Wizard - Builds/Discussion - Page 151
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heishe
Germany2284 Posts
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babykoy
12 Posts
i am level 47 - i am currently in act 3 of nightmare and so far my melee build is viable - very viable. here are my primaries: Astral Blade - pound for pound, the skill with the highest dmg as primary. I get the + 35% bleed dmg rune. Arcane Orb - Obliterate. Again pound for pound the best damaging secondary spell. Then my skills are: Diamond Skin - pretty explanatory, i am melee Force Armor - same reason as above Wave of Force - to give me breathing room Hydra - poison of course setup is - always have force armor on plant a hydra, run towards mob, then they will surround you spam astral blade and arcane orb hit diamond skin and wave of force if you need breathing room rinse.repeat. fun build - i feel like a barbarian with spells. Oh and all my items have +VIT and +INT wand and a shield as well | ||
crajittok
27 Posts
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sjschmidt93
United States2518 Posts
On June 26 2012 01:25 Curu wrote: Your crit damage is really low, it probably isn't worth it to look for crit items unless you can boost that higher. Sadly, I have a 1 hander without a socket and their price has gone up a ton since the patch ![]() | ||
King.Crimson
Romania478 Posts
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Alsn
Sweden995 Posts
On June 26 2012 05:28 King.Crimson wrote: In any group with a tank, I'd wholeheartedly recommend an arcane dynamo + beam spell build as the entire channel gets the 75% damage increase. A full arcane bar of 75% increased arcane torrent is pretty disgusting(especially with good crit and AP on crit gear). Just be aware that since *all* wizards will want venom hydra it gets pretty annoying to manage the arcane dynamo stacks because of the bug where hydra consumes the 5 stacks, but do not actually get any increased damage.Can anyone please tell me what the best wizard build for group play (3 players - 1 tank, 2 dps) is? I'm currently struggling in Act 3 with party, despite having good gear. Edit: For clarification, in my hardcore inferno farming group(mostly act 1 atm, but going to move on to act 2 soon) I run the following: MM V-hydra A-Torrent(disruption) MI EA(prismatic) Teleport(wormhole) Using glass cannon(yes, glass cannon in hardcore inferno, you better believe it!), galvanizing ward and arcane dynamo as passives. When soloing I just swap out arcane torrent for blizzard. I guess for later acts though, it entirely depends on just how well your tank can actually tank. If he needs to keep running away, having to stand still to channel is pretty pointless since you will probably be forced to kite. Edit2: Do note that I play hardcore, and as such am pretty much forced to outgear content pretty heavily as far as resists/hp/armor is concerned, which allows for standing still in a lot of situations where a more squishier built character may not be able to. | ||
King.Crimson
Romania478 Posts
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monx
Canada1400 Posts
i have no idea how i should play my wizard. Any tips? act 1 inferno seems quite easy but if i want to play act 2 would it be possible? | ||
NukeTheBunnys
United States1004 Posts
Im currently at : 1377 Int 4K Armor (with force armor) (57% damage reduction) 25.5% crit 173% crit damage 260-310 resists 29k life I have been using magic missile(seeker), Arcane Orb (celestial orb), Hydra(venom), Magic Weapon(force), Teleport(fracture), and Force armor Passives: Glass Cannon, Astral Presence, and Illusionist | ||
Ryps
Romania2740 Posts
On June 26 2012 08:22 NukeTheBunnys wrote: what kind of stats should I be looking at before moving to act 2 inferno Im currently at : 1377 Int 4K Armor (with force armor) (57% damage reduction) 25.5% crit 173% crit damage 260-310 resists 29k life I have been using magic missile(seeker), Arcane Orb (celestial orb), Hydra(venom), Magic Weapon(force), Teleport(fracture), and Force armor Passives: Glass Cannon, Astral Presence, and Illusionist If you have 20k dps, act 2 is doable, its act 3 where it get tough. I would use blizzard with stark to kite mobs(makes everything a lot easier), also Id replace illusionist with arcane dynamo or prodigy. | ||
DuB phool
United States1003 Posts
![]() I've been going with - Mouse: Hydra left / Orb right Diamond / Force Weapon / Force Armor / Teleport Would I be better of with magic missile and a non-wand? Any advice is appreciated. | ||
blagoonga123
United States2068 Posts
On June 26 2012 08:57 DuB phool wrote: So I've been using a wand+source the entire game, at Act 2 Inferno now. I've seen plenty of mention of 2-handers/axes/all sorts of things being used in this thread... have I been doing it wrong? ![]() I've been going with - Mouse: Hydra left / Orb right Diamond / Force Weapon / Force Armor / Teleport Would I be better of with magic missile and a non-wand? Any advice is appreciated. the way i've come to see wizard is Arcane Orb? 2h MM? 1h so with your build, sure 2h is probably better (assuming you get capped by Arcane Power often) | ||
DuB phool
United States1003 Posts
On June 26 2012 09:00 blagoonga123 wrote: the way i've come to see wizard is Arcane Orb? 2h MM? 1h so with your build, sure 2h is probably better (assuming you get capped by Arcane Power often) Interesting. I'm so used to using the basic wand attack while waiting for AP, that'll take some getting used to. So I basically just want as high a dps 2h as possible, no? Would Obliterate or Tap Source work better, or is that just preference? Thanks for helping! | ||
alQahira
United States511 Posts
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Itsmedudeman
United States19229 Posts
On June 26 2012 09:51 alQahira wrote: Dub phool, be careful about switching to a 2 hander. The old conventional wisdom on 2 handers formed when 15% IAS items were common, so starting with a .9 weapon and adding 45% IAS was viable. Now, unless you're willing to gear IAS pretty heavily, I think 1 hand plus off is the way to go, since without any IAS kiting with arcane orb is slow as hell and dangerous. Pretty much this. Using a 1 hander at 1.44 speed it'd be pretty hard for me to go back to a 2 hander at this point. Think of it this way, 2 hander = more damage, 1 hander = more versatility/survivability. I mean hell, you could argue that beams are the best dps and mob clearer in the game, but it's hardly ideal for you to stand there and channel when you need to kite. Then again, I don't know how the damage works out when you pool in all your attack speed/crit items at that level of gear. If you have a lot of decent attack speed gear I'd go for a 2 hander. Or maybe even if you don't you could find a decent 1200 DPS 2 hander with like 1.2 attack speed for cheap. | ||
alQahira
United States511 Posts
Also, because I'm comfortable at 1.4 attack speed, I switched out my IAS gear for more crit and crit damage. | ||
DuB phool
United States1003 Posts
![]() Thanks for all the info. Very informative! Cheers and happy wizard-ing. | ||
Phael
United States281 Posts
0.96 attack speed. Judge for yourself whether more is needed. | ||
Doraemon
Australia14949 Posts
On June 26 2012 13:44 Phael wrote: + Show Spoiler + http://www.youtube.com/watch?v=ahzVNZtOj94 0.96 attack speed. Judge for yourself whether more is needed. lol 300k crit. i'll be lucky getting 40k crit. haha | ||
Itsmedudeman
United States19229 Posts
In any case, at "my" gear level I'm pretty sure there's no 2 hander in the world that exists that would surpass my 1 hand/offhand setup. But when I look at gear under like 400 dmg sources I don't think I could deny 2 hander efficiency. The damage is way bigger. I just suggest a bit of attack speed to bump it up to like 1.2ish and attack speed rings are pretty damn efficient. You can't get much crit/crit dmg on those slots to begin with. | ||
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