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Wizard - Builds/Discussion - Page 50

Forum Index > Diablo 3
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Dfgj
Profile Joined May 2008
Singapore5922 Posts
May 26 2012 15:30 GMT
#981
On May 27 2012 00:27 Rowa wrote:
So, what do we have as good solo wizard builds now ?

On May 26 2012 05:24 Dfgj wrote:
Uh my runes/passives:

Arcane Orb - Tap the Source
Hydra - Venom Hydra
Diamond Skin - Crystal Shell
Energy Armor - Force Armor
Magic Weapon - Force Weapon

and 1 of the following:

Frost Nova - Cold Snap (vs a lot of melee)
Teleport - Fracture (vs more ranged-heavy compositions)
Teleport - Wormhole (if I expect to be running past things)

Astral Presence
Glass Cannon
Arcane Flux (OR Illusionist, if I feel like I have nothing to snare and need to be able to teleport a lot faster. sup phasebeasts)

Cleared all but Diablo.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2012-05-26 16:08:52
May 26 2012 15:46 GMT
#982
I've been using a ton of different builds throughout Inferno, but pretty much the same as Dfgj in Act IV, and I can recommend it as being pretty solid in almost all situations.


Anyway, I'm finally at Diablo, any thoughts on what the best build is for him nowadays?
Dfgj
Profile Joined May 2008
Singapore5922 Posts
May 26 2012 16:12 GMT
#983
Wish I had an answer to that dohoho

I used the build I posted with Teleport -> Safe passage and Illusionist. Fracture was getting me killed because when dodging a fireball, the images running behind me would get hit and the splash would burn me (this is the only attack you really have to worry about, everything else can be blocked with DS or just teleported out of). Also tried with Obliteration instead of Tap the Source because you rarely have a chance to actually sit and fire repeatedly.

Got to Phase 3, so I know it's doable - but goddamn do you need to be consistent.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 26 2012 16:21 GMT
#984
On May 27 2012 01:12 Dfgj wrote:
Wish I had an answer to that dohoho

I used the build I posted with Teleport -> Safe passage and Illusionist. Fracture was getting me killed because when dodging a fireball, the images running behind me would get hit and the splash would burn me (this is the only attack you really have to worry about, everything else can be blocked with DS or just teleported out of). Also tried with Obliteration instead of Tap the Source because you rarely have a chance to actually sit and fire repeatedly.

Got to Phase 3, so I know it's doable - but goddamn do you need to be consistent.


why would you use orb vs diablo as there really isn't anything to splash on. Magic missile with seeker seems much better as that's ideal at long distance and you can spam it easily. You can drop astral presence then and get some reduced cooldowns for example.
Simberto
Profile Blog Joined July 2010
Germany11507 Posts
May 26 2012 16:21 GMT
#985
On May 27 2012 00:15 alQahira wrote:
Markwerf, RE magic weapon it applies the boost to your weapon base damage, which then gets multiplied by intelligence, skill damage, etc. that's why it is such a big boost. The familiar damage is just normal bonus damage.


Well, but those also modify all the damage you do without magic weapon, so if you increase your weapon damage by 15%, that means that you increase all of your damage by 15%. You can exchange objects in a multiplication at will, so (x*1.15)*y = x*y*1.15. Which makes it so strange that magic weapon appears to increase your damage by far more then familiar, which if tooltips are correct should increase all your damage by 12%, while MW should give you 15%. Familiar also adds those single target 20% weapondamage hits, so theoretically, both should be very, very close to each other.
Dfgj
Profile Joined May 2008
Singapore5922 Posts
Last Edited: 2012-05-26 16:29:55
May 26 2012 16:25 GMT
#986
On May 27 2012 01:21 Markwerf wrote:
Show nested quote +
On May 27 2012 01:12 Dfgj wrote:
Wish I had an answer to that dohoho

I used the build I posted with Teleport -> Safe passage and Illusionist. Fracture was getting me killed because when dodging a fireball, the images running behind me would get hit and the splash would burn me (this is the only attack you really have to worry about, everything else can be blocked with DS or just teleported out of). Also tried with Obliteration instead of Tap the Source because you rarely have a chance to actually sit and fire repeatedly.

Got to Phase 3, so I know it's doable - but goddamn do you need to be consistent.


why would you use orb vs diablo as there really isn't anything to splash on. Magic missile with seeker seems much better as that's ideal at long distance and you can spam it easily. You can drop astral presence then and get some reduced cooldowns for example.

There is practically no situation where I will not hit with orb if I'm aiming it at Diablo, if he's offscreen that means he's walking slow and visible on minimap. In all other circumstances, he is not walking slow, and that is because he is on my ass and seeker missile is irrelevant.

I also don't have a ton of attackspeed so I wouldn't be able to make use of the lack of mana cost.

edit: I dont think it's necessarily a bad idea at all, but clearing the game with Orb is kind of a moral goal here too
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 26 2012 16:30 GMT
#987
On May 27 2012 00:15 alQahira wrote:
Markwerf, RE magic weapon it applies the boost to your weapon base damage, which then gets multiplied by intelligence, skill damage, etc. that's why it is such a big boost. The familiar damage is just normal bonus damage.


no that doesn't explain why it's more then 15%.
Sure it's applied to the base damage but then it would still be 15% only as all bonusses are multiplicative.
Someone figured that for some reason (bugged or not) magic weapon is applied twice which would explain the too high damage increase.
1.15^2 = 1.32 and force weapon seems to give about 32% increase
1.10^2 = 1.21 and weapon with other rune seems to give about 21% increase

I think the spell is just bugged (like so many other have proven to be..) and that the damage buff is just too big as it is. Force weapon is basically a must as 30ish procent is too much to not use.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 26 2012 16:34 GMT
#988
On May 27 2012 01:25 Dfgj wrote:
Show nested quote +
On May 27 2012 01:21 Markwerf wrote:
On May 27 2012 01:12 Dfgj wrote:
Wish I had an answer to that dohoho

I used the build I posted with Teleport -> Safe passage and Illusionist. Fracture was getting me killed because when dodging a fireball, the images running behind me would get hit and the splash would burn me (this is the only attack you really have to worry about, everything else can be blocked with DS or just teleported out of). Also tried with Obliteration instead of Tap the Source because you rarely have a chance to actually sit and fire repeatedly.

Got to Phase 3, so I know it's doable - but goddamn do you need to be consistent.


why would you use orb vs diablo as there really isn't anything to splash on. Magic missile with seeker seems much better as that's ideal at long distance and you can spam it easily. You can drop astral presence then and get some reduced cooldowns for example.

There is practically no situation where I will not hit with orb if I'm aiming it at Diablo, if he's offscreen that means he's walking slow and visible on minimap. In all other circumstances, he is not walking slow, and that is because he is on my ass and seeker missile is irrelevant.

I also don't have a ton of attackspeed so I wouldn't be able to make use of the lack of mana cost.

edit: I dont think it's necessarily a bad idea at all, but clearing the game with Orb is kind of a moral goal here too


the moral goal is a good reason showing that arcane orb is the best damage spell overall.
Time warp is also worth mentioning as a defensive spell against diablo as his ranged attacks are probably most troubling.
Dfgj
Profile Joined May 2008
Singapore5922 Posts
May 26 2012 16:42 GMT
#989
On May 27 2012 01:34 Markwerf wrote:
Show nested quote +
On May 27 2012 01:25 Dfgj wrote:
On May 27 2012 01:21 Markwerf wrote:
On May 27 2012 01:12 Dfgj wrote:
Wish I had an answer to that dohoho

I used the build I posted with Teleport -> Safe passage and Illusionist. Fracture was getting me killed because when dodging a fireball, the images running behind me would get hit and the splash would burn me (this is the only attack you really have to worry about, everything else can be blocked with DS or just teleported out of). Also tried with Obliteration instead of Tap the Source because you rarely have a chance to actually sit and fire repeatedly.

Got to Phase 3, so I know it's doable - but goddamn do you need to be consistent.


why would you use orb vs diablo as there really isn't anything to splash on. Magic missile with seeker seems much better as that's ideal at long distance and you can spam it easily. You can drop astral presence then and get some reduced cooldowns for example.

There is practically no situation where I will not hit with orb if I'm aiming it at Diablo, if he's offscreen that means he's walking slow and visible on minimap. In all other circumstances, he is not walking slow, and that is because he is on my ass and seeker missile is irrelevant.

I also don't have a ton of attackspeed so I wouldn't be able to make use of the lack of mana cost.

edit: I dont think it's necessarily a bad idea at all, but clearing the game with Orb is kind of a moral goal here too


the moral goal is a good reason showing that arcane orb is the best damage spell overall.
Time warp is also worth mentioning as a defensive spell against diablo as his ranged attacks are probably most troubling.

I've wondered about that. I die to his fireball more than any other attack, currently using teleport as my skill to handle it. But teleport is also useful against his melee attacks and provides an escape if you get caught in a bone cage (escape on 1% hp after he throws you down) - I don't know if by taking time warp, I'd lose out on defense from just being slapped to death.
Fts
Profile Joined March 2010
Sweden369 Posts
Last Edited: 2012-05-26 16:46:46
May 26 2012 16:44 GMT
#990
On May 27 2012 00:27 Rowa wrote:
Those i got so far are :

Tank wizard
http://us.battle.net/d3/en/calculator/wizard#WhXgSO!bTg!abaZYZ

please lets make a good list to help everyone.


Ive been using this build for a while now (at act 1 inferno), only exception is that im using blur instead of Arcane Dynamo. Its going okey, some combinations of enemies cant be handled, like minion damage immune etc. so im just skipping those. But the crit nerf really hurt, but atleast its challenging now though.

Ive been using a shield with this build, not sure what the benefits vs cons of more armor vs more dmg is with a melee wizard. Anyone got any thoughts on this? Im planing on using this build for a while and im curious if my next upgrade should be an offhand with more dmg or if I should keep using a shield for more armor. My dmg atm is 13k, 23% crit, 110% crit dmg, 61% physical dmg mitigation, 37k health self buffed and about 150 resist all.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
May 26 2012 18:01 GMT
#991
well there is no use in getting critical mass bc the skill is totally broken....
Im daed. Follow me @TL_NB
Mysticesper
Profile Joined January 2011
United States1183 Posts
May 26 2012 18:09 GMT
#992
On May 27 2012 03:01 NB wrote:
well there is no use in getting critical mass bc the skill is totally broken....

and by broken you mean "working as intended".
Fts
Profile Joined March 2010
Sweden369 Posts
May 26 2012 18:22 GMT
#993
Im planning in doing atleast act 1 inferno with a melee wizard build. If I cant do shit in act 2 then I guess ill get something els going.

But... I want a melee wizard build to be viable, since any skill in D3 is viable, right?... guys... right?
Demonhunter04
Profile Joined July 2011
1530 Posts
Last Edited: 2012-05-26 18:36:07
May 26 2012 18:24 GMT
#994
On May 25 2012 19:39 HaXXspetten wrote:
Show nested quote +
On May 25 2012 19:34 Mammel wrote:
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.


I've been using a 1.4 speed weapon for ages and I can kite very well with ray of frost without using any other slows. I am not in Inferno, but the technique doesn't change, does it? Not sure why other people are saying that you can't kite with ray of frost, that's what I've been doing since I first got it.

EDIT: I really want to see if there are any viable archon or meteor builds. I recently unlocked meteor and I've combined it with Blizzard to hold mobs in place, while using electrocute, spectral blades, diamond skin, and magic weapon as my other skills because I have no cost reducing runes for blizzard and meteor. Yes, I know the build sucks but it sure looks cool lol.

Also, is the Prismatic Armor rune (+40% to all resists) for Energy Armor not amazing? Nobody has mentioned it in the last few pages.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2012-05-26 18:33:03
May 26 2012 18:25 GMT
#995
On May 27 2012 01:44 Fts wrote:
Show nested quote +
On May 27 2012 00:27 Rowa wrote:
Those i got so far are :

Tank wizard
http://us.battle.net/d3/en/calculator/wizard#WhXgSO!bTg!abaZYZ

please lets make a good list to help everyone.


Ive been using this build for a while now (at act 1 inferno), only exception is that im using blur instead of Arcane Dynamo. Its going okey, some combinations of enemies cant be handled, like minion damage immune etc. so im just skipping those. But the crit nerf really hurt, but atleast its challenging now though.

Ive been using a shield with this build, not sure what the benefits vs cons of more armor vs more dmg is with a melee wizard. Anyone got any thoughts on this? Im planing on using this build for a while and im curious if my next upgrade should be an offhand with more dmg or if I should keep using a shield for more armor. My dmg atm is 13k, 23% crit, 110% crit dmg, 61% physical dmg mitigation, 37k health self buffed and about 150 resist all.


you realise that crit chance and crit dmg is already reflected in your DPS, no need to list it.
Also you have too much vitality and too little damage reduction it seems. Try to look for some items with +resist all, 150 resist all is very little for a wizard, you can definately use more. It's better to be 25~k health with good resistances and armor then high life and practically no resistance. The reason is that high reduction (armor or resistances do exactly the same thing) make diamond skin and health pots more effective. The way you're set up diamond skin and health pots won't do you much good, if you increase your armor and resist all a lot, even if it's at the loss of vitality, your character will be much stronger.

For weapon I recommend a 2handed mace for wizards. Shield doesn't do enough I think to compensate for the loss in DPS you have. DPS let's you kite a lot more effectively while a shield only adds a bit of surviveability in combat. Problem with 1 handers as well is that their attack rate is naturally higher leading to worse AP efficiency. Two handed mace is the slowest weapon there is leading to the best AP efficiency => practically non stop arcane orbs or whatever floats your boat.
1 hand + offhand item just has worse DPS then a 2 hander it seems so I don't think it's particulary good either.

Either way from a flavor point of view blizzard kinda screwed this game. Wizards are often best off running around with massive two handed maces while barbarians are often best off with pesky little daggers. It just looks silly..
They should have made wands slower then maces and daggers not available for barbarians or something like that.
Firebolt145
Profile Blog Joined May 2010
Lalalaland34491 Posts
May 26 2012 18:37 GMT
#996
On May 27 2012 03:24 Demonhunter04 wrote:
Show nested quote +
On May 25 2012 19:39 HaXXspetten wrote:
On May 25 2012 19:34 Mammel wrote:
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.


I've been using a 1.4 speed weapon for ages and I can kite very well with ray of frost without using any other slows. I am not in Inferno, but the technique doesn't change, does it? Not sure why other people are saying that you can't kite with ray of frost, that's what I've been doing since I first got it.

EDIT: I really want to see if there are any viable archon or meteor builds. I recently unlocked meteor and I've combined it with Blizzard to hold mobs in place, while using electrocute, spectral blades, diamond skin, and magic weapon as my other skills because I have no cost reducing runes for blizzard and meteor. Yes, I know the build sucks but it sure looks cool lol.

Also, is the Prismatic Armor rune (+40% to all resists) for Energy Armor not amazing? Nobody has mentioned it in the last few pages.

When you get to inferno, try ray of frost out and let us know how it works for you :D
Moderator
red_b
Profile Joined April 2010
United States1267 Posts
May 26 2012 18:41 GMT
#997
I use a 1h + source for my kite build, I don't like arcane orb as much as blizzard because you have to turn around to cast it. I rely on venom hydra for damage.

Inferno is soul crushing; too much damage that cannot be mitigated by skill, rather you have to have gear.
Those small maps were like a boxing match in a phone booth.
Demonhunter04
Profile Joined July 2011
1530 Posts
May 26 2012 18:41 GMT
#998
On May 27 2012 03:37 Firebolt145 wrote:
Show nested quote +
On May 27 2012 03:24 Demonhunter04 wrote:
On May 25 2012 19:39 HaXXspetten wrote:
On May 25 2012 19:34 Mammel wrote:
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.


I've been using a 1.4 speed weapon for ages and I can kite very well with ray of frost without using any other slows. I am not in Inferno, but the technique doesn't change, does it? Not sure why other people are saying that you can't kite with ray of frost, that's what I've been doing since I first got it.

EDIT: I really want to see if there are any viable archon or meteor builds. I recently unlocked meteor and I've combined it with Blizzard to hold mobs in place, while using electrocute, spectral blades, diamond skin, and magic weapon as my other skills because I have no cost reducing runes for blizzard and meteor. Yes, I know the build sucks but it sure looks cool lol.

Also, is the Prismatic Armor rune (+40% to all resists) for Energy Armor not amazing? Nobody has mentioned it in the last few pages.

When you get to inferno, try ray of frost out and let us know how it works for you :D


What happens? Are mobs immune to the slow from frost or something? 258% weapon damage and 60% slow seems amazing to me. Granted, it costs arcane power, but considering that Cold-Blooded also improves Blizzard, I don't see how it's worse than Magic Missile + Temporal Flux.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-05-26 18:48:11
May 26 2012 18:45 GMT
#999
On May 27 2012 01:21 Markwerf wrote:
Show nested quote +
On May 27 2012 01:12 Dfgj wrote:
Wish I had an answer to that dohoho

I used the build I posted with Teleport -> Safe passage and Illusionist. Fracture was getting me killed because when dodging a fireball, the images running behind me would get hit and the splash would burn me (this is the only attack you really have to worry about, everything else can be blocked with DS or just teleported out of). Also tried with Obliteration instead of Tap the Source because you rarely have a chance to actually sit and fire repeatedly.

Got to Phase 3, so I know it's doable - but goddamn do you need to be consistent.


why would you use orb vs diablo as there really isn't anything to splash on. Magic missile with seeker seems much better as that's ideal at long distance and you can spam it easily. You can drop astral presence then and get some reduced cooldowns for example.


Orb has some of the highest single target damage of all the wizard skills for how cheap/quickly you can cast it. Works great with magic missile and arcane dynamo while kiting.

On May 27 2012 03:41 Demonhunter04 wrote:
Show nested quote +
On May 27 2012 03:37 Firebolt145 wrote:
On May 27 2012 03:24 Demonhunter04 wrote:
On May 25 2012 19:39 HaXXspetten wrote:
On May 25 2012 19:34 Mammel wrote:
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.


I've been using a 1.4 speed weapon for ages and I can kite very well with ray of frost without using any other slows. I am not in Inferno, but the technique doesn't change, does it? Not sure why other people are saying that you can't kite with ray of frost, that's what I've been doing since I first got it.

EDIT: I really want to see if there are any viable archon or meteor builds. I recently unlocked meteor and I've combined it with Blizzard to hold mobs in place, while using electrocute, spectral blades, diamond skin, and magic weapon as my other skills because I have no cost reducing runes for blizzard and meteor. Yes, I know the build sucks but it sure looks cool lol.

Also, is the Prismatic Armor rune (+40% to all resists) for Energy Armor not amazing? Nobody has mentioned it in the last few pages.

When you get to inferno, try ray of frost out and let us know how it works for you :D


What happens? Are mobs immune to the slow from frost or something? 258% weapon damage and 60% slow seems amazing to me. Granted, it costs arcane power, but considering that Cold-Blooded also improves Blizzard, I don't see how it's worse than Magic Missile + Temporal Flux.


If you aren't able to pump 60k damage in less than a second (120k+ in 1s in a2) you will be quickly overwhelmed by everything else that isn't slowed.
diophan
Profile Joined September 2011
United States1018 Posts
Last Edited: 2012-05-26 18:48:14
May 26 2012 18:47 GMT
#1000
On May 27 2012 03:41 Demonhunter04 wrote:
Show nested quote +
On May 27 2012 03:37 Firebolt145 wrote:
On May 27 2012 03:24 Demonhunter04 wrote:
On May 25 2012 19:39 HaXXspetten wrote:
On May 25 2012 19:34 Mammel wrote:
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.


I've been using a 1.4 speed weapon for ages and I can kite very well with ray of frost without using any other slows. I am not in Inferno, but the technique doesn't change, does it? Not sure why other people are saying that you can't kite with ray of frost, that's what I've been doing since I first got it.

EDIT: I really want to see if there are any viable archon or meteor builds. I recently unlocked meteor and I've combined it with Blizzard to hold mobs in place, while using electrocute, spectral blades, diamond skin, and magic weapon as my other skills because I have no cost reducing runes for blizzard and meteor. Yes, I know the build sucks but it sure looks cool lol.

Also, is the Prismatic Armor rune (+40% to all resists) for Energy Armor not amazing? Nobody has mentioned it in the last few pages.

When you get to inferno, try ray of frost out and let us know how it works for you :D


What happens? Are mobs immune to the slow from frost or something? 258% weapon damage and 60% slow seems amazing to me. Granted, it costs arcane power, but considering that Cold-Blooded also improves Blizzard, I don't see how it's worse than Magic Missile + Temporal Flux.


Fast/teleport/mortar and you can't channel for more than 1/2 a second without dying. If you get hit twice you die. You need to "shoot and scoot".
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