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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    I put together this melee sorc, its pretty good in general, but I suffer with molten/firechains with some other annoying affixes, how much EHP do you guys need to withstand molten firechains?? this build is so hyped I dont know, I have porb/blizz/vhydra gear, and it can deal with any affixes without too much trouble..... melee not so much....
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Quick cold blooded question
    Quote from Asynchronic

    Quote from BigEd781

    I can confirm this as I have tested it myself. My orbs do ~20% more damage when they hit mobs in my blizzard.
    Agreed, same goes for my hydra.

    But what about the first cold hit? Is this increased by 20% as well? or is the first one 100% while each cold hit after that is 120%?
    actually its been said that hydras do not benefit from that damage bonus(thats what people said).
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Ghom on Inferno for 1 Mil Worth of Gear
    it seems the bubble really helps keeping him close, ive tried without it and he likes to walk around... that is if u decide to do it the "bash button and forget way standing in cloud ofc", its just easier to kite him around though, very straight forward...
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Advice - Two Player Wizard Build 1.0.3
    Quote from Loroese

    Quote from Peachie

    Okay. So now I know:

    Movement speed on boots 12% and
    Armor, HP, and Resistance has to make an EHP of 118k.

    Skills I will be using:
    Teleport - Fracture
    Energy Armor - Focus Armor

    I'll probably also use the Archon, Disintegrate, Piercing Orb route. My extra would be Magic Weapon.

    That's what I know so far. If anyone has anything to add, please do.
    Notably, what stats I should be looking for on other pieces of gear, and I'm still in the air for 1h vs. 2h.

    ~Peachie

    Edit: Don't know enough about passives to decide yet, but I'm thinking the one that lets me teleport after basically every hit sounds good. XD Illusionist, yes?

    I'd say to just pick one between Disintegrate and Arcane orb, then use Piercing orb or Lightning Blast for the other slot. The idea being once you run out of AP you can use the sig spell while waiting for AP to regen. Glass cannon gives you a passive 15% damage bonus so I'd go with that. The EHP reduction from it is easy enough to gear around. Your other skills sound fine. As I said above I'd recommend either Astral Pressence or Prodigy for the 3rd passive (in addition to Illusionist). I prefer Astral Pressence but if you find yourself casting a lot of signature spells the other might be better. Sadly none of the other available passives will increase your dps.

    There's a lot of debate about 1h vs 2h. 1h+source seems like it should have a higher overall dps but high end sources can be expensive, and a pain to search the AH for because of filter limitations. 1h does seem to have more options since you can get a wand, letting you possibly drop the sig spell, or stack a lot of AP on crit on both MH and OH to drop sig spell. Switching to a shield won't really help much because it likely won't raise your EHP by enough to survive an extra hit from elites.

    Stats on gear to look for in addition to INT, Vit, Resist all:
    gloves, rings, neck: Crit%, Crit damage %, +attack speed%, ideally at least 1 but 2 plus int gets really expensive
    Helm, bracers, OH: Crit %
    Weapon: Crit damage %, SOCKET, don't worry about int on weapon

    I say don't worry about INT on the weapon because your weapon is the base for your overall dps. The main purpose of it is to raise your dps and most of the time you'll be able to find a higher dps weapon with no INT that gives you a overall higher dps than a weapon with INT. I highly recommend using a spreadsheet when shopping for weapons because sometimes it is worth getting a lower dps weapon with extra crit damage or a socket because you get more dps out of it.

    Life Steal or Life on Hit is an added bonus for your weapon but I wouldn't worry too much about actively looking for it on a weapon. You can always carry around a cheap, lower dps LoH or Life Steal weapon to swap to for Reflect Damage mobs if needed. Extra stats that are added bonus but that you don't necessarily want to pay much extra for include 1 piece with +pickup radius, any items with +life regen, Magic Find, Gold Find.
    just a fyi, Ive been running lots of cydae/azmo lately, and I realized that blood clan sorcerers(the ones on tower of the cursed) the champions can make a good amount of damage bleed through force armor, because Ive been 2 shotted more than once with their fire attacks(I have 115K EHP, I take like 60% hits....), granted those attacks are usually easy to avoid, I learned the hard way that it wasnt clever to take 2 hits from them... think I might need 160k/170k EHP to make force armor not bleed through against those but not sure, maybe we should make another threshold level above the 118k EHP...
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from Loroese

    Quote from Madwizz

    Yeah I know what you mean, Im doing those runs with over 200%mf base though so thats why it takes just a little over 30 minutes, thinking of going melee to make things quicker if I can still have close to that amount of mf, all the better. Dont rly fancy farming act4 since it seems like there are lesser elite/rare packs hanging around there...

    Out of curiousity, do you know about how many rares you get per 30 min run?
    1 rare every 2 minutes, around that...(thats the average on the run, because before getting NV I get less yellows, after NV5 I get usually2-3 yeallows from each pack).
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from awengel

    Quote from Madwizz

    Quote from awengel

    Haven't timed it to be honest, because i tend to prefer putting on my 264mf+25% runspeed (with templar) set on and just blast through act 1 in 30-45 minutes (the usual, watchtower, cemetery, woods, manor, warden, butcher) with a glass-cannon spec.
    It's so much easier, gives many more times the amount of rare drops (so many that even with the lower ilvl 63 drops, i still get more ilvl 63 rares this way than in act 3 + many ilvl 61 and 62 useful rares).
    Was planning on trying to just do a quick 'get 5 stacks' in act 1, then rip pony level apart in tank gear/spec. I don't get the mf gear this way, but i get act 4 drop chances with 5 NV stacks while facing only melee packs that are much quicker to kill than many act 3 or 4 packs.
    so with ur melee gear u have no mf? I currently do stonefort/cydae/azmodan, takes about30-35 minutes(cookie cutter porb/blizz/vhydra, with high life regeneration and low life), but was thinking it might be faster with the melee build.
    Nope, of course the goal is now to gather gear that adds the mf without taking away damage or survival. But gear to farm act 4 reliably is expensive already as it is... adding mf will make it extremely expensive.
    I take it one step at a time, now i can reliably farm act 4. next step is to get the gear to do that... with magic find :P
    Yeah I know what you mean, Im doing those runs with over 200%mf base though so thats why it takes just a little over 30 minutes, thinking of going melee to make things quicker if I can still have close to that amount of mf, all the better. Dont rly fancy farming act4 since it seems like there are lesser elite/rare packs hanging around there...
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from awengel

    Haven't timed it to be honest, because i tend to prefer putting on my 264mf+25% runspeed (with templar) set on and just blast through act 1 in 30-45 minutes (the usual, watchtower, cemetery, woods, manor, warden, butcher) with a glass-cannon spec.
    It's so much easier, gives many more times the amount of rare drops (so many that even with the lower ilvl 63 drops, i still get more ilvl 63 rares this way than in act 3 + many ilvl 61 and 62 useful rares).
    Was planning on trying to just do a quick 'get 5 stacks' in act 1, then rip pony level apart in tank gear/spec. I don't get the mf gear this way, but i get act 4 drop chances with 5 NV stacks while facing only melee packs that are much quicker to kill than many act 3 or 4 packs.
    so with ur melee gear u have no mf? I currently do stonefort/cydae/azmodan, takes about30-35 minutes(cookie cutter porb/blizz/vhydra, with high life regeneration and low life), but was thinking it might be faster with the melee build.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from awengel

    Quote from Madwizz

    Quote from awengel

    Quote from Madwizz

    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).
    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit

    I just ran a few tests changing a couple of pieces I had in my stash, and it seems you need around 200K EHP so the diamond skin will absorb azmodans fireball, I changed a few pieces up and down and that seems to be it. Its funny though because the diamond skin either absorbs the full fireball or you die, the damage doesnt bleed through like force armor... will run some other tests later. Also does anyone uses force armor instead of prismatic armor with this build in act 3?
    Heh, considering i got in the area of 900k EHP according to the calculators floating around on the web, it probably explains my point of view but... i've never died to Azmodan yet.
    Even without diamond skin, the fireball doesn't one-shot me at all... it... tickles.
    Champion/elite Ponies on the other hand... they don't one-shot me without the diamond skin, but the healthbar takes quite a dip but only shortly due to the tornadoes and high LoH.
    Just looked into your stats, you have like 850K ehp including dodge and block(650K without those), isnt it overkill? I mean you could probably ditch your shield and get a source for more damage at this point and you would still hardly ever die... the source can also come with ap on crit which means you could possibly spam more twisters.
    Overkill for act 3 yes, for Act 4 stuff still hits like a movingtruck, and i with just 2 mobs i can chainspam twisters and explosive blast until my fingers hurt. When there's only 1 mob, i just skip explosive blasts and still spam twisters non-stop.
    I've considered the source for certain places, but the shield i wield has 10% crit and alot of AR as well, so besides the armor it gives me a significant amount of damage. I've not yet found a source with 10% crit (if they can even have this).
    Also, when alone, stuff doesn't really take long to die anyway, so why take the risk?
    If you meet an annoying combo (worst for me seems to be a ranged mob with: shielding or invul minions + frozen + arcane + desecration). The shielding/invuln minion packs tend to be the biggest issue, because you don't get any LoH or crit procs on mobs that cannot take damage - then the shield becomes an important part of my survival.
    Yes, i can swap during combat if i want, but frankly, i'm too lazy for this when stuff dies as quickly as it does already ;)
    nice one, just out of curiosity, how long takes u to clear stonefort+tower>cydae>azmodan?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Gear upgrade for Act-4 Inferno
    Quote from Loroese

    Quote from OSIK

    Thx for your replies.
    Yes, Act-1 is not a problem at all. I can faceroll and kill all there even in my MF-gear with lower parameters. But want to finish A4 and later try to farm A3-A4.
    May be sometime later will try melee-build. Like wizard as a class.

    Btw, what build use "super geared" wizard? Archon?
    Can you give link to the build and their approximate stats(dps,hp-armor-res, crit, life regen)???

    http://us.battle.net...OcRX!YUd!bYYcaa
    my previous farm build for Act 3, worked fine with 35-50k dps and only around 118k EHP (somewhere around 30k life, 250 resists and like 4.5k armor I think, 500-800 life regen). It works great for higher dps levels too, otherwise I think the Archon builds look something like
    http://us.battle.net...OSjQ!YbX!YZYZaZ
    where teleport is mainly used to move fast through the level, the teleport rune on Archon can be swapped for the extra damage for later acts, if needed, but teleporting as Archon is pretty sweet. Evocation is mostly a filler passive which can easily be replaced with Galvanic Winds, cold blooded, or just about any other passive not requiring a signature spell. The build requires a Wand+source though and most people have some or a lot of AP on crit. I'm just now switching to the build but haven't tried it out yet since I just got a good wand last night. The reason for the wand is that you can still shoot when you're out of AP, which also makes the familiar shoot, and you don't run straight at the mobs when you do so. I prefer the Celestial Orb rune on AO but Tap the Source seems like the more popular choice.

    I wouldn't call myself "Super Geared" (only 67k dps buffed with MW+familiar), but Archon does get pretty silly when you can keep it active for long periods of time. I've heard of wizards running around with over 100k dps using Archon to farm Acts 3 and 4 and keeping it active for most of the farming runs. I've got some money to burn since I got my wand for super cheap so I might try that sometime soon if I can get my dps around 80k outside of Archon.
    nice, whats ur gear btw? thinking of going wicked wind way..
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from awengel

    Quote from Madwizz

    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).
    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit

    I just ran a few tests changing a couple of pieces I had in my stash, and it seems you need around 200K EHP so the diamond skin will absorb azmodans fireball, I changed a few pieces up and down and that seems to be it. Its funny though because the diamond skin either absorbs the full fireball or you die, the damage doesnt bleed through like force armor... will run some other tests later. Also does anyone uses force armor instead of prismatic armor with this build in act 3?
    Heh, considering i got in the area of 900k EHP according to the calculators floating around on the web, it probably explains my point of view but... i've never died to Azmodan yet.
    Even without diamond skin, the fireball doesn't one-shot me at all... it... tickles.
    Champion/elite Ponies on the other hand... they don't one-shot me without the diamond skin, but the healthbar takes quite a dip but only shortly due to the tornadoes and high LoH.
    Just looked into your stats, you have like 850K ehp including dodge and block(650K without those), isnt it overkill? I mean you could probably ditch your shield and get a source for more damage at this point and you would still hardly ever die... the source can also come with ap on crit which means you could possibly spam more twisters.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).
    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit

    I just ran a few tests changing a couple of pieces I had in my stash, and it seems you need around 200K EHP so the diamond skin will absorb azmodans fireball, I changed a few pieces up and down and that seems to be it. Its funny though because the diamond skin either absorbs the full fireball or you die, the damage doesnt bleed through like force armor... will run some other tests later. Also does anyone uses force armor instead of prismatic armor with this build in act 3?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on How do I effectively use Life Regen?
    Quote from phuzi0n

    Life regen is nothing compared to Life on Hit or with super high dps then Life Steal %. It's just a little bonus you might have on your gear but not something you should search for at all.
    ^ doesnt have a clue what he is talking about. Yes, if you want to go with life regeneration, stack it with all res/armor, and try to lower your HP. Like Loroese has said, if you want to farm act 3 it is important to keep your EHP around 115k EHP. I have like 18k life, 1,5k life reg(the more the better but 1k+ is enough with 20k or lower life), I du cydae/azmodan runs and barely die, sure sometimes I die to the odd vortex into molten/fire chains, but even those are manageable as long as you are careful when kiting. Invulnerable minions and shielding are usually not a problem, not to mention that reflects damage is a joke.
    Note that if you decide to go this way, things like diamond skin become much better(it absorbs 4 hits for me), and you can use teleport+illusionist combo for as long as you want unless you get insta gibbed.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    Quote from awengel

    Quote from Madwizz

    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).
    I facetank azmodan's fireballs with no problem. Arcane sentries on act 3 and 4 i can ignore, if it's only 1. If you get struck by 2 or 3 together, it can be quite dangerous.
    I use teleport to move myself around the arcane on the ground, just like i do with firechains and molten. I don't teleport to the other room, just behind another mob etc, so my energy twisters still hits the mobs, but i dodge the arcane and molten, as well as i can avoid being in the middle of a firechain but next to one with it.
    Esle, chainspam frost nova... if they're frozen permanently, they cannot throw arcane, their fire chain stops, and they provide no damage to you at all.
    Same thing applies for shielding. Freeze them so they can't apply their shield.
    Invuln minions requires a bit more timing, because you don't get procs and life on hit from the minions, only the boss. However, you can still freeze the invuln. minions, so they don't deal any damage to you.

    You can facetank double champion pull in act 4 with enough gear, and cleaver use of teleport to make sure you dodge the most dangerous stuff they throw, while still being in melee range.

    Edit: i got 15 ap on crit
    curious, whats your ehp/hp/life on hit/crit chance%? do u use force armor or prismatic?(when u get fireballed by azmo do u have only a little life left?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on [Guide] Gearing an Entry-Level Melee Wizard
    How much EHP should you have to withstand some arcane sentry going your way with this build(in act 3 that is), and does anyone face tank azmodans fireballs with this spec(if yes what EHP to withstand the fireball)? Also how do you guys deal with shielding or invulnerable or things with molten(those are really annoying if your close), and last but not least how much AP on crit and crit chance% to semi perma freeze packs while still casting WW/EP?(with ww/ep build).
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Screw Diablo, Ghom is the real Prime Evil!
    Quote from Adkhean

    Quote from Cold_Drink

    I can kill it for you :P

    i'd like to do it solo ;)

    Quote from minster215

    Slow and steady wins the race I've heard.

    Don't constantly kite him rapidly around the room, slowly back him through his clouds, so when he releases cloud#2, he's still in the same area he released cloud#1, therefore limiting how much space they actually take up.

    don't quite understand, for him to release cloud #2 where cloud#1 is I need to stay in the cloud, wich kills me...
    no he said that he(ghom) needs to be where he released cloud 1 when he is realeasing cloud 2, and be where he released cloud 2 when he is releasing cloud 3, so that when you make the full circle around the room, the olds clouds will be disappearing.
    Posted in: Wizard: The Ancient Repositories
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