Note: I have not played the beta or any demos thus this is only speculation and imagination.
After toying around with the calculator for hours upon hours I found endless combinations of skills and runes for different styles of play. I really like this one after reviewing other builds and theorycrafting myself. The idea is to be a high-DPS wizard with enough survival skills and AP regeneration to stay afloat. A combination of 3 elements (Arcane, Cold, Fire) to have a nice spread of elemental variety while keeping mobility a priority.
Ray of Frost (Golden) : RoF got the selection over Disintegrate due to its slowing properties and being a consistant frost skill I can use on one or many mobs. It's DPS would be decent but mainly served to chill enemies for the bigger spells. This would be my "main" spell. Golden rune to lower AP cost, I assume only at level 7 is it 0, but any levels will allow it to be used often.
Arcane Torrent (Golden) : This spell is rarely picked in builds I see, I like it for these reasons. I'd like a strong single target spell (even though It also hits AoE) to focus bosses or elite mobs. For only 20 AP (200% weapon damage) it is the most efficient spell of its kind. This also gives a strong ARCANE elemental spell to compliment the FROST. Golden rune because frankly all 4 other runes do nothing I'd like or even make it worse. Chance at extra AP would be the best here.
Meteor (Crimson) : I went with Meteor over Blizzard as my highest DPS and AP cost spell. I like Crimson because it keeps the damage as FIRE, thus completing my trio of spells for each element, as well as the highest DPS.
Frost Nova (Crimson) : Frost Nova seems like a no-brainer, all wizards should have this. It is an awesome spell, not only can you freeze enemies in place for an incoming meteor, but you can also use it as a quick defensive spell when surrounded. Frost Nova, Teleport away, Nuke. This will be a great spell in both PvE and PvP and an essential piece to this build in providing set-up, safety, and survival. Crimson adds a cool effect where enemies that are frozen take 33% more damage from ANY spell (not just cold). So, Frost Nova + Arcane Torrent or Frost Nova + Meteor combinations. I also liked the other runes, especially Golden which would reduce CD, but I went with Crimson.
Teleport (Alabaster) : Teleport is a classic skill. I believe it is essential for the wizard, providing ultimate mobility and unpredictability for opposing forces. You can teleport away from a situation or into a situation. The runes here are interesting, I went with Wormhole to be able to teleport more then once at a time to further its benefits.
Energy Armor (Indigo) : This skill slot had been in competition with Diamond Skin and Slow Time. I went with the Indigo Energy Armor because it helps make up for some of the glass cannon look with +20% armor while also increasing rather then decreasing the AP pool with Indigo rune. Win-Win.
Passives:
Virtuoso: This build has no signature spell, so virtuoso seems a must. Although I have skills and runes to benefit AP, I believe regenerating AP through wand pulls is helpful.
Glass Cannon: Live on the edge, I'll take +20% dps for +10% damage taken. Some skills such as Energy Armor, Teleport, and Frost Armor should help this trade-off.
Astral Presence: Can't complain about passive increases to maximum AP and AP regeneration. I had Cold Snap for awhile but ultimately it only increased COLD damage dealt to frozen or chilled opponents. Without Comet this one seems rather small.
What do you all think? Thoughts/Opinions? Thanks for the feedback!
I think that this build will give you some trouble since (afaik) you have 4 hotkeys and two mouse buttons to use for your skills. If you have no way to use basic wand attacks other than to have no AP to cast your spells then I think you will probably find a lot of situations where you either use a spell you don't want to or you think you're going to cast a spell and instead use your wand attack.
Meteor (Crimson) : I went with Meteor over Blizzard as my highest DPS and AP cost spell. I like Crimson because it keeps the damage as FIRE, thus completing my trio of spells for each element, as well as the highest DPS.
u will have and 396% damage (meteor) + 65%*3 sec (195%) = 591% damage as fire
will be better if u take RS indigo, then u will have and 13 small meteors*122% damage = 1586% damage as fire =)
@Zombiemuse: I understand your argument, however in talking to some testers, I am under the impression that after level 4 or 5 wand attacks aren't needed. Between other spells, I could just use RoF as my AP regenerates. With this in mind I will also remove virtuosu for now. If it turns out to be the case where I will have to wand then I will change a couple things around, but for now it seems like I will not need to wand and only RoF when not using other spells. Thank you for your input though, do you have the beta by chance?
@Subara: Why do you think it will be effective only on normal?
@Subara: Indigo vs Crimson, that is interesting. I will have to test it out to see which I prefer, but for now I think I would rather have direct damage right away. Who knows how many (or where they would hit) of the 13 mini-meteors would hit my preferred target.
Updated: Removed Virtuoso for Power Hungry. The debate was between Power Hungry (gain +30 AP from each Health Globe) or Galvanizing Ward (+HP regen while armor is active). I like them both, I figure without Virtuoso I may need all the +AP I can get so I went with Power Hungry. If that turns out not to be the case (Basically spammable RoF) then I will go with Galvanizing Ward.
Hm,, how i look at this, u have basicly 100 AP with regen ~ 5 ap/s + astral presense (increase AP on 20 and regen +2ap/s) = 120AP with regen ~ 7ap/s
u cast a RoF (-20 AP once (u get gold RS)), 100 AP we have, 1 sec GTD u get +7 AP (107 AP), use AT (-20 and - ~20 fo channeling per sec)
and we get 107-20-13-13 = 61 AP we have in end
+1GCL = 68 AP, cast Meteor = 8 AP in end
in damage = 155%(RoF) + 200%*3 (AT)+593% (meteor) = 1348% damage u will give to mobs per full cost AP . . .
about energy armor - +25 AP . . . +1-2 sec cast AT (400%) = 1748% damage
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Note: I have not played the beta or any demos thus this is only speculation and imagination.
After toying around with the calculator for hours upon hours I found endless combinations of skills and runes for different styles of play. I really like this one after reviewing other builds and theorycrafting myself. The idea is to be a high-DPS wizard with enough survival skills and AP regeneration to stay afloat. A combination of 3 elements (Arcane, Cold, Fire) to have a nice spread of elemental variety while keeping mobility a priority.
Ray of Frost (Golden) : RoF got the selection over Disintegrate due to its slowing properties and being a consistant frost skill I can use on one or many mobs. It's DPS would be decent but mainly served to chill enemies for the bigger spells. This would be my "main" spell. Golden rune to lower AP cost, I assume only at level 7 is it 0, but any levels will allow it to be used often.
Arcane Torrent (Golden) : This spell is rarely picked in builds I see, I like it for these reasons. I'd like a strong single target spell (even though It also hits AoE) to focus bosses or elite mobs. For only 20 AP (200% weapon damage) it is the most efficient spell of its kind. This also gives a strong ARCANE elemental spell to compliment the FROST. Golden rune because frankly all 4 other runes do nothing I'd like or even make it worse. Chance at extra AP would be the best here.
Meteor (Crimson) : I went with Meteor over Blizzard as my highest DPS and AP cost spell. I like Crimson because it keeps the damage as FIRE, thus completing my trio of spells for each element, as well as the highest DPS.
Frost Nova (Crimson) : Frost Nova seems like a no-brainer, all wizards should have this. It is an awesome spell, not only can you freeze enemies in place for an incoming meteor, but you can also use it as a quick defensive spell when surrounded. Frost Nova, Teleport away, Nuke. This will be a great spell in both PvE and PvP and an essential piece to this build in providing set-up, safety, and survival. Crimson adds a cool effect where enemies that are frozen take 33% more damage from ANY spell (not just cold). So, Frost Nova + Arcane Torrent or Frost Nova + Meteor combinations. I also liked the other runes, especially Golden which would reduce CD, but I went with Crimson.
Teleport (Alabaster) : Teleport is a classic skill. I believe it is essential for the wizard, providing ultimate mobility and unpredictability for opposing forces. You can teleport away from a situation or into a situation. The runes here are interesting, I went with Wormhole to be able to teleport more then once at a time to further its benefits.
Energy Armor (Indigo) : This skill slot had been in competition with Diamond Skin and Slow Time. I went with the Indigo Energy Armor because it helps make up for some of the glass cannon look with +20% armor while also increasing rather then decreasing the AP pool with Indigo rune. Win-Win.
Passives:
Virtuoso: This build has no signature spell, so virtuoso seems a must. Although I have skills and runes to benefit AP, I believe regenerating AP through wand pulls is helpful.
Glass Cannon: Live on the edge, I'll take +20% dps for +10% damage taken. Some skills such as Energy Armor, Teleport, and Frost Armor should help this trade-off.
Astral Presence: Can't complain about passive increases to maximum AP and AP regeneration. I had Cold Snap for awhile but ultimately it only increased COLD damage dealt to frozen or chilled opponents. Without Comet this one seems rather small.
What do you all think? Thoughts/Opinions? Thanks for the feedback!
u will have and 396% damage (meteor) + 65%*3 sec (195%) = 591% damage as fire
will be better if u take RS indigo, then u will have and 13 small meteors*122% damage = 1586% damage as fire =)
@Subara: Why do you think it will be effective only on normal?
@Subara: Indigo vs Crimson, that is interesting. I will have to test it out to see which I prefer, but for now I think I would rather have direct damage right away. Who knows how many (or where they would hit) of the 13 mini-meteors would hit my preferred target.
Updated: Removed Virtuoso for Power Hungry. The debate was between Power Hungry (gain +30 AP from each Health Globe) or Galvanizing Ward (+HP regen while armor is active). I like them both, I figure without Virtuoso I may need all the +AP I can get so I went with Power Hungry. If that turns out not to be the case (Basically spammable RoF) then I will go with Galvanizing Ward.
Thoughts?
u cast a RoF (-20 AP once (u get gold RS)), 100 AP we have, 1 sec GTD u get +7 AP (107 AP), use AT (-20 and - ~20 fo channeling per sec)
and we get 107-20-13-13 = 61 AP we have in end
+1GCL = 68 AP, cast Meteor = 8 AP in end
in damage = 155%(RoF) + 200%*3 (AT)+593% (meteor) = 1348% damage u will give to mobs per full cost AP . . .
about energy armor - +25 AP . . . +1-2 sec cast AT (400%) = 1748% damage