CM is the only viable mp10 build for most wizards. I want to smash through stuff like the other classes do and there just isn't anything like that where you don't need billions of gold worth of equipment.
Bliz needs to stop worrying about what we've chosen to play and just focus on making the game better. Freeze proof enemies, freeze resistant enemies, etc.
Won't this be pretty subjective to things like attacks per second and % damage to elites, etc? I hate paper DPS charts like this because they assume so many generic values that they really aren't that useful. You really don't need 250k dps to white farm in MP10 and if you use a SoJ then dps vs elites will obviously be far off. Just my 2 cents.
I have a lot of experience with uber fighting as cm and I don't think your strategies are very optimal. I mean no offence, I simply think my way is better. Try it out and you decide
This strategy developed for a number of reasons, but the primary is to take advantage of abilities that hit several targets at once as long as they are close together. I've also found that this works 100% with 3.01 but also works very, very well with 2.7. I haven't tried at 2.5.
The basic strategy is to freeze the ubers in such a way that EVERY tornado you cast will hit both of them. This doubles your procs and lets your friends hit both of them with their massive HotA smashes. I find that this lets you get a better freeze as well. In all of the fights even at 3.01 your targets will adjust a little bit which allows them to do a small ability here and there. Some of these abilities such as SB's grab, or SK's invulnerable "FU strut" as I like to call it, can severely hamper the fight from going smoothly.
Ghom/Rak
Run up between them and freeze both of them, but keep running up and to the right. You want to get to a spot where you can start casting WW and freeze ONLY Rak. Have your friends run behind you. When Ghom unfreezes, he will walk towards you and your friends and when they are on top of each other, run in and start freezing them both. Your friends can come in and start Hota smashing them both simultaneously. Ghom's stank will go away after a while and then even lower defense toons can come in and not worry about dying.
SB/Kulle
Run up and to the right and freeze only Kulle. Again, you want to get to a spot to the right of Kulle where you are freezing only him and dropping WW on him. Have your friends come behind you until SB charges into Kulle and freeze them both. This is an easy one to tell if you have them in the right spot because you'll start taking reflect damage from SB. Because of the severe difference in HP between these two, your friends at some point will need to stop attacking both and start just attacking SB. To take advantage of the full lock and AOE damage that you do, it's most efficient to have them die at the same time. After a little practice, you can figure out when they need to swap targets.
SK/Magdah
This is where the strategy shines the most I think. This used to be a pain to do but with this strategy you really can trivialize the first part of this fight as much as the other two. When you first start, everyone runs away from Mag. It's important to create some room between SK and Mag. SK will teleport to you and at that time, the CM and ONLY the CM will run to Mag and start freezing her. Once the CM is set up, EVERYONE stops attacking SK and goes to Mag. If you are all clustered around Mag and there is enough room between her and SK, he will teleport on top of Mag and you'll get your double target stun lock. Mag will not shield up until SK is dead and with the two targets you should be able to keep them both static enough that Mag can't drop an arcane beam and SK can't do his "FU strut". Once SK dies, it's pretty self explanatory.
I'd love to make a video of this because it's way easier to see than to explain, but unfortunately I have no idea how to do that
This has made a HUGE improvement in kill time and stun lock for me and my team, so I encourage you to try it out and let me know what you think!
Thanks for the feedback. I do use storm armor instead of energy armor for farming and I switch into IAS pants for ubers which is why I'm sitting in between break points. I don't usually have survival issues, but I have been looking into crafting bracers because I think the Int and defense will help farm at 2.73 better. I am pretty strongly against switching to storm crow because you only get the one random stat and I feel like I'd be losing more EHP from the helm than I could pick up on the source. How do you feel about having no move speed? That's really what I've been looking at lately is swapping the boots for Ice Climbers and losing the IAS on the bracers for some stacked crafted ones.
Where do I upgrade from here? I've been shelling out millions for minuscule upgrades and I'm just wondering if I'm missing something obvious. A 3.5% CC mempo doesn't do as much for me as the extra Int. Trifecta rings with dmg are beyond my price range atm.
I don't think 20M is gonna cut it. You can make a CM out of that much for gear but it won't be as effective as running archon on a lower MP. I think there's a 5M archon gearing guide around here somewhere if you do a search, but I think that equipment jumped in price after the guide was posted.
The 1.66 dagger LOOKS to be a good alternative, but they are tricking you with the math. Increased attack speed increases a percentage of your base speed. The speed shown on your weapon with an IAS weapon has the % built in and will result in incorrect math. The + attacks per second on echoing fury or chantodo's wand will result in a much higher actual attack/second base number. With the daggers, you have to use 1.4 as your base whereas you can find a C wand with 1.65 base.
Example:
Chandodo's wand with +0.25 a/s and 70% attack speed on other equipment will result in 2.805 a/s
a "1.66" a/s dagger with 70% attack speed on other equipment will only result in 2.6064 a/s
echoing fury with +0.25 a/s and 11% ias with 70% ias on other equipment will get you 2.6245
I found I had a lot of problems with slow time because it greatly concentrates some enemies' attacks. Lightning elites were terrible for my barbarian buddies but we also had problems with mag's fly attack which made it ultimately useless in the one uber fight you really wanted the IAS for.
^ If you trade out your APoC weapon for dps then you'll need to make up the APoC on your helm. Stormcrow I believe it's called. That means you're losing IAS on your helm too tho. This is kind of the point that I'm suck at.
so... ugh
I missed the part where you can't get to 3.001 without Inna's Pants, IAS Chantodo's want, or the IAS rune of slow time. I just got done upgrading all of my pieces to max ias only to find I'm ONE fracken % short!
Anyway, I wanted to post here a little better strategy on SK/Mag. I have been having a lot of good luck lately with stun locking them both "permanently" and wanted to share. What I do is ignore SK and focus only on freezing Mag. Don't use any of the other abilities, just freeze and wicked wind. At some point SK will teleport to you and get stuck right on top of Mag and then you can lock them both until SK is dead.
A couple notes: I dunno if my CC is too low or what, but I can't really get a permalock on Mag by herself. Once SK comes in tho, I can freeze both of them. This is important because it prevents mag from doing anything and it also prevents the SK's invulnerable "strut" that we've all died to.
Bliz needs to stop worrying about what we've chosen to play and just focus on making the game better. Freeze proof enemies, freeze resistant enemies, etc.
This strategy developed for a number of reasons, but the primary is to take advantage of abilities that hit several targets at once as long as they are close together. I've also found that this works 100% with 3.01 but also works very, very well with 2.7. I haven't tried at 2.5.
The basic strategy is to freeze the ubers in such a way that EVERY tornado you cast will hit both of them. This doubles your procs and lets your friends hit both of them with their massive HotA smashes. I find that this lets you get a better freeze as well. In all of the fights even at 3.01 your targets will adjust a little bit which allows them to do a small ability here and there. Some of these abilities such as SB's grab, or SK's invulnerable "FU strut" as I like to call it, can severely hamper the fight from going smoothly.
Ghom/Rak
Run up between them and freeze both of them, but keep running up and to the right. You want to get to a spot where you can start casting WW and freeze ONLY Rak. Have your friends run behind you. When Ghom unfreezes, he will walk towards you and your friends and when they are on top of each other, run in and start freezing them both. Your friends can come in and start Hota smashing them both simultaneously. Ghom's stank will go away after a while and then even lower defense toons can come in and not worry about dying.
SB/Kulle
Run up and to the right and freeze only Kulle. Again, you want to get to a spot to the right of Kulle where you are freezing only him and dropping WW on him. Have your friends come behind you until SB charges into Kulle and freeze them both. This is an easy one to tell if you have them in the right spot because you'll start taking reflect damage from SB. Because of the severe difference in HP between these two, your friends at some point will need to stop attacking both and start just attacking SB. To take advantage of the full lock and AOE damage that you do, it's most efficient to have them die at the same time. After a little practice, you can figure out when they need to swap targets.
SK/Magdah
This is where the strategy shines the most I think. This used to be a pain to do but with this strategy you really can trivialize the first part of this fight as much as the other two. When you first start, everyone runs away from Mag. It's important to create some room between SK and Mag. SK will teleport to you and at that time, the CM and ONLY the CM will run to Mag and start freezing her. Once the CM is set up, EVERYONE stops attacking SK and goes to Mag. If you are all clustered around Mag and there is enough room between her and SK, he will teleport on top of Mag and you'll get your double target stun lock. Mag will not shield up until SK is dead and with the two targets you should be able to keep them both static enough that Mag can't drop an arcane beam and SK can't do his "FU strut". Once SK dies, it's pretty self explanatory.
I'd love to make a video of this because it's way easier to see than to explain, but unfortunately I have no idea how to do that
This has made a HUGE improvement in kill time and stun lock for me and my team, so I encourage you to try it out and let me know what you think!
Where do I upgrade from here? I've been shelling out millions for minuscule upgrades and I'm just wondering if I'm missing something obvious. A 3.5% CC mempo doesn't do as much for me as the extra Int. Trifecta rings with dmg are beyond my price range atm.
Example:
Chandodo's wand with +0.25 a/s and 70% attack speed on other equipment will result in 2.805 a/s
a "1.66" a/s dagger with 70% attack speed on other equipment will only result in 2.6064 a/s
echoing fury with +0.25 a/s and 11% ias with 70% ias on other equipment will get you 2.6245
http://us.battle.net/d3/en/profile/Telquessir-1437/hero/5121825
How do I get more DPS without losing A/S or forking over hundreds of millions on quadrifecta equipment?
I missed the part where you can't get to 3.001 without Inna's Pants, IAS Chantodo's want, or the IAS rune of slow time. I just got done upgrading all of my pieces to max ias only to find I'm ONE fracken % short!
Anyway, I wanted to post here a little better strategy on SK/Mag. I have been having a lot of good luck lately with stun locking them both "permanently" and wanted to share. What I do is ignore SK and focus only on freezing Mag. Don't use any of the other abilities, just freeze and wicked wind. At some point SK will teleport to you and get stuck right on top of Mag and then you can lock them both until SK is dead.
A couple notes: I dunno if my CC is too low or what, but I can't really get a permalock on Mag by herself. Once SK comes in tho, I can freeze both of them. This is important because it prevents mag from doing anything and it also prevents the SK's invulnerable "strut" that we've all died to.
#1 reason to find a friend that does CM and not do it yourself
I think any CM wiz that does an uber run with you shouldn't have to provide their own portal! It's exhausting!