Ok, so I don't know if RoFLHydra is a good tile for the build concept or not hehe but this is the Ray of Frost/Hydra build I came up with on the skill calculator. I know, I know, the game isn't out yet and there's no real way to know if anything is good/bad or not without in-game trials, but here it is anyway:
Electrocute is the AP regen skill, and is my personal favorite signature for the time being unless in-game play changes my mind. As long as there are 3 enemies on the screen (which is almost always in Diablo), this combined with the Prodigy passive grants 17 AP per cast. Even when its a boss with no adds, it still grants 9 AP per cast. Shock Pulse just seems like it will miss too much to compete, Spectral Blades is to up close and personal for this build, and magic missle just can't compete per cast for regen.
Hydra is runed with Indigo because a little bird told me the other Hydra effects will tend to miss enemies but lighting strikes are instantaneous, plus it lists as doing more damage. Obviously, in-game and through infinite respec, this skill is very malleable so you can switch this rune to taste or to suit the fights you are getting in, though this would ruin the "L" in "RoFLHydra" hehe.
Ray of Frost is the companion big damage skill to Hydra. Its runed with a Golden, which combined with the Astral Presence passive and high AP regen at higher levels will basically make this a free, high sustained damage cast that keeps enemies slowed and away from you while you snipe them down.
Teleport is runed with Alabaster because this is not an up close and personal build, you want to be able to get away... far away if need be, AND in situations where you can't just run away, but standing still for RoF is not easy to do, Hydra can continue to deal damage while you Teleport a few times to regroup.
Familiar is runed with Crimson (a shock I know :P) but depending on just how "free" RoF is, Golden may be swapped in here to keep your AP from draining.
Energy Armor... honestly, unless the mechanics of the game prove very different from the tooltips and videos we've seen, all of the builds I make on the skill calculator, not just this one, tend to gravitate towards Energy Armor. It just seems superior to me with its 20% defense. The downside of it taking away your AP max is easily runed out for the opposite effect! Indigo rune here so that between Astral presence and Energy Armor, you can focus on keeping Hydra up and RoF going... the less time spent doing maintenance with Electrocute the better. Glavanizing ward provides the only HP refill in this build and you don't want your rhythm messed up even every 3 mins by having to recast it with a build like this either.
TL;DR
Cast Electrocute when AP is below 75 (enough for a Hydra and a Teleport), keep Hydra up, spam free or virtually free RoF as often as possible. Teleport around with Hydra up when standing still for RoF is too dangerous.
^yep, won't need two. RoF is cheap enough as is and is doing 301% dmg base so it's 100x better than Electrocute. With gear and such your RoF will probably be costing you 0 or close to 0 AP.
PLUS you won't be standing there blasting all day you will need to move at higher difficulties which will allow you to regen AP as well.
I suggest changing it to Diamond Skin orrrr Archon depending on if you need defense or offense more.
Thank you both for that tip! I guess I'm still too used to the idea of a large pool of slowly regenerating resource (mana) and haven't really had the opportunity to see a really good video of AP regen until recently. Many of the official videos I saw didn't have the orb at all or didn't show skills being spammed enough to clearly give a picture of how fast that bulb fills. 12.5 per second is a lot faster than I thought when I finally saw someone's beta video of it.
So, based on that, Diamond Skin really is a good idea, and Electrocute, especially runed to regen AP is worthless. Archon could be good too, but I like the idea of opening this build up to not only being able to dish out damage but also increase chance to survive, and DS would help any mishaps with standing still for RoF.
I also changed the passives to remove the AP regen stuff and the now useless Prodigy entirely. The way DS is runed with Indigo, it could stay up almost all the time with Evocation, and Teleport would be available more often. Blur helps even more with the RoF concept as well.
Actually, to better take advantage of now using Evocation, Slow Time might be a better alternative to Familiar. If I understand the Crimson rune right, it would add damage for other party members too, plus the slow in addition to the Evocation synergy seems like an improvement:
http://us.battle.net/d3/en/calculator/wizard#eRjiPQ!Vcd!bYbaZY
Electrocute is the AP regen skill, and is my personal favorite signature for the time being unless in-game play changes my mind. As long as there are 3 enemies on the screen (which is almost always in Diablo), this combined with the Prodigy passive grants 17 AP per cast. Even when its a boss with no adds, it still grants 9 AP per cast. Shock Pulse just seems like it will miss too much to compete, Spectral Blades is to up close and personal for this build, and magic missle just can't compete per cast for regen.
Hydra is runed with Indigo because a little bird told me the other Hydra effects will tend to miss enemies but lighting strikes are instantaneous, plus it lists as doing more damage. Obviously, in-game and through infinite respec, this skill is very malleable so you can switch this rune to taste or to suit the fights you are getting in, though this would ruin the "L" in "RoFLHydra" hehe.
Ray of Frost is the companion big damage skill to Hydra. Its runed with a Golden, which combined with the Astral Presence passive and high AP regen at higher levels will basically make this a free, high sustained damage cast that keeps enemies slowed and away from you while you snipe them down.
Teleport is runed with Alabaster because this is not an up close and personal build, you want to be able to get away... far away if need be, AND in situations where you can't just run away, but standing still for RoF is not easy to do, Hydra can continue to deal damage while you Teleport a few times to regroup.
Familiar is runed with Crimson (a shock I know :P) but depending on just how "free" RoF is, Golden may be swapped in here to keep your AP from draining.
Energy Armor... honestly, unless the mechanics of the game prove very different from the tooltips and videos we've seen, all of the builds I make on the skill calculator, not just this one, tend to gravitate towards Energy Armor. It just seems superior to me with its 20% defense. The downside of it taking away your AP max is easily runed out for the opposite effect! Indigo rune here so that between Astral presence and Energy Armor, you can focus on keeping Hydra up and RoF going... the less time spent doing maintenance with Electrocute the better. Glavanizing ward provides the only HP refill in this build and you don't want your rhythm messed up even every 3 mins by having to recast it with a build like this either.
TL;DR
Cast Electrocute when AP is below 75 (enough for a Hydra and a Teleport), keep Hydra up, spam free or virtually free RoF as often as possible. Teleport around with Hydra up when standing still for RoF is too dangerous.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
^yep, won't need two. RoF is cheap enough as is and is doing 301% dmg base so it's 100x better than Electrocute. With gear and such your RoF will probably be costing you 0 or close to 0 AP.
PLUS you won't be standing there blasting all day you will need to move at higher difficulties which will allow you to regen AP as well.
I suggest changing it to Diamond Skin orrrr Archon depending on if you need defense or offense more.
So, based on that, Diamond Skin really is a good idea, and Electrocute, especially runed to regen AP is worthless. Archon could be good too, but I like the idea of opening this build up to not only being able to dish out damage but also increase chance to survive, and DS would help any mishaps with standing still for RoF.
I also changed the passives to remove the AP regen stuff and the now useless Prodigy entirely. The way DS is runed with Indigo, it could stay up almost all the time with Evocation, and Teleport would be available more often. Blur helps even more with the RoF concept as well.
http://us.battle.net/d3/en/calculator/wizard#VRjiPQ!VfU!YYbaZY
Any better?
Actually, to better take advantage of now using Evocation, Slow Time might be a better alternative to Familiar. If I understand the Crimson rune right, it would add damage for other party members too, plus the slow in addition to the Evocation synergy seems like an improvement:
http://us.battle.net/d3/en/calculator/wizard#VRjiSQ!VfU!YYbaZY