Wizard - Builds/Discussion - Page 122
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FinalForm
United States450 Posts
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TheRealDudeMan
United States213 Posts
On June 11 2012 10:49 KiWiKaKi wrote: I have been building my wizard to melee for a long time but starting at act 3 it just doesnt work. The monsters just deal too much damage and a wizard doesnt get -30% damage like a barb or monk. And i have pretty sick gear , 900 all resist , 46% block chance 4700 block amount , 7.5k armor and 40k dps. It does work for act 1 and 2 if you build it well. I also tried to spam teleport right in a battle using the safe passage rune ( -30% damage taken for 4 seconds), still doesnt seem to be enough. Also if you want to own even more for act 1 and 2. Switch sleet storm with meteor star impact combined with critical mass and 25-30 base critical hit chance, the damage over time that the meteor leaves triggers critical mass like crazy thus allowing you to spam frost nova and diamond skin (a must). And if you can you add a piece of gear with +arcane power on crit so the more monsters there is the more meteor you can shoot while keeping diamond skin permanently up , and healing yourself if you get hit using healing blades Well a wizard does get -20% damage from melee. I actually have about 7.5k armor but I still see areas in which I can improve my gear. There is always that dream piece of gear but I'm being realistic here. For one, Blizzard is reducing the amount of damage enemies gain from party members joining. I was in a 4 man group doing the beacon quest but the only thing giving me trouble was the Hellflyers. They were doing about 6.5k per hit. The rest of the mobs were no problem. I expect the siegebreaker quest to be a little less forgiving for alot of reasons lol. The way my build works is that if a situation gets a little too hectic, you can Nova, back up to your dps machines then tank ranged shots while Wave of Forcing the melee away until a potion is ready. They kite as need be but you still hold the line in another manner. The pure thought of expecting a tank to be able to stand his ground in inferno for longer than 15-20 seconds is absurd unless we are talking about bosses/EZ mode affixed elites or a small amount of typical mobs. I have thought of switching Archon out for a ranged spell but I don't think I can afford the mana when they get close. Sleet storm needs to be active as much as possible. I do not agree with diamond skin one bit. Its essentially the Archon but it can't gain any length from kills. If you are losing less than the 10k (20k with rune) then you shouldn't need it. If you do need it and are taking more damage than that then you aren't at the gear level you need to be or are taking unnecessary risks. That is just my opinion though. I'll admit I just got to act 3 and my first impression is that it is doable. I see alot of hurdles but I saw hurdles in act 2. I made it. I got past those. I still feel quite good about that too. It is like Blizzard has deemed me worthy to get my ass handed to me in the next act. Loving the challenges. Thanks for the input though. | ||
b_unnies
3579 Posts
![]() However I have no idea what to do with this . Should I keep it as is or should I socket it with intel gems? If i do socket, how high a quality gems should i use on this | ||
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Firebolt145
Lalalaland34491 Posts
On June 11 2012 10:04 Epoch wrote: what kind of main hand/off hand combo would be a solid upgrade replacement for my 2h? ![]() http://imgur.com/09Kj2 It depends on the MH/OH combo you can get. The math for directly comparing them is as follows: Look at the OH. Add the minimum damage to the maximum damage and divide that by two. Multiply that number by the attack speed on your MH, then add that number to your MH's overall dps. That is your final DPS number. This doesn't take into account any int or other stats that your MH/OH should have over your 2H but it's still helpful to compare this way. | ||
-eXalt
United States462 Posts
Teleport(wormhole or fracture) / hydra / magic weapon / Diamond skin (crystal shell) comparable. 2 defensive cooldowns you can use when you get pulled in, stuck, stunned, etc, whereas unless you have insane gear Prism isn't benefitting your +armor that much, and the 35% life per hit can be compared to just using diamond skin whenever a big hit is coming.. but with worhhole teleport you shouldn't be hit at all (diamond skin when in trouble, port way far away). i'm level 60 33k hp 28k dps btw | ||
Tobberoth
Sweden6375 Posts
On June 11 2012 17:23 xOny wrote: anyone else feel like energy armor is a bit overrated? at least until you get insane amounts of +armor like Trump. Teleport(wormhole or fracture) / hydra / magic weapon / Diamond skin (crystal shell) comparable. 2 defensive cooldowns you can use when you get pulled in, stuck, stunned, etc, whereas unless you have insane gear Prism isn't benefitting your +armor that much, and the 35% life per hit can be compared to just using diamond skin whenever a big hit is coming.. but with worhhole teleport you shouldn't be hit at all (diamond skin when in trouble, port way far away). i'm level 60 33k hp 28k dps btw When energy armor stops you from being oneshotted, which it does in later acts in inferno, it's invaluable. If it doesn't stop you from getting oneshotted, it's obviously horrible and shouldn't be used since it caps your AP. | ||
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Firebolt145
Lalalaland34491 Posts
![]() So hard to pick between the two. The one on the left is 6k more dps but the one on the right is a whopping 6.7k HP. Which would you pick? Also, how much would you value these at? edit: I'm tempted to go the DPS amulet and just go for more vit on other pieces where it is easier to get. | ||
DnameIN
Poland146 Posts
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Yaotzin
South Africa4280 Posts
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Ueberlisk
Finland455 Posts
On June 11 2012 19:55 Yaotzin wrote: Where do y'all get your valor from in A3? for azmo runs i do core of arreat and tower of the cursed lvl 1-2. those usually give me 5 stacks in no time. for siegebreaker i used to do rakkis crossing and fields of slaughter. | ||
Nizaris
Belgium2230 Posts
On June 11 2012 18:36 Firebolt145 wrote: ![]() So hard to pick between the two. The one on the left is 6k more dps but the one on the right is a whopping 6.7k HP. Which would you pick? Also, how much would you value these at? edit: I'm tempted to go the DPS amulet and just go for more vit on other pieces where it is easier to get. DPS. unless you have <25k hp imo. almost nothing one hits me with FA in Act3 so why have more ? | ||
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Firebolt145
Lalalaland34491 Posts
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Resolve
Singapore679 Posts
Skills used were similar to/same as most people who've done it. Thanks to whoever posted tips; they help a ton for a n00b like me! These should go into the first post or something. On June 06 2012 20:46 toemn wrote: I also defeated him a moments ago, here are my tips :D + Show Spoiler + 1. DPS is nothing in this fight, you will need around 35k but you should prioritize survivability over damage. 2. You will need atleast 12% run speed, I bought some cheap legendary Hammer Jammers which gave me additional 6% movement speed. If you consantly outrun Diablo he can't hit you. This is especially important since you are not going for diamond skin and the debuff usually kills you if theres no well around. 3. You can avoid the teleport completly (as said earlier here in this thread) by not standing near an edge. You can perfectly kite Diablo with the floating rocks between your character and him but you absolutely have to avoid standing near an edge, this was, atleast for me, the key for winning the fight pretty easily, since Diablo teleporting brings a major randomness to the encounter. 4. Instead of using Diamond skill you should use Wave of Force because it reflects his big fireball. If you do step 3. correctly he will never hit you, but P2 can be really messy sometimes so it might help you. 5. I did almost no damage by myself in P2, let the Hydra do everything and kite him around the upper hole of the map. It's very hard to kite Diablo around the hole on the southside of the map and avoid his teleportation because the passage with edges is very narrow. 6. My weapon is really really slow and therefore AO was the only option for me because the damage is so high. I guess the majority of people goes one hand and high IAS and therefore prefers Magic Missile (Seeker) over AO. But as said earlier the Hydra will be the major damage factor, you absolutely have to avoid taking risks. The fight is all about playing it safe and not taking risks in order to kill him faster, you can do that with better gear. ![]() Hope it helped! On June 06 2012 05:25 Avs wrote: Diablo boss on Inferno tips: + Show Spoiler + 1. Kite along the golden circle, along the outer edges. Maintain about 1 inch from the edge of the ring on the outside and he won't teleport. This removes one of the boss mechanics. 2. If he charges you because you fail to maintain 1 screens worth away (80 in game yards diagonally), you can still outrun his melee attack as long as you were moving away from him (12% movement speed). This means diamond skin is not necessary during this fight. Also removes another boss mechanic. 3. You can dps him with hydra on all quadrants of phase 1 and 3. Just note that hydra range is based on vicinity of the enemy to you, not the hydra until it starts attacking. Then you may move out of range anytime. This means during the top areas where you hydra to the south, your hydra will rarely be in range since you cant see much below your character. Most of your dps will occur when rotating from south to north. I rotate counter clockwise from the start. Also makes his fireball attacks counterable. (use wave of force if you cannot dodge in time). 4. You can use arcane orbs, tap source to put significant dps on diablo anytime during the rotation after dropping hydra. This helps you also time the hydra distance so that you deal damage during the rotation. 5. You can dps him do 50% before he will stun you. If you take too long he will simply start phase 2 at wherever your dps is, which will probably be at 60-70% especially if you are still learning the fight. 6. Teleport wormhole is very useful for phase 2 to put distance between the clones and you. Clones can oneshot you with pretty much any attack, but the arcane orb/hydra clone is most dangerous. Simply start teleporting as soon as diablo disappears to summon a clone and you should be able to kite them. 7. Kiting the clone is important so you do not die immediately. However, you need to kill the clone within 1 minute or less otherwise diablo enters the fight again. This means while you kite, use arcane orb tap source to dps the clone down. This should take about 10-20 seconds max as the clones are quite weak to hydra and orbs will take chunks off their hp. 8. You should keep wave of force handy just in case shadow diablo pops in on you during phase 2 after a clone kill. It is also handy to stop him from teleporting as it is harder to maintain a 1 inch distance from all walls and craters. Also due to the terrain, he can easily land a fireball shot as you are moving laterally in a straight line. Wave of force timed correctly will deflect the shot for some epic moments. 9. Throw in some arcane orbs to make phase 2 go faster as you get the practice down. 10. Phase 3 will be same as phase 1 like people have said. Lightning breath only occurs when you do not maintain a 80 yard distance (in game measurements) and has a max distance so you only need to outrun it. This is easy if you use the same strategies mentioned above. Simply dps him down with hydra and arcane orb kiting. Dont forget to switch into magic find gear for loots. In the end this fight is only about avoiding his attacks and slowly dpsing him down. Stats (you can have a lot less stats and still do the above) 40k dps 2.02 attackspeed 33k hp 12% movement speed Skills that really help: Wave of Force - Deflect his large nuke fireball. Stuns Diablo incase he teleports on you if you make a mistake. Hydra Venom - Deal damage over time Teleport Wormhole - Helps during phase 2 and or if you make a mistake I would also suggest: Sparkflint - more dps Force weapon - more dps Arcane Orb - more dps and kills clones fast Skills you don't want or need Blizzard - Low damage for this fight, also doesn't really prevent diablo from charging you if you get too close to him. Mirror Images - Doesn't do anything significant So I tried a lot of times and kept dying at 33% phase 2 somehow, got sick of this bull$&%@, took a break, came back and got him first try. :D Stats: + Show Spoiler + ![]() Build: + Show Spoiler + ![]() I have MM/Hydra for damage which is also what (almost) everyone else uses. DS was barely used but when I derped super hard in phase 3 (got caught in prison doh) it was really helpful (I spammed q1 then wormholed the hell out all the way to the other side to get a hp drink). Teleport (Wormhole) combined with Illusionist is just super super good to have since it allows you to make a ton of mistakes (let diablo get too near etc.). Also, as someone else mentioned previously, wormhole allows you to get FAR FAR FAR away from your clone in phase 2 so you don't get killed by it when it spawns (the arcane orb clone always one-shots me when it spawns meh, the twister and meteor ones were quite useless). Force weapon/armor self explanatory. | ||
Dfgj
Singapore5922 Posts
On June 11 2012 17:23 xOny wrote: anyone else feel like energy armor is a bit overrated? at least until you get insane amounts of +armor like Trump. Teleport(wormhole or fracture) / hydra / magic weapon / Diamond skin (crystal shell) comparable. 2 defensive cooldowns you can use when you get pulled in, stuck, stunned, etc, whereas unless you have insane gear Prism isn't benefitting your +armor that much, and the 35% life per hit can be compared to just using diamond skin whenever a big hit is coming.. but with worhhole teleport you shouldn't be hit at all (diamond skin when in trouble, port way far away). i'm level 60 33k hp 28k dps btw There are a ton of situations where 'shouldn't be hit at all' will not apply - packs of ranged mobs, champion packs, limited space to kite forcing you to play aggressive, etc, etc. I've tried Prismatic for Azmodan runs getting 900+ all resist and that worked well, but FA is still the winner overall because some sources of damage are, well, big, and you won't always manage to avoid them. | ||
ximae
181 Posts
which are the best items for stacking crit chance and damage, with best i mean where you get the highest values. | ||
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Firebolt145
Lalalaland34491 Posts
edit: weapon as well for damage. | ||
Nizaris
Belgium2230 Posts
On June 12 2012 01:42 ximae wrote: another question guys. which are the best items for stacking crit chance and damage, with best i mean where you get the highest values. get a weapon with a socket and get a crit dmg gem (up to +100%) | ||
ximae
181 Posts
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xrayEU
Sweden571 Posts
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blagoonga123
United States2068 Posts
i don't see how i'm supposed to be getting gear to take on act 3/4 when that gear only drops in act 3/4 | ||
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