Diablo® III

Blizzard, Comet, and Magic Weapon: Electrify

Posts: 604
I'm wondering if a "Wizard of the Skies" build could be viable. Here's one way of putting such a build together:

http://us.battle.net/d3/en/calculator/wizard#lkXSOQ!XWV!YYaaYY

If Blizzard crits often and if stun procs from magic weapon: electrify, then this could be a pleasantly different kind of mid-to-late-game build. Comet would be the "nuke" that leaves a slow / damage patch in place, after it is dropped; if the ice patch left behind after comet drops can also crit and proc stuns, then this build becomes even more mechanically effective.

Comet becomes the opener for most situations, with Blizzard cast shortly before Comet arrives; Blizzard can be used through doorways and for scouting ahead, as well.

The lack of a signature spell means that AP management would be key. Kiting would be relatively easy for most mobs, but "fast" champs and boss packs would admittedly be awkward.
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^Elective skills is available in Options->Gameplay so you can bind any skill, even if they're of the same class.
Edited by StyLeD#1443 on 5/20/2012 12:04 PM PDT
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Posts: 604
How well this build can react to a rapidly changing battlefield is a key issue, and you're right to raise it. But, this would be a very strong "alpha" build, with a few unusual and potentially helpful build attributes:

1. Blizzard should initiate just before comet lands, to initiate cold-blooded, and it should be placed so that much of the large area of effect, with the suggested rune, is located between mobs and the wizard; I should have put this in the OP.
2. Mobs standing where the comet hits have their movement slowed 60% and they're standing in a DOT field, getting hit with potentially multiple lightning arcs.
3. With 3 arcs emitted for every magic weapon: electrify proc, that may mean a lot of potential stuns and a noticeable increment to DOT damage: stun + slow mean that densely packed mobs, in particular, will have trouble getting out of each others' way.

Even if the wizard is re-gathering AP and inactive for a couple of seconds, DOT damage after alpha will be noticeable, after figuring in the damage added by cold blooded. That damage will tick whether the wizard is kiting or just standing still.

Again, though, it is how well the wizard can anticipate what happens after that, and how well blizzard / comet can be placed in follow-up attacks, that would determine the success of this build.
Edited by candlelight#1376 on 5/20/2012 12:14 PM PDT
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Posts: 1,075
Build seems like it desperately needs Snowbound over Stark Winter, otherwise you run out of AP too fast.

There's just no reason to take Stark Winter over Snowbound since with snowbound you can just cast two blizzards if you really need a bigger AoE.

And maybe Energy Tap over Force Armor.
Edited by Jason#1400 on 5/20/2012 12:15 PM PDT
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Posts: 604
Build seems like it desperately needs Snowbound over Stark Winter, otherwise you run out of AP too fast.

There's just no reason to take Stark Winter over Snowbound since with snowbound you can just cast two blizzards if you really need a bigger AoE.

And maybe Energy Tap over Force Armor.
Thank you for your feedback.

You're clearly right about Snowbound; more flexibility is good. Also, with your suggested changes a "Wizard of the Skies" can unload 2 comets and a blizzard as part of the alpha strike, with DOT damage ticking away on any survivors after that.

That would be quite an alpha, as over 500% weapon damage could be poured down on one mob's head in a short time frame after the first hit lands, with 80+ DPS in DOTs and CC (slow and possible stun procs) added into the mix. At the three second mark, any mobs that take full damage will have taken over 700% weapon damage.

Even in hell / inferno, most mobs will have died before then, if a wizard has good DPS.

Build adjusted below:

http://us.battle.net/d3/en/calculator/wizard#lkXSOQ!XWV!bYaabY
Edited by candlelight#1376 on 5/20/2012 12:38 PM PDT
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No, you are wrong. Blizzard and meteor do not kill fast enough in inferno. I have 16k dps, and those spells just aren't worth using in inferno, as fun as they are.
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