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    posted a message on Critical Mass Wizard - Items and Skills Tutorial
    Wicked Wind works the best, but you can also use any meteor skill. The meteor dot after it's landing works the same as twister dot. You can achive constant ~1.5 meteor casts per second on any meteor, just make sure you have enough ap to at least cast 2 in a row. Shake the screen!

    The stat priority for this to work for locking your opponents go around ApOnCrit/Crit%/IAS%, at some point ias% is better than crit%, but just get both. More they stay put, the more damage you do. So until you can keep everything perma frozen, you want Cold Snap.

    Evocation actually gives you 15% more locking duration and increased explosive/diamond shards damage over time. And as before, the more they stay put, the more damage you do and stay alive. Astral presence only gives you little frontloat on your wicked winds, but after you have landed few, it's useless.

    Scoundrel +3%crit vs Enchantress 3%ias and +15% armor.

    You should have one item with life on hit, as you do extremely a lot of individual hits with this setup. It will make sure you will be topped off and no reflective affix can kill you either.

    Can't see that Short Fuse is really that good, even if it gives 3x more proc on hit stuff, it still does far less damage over time than chain reaction. Everything is frozen and not moving anyway.

    As diamond skin has no gcd or animation required and having enough defenses, you can take Diamond Shards. It procs on crit stuff, so it helps you.

    After getting near perfect gear, you can also drop Energy Armor and get Storm Armor - Shocking Aspect. Beware, at this moment you will spam so much ae around you that the game engine actually has difficulty to cope with your 5 out of 6 skills doing area damage all the time. Fps lag.

    Example for using Teleport - Fracture: Avenger Tremors, those are extremely fast, but you can 100% make sure they wont ever hit you. Just teleport close and back off a little. You need plant the fractures close, so they actually stay melee range and take hits for you. While your teleport has landed, you are immune to everything for short while so in theory you can keep quite still while dealing with frozen or arcane monsters.

    All of this vs packs, normal monsters are way too easy to compare setups. You want to skip them mostly in the end anyway.

    At some points you need to spam so much that you have to ~lock up your body to spam even more (tighten up both sides of your finger muscles to make your fingers ~vibrate more, not good for finger joints), increasing hearthrate, you won't be able to keep this state for long. So with good gear, you might not see the increase for your gameplay as you can't even do stuff fast enough.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Beta Key Contest #3
    Posted in: News & Announcements
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    posted a message on Beta Key Contest #2
    Posted in: News & Announcements
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    posted a message on Skill Swapping and Rune Changes
    If they allow skill swappings like currently in beta, you could basically use all of your skills with a simple macro program. Open spellbook -> click in these coordinates -> click in these coordinates -> close spellbook, and you might not even notice that you had the book up. Even if they implemented "in combat", you could run away for couple seconds, then push macro and jump back in and slay everything, that wouldn't be fun for me atleast.

    These programs won't interfere with gamefiles, so Warden won't be able to detect it as bad.

    On a side note, give boss fights where you can't leave the area. Either you die or boss dies! Would be great for hardcore : )
    Posted in: News & Announcements
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    posted a message on Beta Key Contest
    Posted in: News & Announcements
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