Been using this build since early inferno (A3 now). The build consists on anything you like with teleport (fracture rune for me, for some extra seconds of dps while they attack my clones) and ilussionist.
With enough HP to make FA work I can use Teleport every time I get hit, with a decent amount of life regen and a pot I can effectively kite everything. There is no counter to this (I can teleport out of jails and walls or vortex which are usually the nightmare for wizards).
If you never tried this go ahead, the only downside for me is that now I can't play any other way.
I've been doing similar builds that focus on fire/forget skills with avoidance tactics which usually comes down to Hydra/Blizz, Tele/Force Armor/Diamond Skin and I've been tossing around my sixth skill. Now I have a question for OP and whoever else claims this tactic is unbeatable. And by unbeatable I mean extremely effective. Unless some hardcore Inferno Wizards would like to give us some tips I've been ok on inferno kiting and teleporting while blizz hydra does it's job. But in those rare cases (happened to me just now) where you run into a champion pack that has all your weaknesses in one tiny package of frustration (E.G. Teleport, Invulnerable, fast) and is unbeatable regardless of gear (gear within reason) what do you do? I had to leave the game and hope not to run into another pack that like that again. Is this the only fix for those rare unbeatable champions? I'm not having trouble with anything else. Mobs are easy and boss fights are easy. Most champions I can kite enough to kill as well. I just want to know what everyone is doing in these rare cases of extreme difficulty. If it helps my cause any, I ran into champion scavengers (which are naturally WAY too fast for my liking) they were invulnerable and a some other enchants I don't remember. You can't kite them due to their speed and the bubble is up so often that you never get them in Blizz/Hydras AoE long enough to be effective and by the time bubble is down they are on your ass making you tele again anyway. It was a never ending cycle. I like to think I wasn't lacking in skill considering the fight went on for about 10 minutes, but I just didn't have the will to spend so much time on one pack so I died and tried a few more times before leaving the game to reset mobs. And the mercs might as well be a piece of my furniture. Any ideas or confirmed strategies?
What about when you get vortexed and hit for more than your Max hp?
Or mortar/Reflect damage, if u leave blizz/hydra up and kite, you will just kill yourself unless u have semi-decent HP regen.
I run blizzard hydra, if you are against reflect damage, usually the ticks are low enough that you don't just outright DIE, but I also run diamond skin to mitigate some of the damage. If you are solo use a templar it really helps.
What about when you get vortexed and hit for more than your Max hp?
Or mortar/Reflect damage, if u leave blizz/hydra up and kite, you will just kill yourself unless u have semi-decent HP regen.
^ Brings up points I missed. I hate to be "that" guy but I feel like those rare cases can only be described as OP. Unless someone can give some hints on how to get passed those moments preferably without spending half an hour on a damn champion. I understand the game is new and fixes need to be implemented so I'm not in any way throwing this game under the bus. In fact I'm in love. But I would be pleased to either read of some tips for these moments or to hear that they will be toned down a bit in the future. 20 minutes champion fights are just not in my interest I am speaking about soloing of course. I have faith in my friends who tank doing team inferno. Everything I said applies to soloing.
What about when you get vortexed and hit for more than your Max hp?
Or mortar/Reflect damage, if u leave blizz/hydra up and kite, you will just kill yourself unless u have semi-decent HP regen.
I run blizzard hydra, if you are against reflect damage, usually the ticks are low enough that you don't just outright DIE, but I also run diamond skin to mitigate some of the damage. If you are solo use a templar it really helps.
Mercs don't do anything for me templar can sometimes stun and keep mobs at bay and most trash champions as well. But these godlike champions walk right by the templar and steam roll my dignity.
What about when you get vortexed and hit for more than your Max hp?
Or mortar/Reflect damage, if u leave blizz/hydra up and kite, you will just kill yourself unless u have semi-decent HP regen.
Diamond skin is my solution to both of that. Illusionist procs above DS, so If i see myself flying to a pack of rares due to a vortex I press DS and spam Teleport until i'm out, sometimes Diamond skin is not Up, then It's just damn luck. Sometimes I can teleport out even without diamond skin because i got hit by something in the way or the other mobs were just slower to hit me than the first.
Regarding reflect damage, hydra damage takes a bit to ramp up and I'm only taking damage when I'm doing damage, so if i have to do damage i wait for DS to be out of CD and burn them as much as i can while it's up, If i'm about to die (less than 40% of my health) I pop the hydra again far away from the rares and keep running around until I regen some health.
Even tough these are probably the hardest mob it's an improvement over fast mobs and vortex mobs when you don't have ilussionist and teleport.
What about when you get vortexed and hit for more than your Max hp?
Or mortar/Reflect damage, if u leave blizz/hydra up and kite, you will just kill yourself unless u have semi-decent HP regen.
Diamond skin is my solution to both of that. Illusionist procs above DS, so If i see myself flying to a pack of rares due to a vortex I press DS and spam Teleport until i'm out, sometimes Diamond skin is not Up, then It's just damn luck. Sometimes I can teleport out even without diamond skin because i got hit by something in the way or the other mobs were just slower to hit me than the first.
Regarding reflect damage, hydra damage takes a bit to ramp up and I'm only taking damage when I'm doing damage, so if i have to do damage i wait for DS to be out of CD and burn them as much as i can while it's up, If i'm about to die (less than 40% of my health) I pop the hydra again far away from the rares and keep running around until I regen some health.
Even tough these are probably the hardest mob it's an improvement over fast mobs and vortex mobs when you don't have ilussionist and teleport.
Diamond Skin and Wave of Force (Impactful Wave rune) is also great for this, if you're not big into teleport.
(E.G. Teleport, Invulnerable, fast) and is unbeatable regardless of gear (gear within reason) what do you do?
Just pass those. One of the best things about the above build and its modifications (i.e. FA + DS + Tele + Illusionist + passive damage) is that you can run through lots of packs without dying. When I see some impossible champ/elites I kite them to some dead end, die there leaving all those OP elites there and then proceed on clearing the map. It saves time, gold and nerves.
Ive run into a few champion packs that were a problem in the few nights I've been using this build, but other than that i've been rolling over act one with maybe one or two deaths depending on which affixes i roll on champions. The most trouble i have with this build is invulnerable minions. Since you can't control the hydra and blizzard is an area effect you end up wasting so much damage on minions that it either takes 20 minutes to finally kill the main guy or if the elite also has killer affixes it can be damn near impossible. Also have trouble with fast/teleporter combo or naturally very fast mobs with teleporter.
Had an elite pack of unburied that had extra health, illusionist, jailor, arcane. It was brutal, the hallways in the cathedral are so small its incredibly hard to maneuver around those large mobs esp with illusionist, I don't have a force move key so i ended up getting caught on the massive hit boxes a few times.
On the bright side, unless its a borderline impossible champion pack this build decimates it. Ive also been running this with the enchantress because i was tired of seeing my templar on the ground. If you can blizzard snare a group in her erosion ability you can do some serious damage and she doesn't die as often as the temp.
Mortar can be avoided very, very easily if you understand how it works.... Same with vortex.
how do u avoid mortar?? I usually just ds and go into melee range and spam arcane orbs(tap source) I use that with venom hydra. And for vortex I just teleport fracture out. Mortars are annoying though when they are also fast/knockback/shielding or some other annoying thing.
I haven't really felt that Diamond skin would help thus far. Instead I've taken archon for elites where zerging down mobs is possible and blizzard with the reduced AP cost rune for when it isn't. My RMB is Disintigrate/Chaos, and I try to use this with Arcane Dynamo as frequently as often as possible. Hard-hitting mobs aren't really the problem at all--it's mobs that can hit me and don't trigger illusionist. If anything I've thought of dropping Prodigy and taking Glass Cannon for that reason.
Alright, I am using a similar build as well and deciphered it myself. Please don't say things like "never die again" because you can die ALOT with this build. Although it is very effective, there are definite situations where this build fails. I.e. the jailer plus dececrator, when you dont have your cooldown. Vortex, teleport, relfect damage, etc.
I run a very similar build except I use disintegrate instead of piercing orb. I'd actually like to ask why you don't do that specifically because there aren't any AP spenders in your build?
Hydra is only 15 AP and you can't spam it for higher dps or anything, and teleport is also only 15 AP. Include how much you need to kite in inferno anyway, it's easy to find an opportunity for your AP to regen in between disintegrate spams because how much I'm moving my feet.
Don't even bother with invulnerable minion packs, the minions are typically faster then the rare and block 90% of the damage. Just kite them into a dead area away from the entrance and exit and die, leave em there to rot, honestly it is the stupidest skill affix/prefix in the game, what is the point of a monster you can't kill.
Currently i'm not using teleport fracture and can steam roll act I inferno, been farming butcher religiously with magic find gear, which is 5k less damage and 10k less hp then my normal gear. Act II is a different story, most things gib me within two hits. 50k hp, 21k damage, but getting through it, slowly
Ps. my build is is, all about orb spam, that spell rocks.
You basically just spam orb into everything while firing the occasional magic missile to regen ap, requires you to actually aim though ;p
But after all the jailer packs in act II thinking about dropping hydra for teleport for survival, venom hydra i find while still good just doesn't do much damage vs fast packs cause they are never still long enough to get caught in a venom pool, most of my damage comes from orb, so you just kite, lunch a volley of orbs, rinse and repeat. Works really well, and haven't had a single enrage timer since changing to this build. Although I don't even bother with invulnerable minions any more, and some fast packs will still destroy you, like those little spiders in the dungeon before Aranae the spider queen, omg those things hit so hard.
This build has no problems against Vortex. Force Armor will prevent one-shots from melees unless your gear is weak (at least up to Act 3 in my experience).
Versus Reflect Damage, I think some of you are seriously overestimating the damage of this build. The damage dealt is low compared to pure Orb spam, but the advantage is the survival. You won't kill yourself on Reflect Damage because you won't be doing enough damage to make it dangerous. Just get a couple of pieces of gear with some life regen (it gets annoying having to port to town to see the priest), and you can outregen Reflect Damage easily with Diamond Skin, potion, templar heal/charge, and static life regen.
Alright, I am using a similar build as well and deciphered it myself. Please don't say things like "never die again" because you can die ALOT with this build. Although it is very effective, there are definite situations where this build fails. I.e. the jailer plus dececrator, when you dont have your cooldown. Vortex, teleport, relfect damage, etc.
There are dangerous combinations and you will always die in Inferno. However, none of the affixes you listed are particularly dangerous unless combined with stuff like Fast.
I can kill pretty much any pack unless they have Fast or Invunerable Minions (Shielding is also annoying because you can hit enrage timers) or the base mob type is ridiculously OP (stealthed snakes are annoying as shit and make many ordinary combos exceptionally dangerous).
IDK, if you're going to run Illusionist, why not capitalize on it by running both Teleport and Mirror Image? Especially with fracture rune, you could basically keep images up full time.
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Been using this build since early inferno (A3 now). The build consists on anything you like with teleport (fracture rune for me, for some extra seconds of dps while they attack my clones) and ilussionist.
With enough HP to make FA work I can use Teleport every time I get hit, with a decent amount of life regen and a pot I can effectively kite everything. There is no counter to this (I can teleport out of jails and walls or vortex which are usually the nightmare for wizards).
If you never tried this go ahead, the only downside for me is that now I can't play any other way.
Is anyone else using this?
This is the build: http://us.battle.net/d3/en/calculator/wizard#bRQXSO!dfb!bbYaZY
Like I said, everything except Teleport and Illusionist is user preference.
Cheers!
I run blizzard hydra, if you are against reflect damage, usually the ticks are low enough that you don't just outright DIE, but I also run diamond skin to mitigate some of the damage. If you are solo use a templar it really helps.
^ Brings up points I missed. I hate to be "that" guy but I feel like those rare cases can only be described as OP. Unless someone can give some hints on how to get passed those moments preferably without spending half an hour on a damn champion. I understand the game is new and fixes need to be implemented so I'm not in any way throwing this game under the bus. In fact I'm in love. But I would be pleased to either read of some tips for these moments or to hear that they will be toned down a bit in the future. 20 minutes champion fights are just not in my interest I am speaking about soloing of course. I have faith in my friends who tank doing team inferno. Everything I said applies to soloing.
Mercs don't do anything for me templar can sometimes stun and keep mobs at bay and most trash champions as well. But these godlike champions walk right by the templar and steam roll my dignity.
Diamond skin is my solution to both of that. Illusionist procs above DS, so If i see myself flying to a pack of rares due to a vortex I press DS and spam Teleport until i'm out, sometimes Diamond skin is not Up, then It's just damn luck. Sometimes I can teleport out even without diamond skin because i got hit by something in the way or the other mobs were just slower to hit me than the first.
Regarding reflect damage, hydra damage takes a bit to ramp up and I'm only taking damage when I'm doing damage, so if i have to do damage i wait for DS to be out of CD and burn them as much as i can while it's up, If i'm about to die (less than 40% of my health) I pop the hydra again far away from the rares and keep running around until I regen some health.
Even tough these are probably the hardest mob it's an improvement over fast mobs and vortex mobs when you don't have ilussionist and teleport.
Diamond Skin and Wave of Force (Impactful Wave rune) is also great for this, if you're not big into teleport.
Edit: Teleport doesn't make you invulnerable. You can run out of both health and AP.
I did use this to get through Act2 inferno though.
Works for me.
LMB venom hydra
RMB blizzard (snowbound)
1 diamond skin (crystal shell)
2 teleport (fracture)
3 energy armor (prismatic)
4 Magic weapon (force weapon)
passives: glass cannon, galvanizing ward, illusionist
Ive run into a few champion packs that were a problem in the few nights I've been using this build, but other than that i've been rolling over act one with maybe one or two deaths depending on which affixes i roll on champions. The most trouble i have with this build is invulnerable minions. Since you can't control the hydra and blizzard is an area effect you end up wasting so much damage on minions that it either takes 20 minutes to finally kill the main guy or if the elite also has killer affixes it can be damn near impossible. Also have trouble with fast/teleporter combo or naturally very fast mobs with teleporter.
Had an elite pack of unburied that had extra health, illusionist, jailor, arcane. It was brutal, the hallways in the cathedral are so small its incredibly hard to maneuver around those large mobs esp with illusionist, I don't have a force move key so i ended up getting caught on the massive hit boxes a few times.
On the bright side, unless its a borderline impossible champion pack this build decimates it. Ive also been running this with the enchantress because i was tired of seeing my templar on the ground. If you can blizzard snare a group in her erosion ability you can do some serious damage and she doesn't die as often as the temp.
I haven't had this problem yet, but maybe act 2 is that brutal. For act 1 I'm using illusionist/ fracture teleport as well.
http://us.battle.net/d3/en/calculator/wizard#aiQlmO!dcT!YZYbcY
I haven't really felt that Diamond skin would help thus far. Instead I've taken archon for elites where zerging down mobs is possible and blizzard with the reduced AP cost rune for when it isn't. My RMB is Disintigrate/Chaos, and I try to use this with Arcane Dynamo as frequently as often as possible. Hard-hitting mobs aren't really the problem at all--it's mobs that can hit me and don't trigger illusionist. If anything I've thought of dropping Prodigy and taking Glass Cannon for that reason.
Hydra is only 15 AP and you can't spam it for higher dps or anything, and teleport is also only 15 AP. Include how much you need to kite in inferno anyway, it's easy to find an opportunity for your AP to regen in between disintegrate spams because how much I'm moving my feet.
Currently i'm not using teleport fracture and can steam roll act I inferno, been farming butcher religiously with magic find gear, which is 5k less damage and 10k less hp then my normal gear. Act II is a different story, most things gib me within two hits. 50k hp, 21k damage, but getting through it, slowly
Ps. my build is is, all about orb spam, that spell rocks.
Here is the build
http://us.battle.net...RXSO!Xfc!YYbaZY
You basically just spam orb into everything while firing the occasional magic missile to regen ap, requires you to actually aim though ;p
But after all the jailer packs in act II thinking about dropping hydra for teleport for survival, venom hydra i find while still good just doesn't do much damage vs fast packs cause they are never still long enough to get caught in a venom pool, most of my damage comes from orb, so you just kite, lunch a volley of orbs, rinse and repeat. Works really well, and haven't had a single enrage timer since changing to this build. Although I don't even bother with invulnerable minions any more, and some fast packs will still destroy you, like those little spiders in the dungeon before Aranae the spider queen, omg those things hit so hard.
Versus Reflect Damage, I think some of you are seriously overestimating the damage of this build. The damage dealt is low compared to pure Orb spam, but the advantage is the survival. You won't kill yourself on Reflect Damage because you won't be doing enough damage to make it dangerous. Just get a couple of pieces of gear with some life regen (it gets annoying having to port to town to see the priest), and you can outregen Reflect Damage easily with Diamond Skin, potion, templar heal/charge, and static life regen.
There are dangerous combinations and you will always die in Inferno. However, none of the affixes you listed are particularly dangerous unless combined with stuff like Fast.
I can kill pretty much any pack unless they have Fast or Invunerable Minions (Shielding is also annoying because you can hit enrage timers) or the base mob type is ridiculously OP (stealthed snakes are annoying as shit and make many ordinary combos exceptionally dangerous).