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    posted a message on Calculater Contest is now over...
    When Curse bought out wowace.com my account was buggered for the longest time. But I managed to get it working just time to post for the contest just before it closed. My first contest for a beta key. Hope I get lucky. Will have to check back tonight after my guild clears DS Heroic tonight.
    Posted in: Diablo III General Discussion
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    Two builds that both look to me as they could be loads of fun.

    First up is what I am calling the Black Hole Wizard. Unlike most other Wizards she actually wants to get into the thick of things. The more she finds herself surrounded the more pain her enemies are going to feel.

    Black Hole Wizard

    Starting with the passives: Black Ice, Galvanizing Ward, and Blur are all key to the build and work to create a synergy which the other abilities are based. They also work together to keep her alive while her opponents build up around her.
    • Black Ice increases the damage done to both chilled and frozen targets. With enemies becoming chilled from her Ice Armor and Ray of Frost the damage done by Blizzard increases.
    • Galvanizing Ward is one the keys to staying alive by increasing her effective health pool. While she isn't a true tank, with her other abilities she doesn't have to be.
    • Blur, the final component to her tank, a straight up decrease to all incoming melee damage.
    Moving on and in no particular order, the next two abilities go hand in hand with the passives to set up this roving Dervish of Death. Diamond Skin and Ice Armor both serve to provide her with additional damage mitigation as well as increasing the damage she does. Her own defense has been turned into a potent offense.
    • Ice Armor is a no brainer. It slows and deals damage. Adding on the Jagged Ice the damage enemies suffer when they hit our lovely lady of death increases and slows her foes for an additional second.
    • Diamond Skin is a key damage mitigation ability. Straight up absorbs incoming damage which can be great for moments of spiked damage coming in. Toss on the Diamond Shards rune at the end, when the shield either breaks or wears off, to give her foes a nasty surprise.
    Next up is her bread and butter attacks. Electrocute, Ray of Frost, and Blizzard all serve to dish out lots of damage to large groups of foes that try to crowd up on her.
    • Blizzard opens up this combo creating a deadly zone of falling ice on her foes to slice them up. Snowbound brings down the cost of the ability so she can keep her 1-2 combo punch for quite some time.
    • Ray of Frost, Sleet Storm right after to provide the chill and additional damage to send Diablo's minions back to an icy hell.
    • Electrocute rounds out her deadly offensive arsenal. With Chain Lightning ensuring maximum damage to as many targets as she can hit, this becomes the Wizards filler nuke when she is replenishing Arcane Power.
    Finally her last ability, I presume, is both an ultimate finisher in of itself and a very nice "Oh Crap!" button. Archon.
    • Archon, Arcane Destruction deals a whopping 450% weapon damage as arcane damage to all enemies within 15 yards. Then, according to the talent tool tip, she gains a range of immensely powerful new abilities for the duration of the Archon form. This clears her of immediate danger in case her fans become to attached and then lets her remind everyone why she is the Boss.


    The second build is what I first made when I started exploring the talent tree from the top down. This build is built around her core arcane abilities you get at the start and at level 2. My Wizard is fast moving cannon of arcane death. I call her the Gamma Ray Cannon.

    Gamma Ray Cannon

    This build started with her primary and secondary abilities. Magic Missile and Arcane Orb are her mainstays and her offensive nature is built around it. Magic Missile costs nothing and with the passives, such as Arcane Dynamo, lets her build up the Arcane Orb into a much greater force of destruction.
    • Magic Missile is her signature spell. Simple and to the point, Penetrating Blast ensures foes behind the lead wave also don't miss a thing.
    • Arcane Orb is another combo ability like with the previous build. This time Arcane Dynamo combines with Magic Missile to bolster her offense into lots of dead enemies. Obliteration simply makes the destruction even sweeter.
    • Arcane Dynamo is the final component to this combo. As our goddess of arcane destruction travels the world, she builds up Flashes of Insight. With 5 flashes, she then unleashes them on those who would stand against her with a truly powerful Arcane Orb.
    Further bolstering her already high damage output comes an additional ability and another passive. Familiar provides her with a pet to follow her around and harass her foes. This pet isn't content to deal damage itself however. It provides our mighty Arcane Goddess with a boost to all damage she deals while it is around. Combined with Glass Cannon and her damage knows no bounds.
    • Familiar - Sparkflint
    • Glass Cannon
    Running out of time making this so gonna speed up. The next two abilities provide her with both her mobility and make getting too close a bad idea. Teleport and Wave of Force are at her disposal.
    • Teleport - Fracture
    • Wave of Force - Exploding Wave
    Her ultimate is once again the mighty Archon.
    • Archon - Arcane Destruction.

    More to follow when I am not so pressed for time and can edit this post.
    Posted in: Diablo III General Discussion
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