I hadn't planned to do any Diablo 3 builds before release, wanting to build as I played. However the wait is just too brutal and I cant resist it no more!
So I started looking on the Wizard, which is likely the first char I'll play. Early on it will be in a group, but it will have to be able to hold its own as well. Tried out different concepts, a Fire build (not enough fire skills!), Aarcane build (didn't feel right, though I want to try out Archon) etc. Right now I have, as the title might indicate, centered on an Cold theme.
Not so easy to pre-plan builds when we don't know half about how the skills and runes work, but I gave it a try anyway, and now I'm looking for some criticism on how much it sucks, so I can get back to the drawing board.
Nothing too complex here.
Ray of Frost as my wanna-be signature skill. Cold dmg and stuff. And bonus for slowing enemies so they stay in my damn AOE.
Meteor/Comet as my "DIE DIE DIE" skill. Obviously runed to cold dmg.
Frost Nova as my "Stay awhile and listen" skill. Not sure about the rune here, as many of them seem useful. Chose the extra dmg here, I assume it debuffs the enemies so they take 15% more dmg from party members too? Shatter could be really useful too however.
Blizzard as my.. I don't really know, it is Cold damage and I wanted to have it. Not sure about the rune, as I don't know how the "Chance to freeze" really works. Is it 20% chance from each blizzard dmg an enemy (=pretty high chance overall) or 20% total chance for a mob which stays in the Blizzard for the whole duration (=pretty low chance). If the chance for Freeze is low, another rune might obviously be better.
Also Meteor + Blizzard = Pretty damn expensive in terms of Arcane power. The Lower AP cost rune might be useful for that.
Ice armor. It fits the theme, BUT, going into melee danger zone just to chill enemies for a very short time, sounds like it could hurt and not really be worth all the extra movement at all. Also, unknown how long enemies are chilled by the Chilled Aura (and what its radius is?).
There is something to be said for running into enemies, casually chilling them while Blizzard and Comet is raining down on their collective faces.
Energy armor might still feel like the better choice overall, cold theme or not.
Slow time. Two words: Group utility. Adds dmg to the targets for the whole group (again assuming enemies gets debuffed), slows enemy speed AND attack speed for added survivabilty and total bonus from the ranged attack slowdown as well. However... not totally sold on it yet, as there are surely other skills which could be useful instead.
Such as taking Diamond skin, making it easier to survie running into melee to chill them, and slightly lower AP cost too (However the Prism rune isn't that good for this build because of the high cost per attack - meaning low % cost reduce)
Glass Cannon. Really bad synergy with the whole "tunning into melee to chill them". But you know, glass cannon... its the damn concept of wizards imo. Having a hard time not to take this.
Cold Blooded. Doh. The foundation of the build.
Astral Presence. Not sure here. Slightly more AP and regen, but still, don't know. Power Hungry could be an alternative, but I'm not convinced about the efficency of chain-eating Health Orbs in higher difficutlies, rather than saving them strategically for when they are needed.
Maybe a totally different passive would be better here.