So my next question, have RoF for single targets, and utilize Dis for mobs? Could Arcan Orb be substituted for mob damage in your opinion? It does great splash/AoE damage
It does great damage. Following my calculation/formula of AP costs/regen amounts & times-
I can cast ArcOrb 12 times, (~once each second) and do 4569.5 damage.
Not sure if this fits into what you guys are speaking about, but I did some math.
With Astral Presence, Storm Armor w/Gold Rune (-7 AP costs), and Familair (4.5 AP regen/sec), I'm regenerating AP at 19/sec.
With 120 AP pool, I can cast Ray of Frost (22AP/sec) for 40 seconds for 16461.5 damage total over that time.
I can cast Dis exponentially longer, but I would never be sitting casting for 4 minutes straight.
For 40 seconds, I could do 8440 damage total over that time.
RoF does twice as much damage in the 40sec AP lifespan, but after 4 minutes of Disintegrating a monsters face off,
it does 25320 damage total over that time.
So for 'shorter' bursts of channeling, as you put it, I'm going with RoF.
However, I should make mention of RoF being a single target only spell. Disintegrate, according to you guys right?...pierces enemies so those damage numbers I'm reporting...you could do double those or triple those if there 2-3 monsters around. I just don't expect them to always (or even occasionally) be a single file line.
Anyone else's head spinning with all these skills/rune combinations?
Along with most of you, I have been trying to study the wizard's skills and rune possibilities in conjunction with complementing passive abilities. After a few days of it, and after noticing so many different 'highly suggested' builds, I have a few questions regarding your opinion on the general theory and concept behind skill/rune selections. Please forgive my ignorance if any questions are redundant or just plain stupid.
1. I've been seeing indications of 120 Arcane Power as the starting amount for Wizards. Is that correct? (Leaving out any passives/actives that increase AP pool)
2. What is the default regeneration rate of Arcane Power in Diablo 3?
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3. For heavy AP casters, is having a cheap signature spell to regenerate AP a necessity? Is Familiar with 270 AP/min sufficient, even coupled with Astral Presence passive?
....Or is having a skill that decreases AP costs by X amount more attractive?
4. If playing exclusively with others (no soloing), could one afford to roll a 'weaker' wizard and concentrate on damage-dealing spells and AP-regenerating spells while passing up on armor/defensive skills? Would it not be advantageous to have a very powerful, although weak, wizard at the back of the pack doing massive damage?
----
5. In summary, what are your guidelines and suggested necessary components of the following build types:
- A 'glass cannon' wizard dealing massive damage
- A 'support class' wizard capable of debuffing enemies and controlling battlefield
- A stronger, up-close and personal wizard that is balanced with both damage output and defense
DKR
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So my next question, have RoF for single targets, and utilize Dis for mobs? Could Arcan Orb be substituted for mob damage in your opinion? It does great splash/AoE damage
It does great damage. Following my calculation/formula of AP costs/regen amounts & times-
I can cast ArcOrb 12 times, (~once each second) and do 4569.5 damage.
At 12 seconds, Dis only does 2743 damage.
With Astral Presence, Storm Armor w/Gold Rune (-7 AP costs), and Familair (4.5 AP regen/sec), I'm regenerating AP at 19/sec.
With 120 AP pool, I can cast Ray of Frost (22AP/sec) for 40 seconds for 16461.5 damage total over that time.
I can cast Dis exponentially longer, but I would never be sitting casting for 4 minutes straight.
For 40 seconds, I could do 8440 damage total over that time.
RoF does twice as much damage in the 40sec AP lifespan, but after 4 minutes of Disintegrating a monsters face off,
it does 25320 damage total over that time.
So for 'shorter' bursts of channeling, as you put it, I'm going with RoF.
However, I should make mention of RoF being a single target only spell. Disintegrate, according to you guys right?...pierces enemies so those damage numbers I'm reporting...you could do double those or triple those if there 2-3 monsters around. I just don't expect them to always (or even occasionally) be a single file line.
My thoughts,
DKR
Disintegrate - Crimson - 188-234 dmg/sec
Ray of Frost - Crimson - 369-434 dmg/sec
I've been seeing that selection a lot, am I missing some advantage to Dis versus RoF ?
Along with most of you, I have been trying to study the wizard's skills and rune possibilities in conjunction with complementing passive abilities. After a few days of it, and after noticing so many different 'highly suggested' builds, I have a few questions regarding your opinion on the general theory and concept behind skill/rune selections. Please forgive my ignorance if any questions are redundant or just plain stupid.
1. I've been seeing indications of 120 Arcane Power as the starting amount for Wizards. Is that correct? (Leaving out any passives/actives that increase AP pool)
2. What is the default regeneration rate of Arcane Power in Diablo 3?
----
3. For heavy AP casters, is having a cheap signature spell to regenerate AP a necessity? Is Familiar with 270 AP/min sufficient, even coupled with Astral Presence passive?
....Or is having a skill that decreases AP costs by X amount more attractive?
4. If playing exclusively with others (no soloing), could one afford to roll a 'weaker' wizard and concentrate on damage-dealing spells and AP-regenerating spells while passing up on armor/defensive skills? Would it not be advantageous to have a very powerful, although weak, wizard at the back of the pack doing massive damage?
----
5. In summary, what are your guidelines and suggested necessary components of the following build types:
- A 'glass cannon' wizard dealing massive damage
- A 'support class' wizard capable of debuffing enemies and controlling battlefield
- A stronger, up-close and personal wizard that is balanced with both damage output and defense
DKR