Does it really suck? Ask yourself. Did you like the fact that you ignored all spells but one from this class and melted through mobs clicking one single button an hour straight (well, occasionally rebuffing)?
I probably spent 60% of my game time (maybe more) in Archon form, and I liked it, but I would like it more if there were other builds that would make use of the full magical skills of my wizard. She's capable of so much more than that...
Does it really suck? Ask yourself. Did you like the fact that you ignored all spells but one from this class and melted through mobs clicking one single button an hour straight (well, occasionally rebuffing)?
I probably spent 60% of my game time (maybe more) in Archon form, and I liked it, but I would like it more if there were other builds that would make use of the full magical skills of my wizard. She's capable of so much more than that...
yeah I played with sns and cmww Meteor before archon. The way I think of archon is that it is it's own unique attack spell. It's basically a better disintegrate. I think it is absolutely disgusting that there are skills in diablo with 2 minute cool downs. It is such a stretch from 1 and 2 that it is incomprehensible. I say get these world of warcraft mechanics out of this game please.
Possible Legendary Passives
Well i told some people when i saw that first passive ring about "No cd on explosive blast", well, now it turns out to be like a game of "Alien Hominid" where fastest finger nerves tapping haha...
All these different passives make me think of things I would like to just bring up (whether it is relevant). It is such food for thought.
Onto the Wizards
Energy Twister : I think that the Wizard will have to go back to the Generator skills. I mean, it is good that we're doing "dump" methods but half the current classes dont really go with the "dump" methods. So here's the game changer if they were to really fix this.
Paralysis
I personally like stun builds. I was hopeful but it ended up (as of right now) still just too little, especially if they ever touch attack speeds again. Lightning Blast rune under Electrocute was how I started out because it reminded me of the "Lightning Sorc" (The new one that copies "Souls/Black Souls", I actually fell in love with the right click mouse button killer of the traditional Lightning Nova build, back when D2 Cow levels was mass killed, of course there was later with crazy FCR that you could do Charged Bolts build as well to "mow" down cows)
Frozen Orb
I mean this is going back to the roots, Frozen Orb build, there's not enough "slowing" I think in this game for ranged to "stall time", especially how this favors "kiting builds", people just presumably go for "Kill on sight", something that only bores people even more as the game gets easier while their "SHEET dps" skyrockets (i'm definitely envious of those high crazy numbers, but the game gets too boring when you simply eliminate/take-down 3 monsters or 5 monsters or even 10 at a time, i like "massive half-a-screen pulls that feature mob density challenges, kind of like the "Crypt runs" even though it gets rather server-heavy and spoil the fluidity of the game but it is fundamentally like the oldest non-patched Cow Levels where you can't even "walk more than a few steps before you see the whole screen full of cows.
Sidetracking to challenge myself as a CM Wizard
What I have been doing as a CM Wizard is to do pulls like 45 to 50%-efficiency as to a WD Pestilence (in which I used to use for Fields of Slaughter way before Mob Density came up to create more impact fun) but at the same time, most people gear in a different way. Not anymore that of the "know your character like in Diablo 2 where you would time your FULL Rejuv potion at correct use (like at 5% HP), kinda in way like the "Health spike" but not that, basically you know your character well enough, not just by DPS numbers, but everything else, it is very hard to explain what this means if you never played the more-well-rounded sense of a game.
Aside from freezing things and taking almost no damage or health spiking via Lifesteal, with the newly increased damage on each class, the conclusion will come to that the HP of Monsters will definitely be much higher. However, I really hope that the game evolves into, games like boss fights or whatever, "the longer you take, the harder it gets", like you take more damage as you take "too long", I mean, if DPS and skills become this strong or even stronger, for example, dealing more damage is just less time to get hurt, then this game has nothing to become of "well-roundedness". it's almost like I think the challenge of Rakanoth or A4 keywarden's fighting strategies are quite challenging, even Izual progressively was difficult, I think that's what makes the game fun, rather than "time-wasting creature types like Occultists and Ghostly Phantoms", I think it is important that we take into account what "Armor"/"Defense" in which some CM's have started to run but they end up with 2.9k to 3k armor and still do fine, when it doesnt meet most of people's "optimal mitigation values" perspective, it occurs to me that people become rather contradictory, more and more so.
Temporal Flux
Back to the topic, Temporal Flux + Star Pact or Arcane Hydras was pretty cool, if you guys remember the methods of doing Diablo 2 Viper Temple or Tombs, where you would need to open the door to access each room (more or less)...
Slowing attacks create more ways to pack punches rather than freezing and repositioning. "Efficiency also comes down to how compact the elite pack has spawned, Like Blazing Guardians, they were not just awfully too powerful their fireballs and burning effect, they were also a hassle to deal with if they spread out like in all directions.
The method as a sorceress was like Spam 3 meteors at the door, let the burning on the ground begins, cast glacial spikes towards the door while using Telekenesis to open the door and then if the creature types were capable of being frozen in place that your meteor and burning damage (like Conflagaration does for D3), I mean, I would love to see more of these kinds of situations, it makes it fun for people to think-up more AOE builds around slowing and stunning, not necessarily freezing, and of course utilizing "chokepoints" (which is then environmental, that we used to try to stick to a wall so that molten damage won't be as painful because when the elite pack runs around you over and over, the molten damage used to "stack" or "further drain" your health like as if you had no resistance to fire at all.
Chokepoints as a form of generating more "impact DPS" even for low-end gear
I know that this sounds like being stuck in the past but I think that the game style of chokepoints and using the environment strategically is just like Ghom Inferno 1.0.3 where there were Kiting Wizards that have to use practically the entire Ghom room before taking him down, until we saw the Tank DH build, stuff like that just makes it interesting and we learn builds through these kinds of challenges, I'm not saying that the game should be full of time-wasting gameplay but I believe that it will ultimately obligates us to change builds depending on scenario. I miss "static" and it came down to people who were "lazy to static the waves in Throne room". Static and radius come on, use some of the properties that we have "Pickup Radius".
I think that the Wizard will have to go back to the Generator skills. I mean, it is good that we're doing "dump" methods but half the current classes dont really go with the "dump" methods. So here's the game changer if they were to really fix this.
Seems likely SOMETHING is changing with APoC. They've reduced AP costs across the board, but removed some +AP on hit from signature spells. Plus, they made Power Hungry pretty good. If they've succeeded on throttling AP gain, Power Hungry will be VERY tempting.
Paralysis
I personally like stun builds. I was hopeful but it ended up (as of right now) still just too little, especially if they ever touch attack speeds again.
With Shocking Aspect, Magic Weapon- Electrify, Lightning Meteor, Electrocute, and Lightning Black Hole, there's going to be a TON of lightning damage going out. Enough for a perma stun..No. But enough that things are snared, stunned and slowed that hopefully we will have pretty good control of the battlefield.
The legendary affixes of Note is "Lightning skills have a chance to turn the enemy into a lightning rod, pulsing Lightning damage to nearby enemies" which pretty much makes it mandatory for any Lightning build utilizing paralsysis.
http://us.battle.net/d3/en/calculator/wizard#UPX.ST!V!Zca.ac is what I'm thinking now. One slot open for a Defensive spell; I went with Crystal Shell, as I always do. Black Hole and Lightning Bind/Paralysis are enough control I (hopefully) don't need anything else.
The build may be weak for single target, and Ii still can't decide on Electrocute or Charged Bolt as LMB. I think I would prefer the best single target rune I can snag.
Some other legendary Affixes that may complement a "Lightning" Wizard:
Electrocute can chain to enemies that have already been hit Double the number of enemies your Electrocute jumps to When you are below 20% Arcane Power, Emit Lightning Nova for 150% Weapon damage every 1 Second
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Does it really suck? Ask yourself. Did you like the fact that you ignored all spells but one from this class and melted through mobs clicking one single button an hour straight (well, occasionally rebuffing)?
I probably spent 60% of my game time (maybe more) in Archon form, and I liked it, but I would like it more if there were other builds that would make use of the full magical skills of my wizard. She's capable of so much more than that...
yeah I played with sns and cmww Meteor before archon. The way I think of archon is that it is it's own unique attack spell. It's basically a better disintegrate. I think it is absolutely disgusting that there are skills in diablo with 2 minute cool downs. It is such a stretch from 1 and 2 that it is incomprehensible. I say get these world of warcraft mechanics out of this game please.
Well i told some people when i saw that first passive ring about "No cd on explosive blast", well, now it turns out to be like a game of "Alien Hominid" where fastest finger nerves tapping haha...
All these different passives make me think of things I would like to just bring up (whether it is relevant). It is such food for thought.
Onto the Wizards
Energy Twister : I think that the Wizard will have to go back to the Generator skills. I mean, it is good that we're doing "dump" methods but half the current classes dont really go with the "dump" methods. So here's the game changer if they were to really fix this.
Paralysis
I personally like stun builds. I was hopeful but it ended up (as of right now) still just too little, especially if they ever touch attack speeds again. Lightning Blast rune under Electrocute was how I started out because it reminded me of the "Lightning Sorc" (The new one that copies "Souls/Black Souls", I actually fell in love with the right click mouse button killer of the traditional Lightning Nova build, back when D2 Cow levels was mass killed, of course there was later with crazy FCR that you could do Charged Bolts build as well to "mow" down cows)
Frozen Orb
I mean this is going back to the roots, Frozen Orb build, there's not enough "slowing" I think in this game for ranged to "stall time", especially how this favors "kiting builds", people just presumably go for "Kill on sight", something that only bores people even more as the game gets easier while their "SHEET dps" skyrockets (i'm definitely envious of those high crazy numbers, but the game gets too boring when you simply eliminate/take-down 3 monsters or 5 monsters or even 10 at a time, i like "massive half-a-screen pulls that feature mob density challenges, kind of like the "Crypt runs" even though it gets rather server-heavy and spoil the fluidity of the game but it is fundamentally like the oldest non-patched Cow Levels where you can't even "walk more than a few steps before you see the whole screen full of cows.
Sidetracking to challenge myself as a CM Wizard
What I have been doing as a CM Wizard is to do pulls like 45 to 50%-efficiency as to a WD Pestilence (in which I used to use for Fields of Slaughter way before Mob Density came up to create more impact fun) but at the same time, most people gear in a different way. Not anymore that of the "know your character like in Diablo 2 where you would time your FULL Rejuv potion at correct use (like at 5% HP), kinda in way like the "Health spike" but not that, basically you know your character well enough, not just by DPS numbers, but everything else, it is very hard to explain what this means if you never played the more-well-rounded sense of a game.
Aside from freezing things and taking almost no damage or health spiking via Lifesteal, with the newly increased damage on each class, the conclusion will come to that the HP of Monsters will definitely be much higher. However, I really hope that the game evolves into, games like boss fights or whatever, "the longer you take, the harder it gets", like you take more damage as you take "too long", I mean, if DPS and skills become this strong or even stronger, for example, dealing more damage is just less time to get hurt, then this game has nothing to become of "well-roundedness". it's almost like I think the challenge of Rakanoth or A4 keywarden's fighting strategies are quite challenging, even Izual progressively was difficult, I think that's what makes the game fun, rather than "time-wasting creature types like Occultists and Ghostly Phantoms", I think it is important that we take into account what "Armor"/"Defense" in which some CM's have started to run but they end up with 2.9k to 3k armor and still do fine, when it doesnt meet most of people's "optimal mitigation values" perspective, it occurs to me that people become rather contradictory, more and more so.
Temporal Flux
Back to the topic, Temporal Flux + Star Pact or Arcane Hydras was pretty cool, if you guys remember the methods of doing Diablo 2 Viper Temple or Tombs, where you would need to open the door to access each room (more or less)...
Slowing attacks create more ways to pack punches rather than freezing and repositioning. "Efficiency also comes down to how compact the elite pack has spawned, Like Blazing Guardians, they were not just awfully too powerful their fireballs and burning effect, they were also a hassle to deal with if they spread out like in all directions.
The method as a sorceress was like Spam 3 meteors at the door, let the burning on the ground begins, cast glacial spikes towards the door while using Telekenesis to open the door and then if the creature types were capable of being frozen in place that your meteor and burning damage (like Conflagaration does for D3), I mean, I would love to see more of these kinds of situations, it makes it fun for people to think-up more AOE builds around slowing and stunning, not necessarily freezing, and of course utilizing "chokepoints" (which is then environmental, that we used to try to stick to a wall so that molten damage won't be as painful because when the elite pack runs around you over and over, the molten damage used to "stack" or "further drain" your health like as if you had no resistance to fire at all.
Chokepoints as a form of generating more "impact DPS" even for low-end gear
I know that this sounds like being stuck in the past but I think that the game style of chokepoints and using the environment strategically is just like Ghom Inferno 1.0.3 where there were Kiting Wizards that have to use practically the entire Ghom room before taking him down, until we saw the Tank DH build, stuff like that just makes it interesting and we learn builds through these kinds of challenges, I'm not saying that the game should be full of time-wasting gameplay but I believe that it will ultimately obligates us to change builds depending on scenario. I miss "static" and it came down to people who were "lazy to static the waves in Throne room". Static and radius come on, use some of the properties that we have "Pickup Radius".
1) CMWIZ PL91, [EU]PL62 Crit NatsHelm; 2) 0-CD Dogs since MID-FEB 2013 PL44;
3) "Stunball Barrage" (Tball+F@W) Vengeance DH PL43 (1slot for H.Globe + PUR slot);
4) Lazy-Dbl-LS Monk PL48
5) Fundamental Barb (least played)
Seems likely SOMETHING is changing with APoC. They've reduced AP costs across the board, but removed some +AP on hit from signature spells. Plus, they made Power Hungry pretty good. If they've succeeded on throttling AP gain, Power Hungry will be VERY tempting.
With Shocking Aspect, Magic Weapon- Electrify, Lightning Meteor, Electrocute, and Lightning Black Hole, there's going to be a TON of lightning damage going out. Enough for a perma stun..No. But enough that things are snared, stunned and slowed that hopefully we will have pretty good control of the battlefield.
The legendary affixes of Note is "Lightning skills have a chance to turn the enemy into a lightning rod, pulsing Lightning damage to nearby enemies" which pretty much makes it mandatory for any Lightning build utilizing paralsysis.
http://us.battle.net/d3/en/calculator/wizard#UPX.ST!V!Zca.ac is what I'm thinking now. One slot open for a Defensive spell; I went with Crystal Shell, as I always do. Black Hole and Lightning Bind/Paralysis are enough control I (hopefully) don't need anything else.
The build may be weak for single target, and Ii still can't decide on Electrocute or Charged Bolt as LMB. I think I would prefer the best single target rune I can snag.
Some other legendary Affixes that may complement a "Lightning" Wizard:
Electrocute can chain to enemies that have already been hit
Double the number of enemies your Electrocute jumps to
When you are below 20% Arcane Power, Emit Lightning Nova for 150% Weapon damage every 1 Second