Wave of Force for keeping targets away from me and reduce some incoming damage, Golden rune for short cool down and cost.
Arcane orb with crimson rune for damage, decent for aoe as well.
Archon with crimson rune for extra damage on boss fights or nasty trash (could swap this with a different utility spell)
Storm armor with golden rune for reduce AP costs.
Glass cannon passive for damage
Astral Presence passive for AP regen
Temporal Flux passive for slowing enemies down.
Overall Spam Arcane orb in hopes of decent AP Regen and slowing incoming targets with the passive/aoe. If the regen is high enough could swap out magic missile for another utility. Archon would be used in dicey situations.
Thanks for reading.
EDIT: Forgot to mention wave of force to keep targets away when they get too close.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I didn't mean to be harsh, sorry if i were. the most important thing to me with a spec is that it is fun to play.
Not harsh, I think it's a valid point. I haven't really looked at the calculators or the videos for character abilities very much so I just threw this together. Well time to check out the barb section, thanks for the input.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
So your 2 main attacks are Magic Missile and Arcane Orb.
- Magic Missile (Forked)
- MM will also be your main AP generation.
- Arcane Orb (Obliteration)
The idea is to keep Slow Time up as much as possible, its runed to Stretch Time and increase casting/attack speed by 140%. So when its up, MM and AP as much as possible.
Archon is also included to cast Slow Time. Not sure if this is only the base spell or also has your Alabaster Rune property. But if it does, you'll be a happy Wizard. think of the Mayhem on screen, 8 bolt per cast, potentially 3-5 castings per second.
My personal build used Energy Twister instead of Arcane Orb. I imagine having 10 Twisters and countless MM's shooting out would make for utter chaos. And it truly doesn't matter which rune you pick for your Orb or Twister as long as it deals dmg.
So your 2 main attacks are Magic Missile and Arcane Orb.
- Magic Missile (Forked)
- MM will also be your main AP generation.
- Arcane Orb (Obliteration)
The idea is to keep Slow Time up as much as possible, its runed to Stretch Time and increase casting/attack speed by 140%. So when its up, MM and AP as much as possible.
Archon is also included to cast Slow Time. Not sure if this is only the base spell or also has your Alabaster Rune property. But if it does, you'll be a happy Wizard. think of the Mayhem on screen, 8 bolt per cast, potentially 3-5 castings per second.
My personal build used Energy Twister instead of Arcane Orb. I imagine having 10 Twisters and countless MM's shooting out would make for utter chaos. And it truly doesn't matter which rune you pick for your Orb or Twister as long as it deals dmg.
I really like it! I'd take out wave of force and replace it with the familiar for more regen, I think the regen might be a bit on the low side (I want to be constantly spamming a spell). Granted the MM will be free by XX level but its hard to determine if that will be enough regen from the rune. With slow time you wouldn't need the wave of force as a CC.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Actually with your build, Arcane Orb will cost 21 AP, if you use Strom Armor with Golden Rune then it becomes 14AP. That's the lowest it would go as far as I can figure.
Assuming we take our builds and compare 10 rounds (ignoring Mana regen)
And we don't have any problems getting these lvl 7 runes of course.
AP=120
1st cast AO - 14AP 135-185 AP=106
2nd cast AO - 14AP 135-185 AP=92
3rd cast AO - 14AP 135-185 AP=78
4th cast AO - 14AP 135-185 AP=64
5th cast AO - 14AP 135-185 AP=50
6th cast AO - 14AP 135-185 AP=36
7th cast AO - 14AP 135-185 AP=22
8th cast AP - 14AP 135-185 AP=8
9th cast AO - +14AP 40-61 AP=22
10th cast MM- 14AP 135-185 AP=8
---------------
Total Dmg 1255-1726
with Glass Cannon 1506-2071
AP=120
1st cast AO - 28AP 297-406 AP=92
2nd cast AO - 28AP 297-406 AP=64
3rd cast AO - 28AP 297-406 AP=36
4th cast AO - 28AP 297-406 AP=8
5th cast AO - +5AP 160-248 AP=13
6th cast AO - +5AP 160-248 AP=18
7th cast AO - +5AP 160-248 AP=23
8th cast MM - +5AP 160-248 AP=28
9th cast MM - 28AP 297-406 AP=0
10th cast MM- +5AP 160-248 AP=5
---------------
Total Dmg 2285-3270 (+ all targets slowed by 24% for 2 sec per hit)
I'll admit that your build truly is an Arcane Orb build. It didn't occur to me to lower it down to where AO really is your spell of choice and each Magic Missile allows another AO. However your MM's are truly only for AP regen. And while the numbers look more in my favor, you're doing much more AoE damage that mine would, so in crowd situations, you'd win.
Mine is more an MM + AO combo, and you can also sub in Glass Cannon if wanted for even more dmg, but I like the slow effect. But more to my original point I just like the idea of MM flying all over the screen.
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Magic Missile with Golden rune for extra AP
Familiar with Golden rune for AP regeneration
Wave of Force for keeping targets away from me and reduce some incoming damage, Golden rune for short cool down and cost.
Arcane orb with crimson rune for damage, decent for aoe as well.
Archon with crimson rune for extra damage on boss fights or nasty trash (could swap this with a different utility spell)
Storm armor with golden rune for reduce AP costs.
Glass cannon passive for damage
Astral Presence passive for AP regen
Temporal Flux passive for slowing enemies down.
Overall Spam Arcane orb in hopes of decent AP Regen and slowing incoming targets with the passive/aoe. If the regen is high enough could swap out magic missile for another utility. Archon would be used in dicey situations.
Thanks for reading.
EDIT: Forgot to mention wave of force to keep targets away when they get too close.
Your probably right. I wonder if its viable though...
Not harsh, I think it's a valid point. I haven't really looked at the calculators or the videos for character abilities very much so I just threw this together. Well time to check out the barb section, thanks for the input.
http://us.battle.net/d3/en/calculator/wizard#ZScemg!YXZ!YabZYb
So your 2 main attacks are Magic Missile and Arcane Orb.
- Magic Missile (Forked)
- MM will also be your main AP generation.
- Arcane Orb (Obliteration)
The idea is to keep Slow Time up as much as possible, its runed to Stretch Time and increase casting/attack speed by 140%. So when its up, MM and AP as much as possible.
Archon is also included to cast Slow Time. Not sure if this is only the base spell or also has your Alabaster Rune property. But if it does, you'll be a happy Wizard. think of the Mayhem on screen, 8 bolt per cast, potentially 3-5 castings per second.
My personal build used Energy Twister instead of Arcane Orb. I imagine having 10 Twisters and countless MM's shooting out would make for utter chaos. And it truly doesn't matter which rune you pick for your Orb or Twister as long as it deals dmg.
I really like it! I'd take out wave of force and replace it with the familiar for more regen, I think the regen might be a bit on the low side (I want to be constantly spamming a spell). Granted the MM will be free by XX level but its hard to determine if that will be enough regen from the rune. With slow time you wouldn't need the wave of force as a CC.
Assuming we take our builds and compare 10 rounds (ignoring Mana regen)
And we don't have any problems getting these lvl 7 runes of course.
AP=120
1st cast AO - 14AP 135-185 AP=106
2nd cast AO - 14AP 135-185 AP=92
3rd cast AO - 14AP 135-185 AP=78
4th cast AO - 14AP 135-185 AP=64
5th cast AO - 14AP 135-185 AP=50
6th cast AO - 14AP 135-185 AP=36
7th cast AO - 14AP 135-185 AP=22
8th cast AP - 14AP 135-185 AP=8
9th cast AO - +14AP 40-61 AP=22
10th cast MM- 14AP 135-185 AP=8
---------------
Total Dmg 1255-1726
with Glass Cannon 1506-2071
AP=120
1st cast AO - 28AP 297-406 AP=92
2nd cast AO - 28AP 297-406 AP=64
3rd cast AO - 28AP 297-406 AP=36
4th cast AO - 28AP 297-406 AP=8
5th cast AO - +5AP 160-248 AP=13
6th cast AO - +5AP 160-248 AP=18
7th cast AO - +5AP 160-248 AP=23
8th cast MM - +5AP 160-248 AP=28
9th cast MM - 28AP 297-406 AP=0
10th cast MM- +5AP 160-248 AP=5
---------------
Total Dmg 2285-3270 (+ all targets slowed by 24% for 2 sec per hit)
I'll admit that your build truly is an Arcane Orb build. It didn't occur to me to lower it down to where AO really is your spell of choice and each Magic Missile allows another AO. However your MM's are truly only for AP regen. And while the numbers look more in my favor, you're doing much more AoE damage that mine would, so in crowd situations, you'd win.
Mine is more an MM + AO combo, and you can also sub in Glass Cannon if wanted for even more dmg, but I like the slow effect. But more to my original point I just like the idea of MM flying all over the screen.