I never saw any healing #s floating above my head in the beta. Did you have some kind of option in the Scrolling combat text on.
I'm not sure what exact options there were, but I definitely went into the options and ticked on all options that give you a graphical representation of health bars, damage numbers, hp numbers etc.
That showed me HP regen, so if I had +2 HP regen per second, I would see a green "+2" near my char every second. I don't know if that means you recieve your HP regen in a chunk every second, or whether it's applied fractionally.
I'm guessing it will be applied fractionally, because say you're level 60 and you have 3k HP regen, it would be strange if you got a 3k chunk of HP once a second. Let's hope it's fractional, because it would make much more sense to get your HP faster than once a second.
I didn't play with floating numbers on, but I did tend to get a lot of health regen affixes (especially in previous patches where you were guaranteed +3 regen from the rare crafted belt) and it certainly felt like it was coming in continuously, the same way Arcane Power and other resources come in continuously instead of in discrete chunks. The same was true for DoT damage, which was very obvious when playing a Witch Doctor - health bars creeped down continuously under the effect of the DoT, but you only saw a damage floater every half second.
Thinking about it, I would assume all the regen / degen mechanics work the same way - more or less continuous damage with half second cumulative floaters.
So if all that is true, a low HP, high regen, Energy Armored Wizard should be incredibly difficult to kill with packet damage, but will likely explode instantly when affected by any DoT effects. The question, then, is how common are DoT effects, and if there's anything else we're missing.
I didn't play with floating numbers on, but I did tend to get a lot of health regen affixes (especially in previous patches where you were guaranteed +3 regen from the rare crafted belt) and it certainly felt like it was coming in continuously, the same way Arcane Power and other resources come in continuously instead of in discrete chunks. The same was true for DoT damage, which was very obvious when playing a Witch Doctor - health bars creeped down continuously under the effect of the DoT, but you only saw a damage floater every half second.
Thinking about it, I would assume all the regen / degen mechanics work the same way - more or less continuous damage with half second cumulative floaters.
So if all that is true, a low HP, high regen, Energy Armored Wizard should be incredibly difficult to kill with packet damage, but will likely explode instantly when affected by any DoT effects. The question, then, is how common are DoT effects, and if there's anything else we're missing.
That's great news about HP regen coming in continually, I really hoped it would work like that.
About DoT damage against this build, it might not be instant death. Because suppose that the incoming DoT is reduced to 35% of your max health, and suppose that your max health is 2k. But if you have 4k hp regen and +HP every attack, your regen capacities might be able to outbalance the incoming DoT.
Edit: or maybe DoTs will be Blizzard's way of preventing this build from being too good
If this works, doesn't it mean you won't have to worry about armor and resistances at all? All you have to worry about is reducing the number of hits you take per second. So you could go completely glass cannon and use something like Slow Time and Teleport for when you get surrounded by lots of little people, then destroy them with your crazy damage. You could take Glass Cannon passive as you don't need armor or res, and Illusionist. Teleport will come off cooldown every hit you take.
We seem to be ushering in the Energy Shield Sorceress from Diablo 2 into Diablo 3. No percent damage reduction, no resistances, just redirected damage and a gigantic pool to draw from. I'm very excited about this.
Personally, however, I think most of the skills in the offered build are unnecessary. Ancient Guardian defending you once every 6 seconds (and only while you're on low health) is practically useless compared to Force Armor. Mirror Image is probably superfluous as well. The only thing we really need here is Force Armor and an absolute focus on +Regen gear and zero +VIT gear. Beyond that, are best options for survival are debuffs/snares that will reduce the rate at which we take damage (Slow Time with Perpetuity seems like a good option for the most possible up-time).
If this works, doesn't it mean you won't have to worry about armor and resistances at all? All you have to worry about is reducing the number of hits you take per second. So you could go completely glass cannon and use something like Slow Time and Teleport for when you get surrounded by lots of little people, then destroy them with your crazy damage. You could take Glass Cannon passive as you don't need armor or res, and Illusionist. Teleport will come off cooldown every hit you take.
We seem to be ushering in the Energy Shield Sorceress from Diablo 2 into Diablo 3. No percent damage reduction, no resistances, just redirected damage and a gigantic pool to draw from. I'm very excited about this.
Personally, however, I think most of the skills in the offered build are unnecessary. Ancient Guardian defending you once every 6 seconds (and only while you're on low health) is practically useless compared to Force Armor. Mirror Image is probably superfluous as well. The only thing we really need here is Force Armor and an absolute focus on +Regen gear and zero +VIT gear. Beyond that, are best options for survival are debuffs/snares that will reduce the rate at which we take damage (Slow Time with Perpetuity seems like a good option for the most possible up-time).
Yes, I definitely don't agree with the OP's build. Just the general idea of Force Armor and regen.
However, I think Teleport would be almost necessary, considering that it would be off cooldown after every hit. That would be so powerful.
Just my 2 cents but.... I played beta for quite awhile and by the time you were level 13, with just basic found gear your HP was ussually over 1k. So I assume it will be damn near impossible to have <or= 1500 HP at level 60.
Just my 2 cents but.... I played beta for quite awhile and by the time you were level 13, with just basic found gear your HP was ussually over 1k. So I assume it will be damn near impossible to have <or= 1500 HP at level 60.
Items only increase your HP if they have +Vitality. Each single point of Vitality gives you 10 HP. In the beta it was easy to find armor with +10 Vit, meaning it gave you 100 more HP.
You can control how much HP you have. Simply remove armor with +Vit, and you will get to around 1500 HP at level 60.
Just my 2 cents but.... I played beta for quite awhile and by the time you were level 13, with just basic found gear your HP was ussually over 1k. So I assume it will be damn near impossible to have <or= 1500 HP at level 60.
Items only increase your HP if they have +Vitality. Each single point of Vitality gives you 10 HP. In the beta it was easy to find armor with +10 Vit, meaning it gave you 100 more HP.
You can control how much HP you have. Simply remove armor with +Vit, and you will get to around 1500 HP at level 60.
And I agree that it is physically possible to do so. Unfortunately I think most items will have +Vit on them as it is the universal stat (especially named items). Also, with this in mind if you are running around with no gear on there is no way you will be able to out-DPS the mobs, leaving you with a screen full of badies bombarding you and no way to take them out.
A lot of legendary and set items WILL have +VIT on them (but not all of them, obviously, but probably a fair amount of the body armor, etc will). But all this means is that we're forced to keep crafting top level gear until we roll the mods that we want. The 'ideal build' for this class may not turn out to be cheap by any stretch of the imagination, but it's still worth exploring.
A lot of legendary and set items WILL have +VIT on them (but not all of them, obviously, but probably a fair amount of the body armor, etc will). But all this means is that we're forced to keep crafting top level gear until we roll the mods that we want. The 'ideal build' for this class may not turn out to be cheap by any stretch of the imagination, but it's still worth exploring.
Very good point.
I forgot that even the top-end crafted gear is still 100% random. So theoretically someone with deep pockets could keep "rolling" until they get all +int, +dmg, +regen HP, but no actual +Vit.
I will be interested to see if this is viable, and if so if Blizzard wont "nerf" it later.
I predict your inability to use gear with VIT on it to be your main downfall.
All in all I really don't think this will work well at all. I came up with a similar build months ago back when the familiar absorbed 8 attacks and didn't have a time limit on it. It worked much better back then, now it's not really that great.
I predict your inability to use gear with VIT on it to be your main downfall.
All in all I really don't think this will work well at all. I came up with a similar build months ago back when the familiar absorbed 8 attacks and didn't have a time limit on it. It worked much better back then, now it's not really that great.
I don't see why it's a huge problem that you can't use VIT gear? The idea is that Force Armor lets you bypass Vitality and Armor. If you're suggesting that having only 1.5K HP is extremely risky, well of course, but we have to wait and see how well this works.
But in the meantime, the wizard gained the ability to dodge. We could eventually manage to get 50% dodge + 4K life/sec, plus the ability to reset teleport every hit.
Anything that is purely random is random. There is absolutely no guarantee to get vitality on the item, unless its already there.
Yeah but from what I've been able to make out, gear is not that random. For instance a lot of the good gear will have like 2-3 preset buffs and then the rest will be random.
But in the meantime, the wizard gained the ability to dodge. We could eventually manage to get 50% dodge + 4K life/sec, plus the ability to reset teleport every hit.
I completely forgot about dodge percent. 50% dodge will more than double our survivability, considering we continue to replenish life for every attack we avoid.
interesting build but I dont think it will work - like someone else posted - get stunned and then surrounded and hit by mutiple attacks ... even little piddely attacks in inferno will do mega damage ...
lets say you get hit by 5 arrows at once
- 1 takes out diamond skin
- 2 takes out the familiar buff
- 3 takes you from 100 to 65
- 4 takes you from 65 to 30
- and 5 gives you a dirt nap
your argument might be that you want get hit by 5 arrows at once or that your life regen will tick just in time for you to survive ...
but then again; your familar buff could of been gone by then and your diamond skin on cooldown.
build might work but I know I wont be testing it with my HC wiz
Technically the familiar would be 4 because it doesn't trigger unless you're below a certain percent health. Also, if Diamond Skin works BEFORE Force Armor, it's completely useless because all it does it block one attack every 15 seconds.
That being said, keep in mind that when running inferno difficulty virtually any Wizard is going to die in 3-4 hits if not less, which would make this build almost strictly superior to normal builds, even if it's not "invincible."
Anything that is purely random is random. There is absolutely no guarantee to get vitality on the item, unless its already there.
Yeah but from what I've been able to make out, gear is not that random. For instance a lot of the good gear will have like 2-3 preset buffs and then the rest will be random.
That is probably true for a lot of the legendary and set items. They will probably have vitality on them from the start.
But as I recall the best gear in the game is potentially unique items, which are completely random.
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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!
We've got 3 offensive skills. Our signature spell is Magic Missile, strictly for synergy with Temporal Flux and runed for attunement so we have to use it less often (really the only reason to use it is when we're out of AP). Disintegrate with Volatility for AoE (even though it's line AoE, but at least we can use it to hit casters in the back rows), and Arcane Torrent for single target. Arcane Torrent allows us to hit enemies behind their minions, synergizes again with Temporal Flux (all of our offensive skills do, in fact), and buffs the damage of all our spells with Disruption.
Defensively, we have Force Armor (of course). Then we have Slow Time with Perpetuity to maximize uptime and decrease the rate at which we take damage (including a 90% slow on projectiles, which is critical). Finally we have Teleport for use with Illusionist, which should trigger approximately all the time on high difficulties. Was tempted to use Wormhole, but Fracture seems like it may be the best bet to improve our survivability.
Temporal Flux and Illusionist passives are a must. I'm a big fan of Arcane Presence but we may be able to swap it out for Glass Cannon.
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I'm not sure what exact options there were, but I definitely went into the options and ticked on all options that give you a graphical representation of health bars, damage numbers, hp numbers etc.
That showed me HP regen, so if I had +2 HP regen per second, I would see a green "+2" near my char every second. I don't know if that means you recieve your HP regen in a chunk every second, or whether it's applied fractionally.
I'm guessing it will be applied fractionally, because say you're level 60 and you have 3k HP regen, it would be strange if you got a 3k chunk of HP once a second. Let's hope it's fractional, because it would make much more sense to get your HP faster than once a second.
Thinking about it, I would assume all the regen / degen mechanics work the same way - more or less continuous damage with half second cumulative floaters.
So if all that is true, a low HP, high regen, Energy Armored Wizard should be incredibly difficult to kill with packet damage, but will likely explode instantly when affected by any DoT effects. The question, then, is how common are DoT effects, and if there's anything else we're missing.
That's great news about HP regen coming in continually, I really hoped it would work like that.
About DoT damage against this build, it might not be instant death. Because suppose that the incoming DoT is reduced to 35% of your max health, and suppose that your max health is 2k. But if you have 4k hp regen and +HP every attack, your regen capacities might be able to outbalance the incoming DoT.
Edit: or maybe DoTs will be Blizzard's way of preventing this build from being too good
We seem to be ushering in the Energy Shield Sorceress from Diablo 2 into Diablo 3. No percent damage reduction, no resistances, just redirected damage and a gigantic pool to draw from. I'm very excited about this.
Personally, however, I think most of the skills in the offered build are unnecessary. Ancient Guardian defending you once every 6 seconds (and only while you're on low health) is practically useless compared to Force Armor. Mirror Image is probably superfluous as well. The only thing we really need here is Force Armor and an absolute focus on +Regen gear and zero +VIT gear. Beyond that, are best options for survival are debuffs/snares that will reduce the rate at which we take damage (Slow Time with Perpetuity seems like a good option for the most possible up-time).
Yes, I definitely don't agree with the OP's build. Just the general idea of Force Armor and regen.
However, I think Teleport would be almost necessary, considering that it would be off cooldown after every hit. That would be so powerful.
To prove whether this method works or not, you have to wait for the last 5 days.
I personally think this build will work, but not that powerful as I metioned.
Beacuse 0 VIT items may not exist, high life reg gear may very hard to be found in the first playthrough.
:Thumbs Up:
Items only increase your HP if they have +Vitality. Each single point of Vitality gives you 10 HP. In the beta it was easy to find armor with +10 Vit, meaning it gave you 100 more HP.
You can control how much HP you have. Simply remove armor with +Vit, and you will get to around 1500 HP at level 60.
And I agree that it is physically possible to do so. Unfortunately I think most items will have +Vit on them as it is the universal stat (especially named items). Also, with this in mind if you are running around with no gear on there is no way you will be able to out-DPS the mobs, leaving you with a screen full of badies bombarding you and no way to take them out.
Very good point.
I forgot that even the top-end crafted gear is still 100% random. So theoretically someone with deep pockets could keep "rolling" until they get all +int, +dmg, +regen HP, but no actual +Vit.
I will be interested to see if this is viable, and if so if Blizzard wont "nerf" it later.
All in all I really don't think this will work well at all. I came up with a similar build months ago back when the familiar absorbed 8 attacks and didn't have a time limit on it. It worked much better back then, now it's not really that great.
I don't see why it's a huge problem that you can't use VIT gear? The idea is that Force Armor lets you bypass Vitality and Armor. If you're suggesting that having only 1.5K HP is extremely risky, well of course, but we have to wait and see how well this works.
^
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Yeah but from what I've been able to make out, gear is not that random. For instance a lot of the good gear will have like 2-3 preset buffs and then the rest will be random.
I completely forgot about dodge percent. 50% dodge will more than double our survivability, considering we continue to replenish life for every attack we avoid.
Technically the familiar would be 4 because it doesn't trigger unless you're below a certain percent health. Also, if Diamond Skin works BEFORE Force Armor, it's completely useless because all it does it block one attack every 15 seconds.
That being said, keep in mind that when running inferno difficulty virtually any Wizard is going to die in 3-4 hits if not less, which would make this build almost strictly superior to normal builds, even if it's not "invincible."
That is probably true for a lot of the legendary and set items. They will probably have vitality on them from the start.
But as I recall the best gear in the game is potentially unique items, which are completely random.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Maybe something like this?
We've got 3 offensive skills. Our signature spell is Magic Missile, strictly for synergy with Temporal Flux and runed for attunement so we have to use it less often (really the only reason to use it is when we're out of AP). Disintegrate with Volatility for AoE (even though it's line AoE, but at least we can use it to hit casters in the back rows), and Arcane Torrent for single target. Arcane Torrent allows us to hit enemies behind their minions, synergizes again with Temporal Flux (all of our offensive skills do, in fact), and buffs the damage of all our spells with Disruption.
Defensively, we have Force Armor (of course). Then we have Slow Time with Perpetuity to maximize uptime and decrease the rate at which we take damage (including a 90% slow on projectiles, which is critical). Finally we have Teleport for use with Illusionist, which should trigger approximately all the time on high difficulties. Was tempted to use Wormhole, but Fracture seems like it may be the best bet to improve our survivability.
Temporal Flux and Illusionist passives are a must. I'm a big fan of Arcane Presence but we may be able to swap it out for Glass Cannon.