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    posted a message on Questions on Wizard Skills
    Quote from lowl

    will i get lifesteal from electrify?
    http://us.battle.net/d3/en/calculator/wizard#X....W!!a....Y


    I believe Spectral Blade is unique in applying weapon effects such as lifesteal because it does Weapon Damage. Electrocute does Lightning damage, so it would not apply any lifesteal effects.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on Questions on Wizard Skills
    Quote from lowl

    will i get lifesteal from electrify?
    http://us.battle.net/d3/en/calculator/wizard#X....W!!a....Y

    questions relate to this spec http://us.battle.net/d3/en/calculator/wizard#XOgaeW!eZa!aZaacY

    should i get teleport with reduced damage taken or familiar with 40% more dmg?

    I really like where your build is going! I think all of the active skills you chose are the best ones, with only minor room for rearranging.
    -Spectral Blade, check!
    -Magic Weapon can be used with any rune other than Golden, since Spectral Blade will not require AP.
    -Alabaster Frost Nova is great, but requires 5 enemies being around. If you use Crimson Frost Nova, your whole group benefits, and you will also do much more damage against groups 4 or fewer!
    -Yes, Crimson Familiar is pretty much mandatory with any build that intends to maximize the damage it does.
    -Obsidian Storm Armor seems to be the strongest melee dps version of that skill, though Golden Ice Armor would give you greater survivability against melee and Crimson/Alabaster Energy Armor are good too.
    -As your last skill Obsidian Arcane Orb is great, since you can cast it on your way into a fight and you can then just renew it whenever you see fit. If all four orbs explode, it seems to definitely be the strongest choice as your pre-battle setup spell. (Better than Hydra, Energy Twister, etc)

    Blur is a mandatory passive to help with the frailty of the Wizard class, but I think your other two may need tweaking. Temporal flux will only slow people next to you through Arcane Orb, which does not help you that much. Also, only two of your spells require AP, so I'm not sure Power Hungry is needed either. Galvanizing Ward will definitely fit your build well, and so will either Arcane Dynamo or Unstable Anomaly. Arcane Dynamo will build up through Spectral Blade spam, boosting the damage of your following Arcane Orb cast, and Unstable Anomaly will give you a little protection if you get caught taking too much damage. Personally I would choose Arcane Dynamo, but the third passive is completely up to you and what you find most useful using this build as you progress through the higher difficulties. Enjoy!

    Edit: If survivability becomes an issue, replacing Arcane Orb with Diamond Skin or Obsidian Teleport would greatly help, as well as changing your Armor spell to mitigate the greatest source of damage you are taking, (Crimson Energy Armor vs elemental damage, or Golden Ice Armor vs physical damage). Consider adding Evocation to your passives if you do select another active skill with a cooldown.

    Edit 2: My first attempt at this build would be something like this: http://us.battle.net/d3/en/calculator/wizard#XWQOaV!eWV!YcZZZZ The toss-ups would be which rune to put in Diamond Skin, and which Armor spell to take.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on Questions on Wizard Skills
    1) Another thread was posted somewhere that said fire damage carried over from a weapon to spectral blade, and that magic weapon enhances damage as well. No information I have seen has been posted about poison, lifesteal, etc, but I would imagine these effects carry over as well. Check beta gameplay videos on youtube to see the area of effect, but it is in a 20 yard area in front of you. (more of a square or circle than a cone.)

    2) This is an educated guess, but I read the ability description as the 3 turtle shells in mario kart. The total damage is a little double that of a Crimson runed Arcane Orb if you walk directly into a mob and all four explode, which I think to be of course great damage, but fair considering the risk you take going into melee range, especially on higher difficulties.

    3) The familiar is widely accepted as to increasing all of YOUR attacks by 40% damage, since increasing his 5 damage by 40% is really quite negligible. There are threads as to if this increases base damage, total damage, etc, but it is all (melee and spell) of the ways you distribute damage points to the enemies.

    4) Critical hits freeze targets for 2 seconds. The answer to your question then is yes, there are two ways to keep enemies frozen in an Alabaster Blizzard. (Thus the reason it is called frozen solid :) ) Damage is so low on this to compensate for the incredible utility. If damage was close at all to disintegrate, arcane orb, etc, noone would use those spells over blizzard.

    Hope I helped. Disclaimer: No beta play experience, and my answers come from what I have read on forums or deciphered myself using logic!
    Posted in: Wizard: The Ancient Repositories
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