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Wizard - Builds/Discussion - Page 42

Forum Index > Diablo 3
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Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
May 25 2012 07:41 GMT
#821
Whatever is safest for you, Arcane orb definitely because it can be cast on the run, you have to stand still for disintigrate and meteor, Mirror Image works good but I think Teleport is safer, Familiar if you can get the guardian rune, just get as much survivability(and thus mobility) as possible.
WriterXiao8~~
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
May 25 2012 07:44 GMT
#822
On May 25 2012 16:33 tomatriedes wrote:
For Belial (normal), I know crystal skin is a must but what would you guys recommend out of the following:
Arcane orb, disintegrate or meteor?
Teleport or mirror image?
Magic weapon or familiar?
Wave of force or something else?

I'm playing HC mode and died to him once already so I want to make sure I have the best active skills this time.


What level are you? If you have hydra, I think it's a good idea since you have to move a lot on belial and you want to keep the damage constant. This is why disintegrate, IMO, is a bad skill for him, you have to stay still. I would recommend arcane orb (because it helps out in all phases) over comet, but that's up to preference.

Definitely teleport over mirror image, teleport helps in all phases, mirror image only in the first 2.

Magic weapon with force weapon is clearly better than the familiar.

I personally am not a big fan of wave of force. Like I said, hydra is really good, especially venom hydra if you're that leveled (don't remember when you get it). Otherwise, a nice thing you can do is use both magic weapon force weapon AND the familiar with the damage buff, giving you 27% extra damage instead of 15%.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2012-05-25 07:46:10
May 25 2012 07:45 GMT
#823
What level are you, 25-ish?
I'm just gonna pull something off the top of my head that sounds reasonable and safe with those level requirements:

Magic Missile
Arcane Orb
Frost Nova
Teleport
Meteor/Hydra
Magic Weapon

Blur
Evocation
Astral Presence

I'm not playing HC though, so don't take my word for it, but I have a hard time seeing anyone fail at Belial Normal with a similar setup.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2012-05-25 09:03:56
May 25 2012 09:02 GMT
#824
So with the changes to Force Armor... is the low vitality high int build still viable? Or do you just need to gear for it differently now?

And I seen mention of a perma-stun build... What exactly does this build consist of? Is there a certain point you need to gear your stun chance that guarantees stun with Blizz or something?
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2012-05-25 09:05:26
May 25 2012 09:04 GMT
#825
On May 25 2012 18:02 Spyridon wrote:
So with the changes to Force Armor... is the low vitality high int build still viable? Or do you just need to gear for it differently now?

Depends on what you mean by viable, you'll get oneshotted so you might just as well use something else than force armor if you have no vitality. Force armor is still very viable, almost a must. But you need a lot more vitality for it to work.

The perma-stun build works by the critical mass passive, which lets you spam any ability since cooldowns are reduced instantly. Blizzard has already announced a hotfix which fixes this, so there's no point in going for it.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
May 25 2012 09:15 GMT
#826
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.
Dooba
Profile Blog Joined December 2009
Croatia588 Posts
Last Edited: 2012-05-25 09:40:07
May 25 2012 09:36 GMT
#827
Ok so after days of reading, trying crap out etc. i must come to the collective knowledge of the TL.net hive mind..
What the fuck, how the fuck am i supposed to kill champions in inferno act 2? I am losing my mind here...

Some are easy as hell, right, like molten / plague / non-fast but those are maybe 5% of all champions i come across.
Here are my stats and build:

[image loading]
Really small. List of major ones:
Damage : 19k
Armor: 4k
Resists: 300
Dodge: 15%
Unbuffed

http://eu.battle.net/d3/en/calculator/wizard#alROXQ!aXf!aZbYaZ


The weapon is slow, only 1.00 but it does over 1k dps. So that shouldn't really make THAT much of an issue. I get it, i should kite around a ton but that can't be the sole reason i get demolished. Also, if i don't use teleport, any waller champion = insta death - how do you deal with that?

I just can't wrap my head around skipping champions, i don't see it as a fun part of the game. Should i get over it? Do you guys skip most champion groups to get along with the story and get to bosses?



Help me here, im going crazy
"Zergs are really stronger. I use to win 60-70%, now it is 40-50. I am switching to civilization 5 for now until any terran can come up with a better tactics."
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2012-05-25 09:40:10
May 25 2012 09:38 GMT
#828
On May 25 2012 18:15 HaXXspetten wrote:
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.

Does blizzard and slow time stack? Also, aren't you literally getting oneshotted by every single enemy since you don't have FA?
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2012-05-25 09:42:06
May 25 2012 09:41 GMT
#829
@Dooba
If your problem is getting oneshot by champions, then get rid of Crystal Shell & Force Armor for more maneuverability. The best way to survive in Inferno after the nerfs is to simply try and avoid getting hit in the first place. That goes for Rares/Champions as well.

Also, yes, you need to accept the fact that some packs are quite simply unbeatable. Can't get around that little problem.
Brockster
Profile Joined June 2010
Germany82 Posts
May 25 2012 09:44 GMT
#830
wait what, you beat inferno act3 with no EnergyArmor? thats crazy, respect. I was thinking about the rune Time Shell, for even better kiting, but wasnt sure if i can catch enough projectiles in that tiny thing, did you try that out?
Is Arcane Dynamo any good, i was thinking of using cold blooded instead of it in your spec, what do you think on that haxx?
Sneakyz
Profile Joined October 2010
Sweden2361 Posts
May 25 2012 09:48 GMT
#831
On May 25 2012 18:15 HaXXspetten wrote:
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.

Going to try out something similar to this build, have been thinking about skipping FA and DS since they're useless the majority of the time, although sometimes they can be good. I just beat Rakanoth Act4 with the standard Arcane Orb stuff but I'm playing with a 90k dps DH so I probably have an easier time than most of you .
I have found the Iron to be my greatest friend. It never freaks out on me, never runs. Friends may come and go. But two hundred pounds is always two hundred pounds.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
May 25 2012 09:55 GMT
#832
On May 25 2012 18:36 Dooba wrote:
Ok so after days of reading, trying crap out etc. i must come to the collective knowledge of the TL.net hive mind..
What the fuck, how the fuck am i supposed to kill champions in inferno act 2? I am losing my mind here...

Some are easy as hell, right, like molten / plague / non-fast but those are maybe 5% of all champions i come across.
Here are my stats and build:

[image loading]
Really small. List of major ones:
Damage : 19k
Armor: 4k
Resists: 300
Dodge: 15%
Unbuffed

http://eu.battle.net/d3/en/calculator/wizard#alROXQ!aXf!aZbYaZ


The weapon is slow, only 1.00 but it does over 1k dps. So that shouldn't really make THAT much of an issue. I get it, i should kite around a ton but that can't be the sole reason i get demolished. Also, if i don't use teleport, any waller champion = insta death - how do you deal with that?

I just can't wrap my head around skipping champions, i don't see it as a fun part of the game. Should i get over it? Do you guys skip most champion groups to get along with the story and get to bosses?



Help me here, im going crazy


My gear is far inferior to yours (I am currently on act 3 q 3) but yea, I basically skip champion packs in act 2. If you are having a hard time on certain mobs (for example the snake men with their invis), skip em too. You can try some co op games, as to me they seem alot easier. Champs become killable etc. Don't break your head over it, just wait for better gear and skip stuff you can't handle in the meantime.
graan
Profile Joined May 2011
Germany589 Posts
May 25 2012 09:56 GMT
#833
On May 25 2012 18:36 Dooba wrote:
Ok so after days of reading, trying crap out etc. i must come to the collective knowledge of the TL.net hive mind..
What the fuck, how the fuck am i supposed to kill champions in inferno act 2? I am losing my mind here...

Some are easy as hell, right, like molten / plague / non-fast but those are maybe 5% of all champions i come across.
Here are my stats and build:

[image loading]
Really small. List of major ones:
Damage : 19k
Armor: 4k
Resists: 300
Dodge: 15%
Unbuffed

http://eu.battle.net/d3/en/calculator/wizard#alROXQ!aXf!aZbYaZ


The weapon is slow, only 1.00 but it does over 1k dps. So that shouldn't really make THAT much of an issue. I get it, i should kite around a ton but that can't be the sole reason i get demolished. Also, if i don't use teleport, any waller champion = insta death - how do you deal with that?

I just can't wrap my head around skipping champions, i don't see it as a fun part of the game. Should i get over it? Do you guys skip most champion groups to get along with the story and get to bosses?



Help me here, im going crazy


Yesterday i was finaly able to play act2 and enjoy it, up to oasis, ofc i died but i cleared like 15 champion packs with stacked buff. There are some realy realy bad mobs, like those frog things in the sewers or invulnerable mobs - dont see a way to kill those unless u have a perfect kiting spot - which u usually dont have in those damn sewers..

What realy made the difference for me:

- slow weapon sucks so hard at kiting, especially in act 2, mobs are so fast.. i had a 880 dps 2h wpn for a long time, couldnt stand a chance.. now i have a 1.60 1h with ias on it - it makes the world of difference.
Try it with a bad weapon to kite, u will be amazed

- movementspeed on your boots ! if u dont have boots with that stat, get rid of them and only wear those boots with this stats.

I'm using almost the same build as you do, difference is i use celestial orb with temporal flux for my main kiting spell, aimed magic missile to shot around corners in certain situations and decoys with my blink, which is imho the best defensive skill we have, two in one blink and decoy !
Mammel
Profile Joined November 2010
Finland189 Posts
May 25 2012 10:01 GMT
#834
On May 25 2012 18:36 Dooba wrote:
Ok so after days of reading, trying crap out etc. i must come to the collective knowledge of the TL.net hive mind..
What the fuck, how the fuck am i supposed to kill champions in inferno act 2? I am losing my mind here...

Some are easy as hell, right, like molten / plague / non-fast but those are maybe 5% of all champions i come across.
Here are my stats and build:

[image loading]
Really small. List of major ones:
Damage : 19k
Armor: 4k
Resists: 300
Dodge: 15%
Unbuffed

http://eu.battle.net/d3/en/calculator/wizard#alROXQ!aXf!aZbYaZ


The weapon is slow, only 1.00 but it does over 1k dps. So that shouldn't really make THAT much of an issue. I get it, i should kite around a ton but that can't be the sole reason i get demolished. Also, if i don't use teleport, any waller champion = insta death - how do you deal with that?

I just can't wrap my head around skipping champions, i don't see it as a fun part of the game. Should i get over it? Do you guys skip most champion groups to get along with the story and get to bosses?



Help me here, im going crazy

What? Waller mobs are basically free loot unless they have something totally retarded. Fight at choke and make sure wall blocks it completely, then teleport over and kill with blizzard/hydra, it even blocks vortex.
You'll have to just kite, kite and kite until it dies. Just skip all retarded combos like shield+fast unless the mob type makes it possible (Like slow caster etc.). And invul, minions is waste of time 99% of time as well.
If you don't have a choke run around large impassable area, on open area blizzard won't hit them all.

Your build... Well, it sucks ass. AP cost is 10 times better than your current blizzard rune. galvanizing ward is useless as well, get something useful instead, ain't that hard to keep 2 min buff on and regen is useless now that FA got nerfed. Don't really like blur but w/e, if it helps you to take that 1 extra hit. Magic missile, what the hell? You don't need to have signature spell you know? Take frost nova or something. Diamond skin is meh to say the least after nerf, maybe in a2 it still has it's uses though,
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2012-05-25 10:23:58
May 25 2012 10:06 GMT
#835
On May 25 2012 18:38 Tobberoth wrote:
Show nested quote +
On May 25 2012 18:15 HaXXspetten wrote:
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.

Does blizzard and slow time stack? Also, aren't you literally getting oneshotted by every single enemy since you don't have FA?

Slow Time doesn't affect any actions me or any allies do. In other words, everything progresses as normal, other than that you've got a huge bubble shield that slows down enemies, makes them take more damage (thanks to the rune), and most importantly; it effectively blocks all projectiles. I'm sooo glad I tried it out, never looked back since.

Also, yes, I do get oneshotted by most mobs. But the whole theory of this build is to never get hit. Let me explain:


Spells:

Magic Missile - Charged Blast => Good damage, easy to kite with. Also, every hit will slow the target by 30% thanks to one of my passives.

Hydra - Venom Hydra => Pretty self-explanatory. Does huge amounts of damage, and synergizes well with a kiting-based build, plus that the huge amounts of slowing/freezing I'm doing makes the mobs stand in the toxic pools for a longer period of time.

Frost Nova - Cold Snap => Again, not much explanation needed, just seems like an obvious choice to get some good crowd control, as well as force the mobs to stand in all my other spells at once. As far as the rune goes, Cold Snap and Bone Chill are both sensible choices, but I just went with the more long-term, safer one. If you're not having any problems then it might be better to switch for the slightly increased dps.

Blizzard - Stark Winter => I didn't like Blizzard at all while I was leveling, but I gotta say that its dps feels a hell of a lot higher than its tooltip says. Also, of course, it slows everything it hits, making it a vital part of this build, and the main dps spell. Most of the runes are useable, although I personally think Stark Winter is, in the end, the most effective overall for trash, and Unrelenting Storm is the best for boss fights.

Slow Time - Time Warp => Most important part of this build. Like I said, it's huge versatility essentially turns it into a Guardian Shield. With this, I now have four out of six spells slowing or freezing solid, and when you stack them up you get the sickest trap. More importantly though is that the only real weakness of this build is some ranged one-shot attacks that hit you before you can hit them. When you're in that kind of environment, simply pop the bubble preemptively, and use it as a shield. If you can't dodge a missile attack with 90% movement speed reduction, then you shouldn't be playing Inferno. I'm a little torn as far as what is best out of Miasma and Time Warp; the former is technically better for kiting, but I figure you might as well boost your dps in the place where you'll be stacking up all your CC's anyway, so you can kill them three seconds faster instead of kiting three seconds more.

Magic Weapon - Force Weapon => Meh, didn't feel I needed any more CC, and I need some good dps as well, so why the hell not, it makes a huge difference.


Passives:

Glass Cannon => Well the 10% difference in Armor and Resistances rarely makes much of a difference anyway, so I can tolerate that. The whole point is to never get hit anyway, so I might as well ignore that and just take the 15% increased dps and smile.

Temporal Flux => A huge asset to this build. Admittedly the only Arcane spell I'm using is my primary, but having even your default attack slow every enemy by 30% for every hit helps immensely versus melee mobs.

Arcane Dynamo => Quite simply because it was the best one remaining. Since Charged Blast makes Magic Missile a force to be reckoned with on its own, and Temporal Flux makes it commonly used when kiting, it makes sense to get a Flash of Insight every shot, so that if you remember your patterns, if you use Blizzard whenever you're fully charged, it suddenly deals huge amounts of damage in addition to slowing.



...and that's about it. Made some changes during certain troublesome boss fights since some of these spells are fairly pointless at times, but other than that I never needed to change anything, other than occationally grabbing Wormhole for a minute in order to bypass some impossible Rares/Champions of course. The only real trouble I've had are Teleport/Vortex/Fast on some types of mobs. Also, some sorts of ranged attacks that go around Slow Time are really annoying, like the Heralds of Pestilence that just buttfuck you from beneath instead. Soul Lashers were also ridiculous since their frickin' one-shotting tongues fire at you with an insane movement speed that you usually don't even have time to react and pop your bubble. Hulking Phasebeasts and their natural Teleport were also pretty annoying.

Then again, if I said I beat Act III with no problems it would be an imbalanced build, as such a thing should not exist. Sure, it has it weaknesses, but so should every build have, and the most important thing is that it worked in the end, and I'm now in Act IV Inferno. (Although the first fight needs a total respec to be beatable for me lol, not that it really matters as I need to do some farming in Act III before I have a chance in the High Heavens.)



On May 25 2012 18:44 Brockster wrote:
wait what, you beat inferno act3 with no EnergyArmor? thats crazy, respect. I was thinking about the rune Time Shell, for even better kiting, but wasnt sure if i can catch enough projectiles in that tiny thing, did you try that out?
Is Arcane Dynamo any good, i was thinking of using cold blooded instead of it in your spec, what do you think on that haxx?

Yeah I tried, Time Shell doesn't work at all, it's waaaayyyy too small lol

Arcane Dynamo is crucial, since it makes your Magic Missile slow 30% every hit (doesn't stack of course, but still), definitely not worth switching that out for Cold Blooded. As far as the others go, while I agree that Cold Blooded would be really good to boost Blizzard's dps, the other two simply does even more. Glass Cannon goes 15% for everything, not just cold, so it's definitely better given that Cold Blooded only boosts by 20%, and you're gonna benefit a lot more from boosting your primary and your Hydra than the extra 5% from Blizzard. The last one, Arcane Dynamo, doesn't take effect quite as often as Cold Blooded would, but since you're kiting a lot with your Magic Missile, the charges build up pretty quickly, so you can still definitely discharge it with Blizzard often enough for its 75% dps bonus to be far superior to the constant 20% from Cold Blooded. In the end, CB would have been my fourth pick probably, but no, it's not worth including.
Mammel
Profile Joined November 2010
Finland189 Posts
May 25 2012 10:24 GMT
#836
On May 25 2012 19:06 HaXXspetten wrote:
Show nested quote +
On May 25 2012 18:38 Tobberoth wrote:
On May 25 2012 18:15 HaXXspetten wrote:
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.

Does blizzard and slow time stack? Also, aren't you literally getting oneshotted by every single enemy since you don't have FA?

Slow Time doesn't affect any actions me or any allies do. In other words, everything progresses as normal, other than that you've got a huge bubble shield that slows down enemies, makes them take more damage (thanks to the rune), and most importantly; it effectively blocks all projectiles. I'm sooo glad I tried it out, never looked back since.

Also, yes, I do get oneshotted by most mobs. But the whole theory of this build is to never get hit. Let me explain:

Magic Missile - Charged Blast => Good damage, easy to kite with. Also, every hit will slow the target by 30% thanks to one of my passives.

Hydra - Venom Hydra => Pretty self-explanatory. Does huge amounts of damage, and synergizes well with a kiting-based build, plus that the huge amounts of slowing/freezing I'm doing makes the mobs stand in the toxic pools for a longer period of time.

Frost Nova - Cold Snap => Again, not much explanation needed, just seems like an obvious choice to get some good crowd control, as well as force the mobs to stand in all my other spells at once. As far as the rune goes, Cold Snap and Bone Chill are both sensible choices, but I just went with the more long-term, safer one. If you're not having any problems then it might be better to switch for the slightly increased dps.

Blizzard - Stark Winter => I didn't like Blizzard at all while I was leveling, but I gotta say that its dps feels a hell of a lot higher than its tooltip says. Also, of course, it slows everything it hits, making it a vital part of this build, and the main dps spell. Most of the runes are useable, although I personally think Stark Winter is, in the end, the most effective overall for trash, and Unrelenting Storm is the best for boss fights.

Slow Time - Time Warp => Most important part of this build. Like I said, it's huge versatility essentially turns it into a Guardian Shield. With this, I now have four out of six spells slowing or freezing solid, and when you stack them up you get the sickest trap. More importantly though is that the only real weakness of this build is some ranged one-shot attacks that hit you before you can hit them. When you're in that kind of environment, simply pop the bubble preemptively, and use it as a shield. If you can't dodge a missile attack with 90% movement speed reduction, then you shouldn't be playing Inferno. I'm a little torn as far as what is best out of Miasma and Time Warp; the former is technically better for kiting, but I figure you might as well boost your dps in the place where you'll be stacking up all your CC's anyway, so you can kill them three seconds faster instead of kiting three seconds more.

Magic Weapon - Force Weapon => Meh, didn't feel I needed any more CC, and I need some good dps as well, so why the hell not, it makes a huge difference.


Passives:

Glass Cannon => Well the 10% difference in Armor and Resistances rarely makes much of a difference anyway, so I can tolerate that. The whole point is to never get hit anyway, so I might as well ignore that and just take the 15% increased dps and smile.

Temporal Flux => A huge asset to this build. Admittedly the only Arcane spell I'm using is my primary, but having even your default attack slow every enemy by 30% for every hit helps immensely versus melee mobs.

Arcane Dynamo => Quite simply because it was the best one remaining. Since Charged Blast makes Magic Missile a force to be reckoned with on its own, and Temporal Flux makes it commonly used when kiting, it makes sense to get a Flash of Insight every shot, so that if you remember your patterns, if you use Blizzard whenever you're fully charged, it suddenly deals huge amounts of damage in addition to slowing.



...and that's about it. Made some changes during certain troublesome boss fights since some of these spells are fairly pointless at times, but other than that I never needed to change anything, other than occationally grabbing Wormhole for a minute in order to bypass some impossible Rares/Champions of course. The only really trouble I've had are Teleport/Vortex/Fast on some types of mobs. Also, some sorts of ranged attacks that go around Slow Time are really annoying, like the Heralds of Pestilence that just buttfuck you from beneath instead. Soul Lashers were also ridiculous since their frickin' one-shotting tongues fire at you with an insane movement speed that you usually don't even have time to react and pop your bubble. Hulking Phasebeasts and their natural Teleport were also pretty annoying.

Then again, if I said I beat Act III with no problems it would be an imbalanced build, as such a thing should not exist. Sure, it has it weaknesses, but so should every build have, and the most important thing is that it worked in the end, and I'm now in Act IV Inferno. (Although the first fight needs a total respec to be beatable for me lol, not that it really matters as I need to do some farming in Act III before I have a chance in the High Heavens.)


Show nested quote +
On May 25 2012 18:44 Brockster wrote:
wait what, you beat inferno act3 with no EnergyArmor? thats crazy, respect. I was thinking about the rune Time Shell, for even better kiting, but wasnt sure if i can catch enough projectiles in that tiny thing, did you try that out?
Is Arcane Dynamo any good, i was thinking of using cold blooded instead of it in your spec, what do you think on that haxx?

Yeah I tried, Time Shell doesn't work at all, it's waaaayyyy too small lol
Arcane Dynamo is crucial, since it makes your Magic Missile slow 30% every hit (doesn't stack of course, but still), definitely not worth switching that out for Cold Blooded. As far as the others go, while I agree that Cold Blooded would be really good to boost Blizzard's dps, the other two simply does even more. Glass Cannon goes 15% for everything, not just cold, so it's definitely better given that Cold Blooded only boosts by 20%, and you're gonna benifit a lot more from boosting your primary and your Hydra than the extra 5% from Blizzard. The last one, Arcane Dynamo, doesn't take effect quite as often as Cold Blooded would, but since you're kiting a lot with your Magic Missile, the charges build up pretty quickly, so you can still definitely discharge it with Blizzard often enough for its 75% dps bonus to be far superior to the constant 20% from Cold Blooded. In the end, CB would have been my fourth pick probably, but no, it's not worth including.

Why not switch magic missile+arcane dynamo to ray of frost+cold blooded? I do 1 million dmg roughly with full AP bar to single target with RoF, even if you can't use it very ofter, sniping 50% HP from 1 elite because it decided to get stuck for a few seconds is just insane. And it slows the target even if you cast it for 1/10 of a second, slow lasts longer. And you get +20% to blizzard.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2012-05-25 10:35:27
May 25 2012 10:27 GMT
#837
I just feel like time slow requires you to stand still in it to get the benefits, but you can never ever stand still since you're moving 99% of the time when kiting rares... I just don't see how I would ever get any benefit from it unless it's enemies I don't have to run from, where pretty much any build is equally viable.

My personal build is to always, ALWAYS, have enemies running on blizzard... so temporal flux would be useless, they are already slowed by 30% by the blizzard, and the missile only hits one enemy anyway, if I have AP to spend, I send celestial orbs at them which does way more damage.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
May 25 2012 10:33 GMT
#838
On May 25 2012 19:24 Mammel wrote:
Show nested quote +
On May 25 2012 19:06 HaXXspetten wrote:
On May 25 2012 18:38 Tobberoth wrote:
On May 25 2012 18:15 HaXXspetten wrote:
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.

Does blizzard and slow time stack? Also, aren't you literally getting oneshotted by every single enemy since you don't have FA?

Slow Time doesn't affect any actions me or any allies do. In other words, everything progresses as normal, other than that you've got a huge bubble shield that slows down enemies, makes them take more damage (thanks to the rune), and most importantly; it effectively blocks all projectiles. I'm sooo glad I tried it out, never looked back since.

Also, yes, I do get oneshotted by most mobs. But the whole theory of this build is to never get hit. Let me explain:

Magic Missile - Charged Blast => Good damage, easy to kite with. Also, every hit will slow the target by 30% thanks to one of my passives.

Hydra - Venom Hydra => Pretty self-explanatory. Does huge amounts of damage, and synergizes well with a kiting-based build, plus that the huge amounts of slowing/freezing I'm doing makes the mobs stand in the toxic pools for a longer period of time.

Frost Nova - Cold Snap => Again, not much explanation needed, just seems like an obvious choice to get some good crowd control, as well as force the mobs to stand in all my other spells at once. As far as the rune goes, Cold Snap and Bone Chill are both sensible choices, but I just went with the more long-term, safer one. If you're not having any problems then it might be better to switch for the slightly increased dps.

Blizzard - Stark Winter => I didn't like Blizzard at all while I was leveling, but I gotta say that its dps feels a hell of a lot higher than its tooltip says. Also, of course, it slows everything it hits, making it a vital part of this build, and the main dps spell. Most of the runes are useable, although I personally think Stark Winter is, in the end, the most effective overall for trash, and Unrelenting Storm is the best for boss fights.

Slow Time - Time Warp => Most important part of this build. Like I said, it's huge versatility essentially turns it into a Guardian Shield. With this, I now have four out of six spells slowing or freezing solid, and when you stack them up you get the sickest trap. More importantly though is that the only real weakness of this build is some ranged one-shot attacks that hit you before you can hit them. When you're in that kind of environment, simply pop the bubble preemptively, and use it as a shield. If you can't dodge a missile attack with 90% movement speed reduction, then you shouldn't be playing Inferno. I'm a little torn as far as what is best out of Miasma and Time Warp; the former is technically better for kiting, but I figure you might as well boost your dps in the place where you'll be stacking up all your CC's anyway, so you can kill them three seconds faster instead of kiting three seconds more.

Magic Weapon - Force Weapon => Meh, didn't feel I needed any more CC, and I need some good dps as well, so why the hell not, it makes a huge difference.


Passives:

Glass Cannon => Well the 10% difference in Armor and Resistances rarely makes much of a difference anyway, so I can tolerate that. The whole point is to never get hit anyway, so I might as well ignore that and just take the 15% increased dps and smile.

Temporal Flux => A huge asset to this build. Admittedly the only Arcane spell I'm using is my primary, but having even your default attack slow every enemy by 30% for every hit helps immensely versus melee mobs.

Arcane Dynamo => Quite simply because it was the best one remaining. Since Charged Blast makes Magic Missile a force to be reckoned with on its own, and Temporal Flux makes it commonly used when kiting, it makes sense to get a Flash of Insight every shot, so that if you remember your patterns, if you use Blizzard whenever you're fully charged, it suddenly deals huge amounts of damage in addition to slowing.



...and that's about it. Made some changes during certain troublesome boss fights since some of these spells are fairly pointless at times, but other than that I never needed to change anything, other than occationally grabbing Wormhole for a minute in order to bypass some impossible Rares/Champions of course. The only really trouble I've had are Teleport/Vortex/Fast on some types of mobs. Also, some sorts of ranged attacks that go around Slow Time are really annoying, like the Heralds of Pestilence that just buttfuck you from beneath instead. Soul Lashers were also ridiculous since their frickin' one-shotting tongues fire at you with an insane movement speed that you usually don't even have time to react and pop your bubble. Hulking Phasebeasts and their natural Teleport were also pretty annoying.

Then again, if I said I beat Act III with no problems it would be an imbalanced build, as such a thing should not exist. Sure, it has it weaknesses, but so should every build have, and the most important thing is that it worked in the end, and I'm now in Act IV Inferno. (Although the first fight needs a total respec to be beatable for me lol, not that it really matters as I need to do some farming in Act III before I have a chance in the High Heavens.)


On May 25 2012 18:44 Brockster wrote:
wait what, you beat inferno act3 with no EnergyArmor? thats crazy, respect. I was thinking about the rune Time Shell, for even better kiting, but wasnt sure if i can catch enough projectiles in that tiny thing, did you try that out?
Is Arcane Dynamo any good, i was thinking of using cold blooded instead of it in your spec, what do you think on that haxx?

Yeah I tried, Time Shell doesn't work at all, it's waaaayyyy too small lol
Arcane Dynamo is crucial, since it makes your Magic Missile slow 30% every hit (doesn't stack of course, but still), definitely not worth switching that out for Cold Blooded. As far as the others go, while I agree that Cold Blooded would be really good to boost Blizzard's dps, the other two simply does even more. Glass Cannon goes 15% for everything, not just cold, so it's definitely better given that Cold Blooded only boosts by 20%, and you're gonna benifit a lot more from boosting your primary and your Hydra than the extra 5% from Blizzard. The last one, Arcane Dynamo, doesn't take effect quite as often as Cold Blooded would, but since you're kiting a lot with your Magic Missile, the charges build up pretty quickly, so you can still definitely discharge it with Blizzard often enough for its 75% dps bonus to be far superior to the constant 20% from Cold Blooded. In the end, CB would have been my fourth pick probably, but no, it's not worth including.

Why not switch magic missile+arcane dynamo to ray of frost+cold blooded? I do 1 million dmg roughly with full AP bar to single target with RoF, even if you can't use it very ofter, sniping 50% HP from 1 elite because it decided to get stuck for a few seconds is just insane. And it slows the target even if you cast it for 1/10 of a second, slow lasts longer. And you get +20% to blizzard.

That's a good point, but can you really kite with Ray of Frost?
Mammel
Profile Joined November 2010
Finland189 Posts
May 25 2012 10:34 GMT
#839
On May 25 2012 19:33 HaXXspetten wrote:
Show nested quote +
On May 25 2012 19:24 Mammel wrote:
On May 25 2012 19:06 HaXXspetten wrote:
On May 25 2012 18:38 Tobberoth wrote:
On May 25 2012 18:15 HaXXspetten wrote:
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.

Does blizzard and slow time stack? Also, aren't you literally getting oneshotted by every single enemy since you don't have FA?

Slow Time doesn't affect any actions me or any allies do. In other words, everything progresses as normal, other than that you've got a huge bubble shield that slows down enemies, makes them take more damage (thanks to the rune), and most importantly; it effectively blocks all projectiles. I'm sooo glad I tried it out, never looked back since.

Also, yes, I do get oneshotted by most mobs. But the whole theory of this build is to never get hit. Let me explain:

Magic Missile - Charged Blast => Good damage, easy to kite with. Also, every hit will slow the target by 30% thanks to one of my passives.

Hydra - Venom Hydra => Pretty self-explanatory. Does huge amounts of damage, and synergizes well with a kiting-based build, plus that the huge amounts of slowing/freezing I'm doing makes the mobs stand in the toxic pools for a longer period of time.

Frost Nova - Cold Snap => Again, not much explanation needed, just seems like an obvious choice to get some good crowd control, as well as force the mobs to stand in all my other spells at once. As far as the rune goes, Cold Snap and Bone Chill are both sensible choices, but I just went with the more long-term, safer one. If you're not having any problems then it might be better to switch for the slightly increased dps.

Blizzard - Stark Winter => I didn't like Blizzard at all while I was leveling, but I gotta say that its dps feels a hell of a lot higher than its tooltip says. Also, of course, it slows everything it hits, making it a vital part of this build, and the main dps spell. Most of the runes are useable, although I personally think Stark Winter is, in the end, the most effective overall for trash, and Unrelenting Storm is the best for boss fights.

Slow Time - Time Warp => Most important part of this build. Like I said, it's huge versatility essentially turns it into a Guardian Shield. With this, I now have four out of six spells slowing or freezing solid, and when you stack them up you get the sickest trap. More importantly though is that the only real weakness of this build is some ranged one-shot attacks that hit you before you can hit them. When you're in that kind of environment, simply pop the bubble preemptively, and use it as a shield. If you can't dodge a missile attack with 90% movement speed reduction, then you shouldn't be playing Inferno. I'm a little torn as far as what is best out of Miasma and Time Warp; the former is technically better for kiting, but I figure you might as well boost your dps in the place where you'll be stacking up all your CC's anyway, so you can kill them three seconds faster instead of kiting three seconds more.

Magic Weapon - Force Weapon => Meh, didn't feel I needed any more CC, and I need some good dps as well, so why the hell not, it makes a huge difference.


Passives:

Glass Cannon => Well the 10% difference in Armor and Resistances rarely makes much of a difference anyway, so I can tolerate that. The whole point is to never get hit anyway, so I might as well ignore that and just take the 15% increased dps and smile.

Temporal Flux => A huge asset to this build. Admittedly the only Arcane spell I'm using is my primary, but having even your default attack slow every enemy by 30% for every hit helps immensely versus melee mobs.

Arcane Dynamo => Quite simply because it was the best one remaining. Since Charged Blast makes Magic Missile a force to be reckoned with on its own, and Temporal Flux makes it commonly used when kiting, it makes sense to get a Flash of Insight every shot, so that if you remember your patterns, if you use Blizzard whenever you're fully charged, it suddenly deals huge amounts of damage in addition to slowing.



...and that's about it. Made some changes during certain troublesome boss fights since some of these spells are fairly pointless at times, but other than that I never needed to change anything, other than occationally grabbing Wormhole for a minute in order to bypass some impossible Rares/Champions of course. The only really trouble I've had are Teleport/Vortex/Fast on some types of mobs. Also, some sorts of ranged attacks that go around Slow Time are really annoying, like the Heralds of Pestilence that just buttfuck you from beneath instead. Soul Lashers were also ridiculous since their frickin' one-shotting tongues fire at you with an insane movement speed that you usually don't even have time to react and pop your bubble. Hulking Phasebeasts and their natural Teleport were also pretty annoying.

Then again, if I said I beat Act III with no problems it would be an imbalanced build, as such a thing should not exist. Sure, it has it weaknesses, but so should every build have, and the most important thing is that it worked in the end, and I'm now in Act IV Inferno. (Although the first fight needs a total respec to be beatable for me lol, not that it really matters as I need to do some farming in Act III before I have a chance in the High Heavens.)


On May 25 2012 18:44 Brockster wrote:
wait what, you beat inferno act3 with no EnergyArmor? thats crazy, respect. I was thinking about the rune Time Shell, for even better kiting, but wasnt sure if i can catch enough projectiles in that tiny thing, did you try that out?
Is Arcane Dynamo any good, i was thinking of using cold blooded instead of it in your spec, what do you think on that haxx?

Yeah I tried, Time Shell doesn't work at all, it's waaaayyyy too small lol
Arcane Dynamo is crucial, since it makes your Magic Missile slow 30% every hit (doesn't stack of course, but still), definitely not worth switching that out for Cold Blooded. As far as the others go, while I agree that Cold Blooded would be really good to boost Blizzard's dps, the other two simply does even more. Glass Cannon goes 15% for everything, not just cold, so it's definitely better given that Cold Blooded only boosts by 20%, and you're gonna benifit a lot more from boosting your primary and your Hydra than the extra 5% from Blizzard. The last one, Arcane Dynamo, doesn't take effect quite as often as Cold Blooded would, but since you're kiting a lot with your Magic Missile, the charges build up pretty quickly, so you can still definitely discharge it with Blizzard often enough for its 75% dps bonus to be far superior to the constant 20% from Cold Blooded. In the end, CB would have been my fourth pick probably, but no, it's not worth including.

Why not switch magic missile+arcane dynamo to ray of frost+cold blooded? I do 1 million dmg roughly with full AP bar to single target with RoF, even if you can't use it very ofter, sniping 50% HP from 1 elite because it decided to get stuck for a few seconds is just insane. And it slows the target even if you cast it for 1/10 of a second, slow lasts longer. And you get +20% to blizzard.

That's a good point, but can you really kite with Ray of Frost?

That's blizzards job, isn't it :p?
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
May 25 2012 10:39 GMT
#840
On May 25 2012 19:34 Mammel wrote:
Show nested quote +
On May 25 2012 19:33 HaXXspetten wrote:
On May 25 2012 19:24 Mammel wrote:
On May 25 2012 19:06 HaXXspetten wrote:
On May 25 2012 18:38 Tobberoth wrote:
On May 25 2012 18:15 HaXXspetten wrote:
Finally beat Act III Inferno, and with a non-abusive build at that
http://eu.battle.net/d3/en/calculator/wizard#aRYglS!YUT!abZZYZ

I made it up on the fly, and I don't know if this has been mentioned yet, but Slow Time is soooooooo good on Inferno. Not only does it help with kiting and dps, but it reduces the speed of incoming projectiles by fricking 90%. I essentially use it as a shield against ranged units, since I can still shoot at them normally since Slow Time doesn't affect me.

I did some pretty big respecs for Azmodan though, and also a little for Cydaea, as some of these skills just didn't do much against them.

Does blizzard and slow time stack? Also, aren't you literally getting oneshotted by every single enemy since you don't have FA?

Slow Time doesn't affect any actions me or any allies do. In other words, everything progresses as normal, other than that you've got a huge bubble shield that slows down enemies, makes them take more damage (thanks to the rune), and most importantly; it effectively blocks all projectiles. I'm sooo glad I tried it out, never looked back since.

Also, yes, I do get oneshotted by most mobs. But the whole theory of this build is to never get hit. Let me explain:

Magic Missile - Charged Blast => Good damage, easy to kite with. Also, every hit will slow the target by 30% thanks to one of my passives.

Hydra - Venom Hydra => Pretty self-explanatory. Does huge amounts of damage, and synergizes well with a kiting-based build, plus that the huge amounts of slowing/freezing I'm doing makes the mobs stand in the toxic pools for a longer period of time.

Frost Nova - Cold Snap => Again, not much explanation needed, just seems like an obvious choice to get some good crowd control, as well as force the mobs to stand in all my other spells at once. As far as the rune goes, Cold Snap and Bone Chill are both sensible choices, but I just went with the more long-term, safer one. If you're not having any problems then it might be better to switch for the slightly increased dps.

Blizzard - Stark Winter => I didn't like Blizzard at all while I was leveling, but I gotta say that its dps feels a hell of a lot higher than its tooltip says. Also, of course, it slows everything it hits, making it a vital part of this build, and the main dps spell. Most of the runes are useable, although I personally think Stark Winter is, in the end, the most effective overall for trash, and Unrelenting Storm is the best for boss fights.

Slow Time - Time Warp => Most important part of this build. Like I said, it's huge versatility essentially turns it into a Guardian Shield. With this, I now have four out of six spells slowing or freezing solid, and when you stack them up you get the sickest trap. More importantly though is that the only real weakness of this build is some ranged one-shot attacks that hit you before you can hit them. When you're in that kind of environment, simply pop the bubble preemptively, and use it as a shield. If you can't dodge a missile attack with 90% movement speed reduction, then you shouldn't be playing Inferno. I'm a little torn as far as what is best out of Miasma and Time Warp; the former is technically better for kiting, but I figure you might as well boost your dps in the place where you'll be stacking up all your CC's anyway, so you can kill them three seconds faster instead of kiting three seconds more.

Magic Weapon - Force Weapon => Meh, didn't feel I needed any more CC, and I need some good dps as well, so why the hell not, it makes a huge difference.


Passives:

Glass Cannon => Well the 10% difference in Armor and Resistances rarely makes much of a difference anyway, so I can tolerate that. The whole point is to never get hit anyway, so I might as well ignore that and just take the 15% increased dps and smile.

Temporal Flux => A huge asset to this build. Admittedly the only Arcane spell I'm using is my primary, but having even your default attack slow every enemy by 30% for every hit helps immensely versus melee mobs.

Arcane Dynamo => Quite simply because it was the best one remaining. Since Charged Blast makes Magic Missile a force to be reckoned with on its own, and Temporal Flux makes it commonly used when kiting, it makes sense to get a Flash of Insight every shot, so that if you remember your patterns, if you use Blizzard whenever you're fully charged, it suddenly deals huge amounts of damage in addition to slowing.



...and that's about it. Made some changes during certain troublesome boss fights since some of these spells are fairly pointless at times, but other than that I never needed to change anything, other than occationally grabbing Wormhole for a minute in order to bypass some impossible Rares/Champions of course. The only really trouble I've had are Teleport/Vortex/Fast on some types of mobs. Also, some sorts of ranged attacks that go around Slow Time are really annoying, like the Heralds of Pestilence that just buttfuck you from beneath instead. Soul Lashers were also ridiculous since their frickin' one-shotting tongues fire at you with an insane movement speed that you usually don't even have time to react and pop your bubble. Hulking Phasebeasts and their natural Teleport were also pretty annoying.

Then again, if I said I beat Act III with no problems it would be an imbalanced build, as such a thing should not exist. Sure, it has it weaknesses, but so should every build have, and the most important thing is that it worked in the end, and I'm now in Act IV Inferno. (Although the first fight needs a total respec to be beatable for me lol, not that it really matters as I need to do some farming in Act III before I have a chance in the High Heavens.)


On May 25 2012 18:44 Brockster wrote:
wait what, you beat inferno act3 with no EnergyArmor? thats crazy, respect. I was thinking about the rune Time Shell, for even better kiting, but wasnt sure if i can catch enough projectiles in that tiny thing, did you try that out?
Is Arcane Dynamo any good, i was thinking of using cold blooded instead of it in your spec, what do you think on that haxx?

Yeah I tried, Time Shell doesn't work at all, it's waaaayyyy too small lol
Arcane Dynamo is crucial, since it makes your Magic Missile slow 30% every hit (doesn't stack of course, but still), definitely not worth switching that out for Cold Blooded. As far as the others go, while I agree that Cold Blooded would be really good to boost Blizzard's dps, the other two simply does even more. Glass Cannon goes 15% for everything, not just cold, so it's definitely better given that Cold Blooded only boosts by 20%, and you're gonna benifit a lot more from boosting your primary and your Hydra than the extra 5% from Blizzard. The last one, Arcane Dynamo, doesn't take effect quite as often as Cold Blooded would, but since you're kiting a lot with your Magic Missile, the charges build up pretty quickly, so you can still definitely discharge it with Blizzard often enough for its 75% dps bonus to be far superior to the constant 20% from Cold Blooded. In the end, CB would have been my fourth pick probably, but no, it's not worth including.

Why not switch magic missile+arcane dynamo to ray of frost+cold blooded? I do 1 million dmg roughly with full AP bar to single target with RoF, even if you can't use it very ofter, sniping 50% HP from 1 elite because it decided to get stuck for a few seconds is just insane. And it slows the target even if you cast it for 1/10 of a second, slow lasts longer. And you get +20% to blizzard.

That's a good point, but can you really kite with Ray of Frost?

That's blizzards job, isn't it :p?

>.>

Seriously though, my point being that you'll get a ton of dps by doing it your way, but you'll sacrifice micro potential for it. Might be worth it, I dunno since I havn't tried both, but it's a good question.
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