THIS GUIDE IS OUT OF DATE!
It was last updated way back during patch 1.3. Although I feel the occasional urge to go back and update, the guide has simply gotten so huge that it would take a massive amount of time - time that I don't have. I might come back to it some day, but don't hold your breath.
If you want to use the information in this post anywhere else, feel free to do so and don't worry about references. That said, if you find yourself literally copying large chunks of the below for your own post or text, a mention of this thread is always appreciated.
(Disclaimer: this information is based mainly on softcore play, I can't make any promises for hardcore players)
1. INFERNO WIZARD BUILDS
1.1 Active skills
1.2 Passive skills
2. INFERNO WIZARD GEAR
2.1 Defensive stats
2.2 Offensive stats
2.3 Other stats to look for
2.4 In your hands
3. INFERNO WIZARD TIPS
3.1 I'm stuck at the end of Hell/in act 1 Inferno, what do I do?
3.2 I'm stuck early in act 2 Inferno, what do I do?
3.3 I'm stuck on Rakanoth in act 4 Inferno, what do I do?
3.4 How do I buy end-game items on the AH?
3.5 Where do I farm in end-game?
APPENDIX: Proc Coefficients
If you don't want to read through this massive post, here is a rough summary. It is very rough, so look for details in the relevant sections if you need more info.
0.1 Your build
SLOT 1: Energy Armor (Force Armor. As your resitances improve switch to Prismatic Armor)
SLOT 2: Hydra (Venom Hydra)
SLOT 3: Teleport (Fracture or Wormhole)
SLOT 4: Diamond Skin (Crystal Shell) or Mirror Image (Duplicates)
SLOT 5 & 6: pick two skills from the following list, but no more than one spamable AP spender:
- Disintegrate(Chaos Nexus or Convergence)
- Arcane Orb (Tap the Source)
- Blizzard (Snowbound)
- Ray of Frost (Numb or Cold Blood)
- Magic Weapon (Force Weapon)
- Signature spell of your choice
Passive 1: Illusionist
Passive 2: Astral Pressence if you spend a lot of AP, Critical Mass if you have a crit build, Glass Canon otherwise.
Passive 3: A skill that didn't fit into Passive 2. Otherwise Blur or Galvanizing Ward.
For a crit build, you need gear with crit chance, crit damage and AP on crit. Make sure you pick Critical Mass and Astral Pressence as passives and for your active skills use Meteor (Star Pact), Spectral Blade (Deep Cuts), Diamond Skin (Crystal Shell) and Frost Nova (Cold Snap or Deep Freeze).
For the melee version of this build, instead use as your active attacks Energy Twister (Wicked Wind) and Explosive Blast (Chain Reaction).
0.2 Your gear
For defenses, focus on resist all, vitality and %life first. Build up extra armor/strength, life regeneration and life on hit next.
For offense, focus on Intelligence, crit damage and crit chance. If you rarely run out of Arcane Power and you don't use Blizzard, also build attack speed.
Other nice stats to look for include AP on crit, sockets in helmet or weapon, magic find and to a lesser extend gold find. Make sure you have movement speed on your boots!
Most important for your damage is the DPS of the weapon you use.
If you run out of Arcane Power often or you use Blizzard, get a 2-hander with less than 1.0 speed and over 1100DPS.
If you have few problems with Arcane Power, get a 1-hander with at least 1.4 speed and over 800DPS; combine this with a source with at least +100-250 damage and other good offensive stats.
If you have serious problems with survivability, get a 1-hander with over 800DPS and a shield that blocks for at least 2000-3000 damage and has over 50 resist all.
0.3 General tips and problem solving
If you are stuck in early Inferno, there are a few things you can do.
1) Buy a weapon on the auction house that has a high DPS.
2) Buy items on the auction house that have resist all, to get your resistances over at least 300.
3) Farm Champion packs in act 3 Hell or act 1 Inferno for better gear and gold.
4) Simply run past champion packs you cannot beat or park them in dead end passages.
5) Give your follower better gear with +main stat, +vitality, some resists and a high DPS weapon.
If you are stuck on Rakanoth in Inferno, read the guide in section 3.3 for details on strategies to beat him.
If you are having trouble finding good affordable items in the Auction House, take a look at section 3.4 for tips.
The best place to farm in end-game is whichever of the first 3 acts of Inferno you can go through smoothly. You want long runs where you kill as many champion packs as possible. The patterns are as follows:
Act 1 Inferno: start at '9. The Imprisoned Angel - The Cursed Hold'. Clear as many champion packs as you have time for in every area you like. Then go into the Halls of Agony level 2 and clear through the Highlands Passage down to the Warden and the Butcher.
Act 2 Inferno: start at '8. The Black Soulstone - Soulstone Chamber'. Clear as many champion packs as you have time for in every area you like. Then go to the Archives of Zoltun Kulle and into the Soulstone Chamber. If you don't mind the 3 minute rescue quest after that, finish off by killing Belial.
Act 3 Inferno: start at '6. Siegebreaker - Kill the Siegebreaker'. Go to Rakiss Crossing quickly to pick up Tyrael, then clear as many champion packs as you have time for in every area you like with Tyrael to help you. Finish off by killing the Siegebreaker. If you have the time and skill, you can clear down through the rest of the act and kill Cydia and Azmodan.
A ton of passive skills and item properties depend on so-called Proc Coefficients for your skills. These determine how likely certain things are to happen, like the cooldown reduction from Critical Mass going off, the 'AP on crit' on items actually working on a crit and the amount of life stolen from Life on Hit. The Appendix at the end has a list of Proc Coefficients taken from here.
Two skills in particular that are very good for proccing effects are Spectral Blades and Meteor.
1. INFERNO WIZARD BUILDS
The following is an overview of common skills for end-game wizard builds. It is far from a complete overview of effective or interesting builds, but it gives you a feel for what most wizards are using in Inferno.
1.1 Active skills
Energy Armor (Force Armor and later Prismatic Armor )
Even with the nerf that stopped it from being totally broken, force armor is far and away the best armor you can get when you first get to Inferno. Until you improve your gear quite substantially, monsters in Inferno will regularly hit you for over 35% of your health and would even one-shot you fairly often without this skill. On top of that, you get the armor boost, which is huge at 65%.
Patch 1.03 reduced many sources of spike damage. That means as you gear up more, and especially if you find yourself farming mostly in Act 1 or 2, Force Armor is needed less and less. The most popular alternative so far seems to be Prismatic Armor, which increases your resistances by 40%. At 500 resist all (becoming 700), that translates to about one-fifth less damage taken. Combined with the armor boost, Prismatic Armor reduces incoming damage by well over 40%.
Hydra (Venom Hydra)
Right now, this is the most powerful spell relative to how much time it takes to cast. You throw it down and it does solid damage on multiple targets for a full 15 seconds. But most importantly, the pools of acid that it drops on the floor remain there for a few seconds and they stack. So if an enemy is standing in three overlapping pools of acid, he takes three times the normal acid damage.
Some people don't like this skill because it is less effective when kiting fast enemies, because it has no secondary effects (slow, stun, debuff etc.) and because it can't proc effects like 'chance to chill on hit' or 'Arcane Power on crit'. However, many Inferno wizards swear by this skill simply because of the great damage.
Two panic buttons. Pick two of the following skills:
Teleport (Fracture or Wormhole)
By far the most popular panic button among Inferno wizards right now. This can get you out of trouble even when you are walled in, jailed or cornered.
Fracture was originally more popular, because it allows you to keep fighting while enemies hit your decoys (similar to mirror image).
Recently, more wizards have switched to Wormhole, because it gives some more mobility and let's you get away even from fast vortex packs and the like. It also allows you to quickly teleport through monster packs when you want to reverse direction because you are in a dead end or you want to avoid running into adds. However, it is more of a resource drain because every single jump costs AP.
Diamond Skin (Crystal Shell)
Diamond skin is an extremely powerful defensive ability all the way through Hell. It looses some of its luster in Inferno because it doesn't scale with your HP. But especially if you focus more on resists, armor and life regen than on hitpoints, it can still be very valuable; and it helps that it costs no resources.
Mirror Image (Duplicates)
Mirror image is okay normally, but with duplicates giving you no less than 5 copies, it becomes extremely valuable, almost guaranteeing enemies will hit something other than you. The only problem is how quickly they go down under area damage from something like mortar or plagued. As with Diamond Skin, its lack of Arcane Power cost is a nice bonus.
Possible other options:
Some people instead use Slow Time, Frost Nova or Wave of Force as one of their two panic buttons. I've seen wizards be effective with that setup, but it is a lot harder to manage because you only affect enemies in a limited area, while the other powers are based around preventing damage or attacks regardless of the situation. I would certainly invite you to play around with each of these alternative skills, but I've seen most wizards come back to the main three mentioned above.
One exception where Frost Nova in particular is amazingly powerful is the Critical Mass build that will be discussed briefly as one of the variations in section 1.3.
Your main attack skill. The big question here is if you should go for a signature spell or an AP spender. This depends very much on your gear setup and on how kite-heavy your strategy is. In particular, crit gear with AP on crit items will favor AP spenders. On the other hand, signature spells are preferred for disabling builds that focus on slowing down enemies (for example, switching in Frost Hydra for Venom Hydra and using some of the alternatives for slots 3&4). A number of choices I've seen pop up regularly include:Disintegrate(Chaos Nexus or convergence)
Arcane Orb (Tap the Source)
Any signature spell. Even Spectral Blade can be quite useful because it has a very high chance to proc all kinds of effects, in particular with the Deep Cuts rune.
Magic Weapon (Force Weapon) or a second attack skill.
Force weapon is a pretty solid and straightforward 15% damage buff. The knockback effect is fairly small, but a fine bonus. Depending on our needs and skill uses, other runes are also possible. Good to know is that the Conduit rune chance to give you 1 AP seems to be based on proc coefficients for different skills (see appendix). The Damage over time from Venom can stack if you make multiple attacks in three seconds, but only procs from certain skills. In particular, it does not seem to ever proc with channeled skills like Disintegrate or Ray of Frost.
A common alternative is to have two active attack skills. Either to allow both a signature and a non-signature spell at the same time, or to have room for a single target spell (most often Ray of Frost with Numb or Cold Blood).
1.2 Passive skills
There is more variety in passive skills, mainly because there are only three slots available, so there isn't really one perfect setup. That said, here are some highlights:
A nice and solid melee damage reduction. If you are using Force Armor, this is more effective against small hits and huge hits, but less effective against attacks in the 45-120% base-damage range. Because with or without Blur, these all end up in the 'capped at 35% damage' area of Force Armor.
This becomes less popular in end-game with the advent of Illusionist and Critical Mass. As you get further into Inferno, expect to switch this out.
Glass Canon (good/trade-off)
This may seem like a bad choice in the ever-deadly Inferno, but increased damage can be a life-saver, because it lets you kill things before they get to you. On top of that, killing things faster means higher clearing speed for farming runs. Even if you die once or twice, you'll make up for lost time from how much faster you kill.
Important to note is that a 10% decrease in Armor and Resistances usually translates into only taking about 5-8% more damage as long as your armor and resistances are low, but that can increase to as much as 15% more damage taken at 6500 armor and 650 resist all. So the better your defenses, the bigger the hit you take from using this passive.
Astral Presence (great or OK)
Almost a required skill if you have taken a spamable non-signature spell as your main attack . Especially combined with Energy Armor cutting 20 off your maximum AP, you will be happy you took this. On the other hand, if your main attack is instead a non-spamable spell like Blizzard or a signature spell, you'll have little or no use for this.
Until you gear up, this is amazingly powerful if you are using Teleport and/or Mirror Image. To start with, almost every hit you have to worry about does over 15% damage, so this is pretty much a guaranteed panic button at the exact time you need it. It still won't protect you if you get one-shot or get stuck in slow killers like plagued or desecrator, but it has a surprisingly high chance of going off even from things like an Arcane enchanted monster beam or hits by small critters like Fallen.
As you perfect your gear will you find this going off less and less, and you may start switching this out whenever you are farming in earlier acts.
Many people are hesitant to take Illusionist unless they are using both Mirror Image and Teleport, but even if you are using just one of them, this skill is well worth it.
Cold Blooded (cold builds only)
Popular for builds specializing in Cold, not too common otherwise (see variations below). You may be tempted to use this if you have only Blizzard for cold damage, but you will find Blizzard doesn't do enough damage to justify this.
Galvanizing Ward (good)
Another skill that is very useful all through Hell. It becomes sort of tricky at Inferno because the life regen doesn't scale with your HP, but even so, it is a nice easy pleasant way of reducing downtime and helping you out in long kiting fights. The increased armor duration is often overlooked, but can also be nice, because you don't have to spend time and resources recasting Force Armor in the middle of long fights.
Temporal Flux (mainly arcane or archon builds)
Can be useful for kiting builds that use Disintegrate or Arcane Orb, but is a bit too reliant on you being able to cast regularly to keep the slow applied. It may work for you, but it is a tricky balance to find.
It is well worth it if you specialize in arcane damage or the Archon skill. (see variations in section 1.3).
Note: this also works with Spectral Blade and basic attacks if you use a weapon that has the +Arcane Damage property.
Critical Mass (ok or essential based on gear and build)
A passive that becomes quite useful if you focus on crit gear. Especially if you use it with Frost Nova or Diamond Skin. Many people switch out Evocation in favor of this pretty quickly when their crit chance goes up over 15% or so. Some of the most succesful builds right now depend on this skill, see the build in the variations section below.
Important to note is that the chance of Critical Mass going off on a crit depends on the spell you use. For example, it never goes off from Hydra, while it always goes off from Magic Missile. (See the Appendix on Proc Coefficients for details.)
Arcane Dynamo (good)
The tooltip that you 'may' gain a flash of insight when you deal damage with a signature might put you off this passive - I know it did me. However, it turns out to be not as bad as it looks. The chance of building a Flash of Insight is based on the specific skill, with the chance being 100% for single target spells like Magic Missile. That means five shots get you 75% bonus damage on one attack, or 15% per shot fired (not including the attack itself). More importantly, five quickfire shots from spamable low-damage attacks get you 75% bonus damage on a massive slow spell. (See the Appendix on Proc Coefficients for chances of this going off on different skills.)
I would still rate this passive lower than Glass Canon, because it is more circumstantial, requires a lot more conscious effort and basically forces a certain rhythm of skill use on you. But then, unlike Glass Canon, it doesn't decrease your defenses. So if you have a build that uses a signature spell and a big bursty AP spender, give Arcane Dynamo a try and see for yourself how you like it.
Conflagration (melee builds)
The damage boost from this skill makes it a more defensive alternative to Glass Canon. Unfortunately, there are few fire skills. Meteor is too mana intensive, Hydra's base fire version is too weak and Familiar (Sparkflint) does no area damage..
That leaves just Shock Pulse (Fire Bolts). But there is another option: use a weapon that has +Fire Damage and all Spectral Blade attacks become fire attacks that proc Conflagration (the same is true for basic attacks).
This is nice, but you will usually only be able to hit the nearest row of enemies, making this combine badly with area skills that work at a larger range, like Blizzard or Disintegrate. If you have a close-combat or melee-style build though, this skill can be quite effective.
Although the above is a template for many successful builds, there are certainly valid variations.
Critical Mass Build
Currently popular is the Meteor (Star Pact) /Spectral Blade (Deep Cuts) with Critical Mass choice. Builds set around these skills work because their proc coefficients are much higher than for other multi-target spells. That means effects like the cooldown reduction from the Critical Mass passive or the 'Arcane Power on crit' and 'Life on Hit' from items happen much more often with these spells. (See the Appendix on Proc Coefficients for details.)
That means if you stack both critical hit gear and 'AP on crit' gear, it is possible to virtually never run out of AP while spamming meteor and to have spells off cooldown extremely fast with Critical Mass. Allowing you to do things like constantly having Diamond Skin (Crystal Shell) up and chain-stunning enemies with Frost Nova (Cold Snap or Deep Freeze). This is one of those builds that are alright to begin with, but that get better and better the more specific gear you have to improve them.
A very effective melee varriant of this build has been doing the rounds. Where you switch out Meteor and Spectral Blades for Energy Twister (Wicked Wind) and Explosive Blast (Chain Reaction).
Cold builds almost always use Blizzard, Frost Nova and Ray of Frost as active skills, with Cold Blooded as a passive. If you prefer flavor over min-maxing, you can consider also switching in Ice Armor for Energy armor or Frost Hydra for Venom Hydra.
Arcane builds almost always use Magic Missile and Disintegrate or Arcane Orb (or both). They commonly switch out Venom Hydra for Arcane Hydra. The thing that makes this build work is the Temporal Flux passive, that adds a slow to Arcane damage.
Finally, a popular variation for farming runs once you have your gear cranked up, is to switch in a Familiar (usually Sparkflint) and Archon (with Improved Archon or Teleport) and spend most of your time in Archon form.
2. INFERNO WIZARD GEAR
Leveling up, most wizards are content with stacking Vitality and Intelligence. Although these are still valuable stats in end-game, you will need more variety to survive.
2.1 Defensive stats
Vitality and life % (essential)
You obviously still need to look for these. Ideally, you want to balance them out. The higher your Vitality, the more 1% life gives you. The higher your +life %, the more HP each point of Vitality gives you. The main problem with focusing only on boosting your hit points is that a lot of things don't scale with it. The shielding from Diamond Skin, the regen from Galvanizing Ward, the healing from Health Potions or party-member skills, all of these become relatively weaker as you increase your life.
As said, the value of Vitality and life % changes based on how much of each you have, but a decent rule of thumb is that 1% life is about equal to 10 vitality while you have gear that is solid but not insane.
armor and strength (important)
Armor and strength are basically the same thing for a wizard, since all strength does is add one point of armor. You will have a decent supply of these just from using high level armor, but +armor mods are still pretty decent.
To get a feel for it, here are some damage reduction numbers against level 63 enemies for various armor values:1000 base armor = 24% reduction / 33% with Energy Armor
2000 base armor = 38% / 50% with Energy Armor
3000 base armor = 49% / 60% with Energy Armor
4000 base armor = 56% / 67% with Energy Armor
5000 base armor = 61% / 72% with Energy Armor
resistances and Intelligence (essential)
'Resist all' is an essential mod for end-game, because it gives you damage reduction across the board and when it has a high value (up to 80 on a single item), it trumps armor bonuses. You also get 0.1 resistance for every point of Intelligence, but even at a respectable 1500 Intelligence, that's less than two good pieces of resistance gear give. It's a nice boost to be sure, but don't expect your Intelligence to take care of your resistances for you!
To get a feel for it, here are resistance numbers, simply the same as armor at one-tenth the value:100 resistance = 24% reduction / 31% with prismatic armor
200 resistance = 39% / 47% with prismatic armor
300 resistance = 49% / 57% with prismatic armor
400 resistance = 56% / 64% with prismatic armor
500 resistance = 61% / 69% with prismatic armor
600 resistance = 66% / 73% with prismatic armor
700 resistance = 69% / 76% with prismatic armor
After that, your priority for resistances should be physical resistance. The huge majority of attacks will be physical and in particular, many of the nastiest one-shots are physical as well.
The priority then depends on what gives you the most trouble. I like building fire resist for desecrator, molten and fire chains. But I've also seen people build Poison resist to fight Belial and to survive those annoying poison clouds that creatures in act 2 leave behind. Similarly, if you're having trouble with arcane enchanted mobs, some arcane resistance might help you out.
What does the above mean? If you have 2000 base armor and Force armor up and you also have a bit over 300 resistance, all damage will be cut in half twice over, meaning you only take a quarter of the damage monsters would normally deal.
However, if you completely focused on doubling one and kept the other at zero (not possible in practice, but to make the point), you would only end up with 66% or 67% damage reduction, at 4000 base armor or 600 base resistance respectively.
In short, you want to spread the points out between both armor and resistances. But since you get a decent amount of armor simply from wearing the gear, resistance should be the thing to boost first, until you get it to decent levels.
When you have some resistances built up and you're using Force Armor, as a rule of thumb 100 armor is about equal to 15 resist all.
dodge and dexterity (nice)
Unlike resistances and armor, your dodge chance does not reduce damage from hits, you either completely dodge, or you don't. That means this stat should not be your priority while you are still getting one-shot or two-shot. If you have some breathing room there though, boosting dodge can be a nice way to add another layer of damage reduction. Dexterity has diminishing returns on dodge bonuses, so it is nice in small amounts. To give you a feel for it:100 dexterity = +10% dodge
200 dexterity = +12.5% dodge
500 dexterity = +20% dodge
600 dexterity = +22% dodge
1000 dexterity = +30% dodge
1100 dexterity = +31% dodge
1500 dexterity = +35% dodge
In short, every character should have at least 100 dexterity, because that is a very cheap way to get 10% dodge. From 100 to 1000 dexterity is decent. After 1000 it becomes less than half as effective, so don't get your dexterity over 1000 - though this is a number you shouldn't reach anyway.
life regeneration (nice, important for farming)
Although this is not a stat you should be looking for early on, life regeneration becomes more valuable as you get one-shot less and less. It provides a constant stream of healing, that reduces downtime, but can also save your life when potions are on cooldown during longer fights. It is not uncommon to find up to 200 life regeneration on items and it can even be double that on armors. That means having a chest and 2 other pieces with decent life regeneration can get your 40K HP wizard back to full health in 50 seconds, or heal a 35% hit in 18 seconds.
As people are perfecting their gear, they are starting to value life regeneration more and more. Especially with less chance of getting 1-shot since patch 1.03, life regen is at least as valuable as other survivability skills once you have your life, resistances and armor up to a respectable level.
Even if you are not building life regen yet, you can consider keeping a 500+ life regen armor in your inventory, just to switch in to reduce downtime outside fights.
block and shields (nice)
discussed below in the 'in your hands' section.
life on hit, life per kill and life steal (build dependent)
The effect of Life on Hit is based on the skill you use. Basic single target spells like magic missile give you the full listed life, while area skills like Blizzard, or multi-target skills like Electrocute give reduced effects. This means its effectiveness depends mainly on what skills you use. In particular, it works very well with Spectral Blades and Meteor, that both give you a lot of Life per Hit. (See the Appendix on Proc Coefficients for details.)
Decent values are in the 400-900 range on weapons and in the 150-300 range for rings and amulets.
Life per Kill seems to give the full amount of life no matter how you kill enemies. On top of that, it works for killing Illusions from illusionist as well. If you are starting to gear up in Inferno, this will probably not be worth it compared to Life on Hit, since you will need many hits to kill any one enemy. As your damage goes up, this will become a more attractive mod for fighting normal monsters. But it can't compete with Life on Hit in the harder fights against bosses and champion packs, even with values as high as 2000 per kill.
Life steal has 80% diminishing returns in Inferno, but it does not have the diminishing returns for large area skills like Life on Hit does. On top of that, it scales with your DPS. That means this stat becomes more valuable as you max out your gear and it is more valuable if you use mainly multi-target spells with low proc coefficients. That said, the consensus seems to be that even with great gear and area spells, Life on Hit is a bit better than Life Steal.
The one thing we know about these life gaining abilities is that they are essential for melee characters, because they are trying to hit the balance where they can go toe to toe with monsters from regaining life faster than they loose it. This does not seem possible for a wizard that hasn't completely outgeared the content, because we are more fragile.
Life on Hit in particular is still useful with the right skills, but it will never be as important as it is for melee characters.
reduced damage from melee/ranged (situational)
From what I've seen and heard, these bonuses are not worth it for a wizard, taking up a whole slot for a measly 4% or so reduction to only one specific type of attack. The one exception I've seen is the String of Ears unique belt, which has a damage reduction of 10-20% against melee attacks. It is mostly seen as a melee item, so you might even be able to find one as a wizard with decent reduction and a stat like Intelligence. It's pretty pricey for the higher Damage Reduction, but an option to consider nevertheless.
Health Globe healing and pickup range (ok on one piece each, nice for farming)
Neither of these two is a big thing to look for when you start Inferno, but you'll notice both helping a bit if you have a good number on just one piece. Simply increasing your pickup radius by 7 yards or your Health Globe healing by 5K won't be world shattering, but it only takes up one slot on one piece of gear, and you will notice the difference.
As you get content under control further and build up your defensive stats, you will find yourself standing in melee more often during farming runs, because you can take it. At that point having a nice bonus to Health Globe healing can reduce your downtime quite a lot and can actually keep you alive while getting hit by hordes of enemies, as long as they die and drop Health Globes faster than they hurt you. In short, when you've completed the game and you're working on your farming set, see if you can get a few thousand Health Globe Healing on at least one piece.
crowd control reduction (nice, playstyle dependent)
A number of items can reduce the duration or strength of movement impairing effects. This sounds great in theory, but as your ability setup is perfected and your skill at playing improves, you'll find there are very few times where you actually need it. Jailer can be gotten out of with Teleport or Mirror Images, Frozen can usually be dodged without too much trouble and the slow you get when knockbacked rarely poses problems either. In fact, what specific crowd control duration do you really need to reduce?
That said, the value of this depends a lot on how much trouble you actually have with these mods. I know some people who would kill to get out of jailer faster in those few situations where their panic buttons are on cooldown. So when judging the value, you really have to ask yourself: how often would it have saved my life if I'd gotten out a second sooner?
2.2 Offensive stats
Hopefully, everybody knows by now that DPS on your weapon is your main source of damage. If you find yourself struggling at the start of Inferno, chances are you can get an affordable weapon with at least 50% extra DPS on the Auction House and that will solve half your problems right there. That said, there are certainly other interesting options to consider as well.
This is the stat everybody knows already, but that doesn't make it any less important. Whatever else you do, Intelligence is a base multiplier to your damage just as important as your weapon DPS, easily increasing your damage output by a factor of 10 or more. The important thing to remember though, is that the relative value of Intelligence goes down the more you have of it. Going from 400 to 500 Intelligence is a one-fifth boost in damage (from 500% to 600%), but going from 900 to 1000 is only a one-tenth boost (from 1000% to 1100%). That is not to say Intelligence is no longer useful at higher values, but other stats start to get competitive at that point - crit in particular. This means that many Inferno wizards only have between 1000 and 1500 Intelligence, as opposed to the 2500+ that is attainable.
Attack speed (build dependent)
Attack speed is probably the trickiest stat to balance. What it does is exactly what it says: it makes you attack faster, making you do more damage in the same amount of time (it does not seem to influence the cast time of non-combat abilities like teleport). The problem of course, is that it also makes you spend more resources in the same amount of time. So the short answer on whether to pick attack speed is: only if you can afford it in terms of resources. In that case 1% attack speed is about equal to 1% of your Intelligence (so around 10-15 Intelligence).
The longer answer, is that it depends on a number of factors, most importantly:Does a significant portion of your damage come from signature spells?If so, attack speed is for you. Without draining your resources, you can get 5%-8% more signature spells out in the same time, giving you a 5%-8% DPS increase from a single stat on a single item.
Does your build depend on kiting a lot and throwing out spells in short bursts?
This makes attack speed more attractive. You want to get your DPS out quick and then run off before enemies get to you, making faster attacks ideal. Even here though, you will find you have varying times to blast, sometimes running out of resources before you wanted to.
Does your build use Hydra as its main damage?
Then Attack Speed is for you. The damage Hydra does per shot is increased by a percentage equal to the Attack Speed bonus. As icing on the cake, casting the Hydra is sped up as well.
Does your build use Blizzard as its main damage?Then Attack Speed is pretty much useless. It does not increase the damage done by Blizzard at all. The only difference is that you can cast it slightly faster, but since multiple Blizzards in the same area don't stack, the usefulness of this is quite situational.
Does your build benefit greatly from 'on hit' effects?
Attack speed means more attacks per second, giving you more chances to proc effects in the same amount of time. This includes 'Life on Hit', the cooldown reduction from your 'Critical Mass' passive ability and chances to chill/stun/knockback etc. and 'AP on crit' from wizard-only items. If you use such effects a lot, attack speed may be for you.
Note: this does not help for channeling spells like Disintegrate and Ray of Frost. They drain your resources faster with increased atack speed, but it does not count as more attacks for the purpose of 'on hit' effects.
Elemental damage (very build dependent)
Weapons can do additional Elemental damage like Arcane, Fire, Poison or Holy. All of these are already factored into a weapon's listed DPS, so can be safely ignored. As a rule, you do not have to worry about monster resistances or look for special damage types, because most of your skills have their own damage types, that overwrite your weapon. So the type of damage doesn't matter.
The exception are the Spectral Blade and basic attacks. This second one may seem pretty useless; after all, no one has basic attacks on their toolbar. However, you revert back to basic attacks if you keep trying to attack while out of Arcane Power, so in big AP spending builds, you can fall back on it sometimes.
In any case, for both spectral blades and basic attacks, cold damage is by far the best mod, because your attacks chill your targets and they can trigger the Cold Blooded passive.
To a lesser extend, you can profit from arcane, fire and lightning damage, because they can trigger Temporal Flux, Conflagration and Paralysis respectively.
'chance to X on hit' effects (nice)
I have not seen many wizards that value chance to Blind, Chill, Fear, Freeze, Immobilize, Knockback, Slow or Stun on hit very highly, mainly because the chance is usually only between 1-3%. That said, it is one of those modifiers that is rather nice when you do have it; it puts a smile on your face every time you see it and it certainly doesn't hurt.
One exception to my low value comment are those wizards who focus on slowing/disabling builds. If you stack these effects on multiple items - Chance to Knockback in particular - you can get to a point where it is possible to seriously slow the advance of incoming enemies and be virtually immune to melee unless they are very fast or have nasty mods like 'vortex' and 'teleport'. I have not seen any wizard builds that make me want to try this, because looking for this mod cuts down on spots for other valuable stats, but it is certainly one to keep an eye on as end-game gear gets perfected.
A final thing to note is that the real chance for these effects to go off on any one hit is usually a fraction of the listed percentage, based on what skill you use. (See the Appendix on Proc Coefficients for details.)
Critical hit damage, critical hit chance, arcane power on crit (nice early on, eventually essential)
The idea for these stats is pretty simple: the more you have of each, the more powerful the others become. Boosting one is always nice, and none of this is worthless even if you don't care about them at all. But if you focus on these, they become truly godly. Let me give you a quick example:
Base situationYou have 5% chance to crit and +50% damage to crit. That means a base hit of 1000, has a 5% chance of doing 1500 damage, making you expected damage output 1025.
You now add +5% chance to crit from an item. That means a base hit of 1000, now has a 10% chance of doing 1500 damage, making you expected damage output 1050.
So a damage increase of just under 2.5%.Specialized situation
You have a 25% chance to crit and +200% damage to crit. That means a base hit of 1000, has a 25% chance of doing 3000 damage, making you expected damage output 1500.
You now add +5% chance to crit from an item. That means a base hit of 1000, now has a 30% chance of doing 3000 damage, making you expected damage output 1600.
Now you have a damage increase of 6.7%, over two and a half times as much as in the Base situation.
A second important thing to remember is: if you go down this road, you need to increase both crit damage and crit chance and not focus solely on one. Even a 100% chance to crit for 50% extra damage is only a 50% damage increase. Similarly, a 5% chance to crit for 1000% extra damage is only a 50% damage increase. While a 30% chance to crit for 300% extra damage is already a 90% damage boost.
That said, when trying to balance the two, you should give preference to crit chance, because secondary effects like the cooldown reductions from Critical Mass rely only on crit chance, while the damage is irrelevant there.
+damage (only important on off-hand)
+minimum damage, +maximum damage an +X-Y damage unfortunately scales fairly poorly at higher levels. While a +2-4 damage ring is godly at level 10, the best you can hope for is a tiny boost from similar stats in end-game. Don't get me wrong, it never hurts to have some +damage on gear - +20 damage on a ring can still translate into something like a 2% damage increase - but I would not focus on it as a wizard.
The one exception are off-hand items, that can have damage bonuses as large as +200-400 damage. Those values certainly help a lot, as is discussed further in the 'in your hands' section.
Finally, it is important to note that +damage is one of the few stats that scales with damage rather than DPS. In other words, this stat works much better with fast weapons, because the listed damage is added on every attack, rather than every second.
Bleed (don't know, not great)
Neither I, nor anyone I've talked to has had a chance to experiment seriously with Bleed modifiers. That said, decent bleeds seem to be around 25% chance for 500-1000 damage over 5 seconds. But most comments I have seen suggest that bleed is pretty weak even at those values.
2.3 Other stats to look for
Sockets (build dependent in weapons, great in helms, nice in other slots)
Sockets are pretty simple in most slots: they are expected to give you about 50 to Intelligence or Vitality eventually when you level your gems up a bit. Simply count them as that stat; in fact, many people pre-socket their items when selling them, because the auction house includes the socketed attribute bonuses when sorting and filtering results.
Sockets in weapons are more interesting.
Rubies scale horribly on Inferno for +damage, so don't use those.
Similarly, Topaz's reflect damage is more beneficial for melee characters.
Amethyst gives us life on hit. As mentioned in the previous section, Life on Hit can be fairly nice with the right build. That said, 400 Life on Hit from a Flawless Star doesn't compare to the 800+ that regularly spawn on weapons already. It might still be worth it, but at least for one type of build there is a much better alternative:
If you are going for a crit build, the Emerald is huge. It gives you an 80% critical damage increase at Flawless Star level. If you have some crit chance built up, it can easily translate into as much as a 20% total damage increase, that's the difference between a 1000 DPS and a 1200 DPS weapon, or the difference between 900 and 1100 Intelligence.
Sockets in helms are great, giving you either 16% life from a Flawless Star Amethyst, or 27% Magic Find from a Flawless Star Topaz. (+XP from a Ruby is plainly useless and Gold Find from an Emerald is nice, but doesn't beat Magic Find in the later parts of Inferno).
Max arcane power (nice, playstyle dependent)
Unlike some people seem to think, max arcane power does not increase your arcane power regeneration accordingly. In other words, this gives you one or two extra blasts before you run out of Arcane Power, but it also takes longer to get back to full.
The main reason to value this is if you are able to burn most enemies down without kiting them and want to make sure you have enough starting power for that, or if the opposite is true: you are running so much, that you are almost always back at full Arcane Power when you have a chance to fire again. In that case, it can be worth it to build this and use some bigger AP spenders as skills.
As a rule though, this is simply a nice bonus, but not something to aim for.
Gold Find and Magic find (depends on Inferno act)
Gold find is always a nice modifier to have. Especially if you seriously use the auction house, the gold can be a big help to get you to progress. However, you will notice that gold drops don't increase by that much as you progress through the different acts of Inferno, with act 4 monsters certainly dropping more than act 1 monsters, but not by a huge margin.
On the other hand, the chance of finding top-end items doubles in act 2 and quadruples in act 3 and 4, making magic find way more valuable. Gold find will always remain nice to have, but starting in act 2 Inferno, you should start looking to replace it with Magic Find. By act 3, at current AH prices, magic find is easily four times better for making money than Gold Find.
Movement Speed (essential)
Movement speed usually appears just on boots, but some legendary and set items have it as a modifier as well. It is absolutely essential for any ranged class in Inferno. Because no matter how you build your character, you will be kiting, a lot. Movement speed is what gives you the edge over faster enemies when kiting, this allows you to fire for a few seconds longer before you run off. But on top of that, you will find this cuts down on your time spent doing everything else as well. You will be moving between vendors more quickly, covering empty areas of the map in less time and getting back faster from your respawn point when you die. That last one is especially important if you died fighting a champion pack, because the time it takes you to get back determines if they'll have healed back to full health.
In fact, movement speed is why items like Inna's Glory, Lacuni Prowlers and the Wanderlust ring are worth considering as an end-game wizard.
Wizard skill bonuses (don't know, build dependent)
There is a whole series of stats that increase the power of spells in various ways; boosting the crit chance of Ray of Frost; decreasing the AP cost of disintegrate; increasing the duration of Blizzard. As a rule, these bonuses can't be stacked, because they only spawn in one gear slot. However, some of them seem valuable even in just one slot, with the AP cost of disintegrate for example, being lowered by a maximum of 5 (25%).
However, there hasn't been enough testing done to really determine which of these abilities are worth it, not to mention the fact that it depends highly on your build.
2.4 In your hands
There are basically three options for what to wear in your hands: a 2-hander, a 1-hander + source or a 1-hander + shield. Each have their advantages and disadvantages, but as rule if your build works better with a slow weapon - this is true for Blizzard and big AP spenders in particular - you will want the slowest possible weapon, which implies a 2-hander.
If your build works equally well with a faster weapon and if you have the patience to look for gear, a fast 1-hander with a source is the best choice.
Before we get to that though, it is important to know how the DPS display works that shows up on the weapon and on the Auction House. All stats that have equal effects regardless of your class or gear, are automatically rolled into the displayed DPS of weapons. That includes +damage in all its forms, +elemental damage and Increased Attack Speed. However, stats that have different values based on your character are not shown in the DPS. These include Intelligence and critical hit damage. That means an 800 DPS weapon with +50% damage and 15% IAS is a lot weaker than an 700 DPS weapon with 150 Intelligence and 80% increased crit damage.
1-handers have base weapon speed varying from 1.2(most weapons) to 1.5(dagger) attacks per second, while 2-handers are between 0.9(maul) and 1.4(bow). That means there is plenty of variation, but the slowest weapons are 2-handers only.
The arguments for choosing a weapon speed are similar to those for the attack speed modifier on other gear, but let's recap and look at the few differences.Does a significant portion of your damage come from signature spells?If so, you might have a slight preference for faster weapons. The DPS will be the same either way, but with a faster weapon, you will be shooting out more projectiles with less damage each. This leads to less overkill damage and less loss of damage if you have to move quickly while casting. Overall though, the effects are fairly small.Do you have a 'twitchy' play-style with a lot of movement?
If so, a faster weapon would accommodate you better, because you will have to stand still for shorter bursts of time to cast your attacks. If you know the feeling of thinking you have cast a spell, but being off too fast and it not having gone off, you might want to look for a faster weapon.
Does your build benefit greatly from 'on hit' effects?
Attack speed means more attacks per second, giving you more chances to proc effects in the same amount of time. This includes 'Life on Hit', the cooldown reduction from your 'Critical Mass' passive ability and chances to chill/stun/knockback etc. and 'AP on crit' from wizard-only items. If you use such effects a lot, a fast weapon may be for you.
Note: this is not true for channeling spells like Disintegrate. They drain your resources faster with higher atack speed, but it does not count as more attacks for the purpose of 'on hit' effects.
Do you use many Arcane Power-spenders? Do you often run out of AP? Do you use skills or runes specifically to reduce AP costs?
The main disadvantage of fast weapons is that you have to cast more (spend more AP) to do the same DPS. Instead of 2 Arcane Orbs doing 600 damage each, you will be firing 3 orbs doing 400 damage each in the same time. They both add up to 1200 damage, but one costs 70 AP, while the other costs 105. Similarly, disintegrate and ray of frost will drain AP faster with a fast weapon. If this is a concern for you, slower weapons can help massively on cutting down your AP cost.
Is Hydra your main damage skill?
Hydra has a constant firing speed regardless of the attack speed of your weapon. The damage it does per bolt is purely based on your DPS. This means it does exactly the same with a slow 1000DPS weapon or a fast 1000DPS weapon. The only difference is that you cast the Hydra faster with a higher attack speed weapon, making a faster weapon slightly more useful. But since you only need to cast Hydra every 15 seconds, this effect is marginal.
Is Blizzard your main damage skill?
If so, get the slowest weapon you can find!
Bizarrely, a Blizzard cast with a slow weapon does hugely more damage than a Blizzard cast with a fast weapon with the same DPS. The only difference is that it takes a bit longer to cast with a slow weapon, but its duration and the number of projectiles/raindrops is the same, while its damage is a ton higher with a slow weapon. On top of that, the damage is not effected in any way by Attack Speed on other items.
The only reason for this that we could think of is that Blizzard is classified as a 'spamable' skill (you can have multiple Blizzards up at the same time after all), making it work just like Arcane Orb, where you can spam more of them, but each one does less damage. However, because multiple Blizzards in the same area do not stack, spamming it is pretty useless. In short, this is a skill where - regardless of AP concerns - having a slow weapon is immensely more effective.
Do you want to increase the casting speed of non-attack spells?
From the bit of testing I have done, the casting speed of spells like teleport, crystal shell, mirror image etc. is not affected by weapon speed or attack speed on items at all.
The main thing I haven't tested yet is how attack speed changes damage skills on a cooldown like Wave of Force or Explosive Blast. If someone can tell me or if I get a chance to test this thoroughly, I will add that info.
2-handers have the highest DPS in the game and are extremely easy to search for on the auction house. You have only a few mods you really want that aren't already included in the DPS and you can easily sort through them to find the best one. You can get a plain 1200DPS one or a 1000DPS one with some good stats for a few hundred thousand gold.
1-hander + source
2-handers usually have about one-third more damage than a 1-hander for a comparable price. That means you have to increase your DPS by a third from the bonusses on your source alone. That may seem pretty steep, but it's easier than you would think. Let me give you an example.
Say I have 1.4 speed 1000DPS one-hander. I can add over 20% to my damage with a big damage modifier like +100-300 on my source. (Note that this would be less if I had a slower weapon like 1.1 speed). Based on my gear, something like 100-120 Intelligence will add another 10% to my total damage. Add in modifiers like crit chance (up to 10%) or a socket to add more Intelligence, and you're well over a third damage boost with just 3 slots used. Leaving plenty of room for the non-damage benefits you can get like vitality or magic find.
Another big advantage is that sources and (1-handed) wands are the only weapons that can spawn the 'AP on crit' modifier, which is so valuable in crit builds.
The main problem though, is how horribly inconvenient it is to search for sources, because you cannot search based on the value of the +damage mod they all posess, even though that is the most important part of their DPS boost. That means there are great sources out there, but it takes either an incredibly lucky drop, or a long and painful time searching through the auction house to find one that is worth using. On the other hand, that searching also has the potential for turning up unexpected great deals.
For example, I just grabbed a 26-211 damage, 83 int, 7% crit chance orb for 40,000 GP, that boosts my 29K DPS when just wielding a 1-hander, to 41K when equipping it (a 41% damage increase).
1-hander + shield
Reading the previous section, it would appear that wearing a shield over a source will cost you over a third of your damage. Luckily, it is nowhere near that bad, because while a shield does not have the +damage from a source that can boost your damage by up to 20%, it does allow other mods like Intelligence and crit chance. In fact, because shields are mostly used by melee characters, shields with Intelligence boosts are fairly cheap. On top of that, you are missing the only damage mod that favors a fast weapon, meaning a shield works well with a slow 1.1 speed 1-hander.
The main thing to remember about a shield is that it decreases damage taken by you in Three distinct ways:
1) A shield has high armor
This may seem like only a secondary concern, but end-game shields usually have over 1000 armor. Throw in the boost from Energy Armor and that goes over 1650 effective armor. As you may recall from the earlier section on armor, going from 3000 to 4000 base armor while using Energy Shield, increases damage reduction from 60% to 67%. That means 400 damage gets reduced to 330, or about a sixth off on all damage taken.
2) A shield can spawn with resist all
Unlike a source, shields can have resist all appear on them, up to 80 resistance to all elements. If your resistances are in the low 300s, that's enough to get your damage reduction here from 50% to 55% or another tenth off in damage. Combine that with the shield bonus from 1) and you're now looking at taking only three-quarters of the damage you would have without a shield.
3) And oh yes, shields can block too
It's only really icing on the cake at this point, but shields can block too. The base chance to do this is 10-20%, but shields can have the +block% attribute to boost that number up to 29%. (or 32% for the unique Stormshield). On top of that, a number of special items give additional boosts to block chance, most notably the 8% boost from the craftable unique Helm of Command and the 11% boost from the Justice Lantern ring. These pieces are mostly used by melee characters, making versions with Intelligence and other wizard-friendly stats relatively affordable at under a million gold.
This might get your block chance up to 50% or more, but at least as important is the fact that a block does not negate all damage. It only reduces damage by a fixed amount when a block occurs. Depending on the type of shield, this amount hovers between about 2000 and 5000 for the highest tier shields available (the best base shield is the Sacred Shield blocking for 3704 - 4706). A quite significant amount, but when dealing with big hits from Inferno monsters, a lot of damage can still get through.
However, the damage reduction from blocking is calculated after damage reduction from armor and resistances. That means the more you improve those defenses, the more effective blocking becomes. So while blocking is simply an ok bonus to begin with, it will become more and more effective as your gear improves.
In terms of DPS, a fast 1-hander + source outperforms 2-handers if you can find a source with the stats you're looking for. This difference is a lot larger if you have a crit build, because the +crit chance modifier on sources can quickly boost your damage by a good amount and you can get the 'AP on crit' that isn't found on 2-handers.
However, the advantage of 2-handers is that they include the slowest possible weapons, which can be quite useful based on your build.
Shields loose you roughly 20% damage compared to a good source, but they can give you anywhere from 20-40% damage reduction and they can be combined with slower 1-handers. However, their blocking property doesn't help much with getting 1-shot.
In the end, the choice between a source and a shield is similar to that between the passive skills Glass Cannon and Blur; do you want more damage or more protection?
Unless you constantly find yourself dying and getting 1-shot, more damage is probably the way to go, if only because it will make you go through the game faster. But even so, I usually keep a shield in my stash as a backup for the truly nasty fights and it has helped me greatly against Inferno Diablo, just to name one.
3. INFERNO WIZARD TIPS
3.1 I'm stuck at the end of Hell/in act 1 Inferno, what do I do?
Buy a new weapon
Unless you already have a great weapon, go to the auction house and buy an 1100 DPS 2-hander or 800 DPS 1-hander for 100K, or an alternative with somewhat lower DPS but added stats.
If you are not level 60 yet, set the minimum level requirement for the weapon to 60 anyway and then look for the modifier 'Reduced Level Requirement' with a value high enough so you can equip it (for example a minimum Reduced Level Requirement of 6 if you are level 54). This will tend to show you weapons with much higher DPS than normal level 54 weapons, that would not show up in other searches.
Build up your resists
Make sure you have at least 300 resist all from Intelligence and gear, to get 50% damage reduction from that.
Use Energy Armor (Force Armor) as one of your skills
Even though it was nerfed, this skill still hugely cuts down on large hits and makes it so monsters need to hit you twice as hard to 1-shot you.
Get used to kiting
Many people getting stuck aren't really in trouble, they're just not used to needing slowing spells, escape abilities and running away. You can no longer tank enemies at this stage and you will need to dodge ranged attacks as well.
Farm champion packs in act 3 Hell or act 1 Inferno for better gear
Since patch 1.0.3, the best items have a chance of dropping even in act 1 Inferno. As importantly, items that are just one step below the best are now dropping as early as act 3 Hell. With 5 Nephalem Valor built up, you get guaranteed rares from these packs and bosses also drop better items, so longer runs where you kill more than 5 packs are more effective than short ones where you just build up to 5 and stop after the boss.
3.2 I'm stuck early in act 2 Inferno, what do I do?
This is the main brick wall in the game right now, for any class. Don't feel bad about being stuck here. That said, assuming you've used all the tips from the previous question, here are some extra ones.
Do Warden/Butcher runs
You can farm act 1 Inferno for upgrades, gold and things to sell on the AH. Start at '9. The Imprisoned Angel - The Cursed Hold'. Clear through your favourite areas killing champion packs to build up Nephalem Valor and get drops. Finish by going into the Halls of Agony level 2 and clear through the Highlands Passage down to the Warden and the Butcher. act 1 farming runs are discussed more extensively in section 3.5 about farming.
An alternative if you are either having too much trouble with the Butcher or you have a great MF set that makes you weaker, is to do act 1 treasure goblin runs as in this video.
Don't be afraid to bypass nasty bosses and areas
No matter how good you are, you will get destroyed by nasty invulnerable minion bosses or by packs with affix combinations like fast, vortex, fire chains. It may hurt your pride, but simply run away from them or park them in a corner while you clear the stuff you can defeat. Some later areas and other bosses will actually be easier again, so don't despair if you have to ignore a few groups.
The same is true for certain areas. In particular, many wizards have trouble with the cramped space of the sewers and end up teleporting through parts of it, or kiting the nastiest monsters with them into dead ends and dying there, to keep the monsters parked out of the way. Not a pretty way to play, but it gets you through into open and pleasant areas again.
Break enrage timers without resetting champion/boss health
If you are kiting a lot and killing slowly, some packs will inevitably enrage and kill you with the damage aura this activates. However, it is possible to run away from them, wait out of range for about 10 seconds and then come back. If you time it right (and you are lucky), the packs will have lost their enrage timers, without having healed back to full, allowing you to whittle them down at your own pace. This is far from an exact science, but it is certainly worth a try.
Boost up your follower
Followers seem to become a lot less useful in Inferno or even late hell. Dying often and doing hardly any damage. However, they have two huge boons: stat bonusses from items are multiplied by 2.5, and they cannot run out of resources. That means you are looking for items with Increased Attack Speed, their attack stat and vitality. On top of that, if you're not using the scoundrel with high dexterity already, see if you can get just 20 or so dexterity on one of the items for your templar or enchantress to hit the lovely 10% dodge point with minimal effort.
My Enchantress right now is using some IAS + Intelligence rings and amulets and a 1000DPS 2-hander with Intelligence and Vitality. Add in some more stats from her follower token and she is at 30K life, with acceptable resistances and 4K DPS. Does she still die alot? Sure, but she gets back up quickly and when she is up, she actually helps a fair bit. Not just with her passive buffs (which are worthwhile), but also with her own damage.
3.3 I'm stuck on Rakanoth in act 4 Inferno, what do I do?
This boss is arguably the hardest one to deal with as a wizard. There are three main ways to beat him, with a tank, with perfect execution and perseverance, or using a cheesy but clever build.
The tanking way
The main thing that will probably be killing you from Rakanoth is his teleporting skill. However, he does not use this ability if someone is tanking him. You might think of using your templar for that, or even tanking him yourself, but in all likelihood, neither of you will last long. However, if you have a well-geared Barbarian or Monk to help you out, chances are a lot better.
The one situation where it is possible for you to tank him yourself, is if you use the Meteor, Frost Nova, Critical Mass build discussed in the build variations from section 1.3. You need a high enough chance to crit and sufficient AP regen. Then Crtical Mass will proc from Meteor often enough that you can keep Rakanoth stunned for most of the fight with Frost Nova coming off cooldown very quickly. This Allows you to tank him yourself, because he doesn't have a chance to hit you much.
The proper solo way
Every time Rakanoth is about to teleport-kill you, if you see him, you have a small window of opportunity to teleport away with Teleport (Wormhole) and avoid his attack as you see the animation start. Chances are you will use your teleport at the wrong time occasionally - mistaking a different attack for the teleport. So you will want to use passive abilities like Illusionist, Evocation or Critical Mass to get the cooldowns back as soon as possible. As a second buffer, you can switch in items that increase your runspeed, because sometimes you can run out of his teleport before he hits you too.
Even then, there is some element of luck involved and you will probably die a lot before you get lucky and beat him.
I've also heard people say that an extremely well-geared sorceress with massive physical resists can actually survive a teleport attack by Rakanoth. This may be true, but I have yet to see it done by anyone other than "a friend of a friend told me about this guy".
The cheesy solo way
If you have under 35% health, the Familiar (Ancient Guardian) will completely negate one attack on you every six seconds. On top of that, if you are constantly at least a full screen away from Rakanoth, he will not summon his dogs and the only attack he can reach you with will be his teleport. This strategy is based on these two facts. You will want to constantly stay below 35% health and use the familiar to save you from his teleport.
The spec is as follows:Actives:
- Familiar (Ancient Guardian)
- Hydra (Venom Hydra)
- Teleport (Wormhole)
- Magic Weapon (Force Weapon)
- Storm Armor (Scramble)
- Flexible on the last slot.
- Glass Canon
- Cooldown reducing skills of your choice
Now, you want to get below 35% life and stay there. That means getting rid of all life regen gear, all life on hit, life leech etc. Then you can take off and re-equip all your gear and this should bring your health to below 35% of your total. If this doesn't work for you (I've heard people regaining their life when they put items back on), you can go out and get hit once or twice until your HP is below 35% of maximum, or take all your gear off, leave the game and resume, then put it back on.
As you may have noticed from the above, this build is designed to not take any damage at all - if you take damage, you will die. So you can go crazy on DPS on your gear and not worry about Vitality, resistances or armor.
Now you go in to face Rakanoth, but you always want to keep him a full screen away from you. When he teleports to you, your Familiar should block all the damage. You then immediately Teleport away with Wormhole, until he is out of sight again. If your Teleport isn't up, simply run away as fast a possible.
This should keep you alive, but it won't kill him. That is what Venom Hydra is for. Place it as close to him as you dare and let it slowly whittle him down. The fight will be fairly slow this way, and may take up to 15 minutes depending on your gear, but if you have the rhythm down, it should be fairly easy.
Very rarely, Rakanoth may teleport twice within 6 seconds and the Familiar will not be ready yet. This is simply bad luck and the most I've heard this happen to someone is two tries in a row, killing Rakanoth on the third. So if this happens to you, simply try again.
3.4 How do I buy end-game items on the AH?
I'm assuming everyone understands the basic idea and interface of the Auction House by the time you get to Inferno. However, there are some simple things you can do to find better items faster.
DO put in a maximum buyout based on your budget.
This allows you to sort by buyout without being faced by a page of N/A at the bottom. And of course you filter out items you cannot afford.
DON'T search for Intelligence and Vitality on one item.
These are the base stats everyone is looking for, meaning the price is higher compared to their value. Even doing something as simple as looking for +life% instead of Vitality can turn up surprising deals.
That is not to say you should never search for these stats together, they are both valuable after all. Just be aware it will likely involve overpaying a bit.
More in general, you will do better if you don't search for obvious things. If you are looking for high Intelligence on items, don't look for 100+, look for 80+ and spot the good deals that weren't found by people who put in 100. If you want Vitality, look for it on your weapon or rings (traditionally seen as offensive items) and get the Intelligence off the armor pieces.
DO prefer items with long times left.
The shorter an item has been up on the AH, the higher the chance that it is a great deal nobody has noticed yet. This is particularly true for items that have a 'time left' of 1d12h or 1d11h. The first thing I do when searching for items, is take a look at these 'new' items to see if one of them is extremely cheap. It won't always get you a good deal, but every once in a while, you'll find something amazing.
DON'T search just for level 60 items.
Eventually, you may want to focus just on the 100 million gold items that have the perfect stats. Until then though, a well-rolled level 57 item can easily outshine a decent level 60 one. More importantly, many people don't realize this and do put in a level 60 only filter, meaning there are less other people fishing in the same item pool.
DO take a look at legendaries and sets outside the AH.
There are a number of valuable legendary and set items, that won't show up high on any of your searches. Either because their selling point are unusual stats you don't usually search for, or because the value is in their set bonus. I would advice you to take a look yourself, but here are some interesting non-obvious items I noticed in my browsing:
- Mempo of Twilight and Andariel's Visage the only decent helms with Increased Attack speed. (note: some legendaries that dropped before patch 1.0.3 were bugged, so their IAS did not function. Check to see if the item you bought is bugged)
- Immortal King Barbarian set, 2 items from the set with Intelligence, to get the 60-resist all set bonus.
- Zunimassa's Spirit Witch Doctor set, 2 or 3 items from the set to get the 130 Intelligence and the 55 resist all bonusses.
- Lacuni Prowlers for both movement speed and attack speed.
- String of Ears for 10-20% damage reduction against melee.
- Blackthorne's Regalia 2 items for 100 vitality bonus.
- The Flavor of Timemovement speed, attack speed and everything else you want!
- Endless Journey 2 piece set of amulet (Spirit of Adventure) and ring (Wanderlust) that gives 100 vitality and 50% crit damage as a set bonus.
DON'T ignore an item because it has crappy modifiers
The human mind has a weird way of filtering items. If people compare the following two items at a glance, they'll be divided about 50/50 on which is better for a wizard:item 1
Physical resistance +20
All resistances +58
Health Orbs grant +2514 Life
Magic Find +11%
All reistances +61
Magic Find +14%
The reason is this. When you get too much information thrown at you (more than 4 to 6 pieces) when you have to make a snap call, you automatically filter out the 4 to 6 key bits. So what item number 1 looks like to many people is:
filtered item 1
All resistances +58
Magic Find +11%
and a whole bunch of crap
And in that case, item 2 is slightly better. What your automatic filter forgets is that all those other stats are not amazing, but they do add up. We do this automatically, but if you are aware of it, you can be more careful. Don't ignore an item just because it also has stuff you don't need.
3.5 Where do I farm in end-game?
Since patch 1.0.3, possibilities for runs have become much more varied and balanced, allowing you to farm effectively in Acts 1, 2 and 3 of Inferno. Runs that end with major bosses as well as runs that focus just on champion packs can now be effective. Treasure Goblins are still possible, but no longer insane compared to bosses.
What act should I farm in?
The drop chances for high level items are as follows:
- Inferno – Act I
- iLvl 61: 23.9%
- iLvl 62: 12.6%
- iLvl 63: 4.8%
- Inferno – Act II
- iLvl 61: 23.3% (close to Act 1)
- iLvl 62: 18.6% (1.5x Act 1)
- iLvl 63: 9.3% (2x Act 1)
- Inferno – Act III and Act IV
- iLvl 61: 27.1% (1.1x Act 1)
- iLvl 62: 21.7% (1.7x Act 1)
- iLvl 63: 16.3% (3.4x Act 1)
So you find twice as many top level items going from Act 1 to Act 2. The top drops jump up a lot again from Act 2 to Act 3/4. However, don't think you should stay out of Act 1 unless you can run through more than three times as fast as Act 3. iLvl 62 and even iLvL 61 items can also be quite valuable, rings and amulets in particular - but all types of armor too. And the difference in drop chance is much smaller for those.
On top of that, repair costs cut into your profits if you die a lot, making easier areas better for farming. And talking about gold, the drop amounts for golds are also much closer together between acts.
A nice bonus for earlier acts is that treasure goblins are easier to kill. In act 3, you will often find a treasure goblin getting away before you can take it down.
Finally, you can swap in more Magic Find / Gold Find gear if you are farming easier areas.
There is no consensus yet about what this means exactly for the optimal place to farm. However, the feeling seems to be that you should be able to collect Nephalem Valor in act 3 at about half your speed from act 1 before it is worthwhile. With act 2 halfway between the two.
What should I do on a run?
The basic idea of all runs is the same: kill as many champion packs as you have time for in one act and finish your run by killing a boss or two.
Anything less than five packs is hardly even worth it. Nephalem Valor increases your gold find and magic find, but it also activates a hidden bonus to drops when you stack it up. At 5 Nephalem Valor, every major boss (Warden, Butcher, Zultun Kuhle, Siegebreaker etc.) gets two extra guaranteed rare drops.
Similarly, every champion pack gets one extra guaranteed rare drop at 5 Valor.
If you assume finding and killing a boss takes about as long as finding and killing a champion pack, the math works out that you want runs that are as long as possible, but still include the major bosses at the end. In practice, you want to include as many areas as possible that allow you to find champion packs quickly and skip the ones that are too slow, too empty, or too hard.
This leaves an 'ideal' route in each of the first 3 acts, to be tweaked based on your personal preferences. (Unfortunately, act 4 cannot compete with the longer and easier act 3, which has the same drop rates)
To makes your runs as fast as possible, keep the following rules in mind:
- Don't clear areas completely, don't backtrack. Your goal is not to find every pack, your goal is to find the highest number of packs per minute. That means it's fine if you leave some areas on the map unexplored. It also means if you run into a dead-end, you should ask yourself if it wouldn't be quicker to teleport back to town and start in the next area, rather than running back. The only exception to this rule are the small second levels of side-dungeons, where it can be worth backtracking until you've found the champion pack and the resplendent chest that there almost always are.
- Don't loot everything. The things you're interested in are legendaries, rares and high DPS blue weapons (Arch Axe, Demolisher, Crag Hammer, Centurion Spear, Vel, Rune Sword, Veil Piercer, Heaven Hand, Slayer, Decapitator, Doom Hammer, Slag Hammer, Dread Lance, Sovereign Staff, Warlord Sword, Guru Staff, Titan Axe, Hellion Crossbow, Exorcist, Impellor, Desolator Wand). You may also want to pick up Flawless Square gems, Tomes of Secrets, Mythic Healing Potions and blue Rings and Amulets. Blue armor and weapons with level requirement 60 can be worth it for disenchanting. As you go through, you will learn which armor is too low level to pick up. Similarly, you will find out which weapons are so crappy that you can leave them even as yellows.
- Bypass really hard champion packs. This is a rule that I find hard to follow myself, because it hurts my pride. But if a champion packs takes twice as long to kill as others, that means you're better off killing two easier packs in that time instead.
- Feel free to kill bosses early. Runs are set up to have bosses as a logical end point, but you can kill them as soon as you have 5 Nephalem Valor and continue clearing champion packs after that. Especially if you don't know if you will have time to finish a long run, head for the bosses as soon as you are up to 5 Nephalem Valor. That way, you won't be missing out on them if you have to quit halfway through clearing the rest of the act afterwards.
- Leave Treasure goblins for last. Treasure goblins don't start running away until you hit them. So as much as possible, try to clear enemies around them without hitting them. You can then kill them at your own pace. If you do acidentally hit them, try to drive them into a corner or an area you've cleared already.
Act 1 run
Start at the quest: 9. The Imprisoned Angel - The Cursed Hold
- Start from 'The Royal Crypts' waypoint. Clear up through Cathedral level 4.
- Optional: clear all the way up through the other Cathedral levels if you like this area.
- Start from 'Cemetary of the Forsaken' waypoint. Clear the first level of all three crypts in the cemetary.
- Optional: Complete the 'Jar of Souls' event or the 'Matriarch's Bones' event that always spawns in one of the three dungeons.
- Start from the same 'Cemetary of the Forsaken' waypoint and move to the Fields of Misery to the top left. Quickly zigzag through that area and clear random dungeons like the Scavenger's Den. Do not clear the Khazra Den.
- Start from the 'Festering Woods' waypoint. Find the two small dungeons 'Warrior's Rest' and 'Crypt of the Ancients' and kill one boss pack in each.
- Optional: make another pass around the Festering Woods to pick up any champion packs you may have missed.
- Optional: Start from the 'Highlands Crossing' waypoint and move back through the Chamber of Queen Aranae to the right into the Caverns of Aranae. Clear through that, killing any champion packs you find along the way.
- Start from the same 'Highlands Crossing' waypoint. Go into the Southern Highlands to the east. Quickly zigzag through and clear random dungeons like the Cave of the Moon Clan. Don't bother going through the gate at the top of this area, champions very rarely spawn in that twisting path.
- Optional: Complete the 'Jar of Souls' event or the 'Matriarch's Bones' event that always spawns in one of the three dungeons.
- Start from the 'Northern Highlands' waypoint. Quickly Zigzag up and clear random dungeons. In particular, check for the 'Watch Tower' that often spawns in the top left of the map. Move up into Leoric's Hunting Grounds and zigzag through there. Don't bother clearing the Highlands Cave if you find it, there are usually no champion packs. Finally move to the left into Leoric's Manor Courtyard and kill the Champion pack there.
- Optional: Take a quick look in Leoric's Manor, sometimes a champion pack spawns here, but it's not really reliable.
Start from either the 'Leoric's Manor' or the 'Halls of Agony Level 2' waypoint. Clear down, clear through the Highlands Passage and then down to the Warden and the Butcher. The run ends after you've killed and looted the Butcher.
Act 2 run
Start at the quest: 8. The Black Soulstone - Soulstone Chamber.
- Start from 'Sewers of Caldeum' waypoint and clear through until you find the Wretched Pit and go back through the portal there.
- Start from 'Black Canyon Mines' waypoint. Follow the road down to the Howling Plateau. Zigzag through it, clearing random dungeons, but ignoring 'hidden conclave' and 'secret altar'. Teleport back when you hit the Sundered Canyon area.
- Start from the same 'Black Canyon Mines' waypoint and zigzag up left to the Stinging Winds, clearing dungeons along the way. Zigzag up through the Stinging Winds, clearing dungeons again as you find them. Quickly run through the Khasim outpost and clear down through the next Stinging Winds area - including dungeons - too. (or save a few seconds by jumping from the 'Khasim Outpost' waypoint to the 'Road to Alcarnus' waypoint and then running up through the second Stinging Wind instead).
- Start from the 'Road to Alcarnus' waypoint, run to the right into Alcarnus and run through there, ignoring the dungeons. Teleport back before you hit Magda's Lair at the end.
- Start from the 'Path to the Oasis' waypoint and zigzag up through the Dahlgur Oasis, clearing dungeons along the way. Finish with the boss in front of the Ancient Waterway entrance.
- Optional: Continue into the Ancient Waterway, clear through the Western and Eastern Channels and then go through the Waterlogged Passage into the Ancient Path.
- Optional: Start from the 'Desolate Sands' waypoint (or optionally, the 'Ancient Path' waypoint) and zigzag up through the Desolate Sands, clearing dungeons along the way. Either run through at the top or (slightly faster) teleport back.
- Start from the same 'Archives of Zoltun Kulle' waypoint and run up. Run through the Unknown Depths, the Storm Halls and the Realm of Shadows.
Start from the 'Archives of Zoltun Kulle' waypoint and go into the Soulstone Chamber to kill Zoltun Kulle.
Optional: if you continue the quest chain after that, you can keep running through the events, using spacebar to skip dialogue along the way, until you talk to Asheara. This starts the 3-minute timer to rescue the refugees. Don't worry about rescuing the refugees, but instead use the time to identify rares and clear out your inventory. After the three minutes are up, clear through the final part and kill the final champion pack and then Belial.
Act 3 run
Start at the quest: 6. Siegebreaker - Kill the Siegebreaker. Go to the 'Rakiss Crossing' waypoint to pick up Tyrael. He will continue to follow you into earlier areas until you kill the Siegebreaker. So unless you want to start by clearing Rakiss Crossing, feel free to jump away from the waypoint again right away.
Unlike for the earlier acts, picking the areas to farm is a lot more tricky. Because difficulty is much more of a consideration and you will have to find out for yourself which areas you can comfortably clear. That said, here are the areas you might want to include in a run.
- Start from town and run to the Skycrown Battlements just outside the gate to the right. Clear up and continue through to the end of the Stonefort. This is a relatively easy area, but with a fairly low density of champion packs.
- Start from town and go down into the Keep Depths on the left side of town. Clear down all three levels until the waypoint at the end of level 3. This area has some more boss packs and can also net you some resplendent chests. However, you will have to deal with soul rippers and fallen maniacs.
- Start from the 'Bridge to Korsikk' waypoint. Clear down left to the Battlefields - you will have to deal with Heralds of Pestilence there. Zigzag through and clear any dungeons along the way. Finally, walk into the Arreat Gate area and clear 'The Barracks' if you find the entrance right at the start there.
- Start from the same 'Bridge to Korsikk' waypoint, but head up this time into the Fields of Slaugther, where you will have to deal with Heralds of Pestilence. Zigzag through and clear either the Caverns of Frost or Icefall Caves along the way. Then head up onto Rakiss Crossing.
- Either head up through Rakiss Crossing if you came from the Fields of Slaugther, or clear down from the 'Rakiss Crossing' waypoint if you didn't run through the Fields of Slaugther. This area is fairly easy in terms of enemies and has long kiting lanes.
- If a soldier comes crawling out from 'the Storeroom', a boss pack will be inside. Take a quick look to see if it is doable, but you will often have to bypass them for lack of kiting room. If no soldier comes out, there will be a merchant, see if he has a good rare.
- A soldier leaning dying against a tower for a quest always spawns a winged morlok champion pack just as you go out the tower and around the second set of stairs. The other quest to help the captain defend against attackers doesn't spawn a champion pack.
Clear up from the 'Rakiss Crossing' waypoint. Check to see if the 'Underbridge' dungeon has spawned just before the top of the map and to the right. If so, kill the boss pack inside and check for a resplendent chest that has about a 50% chance to spawn. Finish by going all the way up and killing the Siegebreaker.
Optional: if you can do it smoothly, you can keep clearing down all the way to Cydia and Azmodan. This is only really worth it if you can kill champion packs at close to the speed you make going up to the Siegebreaker. This may seem impossible at first, but as your gear improves, this will eventually become worthwhile.
Alternative: Act 2 Treasure Goblin Runs (boring, but easy)
The idea is to go to a point that has a high chance of spawning a treasure goblin, restarting the game if you don't find any and killing it otherwise. Blizzard seems to be against this type of farming and has nerfed the spawn chance of treasure goblins in certain fixed points. That said, the location that seems to be most popular is Ancient Path waypoint, starting from 8. The Black Soulstone - Begin quest. You may find the goblin when you head east into desolate sands. You should find him before the top of the stairs if he has spawned.
If you are chain running, you can speed things up a bit more by going to the top of the stairs and getting the checkpoint there, then resuming the game every time you've left, so you are immediately in the right place. (in that case of course, you then want to go down the stairs).
This works particularly well with friends, because treasure goblins don't start running away until you attack them. That means if you go out without your follower, you can safely find the goblin and ask your friends to join your game before you kill it. This way, multiple people can make games at once and whoever finds a goblin can call on the others.
APPENDIX: Proc Coefficients
While I have used information from other threads in earlier sections, none of them are a complete rip-off. However, for this section, I owe almost all the information below to the amazing research done in this thread written by Dekkar. In fact, much of this is simply copy-pasted from there. Thank you for the great overview there!
The basic idea of Proc Coefficients is simple. All kinds of effects like 'Life on Hit', 'Chance to Chill on hit' or the cooldown reduction from Critical Mass, have a chance to trigger on a hit or a critical hit. However, some spells hit lots of targets just by casting them once. To prevent effects from becoming too powerful in combination with these spells, they have a reduced chance to trigger for each enemy hit when you use these spells (or in the case of Life on Hit, the effect is still guaranteed, but weaker).
Rules of Thumb
Single target spells
Give the listed chance to proc an effect. They usually have a 100% chance to proc for vague descriptions like 'a chance' or 'may trigger'.
Multiple target spells
Have the chance to proc on each target divided by the maximum number of targets hit. So for example, Magic Missile(Split) that makes it fire 3 projectiles, reduces the proc chance for each separate projectile to one third of the base amount.
Have about a third to a sixth of the base proc chance, based on the size of the area and their piercing potential. Meteor and Spectral Blades have much higher chances.
Do not give any proc chance from hits by the thing you summoned.
Spells that last for a certain duration like Blizzard or the burning ground from Meteor are weird and complicated, look these values up!
What effects count as 'proc on hit' and are affected by proc coefficients?
Life on Hit
The healing per hit is only a fraction of the normal amount. So a proc coefficient of one third means 300 life per hit only gives you 100 life per hit. Note that Life Steal and Life per Kill are not influenced by proc coefficients.
The base chance to reduce the cooldown by 1 second is 100%, it is reduced by proc coefficients.
The base chance to build a charge is 100%, it is reduced by proc coefficients.
Arcane power on crit
Basic crits always give the listed Arcane Power. The chance of this happening for specific attacks is reduced by proc coefficients.
'Chance to X on hit' effects
The listed chance to chill/knockback etc. is further reduced by proc coefficients.
Based on some limited testing, the chill effect on weapons with cold damage seems to not be reduced by proc coefficients for Spectral Blades.
Bleed is probably also the type of effect that would be reduced by proc coefficients (or maybe it doesn't even work on spells). However, I don't know of anyone who has tested this.
Proc coefficients for specific spells
NOTE: Runed versions of the skill have the same proc coefficients as the base skill unless otherwise listed.
NOTE: When a skill launches multiple projectiles, deals multiple ticks of damage, can hit multiple enemies etc., the listed values are per projectile, per tick, per enemy hit etc.
Magic Missile: full chance (100%)
Split: one third (33%)
Penetrating Blast: one quarter (25%)
Shock Pulse: one third (33%)
Explosive Bolts: one sixth per bolt (17%) + one third on explosion (33%)
Piercing Orb: one fourth (25%)
Living Lightning: one fiftieth (2%) per tiny shock.
Spectral Bade: two thirds (67%)
Deep Cuts: eight ninths (89%), bleed doesn't proc. [NOTE: Deced found out that while the bleed effect doesn't proc for Life on Hit, it strangely does seem to proc Critical Hit, so bleed 'sometimes' procs?]
Thrown Blade: one third (33%)
Electrocute: one quarter (25%)
Chain Lightning: one sixth (17%)
Lightning Blast: one sixth (17%)
Arc Lightning: one sixth (17%)
Forked Lightning: one sixth (17%) crit bolts do not proc
Ray of Frost: one third (33%) per tick, that is two thirds (67%) per second.
Sleet Storm: half (50%) per tick
Arcane Orb: one third (33%)
Arcane Orbit: a quarter (25%)
Arcane Nova: one sixth (17%)
Celestial Orb: one fifth (20%)
Arcane Torrent: one fifth (20%), per missile per target. So of one of your missiles hits 2 targets and a second missile hits 3 targets, you heal for 2 x 20% + 3 x 20% = 100%.
Death Blossom: three fifths (60%)
Arcane Mines: one half (50%)
Cascade: one fifth (20%), cascading missiles do not proc
Disintegrate: one sixth (17%) per tick, that is one third (33%) per second.
Convergence: one ninth (11%) per tick.
Chaos Nexus: one ninth (11%) per tick, same per tick of the sub-beam.
Volatility: one eight (12.5%) per tick, explosion doesn't seem to proc (needs checking).
Frost Nova: one sixth (17%)
Frozen Mist: one sixth (17%), also one tenth (10%) for the mist
Teleport (Calamity): one sixth (17%)
Wave of Force: one sixth (17%)
Exploding wave: one sixth (17%), sub explosions do not proc
Energy Twister:one twentieth (5%) per tick, that is one tenth (10%) per second.
Raging Storm: one twentieth (5%) per tick, same for large tornado.
Storm Chaser: one twentieth (5%) per tick, same for the large tornado.
Hydra: none, Hydra attacks never proc.
Meteor:half (50%) per target hit, one quarter (25%) per gound burn tick.
Meteor Shower: one fifth (20%) per target hit per projectile, one tenth (10%) per ground burn tick
Blizzard:one fiftieth (2%) per tick
Stark Winter: one hundreth (1%)
Familiar: none, Familiars never proc
Archon: one tenth (10%) per tick on Disintegration Wave(archon beam); half (50%) on Arcane Strike; half (50%) on Arcane Wave.
Arcane Destruction: also one fifth (20%) on starting explosion
Explosive Blast: one third (33%)
Obliterate: one eight (12.5%)
Chain Reaction: one ninth (11%) per target per explosion
Mirror Image: none, Mirror Images never proc, not even the Mirror Mimmic ones that deal damage.
Mocking Demise: half (50%) per target per image detonation