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Wizard - Builds/Discussion - Page 80

Forum Index > Diablo 3
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SiPa
Profile Joined July 2010
Germany129 Posts
May 31 2012 10:34 GMT
#1581
Question: How are Procs calculated? Does it depend on the skill you use? Can your hydra procc stuff?
when i play with lightning only the lightning-familiar seems to have a chance to proc the stun. Obviously living lightning should be perfect for procs, since it hits the enemy like 10 times/second, but it doesnt seem to work; did anyone have similar experiences?
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
May 31 2012 10:34 GMT
#1582
On May 31 2012 19:21 Fus wrote:
I'm running hardcore wizard level 41 atm. My skill setup is:

Magic missile (+dmg)
frost nova (reduce cd)
arcane orb(+dmg)
diamond skin(+hp absorbed)
hydra(venom)
energy armor(+crit)

Passives are:

*glass cannon (+15% dmg and minus armor + resist)
*astral presence (20+ acane power and + 2 arcane regeneration)
*blur (-20% melee damage)

I am playing together with a barbarian all the way. I just wonder if you guys have any thoughts on this build? Possible i should change some skills? I want to be quite defensive and be good versus rare packs.

I'd like to squeeze in Blizzard as well somewhere, although if you're in mid nightmare you should be okay anyway since it's still not too hard. Looking pretty solid overall, although I'd recommend switching to Force/Prismatic Armor before you start needing it, otherwise it might be too late
Phael
Profile Joined May 2010
United States281 Posts
May 31 2012 10:35 GMT
#1583
On May 31 2012 14:51 Haemonculus wrote:
I get 1shot by plenty of things even with force armor. Is is still worth taking after the nerfs? I almost feel like I'd be better off with prismatic or pinpoint o.o;


Until enemies start hitting you for under 35% of your max hp, force armor still > all other runes for mitigation.

If you're one shot through force armor, the mob was hitting you for double your max hp. Only when you're fighting content you outgear, will prismatic > force.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
May 31 2012 10:40 GMT
#1584
On May 31 2012 19:21 Fus wrote:
I'm running hardcore wizard level 41 atm. My skill setup is:

Magic missile (+dmg)
frost nova (reduce cd)
arcane orb(+dmg)
diamond skin(+hp absorbed)
hydra(venom)
energy armor(+crit)

Passives are:

*glass cannon (+15% dmg and minus armor + resist)
*astral presence (20+ acane power and + 2 arcane regeneration)
*blur (-20% melee damage)

I am playing together with a barbarian all the way. I just wonder if you guys have any thoughts on this build? Possible i should change some skills? I want to be quite defensive and be good versus rare packs.

You need magic weapon. Swap either magic missile or hydra with it.
vnlegend
Profile Blog Joined December 2006
United States1389 Posts
May 31 2012 10:40 GMT
#1585
I got my wizard to lvl 39. I used Arcane Orb but I switched to Disintegrate and it works much better, especially in narrow dungeons. I find with AO that often 1 mob in front will absorb the entire orb. Plus the orb can be too slow sometimes. Disintegrate allows you to safely stay far away and kill everything clumped up from a distance. I also have a Templar follower who tanks, and I use Hydra.

Statwise I'm not too familiar with Wizard. Which stats should we be going for? I've read about how 2-H with good damage is preferable so I've been using 2-handers to increase my AO nukes. But not sure now with Disintegrate, 1-H or 2-H ? What other stats are desirable for Wizard? What's the priority like? Int > Crit % > Crit damage > Attack speed % ?
Marines > everything
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
May 31 2012 10:44 GMT
#1586
On May 31 2012 19:40 vnlegend wrote:
I got my wizard to lvl 39. I used Arcane Orb but I switched to Disintegrate and it works much better, especially in narrow dungeons. I find with AO that often 1 mob in front will absorb the entire orb. Plus the orb can be too slow sometimes. Disintegrate allows you to safely stay far away and kill everything clumped up from a distance. I also have a Templar follower who tanks, and I use Hydra.

Statwise I'm not too familiar with Wizard. Which stats should we be going for? I've read about how 2-H with good damage is preferable so I've been using 2-handers to increase my AO nukes. But not sure now with Disintegrate, 1-H or 2-H ? What other stats are desirable for Wizard? What's the priority like? Int > Crit % > Crit damage > Attack speed % ?

int > vit > allres, what comes after depends on your style.

As for 2h v 1h, disintegrate is all the more reason to use a heavyhitting weapon since it's instant, so there's no benefit to a weapon having a fast innate speed.
Kvz
Profile Joined March 2010
United States463 Posts
May 31 2012 10:52 GMT
#1587
I'm a little bit confused. I'm a lvl 60 wizard, cleared all the way to diablo on inferno using missiles/orb with slow. venom hydra and teleport (fracture) / diamond skin.

I run at 1633 int / 952 vitality, with 44347 hp and 37737.24 dps with unbuffed ~300 resists. I'm starting to gear into the min-max phase and this whole topic of resistance is just boggling my mind.

For example, bracer X vs bracer Y,
X has 125int, 104 vitality, 32 all resistance.
Y has 133int, 128 vitality, 34 cold resistance.

Y favors in terms of int/vitality, but X offers 32 resist to all. Which is the superior item in this case? I have identical questions in regards to a pair of chestpieces and a pair of pants. I'm not sure how heavy to factor in 1 pt of resist vs 1 pt of int or vitality.
NrG.Kvz
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
May 31 2012 10:55 GMT
#1588
I'd go with X.

With your stats, I'd say resist > int/vitality, all the way up to maybe 600 or so resists.
Fus
Profile Joined August 2010
Sweden1112 Posts
May 31 2012 11:12 GMT
#1589
I just have a quick question, is it better to have magic weapon with 15% damage or familiar with 12% damage and also familiar dmg?
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2012-05-31 11:31:49
May 31 2012 11:13 GMT
#1590
On May 31 2012 19:52 Kvz wrote:
I'm a little bit confused. I'm a lvl 60 wizard, cleared all the way to diablo on inferno using missiles/orb with slow. venom hydra and teleport (fracture) / diamond skin.

I run at 1633 int / 952 vitality, with 44347 hp and 37737.24 dps with unbuffed ~300 resists. I'm starting to gear into the min-max phase and this whole topic of resistance is just boggling my mind.

For example, bracer X vs bracer Y,
X has 125int, 104 vitality, 32 all resistance.
Y has 133int, 128 vitality, 34 cold resistance.

Y favors in terms of int/vitality, but X offers 32 resist to all. Which is the superior item in this case? I have identical questions in regards to a pair of chestpieces and a pair of pants. I'm not sure how heavy to factor in 1 pt of resist vs 1 pt of int or vitality.


It depends on your base stats already. 10 points of all resistance is equal to about +3.1% life. So the question basically is:
is +10% EHP worth more to you then +8 int, +16 vit and +34 cold. If your vitality and intelligence are already pretty high then it's likely that is the case and bracer X will be better, otherwise bracer Y could be. Overall cold resistance seems the worst resistance to me (really few mobs have it and when they do the freezing is more troublesome then the damage).
For a wizard I would definately aim to gear towards lower HP more resists/armor. The reason is simply that diamond skin and healing effects are much more effective on low HP, with that in mind i'd lean even more towards X but if you're not a diamond skin user you might have to reconsider.

Edit: missed you already stated your stats.
In your case X is FAR better. The 32 all resist counts as giving ~4400 hp, the 16 vitality difference only counts for 560 hp. The 8 int difference has a negligible effect on your dmg basically. Overall looking at your stats you seem to have too many +vit items and too few +all resist. +all resist really are some of the best items out there because they give rediculous high bonusses, 300 resists with 1600ish int is really low it means you only have about +140 all resist from items.

At 44k hp 1 point of all resist is almost as good as 4 points of vitality.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 31 2012 11:14 GMT
#1591
On May 31 2012 20:12 Fus wrote:
I just have a quick question, is it better to have magic weapon with 15% damage or familiar with 12% damage and also familiar dmg?


Magic weapon is FAR better because unlike the 15% damage it sais on the tooltip it actually increases damage by ~31%. The spell is either bugged or works in some way I don't fully understand but it far outshines any familiar.
Fus
Profile Joined August 2010
Sweden1112 Posts
May 31 2012 11:37 GMT
#1592
On May 31 2012 20:14 Markwerf wrote:
Show nested quote +
On May 31 2012 20:12 Fus wrote:
I just have a quick question, is it better to have magic weapon with 15% damage or familiar with 12% damage and also familiar dmg?


Magic weapon is FAR better because unlike the 15% damage it sais on the tooltip it actually increases damage by ~31%. The spell is either bugged or works in some way I don't fully understand but it far outshines any familiar.


What do you meen? The tooltip clearly says damage incresed from spells = 15%
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
Phael
Profile Joined May 2010
United States281 Posts
May 31 2012 12:04 GMT
#1593
On May 31 2012 20:37 Fus wrote:
Show nested quote +
On May 31 2012 20:14 Markwerf wrote:
On May 31 2012 20:12 Fus wrote:
I just have a quick question, is it better to have magic weapon with 15% damage or familiar with 12% damage and also familiar dmg?


Magic weapon is FAR better because unlike the 15% damage it sais on the tooltip it actually increases damage by ~31%. The spell is either bugged or works in some way I don't fully understand but it far outshines any familiar.


What do you meen? The tooltip clearly says damage incresed from spells = 15%


And just as clearly, when you buff force weapon, your dps goes up by 31%.

Most think the ability is calculated wrong, since 1.15*1.15 is the exact amount of increase you get. (blizzard did the multiplier twice for all flavors of force weapon).
Sylkvass
Profile Joined August 2009
Norway29 Posts
May 31 2012 12:07 GMT
#1594
what do you guys think of this build for inferno, running with monk and barb.
http://us.battle.net/d3/en/calculator/wizard#beRSOQ!XdY!bbbZYY
Phael
Profile Joined May 2010
United States281 Posts
Last Edited: 2012-05-31 12:20:26
May 31 2012 12:12 GMT
#1595
On May 31 2012 20:13 Markwerf wrote:
Show nested quote +
On May 31 2012 19:52 Kvz wrote:
I'm a little bit confused. I'm a lvl 60 wizard, cleared all the way to diablo on inferno using missiles/orb with slow. venom hydra and teleport (fracture) / diamond skin.

I run at 1633 int / 952 vitality, with 44347 hp and 37737.24 dps with unbuffed ~300 resists. I'm starting to gear into the min-max phase and this whole topic of resistance is just boggling my mind.

For example, bracer X vs bracer Y,
X has 125int, 104 vitality, 32 all resistance.
Y has 133int, 128 vitality, 34 cold resistance.

Y favors in terms of int/vitality, but X offers 32 resist to all. Which is the superior item in this case? I have identical questions in regards to a pair of chestpieces and a pair of pants. I'm not sure how heavy to factor in 1 pt of resist vs 1 pt of int or vitality.


It depends on your base stats already. 10 points of all resistance is equal to about +3.1% life. So the question basically is:
is +10% EHP worth more to you then +8 int, +16 vit and +34 cold. If your vitality and intelligence are already pretty high then it's likely that is the case and bracer X will be better, otherwise bracer Y could be. Overall cold resistance seems the worst resistance to me (really few mobs have it and when they do the freezing is more troublesome then the damage).
For a wizard I would definately aim to gear towards lower HP more resists/armor. The reason is simply that diamond skin and healing effects are much more effective on low HP, with that in mind i'd lean even more towards X but if you're not a diamond skin user you might have to reconsider.

Edit: missed you already stated your stats.
In your case X is FAR better. The 32 all resist counts as giving ~4400 hp, the 16 vitality difference only counts for 560 hp. The 8 int difference has a negligible effect on your dmg basically. Overall looking at your stats you seem to have too many +vit items and too few +all resist. +all resist really are some of the best items out there because they give rediculous high bonusses, 300 resists with 1600ish int is really low it means you only have about +140 all resist from items.

At 44k hp 1 point of all resist is almost as good as 4 points of vitality.


Where do you get your numbers? Resists formula is DR=res/(res+315). 1 point of all resists at 300 increases dr from 48.78% to 48.86%, a 0.17% increase in total EH, which is 68 HP with 40k total. Assuming a life gem in helm, one resist is worth roughly 1.5 vit at 40k hp/300 resists.

My suggestion would be to start stacking dps via int and speed. 37k is really low for act 3/4. My wiz clears all of act 3/4 without any issues and has 38k/320 resists, but 65k dps.

And finally, if you value 1 int = 1 vit like most later stage wizards, then the all resists bracer is slightly better, by a marginal amount. I use int-equivalent points; bracer x is 277 points while bracer y is 269.
BaBaUTZ
Profile Joined January 2011
Germany146 Posts
May 31 2012 12:24 GMT
#1596
On May 31 2012 18:13 Tobberoth wrote:
Show nested quote +
On May 31 2012 18:08 BaBaUTZ wrote:
On May 31 2012 16:28 Tobberoth wrote:
On May 31 2012 12:21 BaBaUTZ wrote:
BaBaUTZ proudly presents: The Orb Spamming Illusionist
Too long to quote

Your build is similar to what I ran in the last acts of Hell difficulty, basically relying on mirror image, diamond skin and arcane orb to destroy my enemies. It worked amazingly well and I beat all of act 3 inferno only dying 3 times with decently weak gear.

Problem was, this setup didn't work at all for me in inferno. The enemies oneshot the illusions, diamond armor doesn't tank enough (with my current gear, DS tanks just fine in act 1 though, so I could probably use this build in act 1, but I can pretty much use any build in act 1). I felt like I simply didn't have enough survivability to stay close to enemies and not be moving, which is why I switched to blizzard/hydra which raised my ability to deal with inferno massively, and now I've gotten to belial.

I'm going to test it tonight, I've been wanting to use a mirror image/AO build since I had such great success in A3 hell, but I'm worried that 25% of your HP simply isn't enough and illusions will die way too fast. How far have you played with this build, do you feel illusions still work in act 2 inf?


So far im only in act 1 and since my gear is pretty weak i will stay there for some days. Illusions die fast here aswell but that is not a big problem, since you have 5 of them and since you can most likely cast them again in no time. Still it may be very well possible, that i cant do this in act 2 anymore (which would be sad, because i like it). But i dont understand your point about staying close and not moving. I play the build with a very mobile mindset. AO has a very long range and you can use it for spamming like you would use the rockjet launcher in Quake/UT. Illusion spam and Teleport give you a very good mobility, and kiting goes well with AO.

When I'm talking kiting in inferno, I'm talking running 100% of the time, only stopping to cast blizzard and hydra, because you never want the enemies visible on your screen, because then they'll jail or vortex you into oblivion. You can't really play such a style with mirror image since the illusions follow you, making them useless if you're too far from your enemies.


Ofcourse you dont use MI when you are far away from melee mobs (why would you do that anyway). However they do distract range mobs aswell. You also use it when you get jailed or especially when you get freezed. You may aswell use it close Range vs melee mobs that arent too fast. Furthermore DS + Tele usually ensures that i can get away when vortexed/walled/whatever. But as long as I'm not in Act 2 i can give no garantuee that my method works there. I will keep posting about my progress!
Reasonable
Profile Joined September 2010
Ukraine1432 Posts
May 31 2012 12:27 GMT
#1597
On May 31 2012 20:37 Fus wrote:
Show nested quote +
On May 31 2012 20:14 Markwerf wrote:
On May 31 2012 20:12 Fus wrote:
I just have a quick question, is it better to have magic weapon with 15% damage or familiar with 12% damage and also familiar dmg?


Magic weapon is FAR better because unlike the 15% damage it sais on the tooltip it actually increases damage by ~31%. The spell is either bugged or works in some way I don't fully understand but it far outshines any familiar.


What do you meen? The tooltip clearly says damage incresed from spells = 15%


Let's see:

15%-12%=3%
3% of my damage of 17k is 510
20% of my weapon's damage of 840 is 168 and it attacks random targets.

The choice is obvious, isn't it?
vBr
Profile Joined July 2011
Sweden193 Posts
May 31 2012 12:50 GMT
#1598
I have a question, how do I enjoy the wizard class properly? I levelled a DH and a WD before, and wizard was the last range to finish off. However, Wizard is just so much more boring. I played with magic missiles and arcane orb, which seems to be the best combo (level 40ish) but got so bored that I swaped to spectral blade (or whatever it is called). Since I play hardcore, it is however not exactly ideal.

Any advice to spice up the adventure?
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
May 31 2012 13:40 GMT
#1599
On May 31 2012 21:07 Sylkvass wrote:
what do you guys think of this build for inferno, running with monk and barb.
http://us.battle.net/d3/en/calculator/wizard#beRSOQ!XdY!bbbZYY

My build is similar for everything except I use Blizzard instead of Arcane torrent and cold blooded instead of illusionist. I also run with a monk and a barb. I think you're build will be fine. I was just never really a fan of arcane torrent and blizzard makes soloing stuff/kiting pretty easy
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
Simberto
Profile Blog Joined July 2010
Germany11519 Posts
May 31 2012 13:40 GMT
#1600
On May 31 2012 21:27 Reasonable wrote:
Show nested quote +
On May 31 2012 20:37 Fus wrote:
On May 31 2012 20:14 Markwerf wrote:
On May 31 2012 20:12 Fus wrote:
I just have a quick question, is it better to have magic weapon with 15% damage or familiar with 12% damage and also familiar dmg?


Magic weapon is FAR better because unlike the 15% damage it sais on the tooltip it actually increases damage by ~31%. The spell is either bugged or works in some way I don't fully understand but it far outshines any familiar.


What do you meen? The tooltip clearly says damage incresed from spells = 15%


Let's see:

15%-12%=3%
3% of my damage of 17k is 510
20% of my weapon's damage of 840 is 168 and it attacks random targets.

The choice is obvious, isn't it?

except your calculation is horribly wrong. You reach the right conclusion, though. But you completely ignore the fact that all modifiers like int and crit also apply to the familiars damage.

The whole discussion is mute since Force Weapon is bugged and does more then it should, but if it did not, it would actually be pretty close, depending on if you'd rather get a small amount more damage onto your spells, or more single targeted damage, especially if you cast a lot. After all, on an Arcane orb which does 175% weapon damage, an additional 20% weapon damage are more then 3% of those 175%. Those 20% are only single target, of course, but the decision would not be 100% clear.
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