Ice Torch - Wizard PvP/PvE Build Hi, http://us.battle.net/d3/en/calculator/wizard#cQWYjX!XgW!YYaZZa This build revolves around a number of spells on cooldowns taking advantage of the Evocation passive. It uses Cold Blood (RoF) for no AP cost to replace the need for any signature spells. The Black Ice and Astral Presence passives tailor to its ice-heavy cannon-like power while its other skills allow room for creative play. I believe it is important to create a build where a skilled player has the potential to separate themselves and rise above competition. Some builds may have restraints on play style due to a limited amount of variation in battle tactics. 1) Ray of Frost (Cold Blood) - Primary skill. Free to cast while allowing AP to regenerate. A single target snare is a great bonus for both PvE and PvP. It seems with Cold Blood, I would not need a signature spell. 2) Meteor (Comet) - Heavy damage AoE, high AP skill. I love the idea of Comet. Before Patch 13, the Crimson Meteor got the pick over Comet for a considerable amount more DPS. However, Comet now is barely weaker (300 vs 325), and also adds a snare effect. This combined with the use of Black Ice gives Comet the pick. This heavy damage spell could of been Blizzard of Arcane Orb, but I chose Comet as the highest single output damage spell of the 3. SKILLS ON COOLDOWNS: 3) Wave of Force (Impactful Wave) - This spell is somewhat rare in builds I've seen, yet I love the idea of it. A short range AoE blast (I imagine similar radius to Frost Nova) that not only does substantial damage (220%) but also snares, knocks back AND stuns enemies! The 15 second cooldown is reduced to 12.75 seconds with Evocation. 4) Frost Nova (Cold Snap) - IMO, an essential skill for any Battle Mage. I've been going back and forth on a very tough decision between Cold Snap (-25%, -3 seconds cooldown) and Bone Chill (+15% damage done to enemies frozen by FN). Ultimately I decided on Cold Snap. I figure that Frost Nova will be my number one utility skill and having 25% more of them outweighs a small boost in damage dealt. Before Patch 13, I believe Bone Chill gave +30% damage done while frozen which was an easier pick. I did love the idea of setting up big, extra-damage Meteors on Frozen enemies, though it will still be the same minus a bit of damage. The 12 second (9 second with Cold Snap) cooldown is reduced to a mere 7.65 seconds with Evocation. Frost Nova will be used both offensively and defensively. Offensively, it can be used to set up incoming Meteors and other spells. Defensively, it is the ultimate CC spell able to freeze groups of enemies at a time granting time to re position one's self or teleport to safety. If a tough melee mob (or Barbarian, Monk) is up on you, a quick Frost Nova is all that's needed to give precious seconds to maneuver. This spell will have great chemistry with both Teleport and Wave of Force. You can teleport into or away from mobs throwing a Frost Nova before or after to set up strikes or dodge incoming attacks. Between Frost Nova and Wave of Force, there are two different yet similar spells on cooldown to rotate for full effectiveness. I can Frost Nova originally, then later use Wave of Force to snare/knockback/damage/stun any further enemies that are not frozen. By the time both spells are used, typically one will be ready once again. Same idea flipped around using WoF first and FN secondly.