Past the FA nerf, I don't see how Wizard's deal with alot of the shit that instakills them.
Wizard - Builds/Discussion - Page 27
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superstartran
United States4013 Posts
Past the FA nerf, I don't see how Wizard's deal with alot of the shit that instakills them. | ||
Kenpark
Germany2350 Posts
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Itsmedudeman
United States19229 Posts
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Mysticesper
United States1183 Posts
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Tobberoth
Sweden6375 Posts
On May 23 2012 20:09 Itsmedudeman wrote: So honestly, is getting resistances for act 2 and beyond even worth it? Or will everything do over 35% of your health regardless? I feel like once you get REALLY geared with resistances, vitality, then force armor wouldn't end up being much. Barbarians with 50k hp, 70% damage reduction etc doesn't stand a chance in Act 2 Inferno. I seriously doubt there will ever be a situation, no matter what gear you have, where rares won't hit for far more than 35% of your HP, unless Blizzard completely retunes inferno. | ||
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Firebolt145
Lalalaland34490 Posts
Going to try this build for a while for both solo and group inferno http://us.battle.net/d3/en/calculator/wizard#acXYOS!XYf!ccaZYZ Would people still recommend using a 2her for this? | ||
Itsmedudeman
United States19229 Posts
On May 23 2012 20:14 Firebolt145 wrote: How much HP should wizards have by act2 inferno if they're not doing the 0vit build, which has been nerfed anyway? I currently have 26k hp and about 15k dps unbuffed (22k dps with passives/magic weapon). Going to try this build for a while for both solo and group inferno http://us.battle.net/d3/en/calculator/wizard#acXYOS!XYf!ccaZYZ Would people still recommend using a 2her for this? No, if you're using those you need a fast attack animation so you can kite easier. 2 hander will slow you down and get you killed. I'd look for a good 1.5 + attacks per second weapon. | ||
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Firebolt145
Lalalaland34490 Posts
Holy shit I did not know that, that pretty much answers the whole 1h/oh vs 2h debate for me. | ||
Tobberoth
Sweden6375 Posts
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xrayEU
Sweden571 Posts
On May 23 2012 19:49 superstartran wrote: Problem is you 100% have to group to clear Inferno now. Are you sure about that? I thought endless kiting should still be viable... | ||
Kenpark
Germany2350 Posts
That would make it still kinda viable though. | ||
Capped
United Kingdom7236 Posts
Use teleport (with reverse) and then arcane blast / wave of force, hit arcane blast, teleport in, arcane blast goes off, hit wave of force, then use teleport to get out. Seems like it would be fun to me xD I will try it when im in a group next | ||
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Firebolt145
Lalalaland34490 Posts
On May 23 2012 20:29 Tobberoth wrote: I think it's a bit more difficult that that. Sure, you will attack faster with higher attack speed, but at the same time, your abilities will do far less damage since when you're kiting like this, you can't throw several spells, you'll throw 1 or 2 and then run again. Two weapons with the same dps, if one has twice the attack speed of the other, a single attack from it will also do half the damage. So if you're throwing just a few arcane orbs at a time, you'll do far more damage with a 2h. That's what I was thinking. I also just realised that the 15% increased damage from magic weapon is only on your weapon and doesn't take into account all the +damage modifiers you can get from your offhand for example. 2handers are also MUCH cheaper than 1h's are, 300k gold can get you a 980dps 2h but only a 700dps 1h. I think I'll be getting a 2hr after all. | ||
xrayEU
Sweden571 Posts
On May 23 2012 20:42 Firebolt145 wrote: That's what I was thinking. I also just realised that the 15% increased damage from magic weapon is only on your weapon and doesn't take into account all the +damage modifiers you can get from your offhand for example. 2handers are also MUCH cheaper than 1h's are, 300k gold can get you a 980dps 2h but only a 700dps 1h. I think I'll be getting a 2hr after all. Wooooh, i didn't think of that either. Getting a 2h asap as well! | ||
Juissi
Finland209 Posts
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iNViCiOUZ
Germany364 Posts
I use the +20 arcane power rune from Arcane Armor so I have about 155 arcane power. But i would like to use another rune on it and have a better regen rate. | ||
NB
Netherlands12045 Posts
On May 23 2012 21:02 Juissi wrote: So, bye bye lov vita? What's the build to go now for soloing inferno? im not sure what people are talking about but the cool down reduction build is working really well for me. The main idea is you will never get hit simply bc of the constant stunning from spamming frost nova and passive lighting. my current set up: http://us.battle.net/d3/en/calculator/wizard#bhXYSO!gfV!ccaZYY crit chance: 24.5% Attack speed: ~1.4?? There are a few things i modified from the build the guy used to solo Diablo: +Explosive Blast: Change rune to Chain reaction so it could hit multiple times therefore create more chance for crit to proc. +FrostNova: Cold snap instead of DeepFreeze(give crit chance). This is bc you cant change your skill once you reach bosses else you will lose valor buff. +Magic Weapon: Venom instead of Force. Force have a chance to push back enemy which is something you want to avoid. Venom gives a better dps than the rest of the runes. --Passive: Core are still critical mass and Paralysis(more chance to disable incase frost nova cant proc in time). I am taking Galvanizing Ward for safety but is think with the right items, Glass cannon or even Arcane Dynamo is a much better pickup. Currently this help me soloing act2 inferno without any problem. You can tank all the Damage over time as long as you have a slight resistance in your items. The only things that kill me often are knock back or shielding. Notice that for most of the disables in game, you can still use Diamond Skin and Explosive Blast still proc(which gives crit for cd) so frozen or jailer are not that big of a problem. | ||
NB
Netherlands12045 Posts
Let me follow up by saying that in general class balance is an ongoing investigation, and by no means do we believe the game is now perfect, but we're also seeing evidence that supports (with a few nerfs to wizard and demon hunter) the monk and barbarian are not as bad off as they seem. A large part of the monk and barbarian designs are based on survival models that mimic the concept of the class itself. The idea of a monk is that he survives through being agile and difficult to hit, and his healing and survival scales particularly well by focusing on mitigation stats like dodge, resists, and armor. The concept of the barb is that he survives through a huge health pool, and healing himself through damage (%life on hit stats), which is potentially a bit obvious with all the life return skills but can't be overstated. The game is young, there were some skills that threw things out of whack, and we expect the landscape to settle out a bit more evenly. Or at least change again so we can continue to monitor the impact. Maybe we're wrong, maybe there's no current chance for monk or barbarian to compete with ranged, but our current suspicion is that's incorrect and until we know for sure we're not going to turn any dials. Source: http://us.battle.net/d3/en/forum/topic/5271780011?page=11#216 | ||
Markwerf
Netherlands3728 Posts
On May 23 2012 21:02 Juissi wrote: So, bye bye lov vita? What's the build to go now for soloing inferno? First of all it might be just a bug as well. If it's true however just dropping lifegain and getting vita instead and taking energy armor with the prismatic rune should let you survive a hit from mobs as well. You need much better gear though, use tons of potions and can't just tank some mobs very long. On the plus side, DoTs won't instantly kill you anymore. Diamond skin will probably become quite bad though as 20k on a 50k character won't be much. The mass crit build still works though so as long as you have enough survivability to close the gap you should be able to permafreeze yourself through most mobs. | ||
Cosmos
Belgium1077 Posts
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