1. Energy Twister Unleash a twister that does 60% wpn dmg per second to all it touches(Indigo- when two twisters touch they merge into a larger area of effect tornado for 120% increased dmg (lvl 7 rune))
2. Teleport Teleport up to 35 yards away(Alabaster - Allows for 2 second delay before the cooldown begins)
3. Electrocute Zap an enemy for 150% wpn dmg and it jumps to 2 other enemies, decreasing dmg by 30% per jump(Golden - generate 4 arcane power per enemy hit)
4. Wave of Force Repel nearby enemies with a wave deaing 180% wpn dmg and slowing them by 50%(Alabaster - increases distance enemies are knocked back and stuns them for 3.5 seconds)
5. Energy Armor Increases Defense by 20% but decreases arcane power by 20(Indigo - instead of decreasing arcane power it increases by 25)
6. Slow Time conjurs a gaint bubble for 10 seconds slowing all enemies by 35% and all projectiles by 90% within it(Golden - Reduces CD to 22 seconds)
PASSIVES
1. Temporal Flux - Slows enemy movement speed by 24% when delt arcane damage
2. Astral Presence - Increases arcane power by 20 and arcane regeneration by 2 per second
3. Prodigy- Generate 5 arcane power whenever you cast a signature spell
With this build you will be able to super spam arcane twister's everywhere and they will touch and turn into HUGE twisters and when you run out of power completely hitting electrocute will give you a 17 arcane bonus (26 with lvl 7 rune) while super fast regenerating so hitting that twice you should be back at full arcane power to continue spamming. along with the utility spells (wave of force, teleport, slow time) this build will have very high survivability AND crazy dmg output so it will be amazing at leveling AND farming.
Video Demonstration of possible power
keep in mind in this video you DONT have the 45 Arcane power (60 with lvl 7 rune for a total of 160 max arcane power) bonus OR the increased regeneration. therefor spamming will be A LOT more frequent and therefor creating a ton of huge tornados devastating everything and slowing mobs. if the giant tornado's arent as big as i hope then subbing the indigo rune for crimson (132% dmg per second tornado's) will be alot better. so this build will be 10x more effective when you can complete the build. http://www.youtube.com/watch?v=atIsPKXAzCU
Sounds really really interesting, though i dont really like the random factor with the twisters, they seem to clear out most of the area,
i recon at harder difficulities it would be a harder spec to play since your twisters wont one shot mobs and they will be all over the room, might not get to kill the mob you are going for.
but overall very interesting, i will for sure try it out.
.... once i get a beta key :-(
the amazing thing about this build i made. you can sub tornado with ANYTHING. hydra, for mad hydra spam. have like 5 hydra's up at once or something nuts. meteor, blizzard. anything high arcane using can be spammed limitless with this build with just 2-3 electrocute's in between a large spam. so say its hydra. 60 arcane, you could easily get off 4 of these in a row with the insane regen. and each lasts for 9 seconds. so electrocute a couple times and cast it a couple more times. so potentially you will have 6-7 hydra's up at once before the first one you cast disappears.. craziness
i was wondering the same. if the "bigger tornado" turned out to be pretty massive AND the duration reset, which i assume it would then this is completely worth it. if it is neither that big nor does the duration reset then crimson would be 10x better.
Looks pretty but I have to agree with Karzul on the direct targeting, why get two of these together to do 100% weapon damage when you can get RoF, Disintegrate, hell even Meteor and at the least do triple the damage. It appears to be the main spell for the build but Electrocute and Wave of force both do as much if not more damage than it with the right runes...
ET is just like the movie ET, a sideshow oddity with a catchy one liner. Will more than 2 out of 100 actually specialize in it in later difficulties, doubtful...
Looks pretty but I have to agree with Karzul on the direct targeting, why get two of these together to do 100% weapon damage when you can get RoF, Disintegrate, hell even Meteor and at the least do triple the damage. It appears to be the main spell for the build but Electrocute and Wave of force both do as much if not more damage than it with the right runes...
ET is just like the movie ET, a sideshow oddity with a catchy one liner. Will more than 2 out of 100 actually specialize in it in later difficulties, doubtful...
no idea what your saying, but the tornado dmg is per second and slows monsters to stay in the tornado longer therefor doing more dmg. and the point of this build is to be able to spam it like a mad man, with literally like 15 tornado's flying around the screen at once with some merging into huge ones. you cannot spam meteor and disintegrate only hits all monsters in 1 line and ray of frost only hits 1 target. and with crimson rune tornado's can do a shit load of dmg. a mob standing in your tornado for 4 seconds = 528% dmg with crimson and their slowed. but you can't really look at the dmg of the spells VS tornado because the other spells won't have 15 of them on the screen at once constantly doing dmg
This is definitely an interesting build that I hadn't considered before. One of the potential problems I see with it though is that Raging Storm will be a slave to the random pathing of the Twisters...you could conceivably drain your AP orb and never actually have two Twisters merge. That said, I might also consider the Obsidian Rune (Trail of Destruction), since you'd be guaranteed to get your big Twister then (and it's more powerful than Indigo's big Twister too), though, depending on duration and AP regen, you probably could only have one out at a time compared to several for Indigo.
I might also consider replacing WoF or (more likely) Teleport with Arcanot Familiar for another regen boost and more Twisters. I might also replace Slow Time's Golden Rune with an Indigo Rune (Miasma). Last, I wonder (there's probably a correct answer for this) if Indigo Energy Armor or Golden Storm Armor would be the superior choice?
This is definitely an interesting build that I hadn't considered before. One of the potential problems I see with it though is that Raging Storm will be a slave to the random pathing of the Twisters...you could conceivably drain your AP orb and never actually have two Twisters merge. That said, I might also consider the Obsidian Rune (Trail of Destruction), since you'd be guaranteed to get your big Twister then (and it's more powerful than Indigo's big Twister too), though, depending on duration and AP regen, you probably could only have one out at a time compared to several for Indigo.
I might also consider replacing WoF or (more likely) Teleport with Arcanot Familiar for another regen boost and more Twisters. I might also replace Slow Time's Golden Rune with an Indigo Rune (Miasma). Last, I wonder (there's probably a correct answer for this) if Indigo Energy Armor or Golden Storm Armor would be the superior choice?
this build is what i would use for inferno for high survivability. you can sub out anything you want to fit your playstyle. this is just a basic guideline build to go off of. arcane familiar would help alot with that... i forgot about the golden runed familiar. good catch. and also the energy shield increases your Defense by 20% which is a huge damage reduction boost. so its better for survivability and storm 4 less arcane power i dont think will be better then 25 max arcane power. so id definitely say energy armor is better overall.
as for the random pathing. it doesnt matter. you spam like 5 tornados in every direction over and over on a small screen area, basically garentees everything will get caught. the video shows the guy only casting a few and it hit almost everything, let alone 2-3x more tornado's then that. with extra arcane regen from golden familiar AND gear your regen will basically make your spam near infinite. so after thinking about it more id say crimson rune for over double damage boost will be better overall. because casting a huge tornado for 125% dmg will result in way less overall dps. because if EVERY twister was 132% dmg which is even more then the big twister. much more overall dps.
energy shield increases your Defense by 20% which is a huge damage reduction boost. so its better for survivability and storm 4 less arcane power i dont think will be better then 25 max arcane power. so id definitely say energy armor is better overall.
as for the random pathing. it doesnt matter. you spam like 5 tornados in every direction over and over on a small screen area, basically garentees everything will get caught. the video shows the guy only casting a few and it hit almost everything, let alone 2-3x more tornado's then that. with extra arcane regen from golden familiar AND gear your regen will basically make your spam near infinite. so after thinking about it more id say crimson rune for over double damage boost will be better overall. because casting a huge tornado for 125% dmg will result in way less overall dps. because if EVERY twister was 132% dmg which is even more then the big twister. much more overall dps.
I think Energy Armor might be better situationally. Since it's a percentage-based buff, it'll obviously be more effective the more you gear for Defense (and, likewise, less effective the less you gear for it). But for the AP concern, as I look at and consider the numbers, I think you're right. Unless you have enough AP boosts from gear that the cost reduction on SA allows you to cast more Twisters than the extra AP on EA, EA will be better.
I'm not that concerned about the Twisters hitting enemies, but about them hitting each other (where Indigo rune is concerned). You have to take that video with a grain of salt, because a level 13 killing the very beginning of the game will make any skill look OP. Even in the video you can see him cast a Twister right at the last zombie on the left and it blows by him without killing him. In a more wide-open area, this problem would likely be magnified.
Nothing specify that we'll need to store 5 charges to release ToD, then one charge must be enough.
I'm assuming the same.
A 5-charge Obsidian Twister does more damage than a Crimson Twister, and even a 4-charge is nearly on par. With level 4 runes, a 3-charge does more than the base spell and I'd assume with level 7, even a 2-charge would do significantly more. The power in Obsidian is that you'll have the opportunity to have many more Twisters raging around (remember, unleashing the Wind Charges is done with a Signature Spell, so you're actually regenning AP when you release them), depending on how you choose to release your charges. They won't all be as powerful as Crimson Twisters, but there's strength in numbers here. You'd also have the option of saving your charges if you knew there was a big, tough enemy around the corner. I definitely still think Obsidian is worth consideration; you just have to use it a little more tactically than you would Crimson.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
SKILLS
1.
2.
3.
4.
5.
6.
PASSIVES
1.
2.
3.
With this build you will be able to super spam arcane twister's everywhere and they will touch and turn into HUGE twisters and when you run out of power completely hitting electrocute will give you a 17 arcane bonus (26 with lvl 7 rune) while super fast regenerating so hitting that twice you should be back at full arcane power to continue spamming. along with the utility spells (wave of force, teleport, slow time) this build will have very high survivability AND crazy dmg output so it will be amazing at leveling AND farming.
Video Demonstration of possible power
keep in mind in this video you DONT have the 45 Arcane power (60 with lvl 7 rune for a total of 160 max arcane power) bonus OR the increased regeneration. therefor spamming will be A LOT more frequent and therefor creating a ton of huge tornados devastating everything and slowing mobs. if the giant tornado's arent as big as i hope then subbing the indigo rune for crimson (132% dmg per second tornado's) will be alot better. so this build will be 10x more effective when you can complete the build.
http://www.youtube.com/watch?v=atIsPKXAzCU
the amazing thing about this build i made. you can sub tornado with ANYTHING. hydra, for mad hydra spam. have like 5 hydra's up at once or something nuts. meteor, blizzard. anything high arcane using can be spammed limitless with this build with just 2-3 electrocute's in between a large spam. so say its hydra. 60 arcane, you could easily get off 4 of these in a row with the insane regen. and each lasts for 9 seconds. so electrocute a couple times and cast it a couple more times. so potentially you will have 6-7 hydra's up at once before the first one you cast disappears..
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
i was wondering the same. if the "bigger tornado" turned out to be pretty massive AND the duration reset, which i assume it would then this is completely worth it. if it is neither that big nor does the duration reset then crimson would be 10x better.
ET is just like the movie ET, a sideshow oddity with a catchy one liner. Will more than 2 out of 100 actually specialize in it in later difficulties, doubtful...
no idea what your saying, but the tornado dmg is per second and slows monsters to stay in the tornado longer therefor doing more dmg. and the point of this build is to be able to spam it like a mad man, with literally like 15 tornado's flying around the screen at once with some merging into huge ones. you cannot spam meteor and disintegrate only hits all monsters in 1 line and ray of frost only hits 1 target. and with crimson rune tornado's can do a shit load of dmg. a mob standing in your tornado for 4 seconds = 528% dmg with crimson and their slowed. but you can't really look at the dmg of the spells VS tornado because the other spells won't have 15 of them on the screen at once constantly doing dmg
I might also consider replacing WoF or (more likely) Teleport with Arcanot Familiar for another regen boost and more Twisters. I might also replace Slow Time's Golden Rune with an Indigo Rune (Miasma). Last, I wonder (there's probably a correct answer for this) if Indigo Energy Armor or Golden Storm Armor would be the superior choice?
this build is what i would use for inferno for high survivability. you can sub out anything you want to fit your playstyle. this is just a basic guideline build to go off of. arcane familiar would help alot with that... i forgot about the golden runed familiar. good catch. and also the energy shield increases your Defense by 20% which is a huge damage reduction boost. so its better for survivability and storm 4 less arcane power i dont think will be better then 25 max arcane power. so id definitely say energy armor is better overall.
as for the random pathing. it doesnt matter. you spam like 5 tornados in every direction over and over on a small screen area, basically garentees everything will get caught. the video shows the guy only casting a few and it hit almost everything, let alone 2-3x more tornado's then that. with extra arcane regen from golden familiar AND gear your regen will basically make your spam near infinite. so after thinking about it more id say crimson rune for over double damage boost will be better overall. because casting a huge tornado for 125% dmg will result in way less overall dps. because if EVERY twister was 132% dmg which is even more then the big twister. much more overall dps.
I think Energy Armor might be better situationally. Since it's a percentage-based buff, it'll obviously be more effective the more you gear for Defense (and, likewise, less effective the less you gear for it). But for the AP concern, as I look at and consider the numbers, I think you're right. Unless you have enough AP boosts from gear that the cost reduction on SA allows you to cast more Twisters than the extra AP on EA, EA will be better.
I'm not that concerned about the Twisters hitting enemies, but about them hitting each other (where Indigo rune is concerned). You have to take that video with a grain of salt, because a level 13 killing the very beginning of the game will make any skill look OP. Even in the video you can see him cast a Twister right at the last zombie on the left and it blows by him without killing him. In a more wide-open area, this problem would likely be magnified.
I'm assuming the same.
A 5-charge Obsidian Twister does more damage than a Crimson Twister, and even a 4-charge is nearly on par. With level 4 runes, a 3-charge does more than the base spell and I'd assume with level 7, even a 2-charge would do significantly more. The power in Obsidian is that you'll have the opportunity to have many more Twisters raging around (remember, unleashing the Wind Charges is done with a Signature Spell, so you're actually regenning AP when you release them), depending on how you choose to release your charges. They won't all be as powerful as Crimson Twisters, but there's strength in numbers here. You'd also have the option of saving your charges if you knew there was a big, tough enemy around the corner. I definitely still think Obsidian is worth consideration; you just have to use it a little more tactically than you would Crimson.