Diablo® III

Inferno Act 2 Build.

I've been using this build with lots of success recently. It relies heavily on having a strong 2 hander with lots of dmg. Int has a little more priority than attack speed as your main sources of dmg are from the signature spell once you run out of AP for arcane orbs. Use the typical run and gun strategy. Anyone have some criticism on my build after trying it out for themselves?

I usually have trouble with elite packs that have vortex, walls, jailer. But the rest are easier to kite around. The venom hydra is for packs/bosses.

http://us.battle.net/d3/en/calculator/wizard#UcXjOR!YUX!baaaYb
Edited by IsThisRight#1845 on 5/22/2012 8:51 PM PDT
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Magic Weapon with Force/Venom would provide more damage I think. Can even skip it and go Teleport (Worm hole) + Illusionist to go against Vortex/Teleporter/Jailer/etc...
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