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"Arcane Torrent" + "Death Blossom" and "Archon" + "Arcane Destruction". Though the "Archon" has a long CD, you may use it only against elite/champ. I replaced the signature skill by "Disintegrate" + "Intensify" since without "Meteor" you don't have any high AP cost spell. Though to compensate for the lack of signature spell i put Astral Presence instead of "Unstable Anomaly".
http://us.battle.net/d3/en/calculato...dem!bYX!ccbbZa
It would be assumed that you fire off frost nova first thing when porting into a pack to reduce/negate the damage. That would seem obvious.
LOL at Warmaku.
As a theoretical build I would use evocation and critical mass passives for cd reduction while stacking a decent amount of crit.
Now that I'm playing the game I'm finding most of my theory crafting was pretty much worthless so at this point I'm done theorizing unless I've used the skills/runes and builds before talking about them.
I hope they buff Wizards at some point; I played mine to lvl 35 before learning that even DH has better dmg and survival potential later on. From what I've read the problem seems to be the long cooldowns on the Wiz's 'panic button' skills combined with the fact that Arcane Orb is the only spell that does decent dmg in Hell/Inferno and what's more, that can be fired backwards while kiting away from the mobs. Ray of Frost and Disintegrate are useless on Inferno since you have to stop to channel them. In parties Wizards do much better since a Barb or Monk can do the tanking.
Edit: It doesn't help that they nerfed Teleport to Hell and back. Sure, it was op in D2, but now? You can't tele over chasms or even small obstacles... The skill has a 16(!) second cooldown... And to top off the hilarity, even if you use it as a 'panic' skill (which I guess is its intended use now), it leaves a lot to be desired. The mobs are so fast even on Nm that they find you in a few secs after teleporting, even if you take the rune that lets you tp twice.
Teleport was the staple Sorc spell in D2; a true Signature spell if there ever was one. Its current state is a definite shame. I'd buff it like this, based on my (very limited) experience:
1. Cooldown 8-10 secs
2. No Arcane power cost (or very low, it's like 15 now)
3. Can tele over chasms but not over walls (kinda weird, but it makes sense lore-wise: you have to see where you tele)
Maybe it's too powerful like this, but at least buff #3 is needed to make the skill useful imo.
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frygia: "Breastless Player"
Even so, I still agree with Greizer. If we consider it a defensive skill, I'd pick any other option than teleport. As Greizer said, monsters move so fast, they'll quickly catch up. Then, if we instead try to use it as a skill for setting up attacks, it is also lacking - especially if you compare it to the barbarian's leap, which generates fury, deals damage, and has a lower CD (without runes!).
I suppose it's a little early to rule teleport out. But it seems clear that it wont be a skill that's useful for every build (unlike some other defensive skills, like Diamond Skin, which is good for all wizards). You will need to tailor your build heavily around teleport. Illusionist passive seems a must. Probably Blur and Wave of Force, too. It seems you would need heavy damage skills that you can fire off quickly, and then get safely out of there again.
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