The idea is to be constantly swarming your enemies with stuff: no traditional pets here. between leeching bats, spiders, and locusts along with blood ritual, you should be able to constantly be throwing hordes of vermin at monsters. Hex-healer is in there as well because the cooldown is so short that you'll have a constant source of health. Firetoads are for heavy lifting as this build lacks the damage of other builds, sacrificing it for shear number of constant casts.
Maybe not the best against bosses, but seems like a helluvalotta fun. Long horrify and 4 second cooldown confusion along with grasp of eels will make it so that nothing is without CC for very long. Haunt and Soul Barrage are the damage dealers here, and runed for such. Pierce the Veil gives extra oomph to our few damaging spells, along with mana leech Soul Harvest, Spiritual Attunement, and Rush of Essence to make up for the higher mana costs. The star of this build is the 4 second cooldown on confusion...who needs pets when you can spam that and make foes into friends?
Any thoughts/questions/comments are welcome =) Not the most damaging builds but might be more fun than totally blowing things apart, or might be good for HC (esp the second build) because of all the mob control.
I thought of some cool other builds while i was looking up the different skills and run effects:
The endless Fury Barb: http://us.battle.net/d3/en/calculato...WSX!fXV!YcbZcY
The idea was to play him between 20-5% hp. I picked up some defensive buffs, but if you have unlimited fury, you can stun the enemies permanently with seismic slam and hit them hard with your weapon throw. Got Revenge for a secure way to get some health back.
The evasive monk: http://us.battle.net/d3/en/calculato...jkb!ZWU!abcYcZ
Well, get to 100% dodge. Not sure if you can get +dodge from gear. But with Mantra of Evasion (+30%), Dashing Strike every 12 sec (+30%) , Both passives with dodge (~each +10%) and Fist of Thunder stacked (+20%). Blinding Flash if you run out of Fist of Thunder-stacks.
I think during seven sided strike, you cant be hit, so use it against mages. Or stack one resistance really high.
Hm... My inspiration for this build came from the idea that wizards are masters of the nuke, and who doesn't like to see big numbers? This build may or may not be viable, but you are guaranteed to see some awe inspiring numbers, thus my name:
Mega Nuke Wizard http://us.battle.net/d3/en/calculato...SPm!fbV!YZZZZa
Electrocute - Chain lightning (up to 10 targets hit)
Frost Nova - Bone Chill (+110% damage to targets that are effected by FN)
Familiar - Sparkflint (+40% damage while active)
Slow Time - Time Warp
Meteor - Molten Impact (drastic fire damage improvement)
Archon - Arcane Destruction (MASSIVE NUKE when archon is activated)
Glass Cannon - 20% more damage, 10% less armor/resistance
Arcane Dynamo - After 8 attacks (separated by 1.5 seconds) with a signature spell (electrocute) your next non signature spell does 50% more damage.
Evocation - 20% reduction in cooldowns
So, there you have it. It's pretty obvious what will happen, but I want to talk about timing, and give you an idea of how much pain the enemies are going to be in.
Let's look at your 2 major nukes:
Meteor - runed you're looking at (469+641)/2 555 base damage, not counting the dot.
Archon form - Arcane destruction (568+852)/2 710 base damage
Now basic gameplay goes as follows.
Step 0: Glass cannon (20%)
Step 1: activate familiar (+40%).
Step 2: Electrocute enemies until you have 8 flashes of insight (+50%) 12s
Step 3: Gather your enemies into a slow time (+140%) 24s cd <- skip if on cd
Step 4: Frost nova enemies (+110%) 9.6s cd
Step 5: Nuke! Archon form if it is off cd (96 seconds), Meteor otherwise.
Let's go through the worst to best case scenario numbers:
Worst case - Archon and Slow time on cooldown - Can do as often as you gather your 8 flashes of insight (once every 12 seconds)
Best case - Archon off cooldown - Can do as often as archon comes off cooldown (once every 96 seconds)
20+40+50+110+140 = 360% enhanced damage = 4.6 multiplier * 710 arcane destruction = 3266 damage to everything within 15 yards
AND you are an archon for the next 15 seconds (+1 second for every monster you kill while an archon). I am hoping that anything your arcane destruction kills counts toward the timer, but this like so many other things are unknown at this point.
Obviously this isn't the world's greatest soloing build, you probably aren't going to be soloing inferno with it, but it should be a great build for coop where the barbs & monks are running around soaking all the damage, and you are left to your own devices, i.e. plotting your next super nuke of doom.
Keep in mind that this build isn't considering 3 things:
1) Enhanced damage from Attack attribute
2) Enhanced damage from wizard specific gear (eagle orbs, etc)
Also keep in mind the meteor radius is probably going to be really small, you're going to want to get the monsters really tightly packed.
Essentially the main focus is to simply get within the general range of the mobs.
1. Keep Familiar with Golden Rune up and running for AP regen
2. Spamming Magic Missiles which will act as guided arrows and generate lots of AP
3. Use that AP to cast Hydra (Wall of Fire) as often as possible
4. If need arises also cast Slow time, on 16 sec cooldown
5. All the while spamming Magic Missle for Dmg for Dmg and AP regen
6. If you need extra fire power, Mirror Images runed to also cause damage
7. Wave of Foce in case things get too crowded.
With this I should have lots of AP available, 3 skills with cooldown which makes good use of the passive Evocation, and the main dmg spells are Hydra + Spamming Magic Missiles in the general area of the mobs.
Even if I'm running away or in circles, Slow Time, + the guided Magic Missiles should eventually do their work. Kind of the Lazy Killing Mage Build.
Personally I am not sure about the viability of Arcane Dynamo. I feel you waste too much potential to charge up a single spell with merely 50%, especially since you have to fire a signature spell a whole 8 times before it triggers, meaning 12 seconds where your arcane power is effectively unused, a whole lot of wasted ap that really could be used better for far more damaging spells.
Instead I think you get a lot more effective damage out of interweaving a 0ap signature spell like magic missile runed to give 14 back on hit, combined with prodigy to give 5ap on signature cast. Giving you an effective rotation to help juice up yourself for the more ap intensive spells such as hydra or arcane orb, the later which you then can rune for maximum power instead of cheaper cast.
concept: diamond skin with eduring + evocation means i can have diamond skin on all the time. Magic missile is used to generate arcane power/kite, arcane orb and arcane torrent are the two damage dealers, both runed with crimson for more damage, they also slow because of temporal. then we have wave of force incase mobs swarm me and i runed it with the second set of waves.
i like kiting, and i think PvE this will work when dealing with mobs or anything really.
meh ill see if i can come up with something better.