As you can see, we have Meteor, Blizzard, and Energy Twister for damage. Storm armor, familiar, and electrocute are all to regen AP. Everything has a golden rune in it for non-stop casting madness.
Passives were glass cannon for damage, Astral Presence for AP and AP regen. The third is a tossup. Prodigy for regen, but I also considered Arcane Dynamo to buff meteors, or Temporal Flux for slows (arcane damage from energy twisters), maybe galvanizing ward for health regen and less storm armor refreshing.
But here's the breakdown:
This spec has 120 AP and 19 AP/second regen.
If we cast one spell per second, Blizzard and Energy Twister are both a net AP gain (+2 and +12 respectively). Meteor has a net AP cost of 13, which means I could hit it 9 times in a row without stopping. A cast sequence of Meteor, Blizzard, Energy Twister has a cost of 56 over 3 seconds, but regens 57 making it sustainable indefinitely.
Now I actually expect to be casting more than one spell per second, and that's where electrocute comes in. When I do run empty, Electrocute just sends more chaos into the fray and regens a ton of AP per cast, enough to start up a casting sequence again.
Basically, this Wizard will cover the screen with falling meteors, blizzards, and tornadoes, with lightning jumping around whatever survives the onslaught. It has 4 damage types to deal with any resistances as well. It has absolutely no defensive skills or evasive skills, so if that's a problem I'll take out Electrocute for Slow Time or Teleport.
Mostly, though, I just want to remind the demons what the end of the world really looks like.
Yeah, it's more conceptual than serious (though honestly everything is until we actually play the game).
With enough faster cast gear, any wizard might run dry. This build just takes the efficiency aspect to the limit on all the major nukes to keep on dropping pain. Might also call it the Framerate Killer.
I think that it's going to come down eventually to something along these lines: If you're able to focus like a 150+ apm Starcraft player, you'll take the aimed, targeted stuff, boost damage and try to be insanely accurate with every shot and never miss. If you're not quite that baller, you'll get things that aim themselves, do larger AE, or case more often. I imagine I will, once again, be a mix of both. Play insanely attentively sometimes, and play a little more relaxed when I want to get my blood pressure under control.
I used spectral blade based on the probably wildly inaccurate assumption that based on the wording of its yellow rune and the triple-strike nature of the ability that each target in the effect grants 21 AP.
With that likely not being the case, I would go electrocute yellow (and also probably not generate enough AP to keep the screen in chaos).
My only problem with Spectral Blade is you have to be near enemies, and this build is going to be rather vulnerable with no escape mechanics and increased damage from glass cannon.
I do like the Blizzard duration increase, might be worth the extra casting cost. I wonder how much AP regen we'll be able to get on gear. Picking a damage rune for meteor is tough. I like the Indigo effect, but since it doesn't persist, it doesn't fill the screen with destruction as much as Alabaster.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://us.battle.net/d3/en/calculator/wizard#PlfOgd!XbY!bbbbbb
As you can see, we have Meteor, Blizzard, and Energy Twister for damage. Storm armor, familiar, and electrocute are all to regen AP. Everything has a golden rune in it for non-stop casting madness.
Passives were glass cannon for damage, Astral Presence for AP and AP regen. The third is a tossup. Prodigy for regen, but I also considered Arcane Dynamo to buff meteors, or Temporal Flux for slows (arcane damage from energy twisters), maybe galvanizing ward for health regen and less storm armor refreshing.
But here's the breakdown:
This spec has 120 AP and 19 AP/second regen.
If we cast one spell per second, Blizzard and Energy Twister are both a net AP gain (+2 and +12 respectively). Meteor has a net AP cost of 13, which means I could hit it 9 times in a row without stopping. A cast sequence of Meteor, Blizzard, Energy Twister has a cost of 56 over 3 seconds, but regens 57 making it sustainable indefinitely.
Now I actually expect to be casting more than one spell per second, and that's where electrocute comes in. When I do run empty, Electrocute just sends more chaos into the fray and regens a ton of AP per cast, enough to start up a casting sequence again.
Basically, this Wizard will cover the screen with falling meteors, blizzards, and tornadoes, with lightning jumping around whatever survives the onslaught. It has 4 damage types to deal with any resistances as well. It has absolutely no defensive skills or evasive skills, so if that's a problem I'll take out Electrocute for Slow Time or Teleport.
Mostly, though, I just want to remind the demons what the end of the world really looks like.
I'd like to see the face of all my friends, specially the one playing a Witch Doctor, when the screen fills up with massively powered spells
more casts of lower damaging spells
vs.
fewer casts of higher damaging spells
I would usually lean towards higher damage. I'd imagine this build might have a hard time killing efficiently in Hell or Inferno though.
Nevertheless, this might be a fun build to mess around with if you're in a party.
With enough faster cast gear, any wizard might run dry. This build just takes the efficiency aspect to the limit on all the major nukes to keep on dropping pain. Might also call it the Framerate Killer.
Here's my "more @#%$ on the screen at once" modification of the build:
eat it frame rate!
I used spectral blade based on the probably wildly inaccurate assumption that based on the wording of its yellow rune and the triple-strike nature of the ability that each target in the effect grants 21 AP.
With that likely not being the case, I would go electrocute yellow (and also probably not generate enough AP to keep the screen in chaos).
I do like the Blizzard duration increase, might be worth the extra casting cost. I wonder how much AP regen we'll be able to get on gear. Picking a damage rune for meteor is tough. I like the Indigo effect, but since it doesn't persist, it doesn't fill the screen with destruction as much as Alabaster.