously these aren't exact numbers as there is a ramping time, but the numbers look very even, give or take the slope. Things also differ drastically with the exclusion of Ap/sec passive and the Storm Armor rune. I'll fiddle around with more numbers in a few, but I only know the ramp time of RoF currently. (which is 1.5 seconds)
Really the only thing I've sacrificed is the 'Glass Cannon' Passive which may be too risky for Inferno, but like I said, is more then likely to replace the Ward. Arcane Dynamo is very interesting but if playing a Mage for 6 years in WoW has taught me anything, it's that you cant rely on ramping procs as often as you'd hope
Did not know that, thanks for clarifying! That's pretty amazing news. I still get the strange feeling that 90% resistant mobs will appear though >.>
Yeah, its completely ridiculous IMHO. I really wouldn't be surprised if they "fixed" it.
My thoughts exactly. You just spam click tele because the cooldown doesn't trigger until 2 seconds after you stop spam clicking. I mean you're technically casting Teleport again, right? I see no reason as to why it wouldn't refresh the cooldown effect.
Dis: 120max ap | 11ap/sec = 10.90 seconds of spam * 234 damage = 2552 total damage
RoF: 120max ap | 20ap/sec = 6 seconds of spam * 434 damage = 2604 total damage
Assuming you're attacking a single target yes. But Disintegrate pierces and hits everything in a line meaning that it's damage output is ridiculously higher. RoF is slightly better for single target, yes.
Then in regards to "Blue" Electrocute. Prodigy gives AP per cast, not target hit. You'll get 5 AP a cast, not 50. (I know you didn't claim that, but I just wanted to make sure.) Your other point for taking this skill is it's "massive AoE damage" which leads me to believe you're forgetting the part where damage is cut by 30% each bounce. Here's some math with silly numbers:
Let's assume your base damage on Electrocute is 1 - 300(Six times what the calculator lists as base damage), and lets assume you get lucky and always deal max damage from that disgustingly huge damage range:
1st target - 300 damage
2nd target - 210 damage
3rd target - 147 damage
4th target - 103 damage
5th target - 73 damage
6th target - 52 damage
7th target - 37 damage
8th target - 26 damage
9th target - 18 damage
10th target - 13 damage
Total damage = 979 damage
So for a free spell, assuming you manage to increase the base damage by 600% through gear and are lucky enough to do max on every bounce, you can do a fairly reasonable about of damage with it. The more realistic damage in that example though is to half the damage due to the range, so a total of 489 damage spread across 10 targets on average.
In my mind Magic Missile with the Golden rune is a better source of damage and AP generation. With Prodigy you'll get 19 AP a cast and using the same 6x base damage assumption your damage will be 240 - 360. Better AP, less damage (although FAR more reliable), but then, the point of it is to generate AP for your harder hitting spells, not the damage.
In regards to the Teleport CD I would imagine like others that it doesn't reset each time you cast the spell. I'm pretty sure I read something from Blizzard specifically stating they DON'T want people teleporting around to avoid content.
Of course, all of this is fairly ridiculous as we have no idea what realistic numbers are and the fact that Level 7 runes are supposedly insanely rare.