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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from Hextor

    What would be the minimum crit hit chance % that makes this build viable? Would 20% do?
    from personal experience, if u rly wanna lock things down u need 35% crit and like 15 ap on crit, sure less works too, but in act 3 you will get owned if u dont semi perma freeze things on a regular, unless you are "the tank".
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What should my DPS be for Act 3?
    Quote from J_McJohnStein

    Quote from Sceleus

    Tank wizards have deceptively high dps due to the constant fluctuation of arcane power. Don't sell a tank build short, its expensive sure but with constant chain reactions of explosive blast echoing through mobs and amplified by frost nova + cold blooded is nothing short of impressive. Just my two cents but i think its a far superior build and beats kiting any day of the week. Though it is fun to see those huge numbers its almost as fun to see lots of mediocre numbers popping up

    - Sceleus, web master of Diablo 3 Inferno Builds

    While they are very effective, I thought molten/plagued/AE affixes were a nightmare for this build?
    not when u perma freeze mobs most of the time(including champ packs), its more a matter of good posiotioning, but yeah arcane sentry can still whipe the floor with you happen to be in their way unless you have insane res/armor/life(which some of the people playing this spec have!), the melee spec has loh/ls to get life back.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Weakest Ranged?
    we have a good amount of def/evasive skills, plus we got one of the best passives in the game(crit mass) to reduce those cooldowns, so its only natural that wizards wouldnt deal as much burst damage as dhs or wds. we are prolly the weakest as in we deal less damage but we are more resilient.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] General Guide for Wizards in Inferno [PRE 2.0 PATCH]
    Quote from Loroese

    Quote from n00bmasta0465546

    Hi guys on the subject of EHP, I've been testing this out with a naked (gasp!) wiz
    Theres a damage range to hits so I have listed the max:

    Colossal Gol - 159k (the big hit)
    Phase beasts(elite) - 128k (bonus! Firechains 29k)
    Swift skull cleaver - 177k
    Demonic tremor - 160k dodgable big hit, 100k 1hand hit
    I was also under the impression that elites get a 25% dmg boost? Can someone confirm
    Testing was done till 30sec death timer respawn reached and I remade

    So it looks like 180k is the min you can get away with atm

    I also dont think you should include dodge chance in EHP calcs for force armour. However successful hits will often 'bleed' through if you're dancing on the edge.

    Really appreciate that info :) That would put the max damage around 200k if you factor in +25% elite damage. I dont have it confirmed but it's the only number thrown around that I've seen. That gives another potential threshhold of about 164k to optimize Force Armor usage for those hits, 148k if you ignore the skull cleaver.

    If I take into accout the naked armor and resists of 60 and 17 respectively (with Glass Cannon, if you didn't have Glass Cannon it will be a bit different) that 177k hit is actually 190k base damage using a calculated total damage reduction of around 7% naked. That means the thresshold would be 176k EHP for the elite skull cleaver, 159k EHP for the other hits. For comparison the other mob damage is expectected to have a max damage around 159k for elites, so the elites can hit as hard as normal tremors and Gols.

    With around 120k EHP a normal skull cleaver would hit for 70k or a little over half your health if you have Force Armor. The Tremor would likewise bleed through for around 50k or a little below half your life. Elite versions would hit for around 238k and 215k respectively so a skull cleaver would practically one shot you with 120k EHP while the tremor would smash for some 70% of your health. That actually sounds about right.

    I don't suppose you tested the fireball damage from the Molok's (or whatever they're called) and those other fireball hurling guys in Act 3, or any bosses?

    EDIT: Those thressholds would be mostly optional because, as Morphos said a few posts up, these attacks should be avoided. I do want to add that trying to avoid elite tremor attacks is easier said than done because they're rediculously fast. With 12% movement speed if I run continuously I still can get caught and hit, so if you farm that part of Act 3, the higher EHP threshhold should be considered, imo.

    elite tremors hits are not easy to avoid by any means they are way too fast, so I think the optimal ehp to famr an area with them would be around 150-160k EHP.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from Aggnog

    In my opinion spamming frost nova takes up too much cast time, a perfect situation would be one where you can kill rares without having to use nova so much.

    Also getting high end upgrades for this build is impossible TT
    sorry but I disagree, perfect situation is simply perma freeze anything.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    I was using 31% for some time, then got to 35%, and thats when I rly started locking down mobs(including elites) with frost nova, 35% seems right, but it was still a little low to lockdown those ranged mobs with "fast" affix, very annoying, so I guess 40% it is, if u dont want to get too crazy, also 15 ap on crit or more for a nice flow of ww/eb.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    hey guys Im wondering here how much ehp would you need to farm act 3? I really want to use a source instead of a shield, but I think you would need like 500k ehp or something around that not to have many problems in act 3.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Question about weapon upgrade
    Quote from Brake Failure

    One thing you should be sure of is that you're not running a Disintegrate build, or anything heavily reliant on skills that cant crit. :)

    Im sure with how you have that sword gemmed that you know you need to run a compliant build.

    Just throwing it out there, and yes, I'd say use a spreadsheet.
    disintegrate can crit, it just doesnt show you yellow numbers...
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Can the Time Warp rune stack?
    well if stretch time ias bonus stacks(you can see your dps on screen raising), then it would make sense to believe time warp would also stack, but as above poster said u could make the test urself and be kind to tell us?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] General Guide for Wizards in Inferno [PRE 2.0 PATCH]
    Quote from Goldroger_82

    I have 124k EHP with my current gear and I get one hited by demonic tremor champion of act 3 recently, although I got force armor up

    what am I missing?
    demonic tremors have 2 different attacks, the "2 claw" or whatever attack will 1 shot u with that EHP(around 120), so u can either avoid places with tremors or up your ehp a little(I think 150k EHP) should be sufficient not to die in one hit to that double attack, but there will be some good damage bleeding through force armor.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on "Many Spiders! Handle It!"
    so you basically killed her with sparkflint, ok rofl... props to you for having the patience.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] General Guide for Wizards in Inferno [PRE 2.0 PATCH]
    Quote from safka

    Is that a typo and meant to be high INT?
    I doubt it, 500 dex will give you 20% dodge AFAIK. That is a TON of mitigation considering that most people think of dex as a wasted stat on a wizard. That said, 500 might be a bit too much and there is really no point in going over it imo, considering that 100 gives you 10% AFAIK. So i think that if you can grab relatively painless to your other stats, do it.
    100 will give u 10% as base, I have like 650, thats like 23% dodge, though I never looked for dex, those were bonus stats, but the dodge has saved me a few times though its not something to rely on....
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Looking for advice on where I should go gear-wise
    If your survival doesnt depend on criticals you can find some sources without crit, but with intelligence and sheer damage(100+-390+) for pretty cheap if you shop around.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    I tried this build cuz my ordinary porb/blizz/vhydra sorc sometimes had setback on teleport/firechains or vortex/molten on act3(not too much trouble though), but in order to get those tank stats to hold ur ground against those things u rly need a lot of armor/all res, meaning u give up too much dps/mf on gear for that... sure porb/blizz/vhydra is boring, but it can kill anything without too much problems, Im not impressed with this build... or maybe Im playing it wrong against molten or fire chains, still this build takes longer to kill things...
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    the problem is that you need to be close to them so ur EB actually hits them, molten is like instagib, dont tell me I need 900 all res/9k armor/ 30kHP to have a shot..... I see guys with like 1k+ all res and 8k+ armor, so u need that to kill those? rly?
    Posted in: Wizard: The Ancient Repositories
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