This is funny how a wizard asks for help about this boss in the wizard forum, and every other post is a monk or barb or DH saying they faceroll it.
If you're not a melee wiz, you need
- a way to hit blobs together with the boss (arcane orb, your signature spell of choice...)
- a way to slow the boss (cold dmg, temporal flux, ...)
- a way to regen your life fast (high regen or life on hit...)
Then kite him as close as possible to the gas cloud, in a square pattern, and at the end of the pattern, try a smaller square in the middle of the room until gas dissipates where you initially pulled.
This boss is stupidly anti-wizard.
It was supposed to let you chose between melee, where he summons soul rippers, and range, where he teleports-one shot you, but it now summons soul rippers even when you're away from him.
Blur+Force armor+high resists/armor let you survive his TP. DS/Teleport(Safe Passage) are 2 great defensive cooldowns that you have to launch pre emptively. Reactively teleporting is possible but unreliable.
Anyway this boss is lame, so lame him out. Take this spec : http://us.battle.net/d3/en/calculator/wizard#QmSjOg!YaT!acZacZ
Buff your arcane dynamo to 5 stack, go face Rakanoth. TP in his face, time warp, Archon and beam him to death. Don't let go of the beam button, so that your dynamo buff stays active.
You have good defensive stats. But I'd say it's a limitation of the build, you have nothing against roots. So jail+molten should kill you, though I don't see how you cannot walk away from the molten with those @res/arm.
Each build has its weakness and bad affixes combination, even "faceroll" CM/WW builds people whine so much about.
I play hydra/blizz and I struggle against vortex or shielding phasebeasts aka unkitable, hard hitting, non-burstable mobs, that you would defeat with ease.
Basically you have 3 cookie cutter builds as far as wiz are concerned. Heavy kiting, moderate kiting, melee. So Blizz/hydra, full arcane or WW/CM.
I have tried a lot of other builds with less success, though I don't overgear the content.
You need higher loh and crit chance for a WW/CM. I don't see your AP/crit but you should have at least 10 for a full arcane. Blizz/hydra is OK with your stats.
Then you take some defensive skills, depending on your taste. Seeing your res, Force armor is a given. Teleport/illusionnist/DS are the classic choice.
Reflect damage packs are trivialized with a bit of regen and DS.
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If you're not a melee wiz, you need
- a way to hit blobs together with the boss (arcane orb, your signature spell of choice...)
- a way to slow the boss (cold dmg, temporal flux, ...)
- a way to regen your life fast (high regen or life on hit...)
Then kite him as close as possible to the gas cloud, in a square pattern, and at the end of the pattern, try a smaller square in the middle of the room until gas dissipates where you initially pulled.
0
It was supposed to let you chose between melee, where he summons soul rippers, and range, where he teleports-one shot you, but it now summons soul rippers even when you're away from him.
Blur+Force armor+high resists/armor let you survive his TP. DS/Teleport(Safe Passage) are 2 great defensive cooldowns that you have to launch pre emptively. Reactively teleporting is possible but unreliable.
Anyway this boss is lame, so lame him out. Take this spec :
http://us.battle.net/d3/en/calculator/wizard#QmSjOg!YaT!acZacZ
Buff your arcane dynamo to 5 stack, go face Rakanoth. TP in his face, time warp, Archon and beam him to death. Don't let go of the beam button, so that your dynamo buff stays active.
0
Each build has its weakness and bad affixes combination, even "faceroll" CM/WW builds people whine so much about.
I play hydra/blizz and I struggle against vortex or shielding phasebeasts aka unkitable, hard hitting, non-burstable mobs, that you would defeat with ease.
0
I have tried a lot of other builds with less success, though I don't overgear the content.
You need higher loh and crit chance for a WW/CM. I don't see your AP/crit but you should have at least 10 for a full arcane. Blizz/hydra is OK with your stats.
Then you take some defensive skills, depending on your taste. Seeing your res, Force armor is a given. Teleport/illusionnist/DS are the classic choice.
Reflect damage packs are trivialized with a bit of regen and DS.
0
Does anyone know the game mechanism behind the stagger animation that sometimes triggers on monsters when you inflict damage ? Random ?
Is the length fixed ? Reduced for elites ?
Is it from a certain amount ? Some skills like arcane orb seem to trigger it a lot more than others, and it definitely helps kiting.