Diablo® III

Guide: Chainpocalypse (Part 3)

Hello all, Welcome to Chainpocalypse, 2.0.

Table of Contents

I. Housekeeping
A. Previous Thread(s)/Words of Caution
B. Credits


II. Skill Selections
A. Active Skills
B. Passive Skils
C. Most Popular Specs


III. Cooldown Reduction – The Juice
A. Unspecified’s eDPS calculator for EB
B. Vishnu’s discussion of CDR
C. Sotanaht’s discussion of CDR
D. Kalisti’s discussion of CDR


IV. Items and their Merits
A. Melkor’s List
B. Sotanaht’s List
C. Vishnu’s List


V. Stats on Gear
A. “Must Have’s”
B. Stat Recommendations


VI. The Gameplay

I. Housekeeping

A. Previous Thread(s)/Words of Caution:

http://us.battle.net/d3/en/forum/topic/11987018694?page=1
Part 1 contains a plethora of discussions. You can literally click anywhere among its 50 pages and find an interesting discussions regarding Chainpocalypse. Check it out for further insight. Lots of great wizards have helped develop this guide into a stable build so, many thanks to those who've contributed!

A note about this guide: There are multiple versions of this build. One of them is the Fire Version (FV). Another is the Arcane Version (AV). Technically, there is also a “Multi-elemental” version where the two aforementioned elements are intermingled (predominately this is Magic Missile – Conflagrate mixed with Arcane EB)

As usual in ROS, the realistic answer is oftentimes, “do the best you can do with what you have.” :) Hopefully, this guide will give you enough information to help you make the best decision + have the most fun.

B. Credits:

Malakai - Came up with core skills for a build such as this in my “Time Capsule Game” thread.
Dolynick – Came up with the name
Melkor – put it all together, ran the build, have experimented with many loadouts, makes rap music
Unspecified – for his work on CDR (quoted in thread)
Sotanaht - for his continued discussion throughout the thread
Vishnu – for his continued discussion throughout the thread
Blayze - for his continued discussion throughout the thread
Kalisti – for his continued discussion throughout the thread

II. Skill Selections

A. Active Skills – These are the most popular ACTIVE skills. They are not the ONLY active skills ever used – but they tend to dominated all specs. If other skills become widely accepted as normative, this list will expand.

1. Spectral Blade - http://us.battle.net/d3/en/class/wizard/active/spectral-blade
a. Flame Blades – Each enemy hit increases the damage of your Fire spells by 1% for 10 seconds.
b. Barrier Blades – With each cast, gain a protective shield for 3 seconds that absorbs 8253 damage.

2. Magic Missile - http://us.battle.net/d3/en/class/wizard/active/magic-missile
a. Conflagrate – Missiles pierce through enemies and cause them to burn for 55% weapon damage as Fire over 3 seconds. Burn damage will refresh all existing stacks of Conflagrate to its maximum duration.

3. Magic Weapon - http://us.battle.net/d3/en/class/wizard/active/magic-weapon
a. Deflection – When you perform an attack, gain a protective shield for 3 seconds that absorbs 8253 damage.
b. Force Weapon – Increase the damage bonus of Magic Weapon to 20% damage and grants a 2% chance to Knockback any enemy hit.

4. Explosive Blast - http://us.battle.net/d3/en/class/wizard/active/explosive-blast Range = 12 yards.
a. Chain Reaction – Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing 320% weapon damage as Fire.
b. Unleashed – Increase the Damage of Explosive Blast to 970% (As Arcane Damage)
c. *Time Bomb – Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 1039% weapon damage as Arcane
d. *Short Fuse – Immediately release the energy of Explosive Blast for 909% Weapon Damage as Fire.
e. *Obliterate – Release an enormous Explosive Blast that deals 760% Weapon Damage as Arcane to all enemies within 18 yards

5. Teleport - http://us.battle.net/d3/en/class/wizard/active/teleport
a. Wormhole – After casting Teleport there is a 1 second delay before the cooldown begins, allowing you to Teleport again (50 yards each port, for a maximum of 150 yards)
b. Calamity – Cast a short range Wave of Force upon arrival, dealing 252% weapon damage as Arcane to all nearby enemies and stunning them for 1.5 seconds.
c. Safe Passage – For 5 seconds after you Teleport, you will take 27% less damage

6. Frost Nova - http://us.battle.net/d3/en/class/wizard/active/frost-nova
a. Cold Snap – Reduce the Cooldown to 7.5 seconds and increase the Freeze duration to 3 seconds.
b. Bone Chill – Enemies take 33% more damage while Frozen or chilled by Frost Nova
c. *Deep Freeze – Gain a 10% bonus to Critical Hit Chance for 11 seconds if Frost Nova hits 5 or more enemies.

7. Energy Armor - http://us.battle.net/d3/en/class/wizard/active/energy-armor
a. Prismatic Armor – Energy Armor also increases your resistance to all damage types by 25%.

8. Mirror Imagehttp://us.battle.net/d3/en/class/wizard/active/mirror-image
a. Duplicates – Summon 4 Mirror Images that taunt nearby enemies for 1 second and each have 50% of your Life.

9. Black Hole - http://us.battle.net/d3/en/class/wizard/active/black-hole
a. Event Horizon – The Black Hole also absorbs enemy projectiles and objects from Elite monster affixes within 15 yards.
b. Spellsteal – Enemies hit by Black Hole deal 10% reduced damage for 5 seconds. Each enemy hit by Black Hole grants you 3% increased damage for 5 seconds.
c. *Supermassive – Increase the Black Hole radius for 20 yards and damage to 570% weapon damage as Lightning over 2 seconds.

Please note, a * indicates an Active skill not generally favored in this build, but I felt it was necessary to include them as some people do enjoy them. This does NOT mean they don’t have a place in particular loadouts, but they don’t fit into MOST people’s selections.

B. Passive Skills
1. Evocation - http://us.battle.net/d3/en/class/wizard/passive/evocation
2. Blur - http://us.battle.net/d3/en/class/wizard/passive/blur
3. Audacity - http://us.battle.net/d3/en/class/wizard/passive/audacity
4. Illusionist - http://us.battle.net/d3/en/class/wizard/passive/illusionist
*5. Unwavering Will - http://us.battle.net/d3/en/class/wizard/passive/unwavering-will
*6. Dominance - http://us.battle.net/d3/en/class/wizard/passive/dominance
*7. Conflagration - http://us.battle.net/d3/en/class/wizard/passive/conflagration
Please note, a * indicates a Passive skill not generally favored in this build, but I felt it was necessary to include them as some people do enjoy them. This does NOT mean they don’t have a place in particular loadouts, but they don’t fit into MOST people’s selections.

C. Most Popular Specs
I feel compelled to remind anyone reading this guide that these combinations are what I have observed as the most popular combinations. This does not make them the best, or the worst.
1. Fire Vanilla – http://us.battle.net/d3/en/calculator/wizard#WhSQON!Zbid!accccb
2. MM/Conflagate Vanilla - http://us.battle.net/d3/en/calculator/wizard#ahSQON!Zbid!cccccb
3. Arcane Vanilla - http://us.battle.net/d3/en/calculator/wizard#WhSQON!Zbid!YaZccb
4. MM/Conflag Arcane - http://us.battle.net/d3/en/calculator/wizard#ahSQON!Zbid!cacccb
5. Vishnu’s Duplicates – http://us.battle.net/d3/en/calculator/wizard#aYkNhO!RibZ!ccZbcc
6. Hexing Pants Variant - http://us.battle.net/d3/en/calculator/wizard#NhYQOS!Zidb!bcZccc

III. Cooldown Reduction – The Juice
A. Unspecified’s eDPS calculator for EB - https://docs.google.com/spreadsheet/ccc?key=0AtfTopPK72QBdFI5cEN3NWpCMl9UUlFEaVdTWTBkNmc&usp=sharing

B. Vishnu’s discussion of CDR:

05/12/2014 03:12 AMPosted by vishnu
If you add an item with x% CDR, regardless of your current CDR, it will increase your EB damage by:

(1/(1-x/100)-1)*100%

For example, if you add an 8% CDR item, regardless of your current CDR, it increases your EB damage by:

(1/(1-0.08)-1)*100% = 8.7%

CDR is not additive, but that does not mean there are diminishing returns. There are NO diminishing returns in terms of EB damage. If you got an absurd amount of CDR things like ping would need to be considered to diminish returns, but as cooldowns will always be measured in seconds (3ish seconds, 1.5ish seconds with shrine), and pings in miliseconds (~100ms), we can safely ignore this minor effect.


C. Sotanaht’s Discussion of CDR: (Unable to quote traditionally due to the OP now being locked)

“Melkor, remember where Unspecified et al were discussing how CDR has a growing return? Yeah, CDR is both your damage AND your survival rolled into one. You want DPS, you need CDR. You want survival? you need even more CDR. I don't know where you jumped off the CDR bandwagon that you were leading to begin with, but CDR is one of the most powerful stats we have, and the more we have, the more powerful it gets.”

D. Kalisit’s Discussion of CDR: Unable to quote traditionally due to the OP now being locked)

“The point of the math is that it shows that unlike most things, CDR stacks multiplicitively with itself. This isn't normal for stats. Normally stats stack additively with themselves but multplicitively with others. That's why even if crit is your best stat you don't want 100% crit chance and base 50% crit damage.

That's the difference. That's why if you want 8% CDR over 280 int at 40% CDR, you should also want it at 60% CDR. Or 80% CDR.”

IV. Items and their Merits – I originally had each of these items labeled as (FV) and (AV) to represent which element type they best served. Not only was that superfluous in most cases, it may, as time moves forward, prove to “not necessarily accurate”.
A. Melkor’s List:
Cindercoathttp://us.battle.net/d3/en/item/cindercoat
PROS: Buffs the damage from Fire Skills. Only chest piece with a Fire Elemental Bonus.
CONS: The buff to fire eats a primary roll. Considering the chest is one of the only three slots to get an Explosive Blast % increase, this makes this chest piece a major ehp/mit drain. The “generic, non cindercoat” chest has some attractive rolls in general: Main stat, vitality, All Res, Armor, % skills, sockets(3). Also, since we are not interested in "Reducing the cost of Fire Skills by x%", we are losing a valuable secondary roll going with this piece.

Stone of Jordanhttp://us.battle.net/d3/en/item/stone-of-jordan
PROS: Fire/Arcane Skills buff/Elite Damage Buffs. This ring really doesn’t mess around when it comes to Elites. In a rift, it can be a serious, serious advantage.
CONS: The Stone of Jordan just doesn’t offer a ton of utility – and like SnS, Chainpocalypse is becoming increasingly more and more, a utility driven build. The SOJ will always, from a primary perspective, roll the % damage against elites, a main stat, and an elemental bonus. That leaves you with only 1 primary roll. In a perfect world, that’s a stat we’re going to want to be critical hit chance. So then what? Re-roll the main stat to…CHD? CDR? The ring leaves a LOT on the table for general trash farming.

MageFisthttp://us.battle.net/d3/en/item/magefist
PROS: The increase % to fire skills is a “free roll”. These gloves roll 5 primaries. You will always get the % increase to Fire + IAS. With a little bit of RNGesus' luck, you may get 2 of the following additional rolls: CDR, CHC, CD. This leaves you with the ability to put together an absolutely BEASTLY glove such as:
+20% to Fire, +750 Intelligence, Reduce the Cooldown of all Skills by 8%, 50%CD, 10%CC
In the event that you are interested in stacking Cooldowns over IAS, you are looking for a bit of a more “perfectly rolled glove”, where you would then re-roll the IAS from the standard roll in search of whatever you are missing (CHD, CHC, CDR)
CONS: There aren’t a whole lot of downsides to the Magefist, but it is worth mentioning that they are very difficult to roll "correctly", and you already know which stat you're going to have to ditch (IAS), making the flexibility somewhat non-existent if you're going for the "right pair". As much as we all want the perfect pair of magefists, using a "broken pair" can hurt your gear set, even with the additional fire % primary.

A Note on Other Glove Selections
For some gear sets, the glove slot may be forced to be reserved for Asherea’s gloves, Gloves of Worship, Vyrs, etc. Gloves of Worship are situational gloves that I would keep in my inventory for one shrine effect only – the Empowered Shrine. 10 minutes of Empowered will likely out dps any bonus you have going there, otherwise.

Andariels Visagehttp://us.battle.net/d3/en/item/andariels-visage
PROS: Fire/Arcane Skills damage buff as a primary roll – A great place to snag that 20% to Fire/Arcane buff. Comes with Main Stat, IAS, and the elemental bonus. The poison nova is a real nice, “Why the hell not?” DPS supplement.
CONS: The Andariel’s Visage comes with only 1 Randomly Rolled Affix. This random roll, we're hoping for it to be either Crit Chance or a Socket. In the event that you are willing to forego crit chance on the helm (which really gimps your DPS), you could get away with either All Res or Armor, but this is not preferable. You will inevitably have to re-roll the IAS off this helm to get either the desired roll or the socket. And at the end of the day, you really, really, need a socketed helm for that 12.5% CDR. Also, the “takes more fire damage” is not exactly wonderful. Being a tank, it’s tough to justify taking more damage from fire chains, molten trails and explosions, mortar, etc.

Mirrorball - http://us.battle.net/d3/en/item/mirrorball
PROS – The Mirrorball enables you to spam Magic Missile, Conflagrate x 3 (assuming you loot a +2 version of the item). Conflagrate utilized in this “split” capacity allows you to stack “infinite” DPS against very high HP mobs. Check the Skill Selection portion of the guide for the wording of the Conflagrate skill. Against high HP mobs that takes > 10 seconds, the Mirrorball equates to incredibly high eDPS. This source is by far THE MOST POPULAR source for MM-Conflagrate users, in and out of Chainpocalypse builds. This source also comes with CDR natively, making it far easier to obtain a great one!
CONS Magic Missile has poor LoH returns – not because of its coefficient (which is the highest of all sig spells, I believe) but because of it’s “narrow” range. I also believe that the additional missiles generated from Mirrorball have ZERO proc-coefficient. Spectral Blades, Flame Blades will yield you much higher LoH returns. Finally, if a fight does not last very long, the benefits of MM-Conflagrate begin to wane. In group play with very high DPS teammates, MM never gets a chance to “do its work.” Some people also will find it challenging to “keep the stacks up”, ie. making sure to re-apply a fresh Conflagrate stack within the mandatory 3-seconds before all stacks wear off.

Firebird’s Eye (Set Source) - http://us.battle.net/d3/en/item/firebirds-eye
PROS: 20% to Fire on the source. That’s about all it brings to the table.
CONS: This piece is very deceptive. It comes with the fire % bonus, which is fantastic. But it also comes with Intelligence + 2 primaries + secondary rolls. We aren’t really concerned with the secondaries, so let’s look at what we would want for the 2 primaries: 1) Explosive Blast %, Cool Down Reduction, Critical Hit Chance. All THREE of these rolls can come on other sources – but not a Firebird’s Eye.

Moonlight Ward - http://us.battle.net/d3/en/item/moonlight-ward
PROS: The Moonlight Ward is free damage and is arguably BiS for Arcane Versions of the build. The item detonates Arcane Orbs around you at a rate of no greater than 1 per second. Depending on the % damage you roll on the piece (but not really) this item offers phenomenal, supplementary damage. For the AV, it is accepted as BiS.
CONS The MLW requires you to quite literally be atop the enemy. Contrary to popular belief, Chainpocalypse requires you be close to your enemy, not on top of your enemy. For this reason, trying to take advantage of MLW can get you into some seriously hairy situation that no amount of mitigation can help against, especially fire chains, and electrified enemy types.

Cosmic Strand - http://us.battle.net/d3/en/artisan/blacksmith/recipe/cosmic-strand
PROS: Chain stunning Calamity never hurt anyone. Arcane Versions of the build get buffs to the Arcane damage of the calamity, effectively turning the utility of the Teleport skill into a full on DPS supplement. 5 Random Rolls, of which 4 are primaries means this source could potentially give you (in addition to the ave dam range, of course): INT, CHC, EB%, CDR. That’s a big deal, considering the legendary proc of the item is already a big advantage.
CONS: Immensely frustrating to farm the materials, need the plan, can roll absolutely disgustingly. I’ve seen them come out with Vitality, terrible crit chance rolls, terrible CDR rolls, wrong skill bonuses – it’s a hard item to perfect.

Illusory Boots – (No in-game guide link)
PROS – Being able to move unhindered through enemies has its merits.
CONS – Illusory Boots don’t necessarily eradicate the need for Teleport – which is sort of the main reason I’d want them. They also force you out of the String of Ears belt if you’re trying to fit Captain Crimon’s set bonus in. This can equate to a loss from a mitigation perspective.

Boots of Disregard – (No in-game guide link)
PROS – While standing still, your Life Per Second increases by 500 per second, up to 8 seconds, or 4000 LPS. This can allow you to “facetank” without needing a reposition, oftentimes overcoming the DOT effects of Plagued, Desecrator, etc.
CONS – Similar losses as Illusory Boots.

A Note on Shields -
PROS - Big Damage Reduction, Blocking, and the ability to hang in higher torments. As Kalisti's thoughts regarding shields:
05/12/2014 03:33 PMPosted by kalisti
I don't use one anymore, but for a time it was the only way I could handle T6.

It can be a great way to "not be left out" of groups running higher torment if you don't have the mitigation to hang, and there are some very interesting shield choices to consider.
CONS - If it's not already very obvious, shields gimp your DPS by double digit percentages vs. a source, 100% of the time. It's one helluva trade-off and no, the Lidless Wall does not serve as a competitive decision from an eDPS perspective.

B. Sotanaht’s list (also includes pieces for Arcane Version):
04/07/2014 06:59 AMPosted by Sotanaht
The following is a list for the best non-set items for the build. The purpose of listing the best non-set items is to show exactly which bonuses are being lost when you choose which slots to use set items in.

Head:
Andariel's Visage. The Element damage here is what makes it the best choice. You need to roll one with a socket or crit and then enchant the IAS to the missing stat. We don't like IAS.
Stats:
Crit Chance, Socket, Element damage, Int

Legs:
Pox Faulds. Great bit of extra damage that works perfectly with our build

Arcane only
Hexing Pants of Mr. Yan: This option essentially requires you to give up Spectral Blades entirely. The 25% damage increase more than makes up for the loss in Arcane, so this frees up another skill slot for other uses. You could stutter step, but then you risk casting EB during the SB cast time and losing damage.
Stats:
Sockets, Int, 2 defensive stats

Belt:
3 choices,:
The Witching Hour This provides the best permanent DPS, but it comes at a very high cost in terms of toughness
String of Ears: On the opposite end of the spectrum, this provides a huge amount of extra toughness (most affixes are considered melee), but no DPS beyond the primary stat
Harrington Waistgard Somewhere in the middle, the bonus on this item provides huge gains fairly frequently (procs on ANY clickable, but not destructables). The effect also does not cost a primary slot, so you still gain the normal amount of toughness.
Stats:
Int, 3x defensive. (Witching Hour is Int, Crit Damage, Defensive, Spectral Blade)

Gloves:

Fire:
Magefist Gloves of worship may also be a good choice, but the magefist is much more reliable and the majority of shrines are not very helpful.

Arcane:
Gloves of Worship The only possible choice, and the good shrines are still VERY helpful when active
Stats:
Int, Crit Chance, Crit Damage, CDR

Bracers:
Strongarm Bracers. Black Hole procs them. With high CDR that's enough to get near 100% uptime on anything that is not knockback immune.
Element, CC, Int, Any Defensive

Boots:
Ice Climbers: if you get frozen you are probably dead. Usually you can avoid it anyway, but these boots are awesome and a clear winner. Plus some bonus cold resist because why not.
Stats:
Int, 3x defensive

Amulet:
For arcane, Moonlight Ward is the absolute. I say for arcane because it comes with a massive amount of arcane damage% on it, not because the effect itself is arcane. Fire might also like a MLW with the Arcane damage enchanted to Fire but if that's even possible you would still be stuck with IAS.

For Fire, you have a few choices. All five healing amulets (The Star of Azkaranth, Mara's Kaleidoscope, Countess Julia's Cameo, and Talisman of Aranoch Xephirian Amulet) are good picks with pros and cons. In high torment levels Electrified is one of the scariest unavoidable affixes, so I would place Xephirian in the BIS position here. The fire amulet (Azkaranth) is also a very good choice for both fire chains and molten, which also tend to be hard to avoid.

Stats:
Ele, int, crit, crit damage. 8% CDR cant beat out any of the normal rolls here.

Ring1:
Stone of Jordan, Note that the SoJ only has room for 1 of our 3 most desirable stats, however it's damage will blow anything else away regardless

Stats:
Element, Int, Elite, Crit or Cooldown (math required)

Ring2:
Unity. For the non-set build, this is definitively the best ring you can get after the SoJ. Elite damage is pretty awesome, and the special ability to split damage either with a (preferably immortal) companion or another player is quite valuable.

Royal Ring of Grandeur Required in order to use borns set. If you choose to skip borns set however the extremely lackluster stats (forced IAS and LoH) mean it might be better to avoid the ring if possible, even if it means including an extra set piece.

Stats:
Int, Choose 2 (Crit, CHD, CDR). Most likely Crit+CDR, I still need to check the math on this.

Shoulders:
There are no particularly desirable legendary shoulders. The only ones with procs we would want (Death Watch Mantle mostly) have fixed stats that we really want to avoid, and too many of them for enchanting.

Ultimately, you are probably just going to want to craft shoulders, especially considering how difficulty it is to get CDR and EB damage at the same time. Born's Privilege or Aughild's Power are the best choices for crafting and to start your sets.
Stats
Int, CDR, Explosive Blast, Defensive

Chest:
For Fire, Cindercoat is a clear winner in terms of damage. 20% fire will easily be preferable to a single defensive roll.
Stats:
Int, Explosive Blast, Sockets, Fire damage

For Arcane, I would either use Tyreal's Might for the free damage to demons, or Tal Rasha's Relentless Pursuit for the extra property (reroll the IAS into a second defensive)
Int, Explosive Blast, Sockets, Defensive

Offhand:
For fire
Firebird's Eye. The 20% fire damage will cost you an affix, the best affix to lose here is CDR, as both the 10% crit and 15% EB damage will outperform the 8% CDR that can roll here.
Alternatively, a +2 Mirrorball for a conflagrate variant build is an option for fire. This will option only cost roughly 4% damage compared to the Firebird's.

For Arcane
Cosmic Strand is the only 4 primary legendary offhand that does something useful for our build, The only other option is Tal Rasha's, which is nothing but generic stats.

And the stats on the Perfect Wand of Woh,
Damage Range, CDR, Int, Socket. CDR should outperform %damage in the standard build. In the Conflag build Damage will provide more DPS, but you lose some of the utility CDR offers on teleport and black hole cooldowns.

Now of course, you should look at sets to replace these items. The Captain's Crimson and Aughild's Rule are VERY important bonuses to have. Born's Command can be considered optional. Blackthorne's Battlegear is also one to consider, though it will likely not be the best choice. Class sets (tal's, vyr's, and firebird's) should only be used opportunistically if at all. We are NOT building for them nor are they worth building for.

C. Vishnu’s List(Fire):
Because I'm bored at work, I thought I'd design out an absolute-best-in-slot gear set for chainpocalypse (fire version) for you guys to disagree with:

Helm: Aughild's
750 int
750 vit
6% crit
socket
160 lightning resist
40% reduced duration of control impairing effects

Chest: Cindercoat
20% fire damage
500 int
15% explosive blast
3 sockets
160 lightning resist
(can cost reduction be rolled off? If so, this becomes globe bonus, if not, still fine)

Shoulder: Aughild's
500 int
397 armor
15% explosive blast
8% cooldown reduction
160 lightning resist
29,713 globe bonus

Bracer: Strongarm
20% fire
500 int
397 armor
6% crit
160 lightning resist
30% strongarm effect

Gloves: Magefist
20% fire
750 int
750 vit
50% crit damage
10% crit
160 lightning resist

Belt: String of Ears
500 int
500 vit
100 resist all
397 armor
30% melee reduction
5.1% chance to freeze

Pants: Captain Crimson
500 int
100 resist all
595 Armor
2 sockets
+2 yard pickup radius
5,942 life on kill

Boots: Captain Crimson
500 int
500 vit
100 resist all
397 armor
+2 yard pickup radius
29,713 globe bonus

Ring: Stone of Jordan
20% Fire
500 int
50% crit damage
30% elite damage
160 lightning resist
40% reduced duration of control impairing effects
(I'm assuming max AP can be re-rolled off if you want, I haven't tried)

Ring: Ring of Royal Grandeur
500 int
7% IAS (two trash innates, I'll take this one for my signature spell damage)
50% crit damgae
6% crit
40% reduced duration of control impairing effects
innate set thing

Amulet: The Star of Azkaranth (now you see why I wasn't stacking fire resist)
20% fire damage
750 int
100% crit damage
10% crit
7% ranged reduction
innate fire immunity

Weapon: Wand of Woh, duh.
Max damage roll
750 int
10% CDR (yes I prefer that to %damage, at least until it is fixed)
socket
8,914 life on kill
2.6% freeze on hit

Source: Mirrorball
Max damage roll
750 int
8% cooldown reduction
10% crit
15% explosive blast
innate 2 extra missiles
29,713 globe bonus

--------------------------------------------------------------------------------------------

So, we're immune to fire, and incredibly resistant to lightning. This renders our two most dangerous affixes (fire chains and electrified) disreable, and tankable, respectively. Then of course we've got our bread and butter damage stats, and enough resist all, armor, and vit to stay alive.

Aughild hat is a tough decision. Basically you want 2 piece aughild, and you have to decide whether to give up andariel's, strongarms, or cindercoat to get it. The strongarm effect is so good with blackhole + a bunch of CDR, and it only costs you a secondary, rather than a primary. I just couldn't give that up. Chest can only roll 500 vit instead of 750 on hat, so the extra damage stat on cindy gives up less toughness than the extra damgae stat on andy, essentially.

V. Stats on Gear:
A. “Must Haves”:
1. A Diamond in the Helm
2. At least 2-4 rolls of MAX cool down reduction on gear. Anywhere you put those rolls, it's gonna hurt your mitigation/pure DPS rolls. You really do not want 5%'s or 6%'s of CDR if possible. Go for 8% on gear, and if possible, 10% in the weapon. Your goal is to breach 50% CDR in total. Currently, I’m running 54%, at the time of this post – and I wouldn’t give up a single 1%.
3. At least 15% to the skill Explosive Blast, the more, the merrier.
4. Fire%/Arcane% on gear (variant dependent) – but you do not have to put it EVERYWHERE. That’s going to gimp the utility/performance on the build. Sometimes, you have to say “no” to a fire slotted item in lieu of an ehp/mit/mechanics piece. It is what it is.
5. Do NOT make plans for taking Black Hole Damage bonuses at 70. There's no point with this build..(arguably any build). We want Black Hole to create the Vortex on us as its primary function. We also want Black Hole to clean up the floor of all those nasty affixes. We're facetanking here, folks.
6. A substantial amount of rolls into mitigation. Do not be concerned with you sheet DPS.
Why the mitigation?
The passive, "Illusionist" states that your cooldowns on teleport will automatically reset if you ever take more than 15% of your maximum life in damage over 1 second. It doesn't say that the damage has to hit your health pool, however :)

B. Stat Recommendations (T6):
I find 250,000 to be the bare minimum health pool. 325,000 is nice, 400,000 is generally unnecessary.
I find 2200 All Res to be a nice number to deal with up to t6.
I find 8,500 Armor to be a nice number to deal with up to t6.
I find 7,000 Life Regen to be a number to deal with up to t6
Cooldown Reduction basements and ceilings generally accepted as follows:
50% - Bare minimum,
55% - Comfy Zone
60%+ - Generally unrealistic while maintaining Sheet DPS, mitigation, EHP
I have no idea regarding the acceptable value of LoH. Don’t come in with 0. I have 6,000. Spectral Blades heals me right quick. Not sure how often I’m relying on my LoH vs. Life Regen for sustain.

VI. The Gameplay.

You are a teleporting nuclear bomb, homies. You can cast Explosive Blast, chain reaction...uh everywhere and always. Mob around the corner? Better get that cast going! In the middle of a "heated" battle? Never break EB casting. In town vendoring? At the blacksmith? lol, jk.

This build does not expend arcane power. You DO NOT necessarily need a "spender”. Remember folks, EB does NOT take an attack turn. There's actually no moment in this build when you can't cast EB.
Don't neglect a cooled down teleport. You don't need to "save" anything. Jump around the map like Melkor at a half-off rare coin convention. You'll reset. Remember, even without a proc from Illusionist, you're reducing teleport's cool downs by at least 40%. That's aggressive in and of itself.

Anyway, any questions?
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Woot! Part 3!!

Ok, carry on Chainpoc-ing, ya Chainpocering Chainpocalypsers :)

_____
-Melk
At the end of the day, it's all A Love Story
~OG Wizard from an OG Forum~
~iRap, You probz don't~
https://www.youtube.com/user/MikeyMayez
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Somebody has been busy.
Cheers man will read through now, always pick up a couple new things from these topics.
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Thanks Melk! Currently having a ball with Arcane EB. Just need to decide whether to try and craft a really nice Cosmic Strand and go for Teleport rather than MI!

Cheers big ears.

P.
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what about a woh+archon build? i don't see one listed.

05/31/2014 10:59 PMPosted by Melkor


This build does not expend arcane power. You DO NOT necessarily need a "spender”. Remember folks, EB does NOT take an attack turn. There's actually no moment in this build when you can't cast EB.


i've run dry perma casting eb+bh quite often.

although i don't own a decent cindercoat yet and i got a lot more cdr than advisable due to missing lots of bis gear. did you ever run with ~70% cdr?

05/31/2014 11:05 PMPosted by MrPetrov
Thanks Melk! Currently having a ball with Arcane EB. Just need to decide whether to try and craft a really nice Cosmic Strand and go for Teleport rather than MI!

Cheers big ears.

P.


i would say, it depends on how much toughness you got and how much dmg.
if u are clearing very fast, teleport should be the way to go. more mobility. less time between packs. etc.

if u are having trouble with surviving, especially vs nasty elite affixes images should be better
they also taunt mobs.
(that being said, sometimes porting out can be more of a life saver, since you can't expect to clear each and every possible affix of the ground, and some are just not possible to avoid at all)

i'm not sure which provides more dmg. 4x images gives 4x10% dmg, but they don't cast eb, only signature. on the other hand they taunt mobs, which might lead to mobs running around a bit out of your aoe range, while with teleport you will have on you all the time. (not sure how taunt works with normally running away mobs, might be good to keep them close via taunt)
teleport -calamity(which you obviously should use mostly) also does a tad of arcane dmg, which might be more than the extra dmg from mirrors for arcane builds.

another thing is strongarms uptime (does strongarms procc from tele? not sure, since it's a stun, not knockback, but i'm not sure if mi's black hole proccs strongarms either, since it's not technically you casting it, but i would guess it does)
Edited by CashfCookies#2501 on 5/31/2014 11:39 PM PDT
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05/31/2014 11:30 PMPosted by CashfCookies
i've run dry perma casting eb+bh quite often.

although i don't own a decent cindercoat yet and i got a lot more cdr than advisable due to missing lots of bis gear. did you ever run with ~70% cdr?


No, because that's not a cdr value that we consider as "viable" in this build. In this build, we typically advise people against stacking CDR to the tune of 70%, so the quote very much so applies.

_____
-Melk
At the end of the day, it's all A Love Story
~OG Wizard from an OG Forum~
~iRap, You probz don't~
https://www.youtube.com/user/MikeyMayez
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I know alotta wizards fancy on using mirrorball but if you have a core group to run with most of the time, you'll have to eventually lose mirrorball for conflag as your dots don't do much when a wd or a crusader starts killing all the Es within few seconds..mm/woh is not our end game build.
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So I have dropped Mirrorball, and have replaced it with Firebirds.

I was at 70% fire damage, and 15% EB damage from gear, and using flame blades ( the LoH return suits my play style ) plus all the mirror balls Ive rolled have been +1 ..

The firebird rolled very well, 18% fire, 8cdr, nice INT, and I enchanted cc to 10%. My sheet DPS went down one-tenth of a % (no big deal) but I'm crit'ing for more now. Now at +88% fire, 15% EB ( I'm a work in slow progress) - In the end I suppose +70%fire with +30% EB is better? but to roll EB on source is a longshot it seems ( it took 17 rolls to get the 10%cc and EB never reared its head once).

Thoughts on firebird source? I'm thinking it fits my current situation better than the old Mirrorball I was using, especially given Im not using MM.

Next upgrade on my horizon : Better Magefists ( to include Crit Dam% and cdr%).
Edited by jHunter#1368 on 6/1/2014 7:34 AM PDT
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A well rolled Firebirds is a good source for a Flame Blades/EB build, nice rolling, well done! But how do you survive with 182k HP, even with String and Etlitch??

P.
Edited by MrPetrov#2979 on 6/1/2014 7:40 AM PDT
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Yes losing the Vit roll on source dropped me below 250K life in-game. I allocated paragon to help bridge that gap. I am still right about 15 mill toughness in game, having resis 2.5k-3k and 12 k armor. Only day two with the source so I'll do a few more rifts (T5) to make sure life won't be a problem.

Unless the damage is a boss big attack or some freak thing blades can heal me so fast I'm usually ok. Its been a long while since I've died ( probably just jinxed myself lol). But agreed 182k is too low, I hope paragon will keep me at the level of life I need combined with mitigation/healing to keep me comfy in T5.
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Melkor, some corrections to your OP, since I took the time to read over it again...

  • Damage reduction on Safe Passage is only 25% as of the most recent patch. It's still worth using.
  • Elemental Exposure omitted from the passives. If you can make use of it (3-4 elements) it's definitely a good choice
  • Suggested change to "A note on shields"
    If you are going to use a shield, it's best not to go in half-way. Lidless wall does NOT offer competitive offense, and due to a number of fixed stats it is also lacking in defense. The best and probably only shield to use is Stormshield.

    Important detail to add: Spamming Explosive Blast constantly causes the spell to cast noticeably slower than your cooldown should allow. A button press while the spell is still on cooldown locks out further presses for a fraction of a second. For best results, you must press the attack key immediately when the cooldown ends and NEVER immediately before it ends.

    Cooldowns are also directly affected by latency (ping times). The reason for this is that the spell does not begin casting until your keypress reaches the server, but the cooldown lockout described above is client-side. For all calculations you can directly add your displayed ping to the effective cooldown.

    I would really like to see some notes on attack speed. There is sometimes a mistaken impression that attack speed will somehow improve the damage of explosive blast, or hurt it for that matter. It should be known that IAS has no appreciable effect on explosive blast AS LONG AS you are casting the spell back to back, starting from before you begin combat. Short fuse also offers no real damage gains for the same reason.

    As a stylistic choice, I would personally work to merge the 3 gear lists into one that you could maintain yourself. That's really what's cluttering up the OP and making it nearly unreadable (or at least prone to TLDR).

    Feel free to edit or paraphrase anything I've said at any point any way you need for the OP. I'll yell at you if you've taken something out of context.
    Edited by Sotanaht#1102 on 6/1/2014 12:01 PM PDT
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    Sotanaht, I'm not sure of the practical way around the buggy spamming of EB. I mean, I kind of think one would get RSI if one tries to manually cast EB all the time, let alone also trying to time safe passage, spam flame blades for LoG, BH/FN *and* keep an eye out on dodging status effects, etc. I'm guessing if you can do all that manually you are a pretty serious and accomplished gamer! I just live with the inefficiency of spamming as the lesser evil...
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    Hey guys... I recently got my hands on Woh and was hoping to get some pointers to get a bit more out of my current gear. I usually run T4 group games. I've tested T5 solo, but at this point T5 is far from smooth. The current gear in my profile is the best I've been able to gather so far, but still leaves enough room for improvement.

    I'm currently at 45% CDR, 51% CHC and 276% CHD. I realize I need to up my CDR at least 5-10% but am not sure where to make the sacrifices. My bloodshards are currently gambled on belts in hope for a String of Ears.

    My Aughilds shoulders currently have 15% EB dmg and no CDR. I've been trying to craft a better piece so I can roll both EB dmg as well as CDR, but so far rng has been horrible to me.

    I also have some room in my Paragon points and could swap some CHC over to CDR.

    As far as sources go... I'm still testing what works best between the following 3;
    Triumvirate - 10% Arcane dmg, 8.5% CHC, 14% EB** (no CDR)
    Cosmic Strand - 14% EB, 7% CDR** (no CHC)
    Oculus - 4s TP cd, 9.5% CHC** (no CDR & no EB%)
    ** enchanted affixes

    Since the changes to the TP runes, is Cosmic Strand still favored? I saw no mentions of Triumvirate and Oculus in the OP, which seem quite competitive to Cosmic Strand for an Arcane build at least, no?

    Also, I've been trying to keep my CHC above 50%; dropping this from my source would mean I'd have to swap more Paragon points from CDR back into CHC. What do you guys find acceptable CHC rate?

    I was running a RoF/LoG build before, which allowed me to output more dps from a safe distance. I feel that since my switch to EB my performance has decreased a little. Any advice is welcome! :)
    Edited by Smorrie#1209 on 6/1/2014 11:43 AM PDT
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    06/01/2014 09:19 AMPosted by MrPetrov
    Sotanaht, I'm not sure of the practical way around the buggy spamming of EB. I mean, I kind of think one would get RSI if one tries to manually cast EB all the time, let alone also trying to time safe passage, spam flame blades for LoG, BH/FN *and* keep an eye out on dodging status effects, etc. I'm guessing if you can do all that manually you are a pretty serious and accomplished gamer! I just live with the inefficiency of spamming as the lesser evil...


    It's something to mention for the sake of information, it also makes CDR less effective than it should be on paper. You don't here me offering a solution, just facts.
    Reply Quote
    06/01/2014 11:41 AMPosted by Smorrie

    Since the changes to the TP runes, is Cosmic Strand still favored? I saw no mentions of Triumvirate and Oculus in the OP, which seem quite competitive to Cosmic Strand for an Arcane build at least, no?


    I've got a perfect mirrorball as well as a perfect firebird source and I had poor experience whenever i tried to use one of them instead of the following cosmic strand :

    http://eu.battle.net/d3/en/profile/alpahc-2190/hero/33528792

    With Cosmic Strand and the new wormhole you can interrupt mobs even better than before, as I deem 2 calamity castable over 3 secs is better than 3 calamity castable over 1 sec.
    If you do it right with the cosmic strand, you can perma CC mobs alongside with BH.
    Not to mention illusionist passive that permits you to jump into huge packs for a big DPS burst and survive, as you are almost always likely to TP around a healthglobe.
    Imo, no other offhands enables you to do that.
    Edited by alpahc#2190 on 6/1/2014 12:29 PM PDT
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    06/01/2014 12:19 PMPosted by alpahc
    06/01/2014 11:41 AMPosted by Smorrie

    Since the changes to the TP runes, is Cosmic Strand still favored? I saw no mentions of Triumvirate and Oculus in the OP, which seem quite competitive to Cosmic Strand for an Arcane build at least, no?


    I've got a perfect mirrorball as well as a perfect firebird source and I had poor experience whenever i tried to use one of them instead of the following cosmic strand :

    http://eu.battle.net/d3/en/profile/alpahc-2190/hero/33528792

    With Cosmic Strand and the new wormhole you can interrupt mobs even better than before, as I deem 2 calamity castable over 3 secs is better than 3 calamity castable over 1 sec.
    If you do it right with the cosmic strand, you can perma CC mobs alongside with BH.
    Not to mention illusionist passive that permits you to jump into huge packs for a big DPS burst and survive, as you are almost always likely to TP around a healthglobe.
    Imo, no other offhands enables you to do that.


    I don't really see the point of the illusionist passive with the new wormhole and 50-60% cdr. You can't reset the cooldown while you have an unspent wormhole teleport, so in effect you have like a 2-3 second window where a reset can occur, I just don't see that being worth a passive slot.

    Really, at a 4.5 second cooldown, I don't see Illusionist being worth a passive regardless of whether you run wormhole, calamity, or whatever. I only use it when I'm doing speed rifts/bounties for the extra 30% movespeed.
    Reply Quote
    Illusionist is a lifesaver in so many situations. Even if it is 4.5 seconds, its still a LOT and death can happen so many times meanwhile.
    How often I TPed out of packs of mobs as I was walled into, because icebombs had triggered illusionist. And how often I stunned back these huge mobs that can't be CCed with BH just because they hit me. Also, how often i CCed those RD mobs, with firechains, electrify...
    Too much times that I can recall.

    But for the sake of the argument, I'll try to use something else and see how it works out.
    Edited by alpahc#2190 on 6/1/2014 1:37 PM PDT
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    I currently roll 65.68% CDR with Fire Archon build, about 28ish sec interval, give or take (too lazy to actually time it). I believe 70% CDR will bring it down to about 22~21 sec. I gotta say, actual damage sucks.
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    I highly recommend using Frost Nova - Cold Snap over Teleport for higher torments. The crowd control is amazing and matched with Black Hole it leaves less than 1 second of downtime (assuming you have enough CDR). Once I made this switch I went from struggling to survive in T5 to almost never dying in T6. I switched Illusionist to Dominance for extra shields and will most likely never look back.
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    06/01/2014 02:46 PMPosted by mcurley
    I highly recommend using Frost Nova - Cold Snap over Teleport for higher torments. The crowd control is amazing and matched with Black Hole it leaves less than 1 second of downtime (assuming you have enough CDR). Once I made this switch I went from struggling to survive in T5 to almost never dying in T6. I switched Illusionist to Dominance for extra shields and will most likely never look back.


    Matthew, have you tried ditching SoE and using Tal's belt to get the full Tal's benefit (I'm sure you have)?

    P.
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