Disclaimer: I take no credit for creating the build since it was mostly pillaged from other threads I have seen in the past on the official forums. I did make it out of memory for an uber runa few days ago, and only recently modified it to include blizzard for solo play.
I also have a parallel thread on diablofans. You can find that thread here:
Demo Videos - MP10 solo
My gear and the build used are shown at the end. It's just Leoric's Courtyard and KW, plus some trash mobs in Fields to show you how it works in general. I turned off normal attacks so you can see how big the crits are with my gear. MP10 is a little tough with my stats so I recommend extra armor and/or resists for solo play, or just stick to group play with it.
Warrior's Rest, CotA, and Leoric's Manor plus courtyard, running with turco2. Gear and build are again shown at the end.
Solo play or group play without freezing wizard
Group play with freezing wiz
Arcane Mines (AM) - This is the staple dps spell in the build. It does 340% damage per mine, but you cast mines at about 1.5x your APS, so it effectively does 510% weapon damage per second when you spam it. It only costs 16 AP per attack turn. It does have a small aoe radius but it can go over walls and around obstacles .
Arcane Dynamo (AD) - This increases the damage of AM by 75% for as long as you channel the spell. It just requires a sig spell to build up 5 stacks, which is easily done with 1-2 LL casts with a couple mobs around you.
Living Lightning (LL) - The other staple spell in the build. You use this to build up dynamo stacks. It usually just takes 1-2 LLs with 1-3 elite mobs around to build up the stacks.
Magic Weapon - Blood Magic (BM) - Extra Life Steal is very useful, especially against RD mobs, since you do a tremendous amount of dps. The extra 10% damage is additive with the 75% from Dynamo.
Cold Blooded - 20% damage boost, multiplicative with AD and other damage buffs. The passive works on any frozen or chilled mob, regardless of how the mob got that way. You can have a follower with a cold weapon chilling your mobs, or a blizzard you cast, or your wizard friend spamming FN.
Teleport - Safe Passage - extra 30% damage reduction is great against all sorts of situations and teleport itself gets you away from Jailer, around Walls, away from Frozen or molten explosions, or just lets you get to safety if things are looking grim.
Illusionist - best way to refresh teleport for the build. It also helps you get out of sticky situations when needed. It doesn't proc very well on aoe effects like Plague and Desecrator. If you have a ton of HP and/or extremely high mitigation there might be some issues with having it refreshed.
Blur - optional skill to raise survivability, if needed.
Sparkflint - random dps buff, mainly for play with a freezing wiz when you won't need to apply cold debuff yourself.
Energy Armor - Prismatic Armor (PA) - Best EHP armor spell for me. Feel free to replace with your favorite armor spell if your mitigation permits.
Blizzard - I used Frozen Solid rune, but the other runes work well too. I like the FS rune because of the chance to freeze is great in solo play, and helps survivability. Drop this skill for Sparkflint if you already have someone providing freeze effect on mobs.
The first build is the MP10 version I used today, but you can swap Blur for Cold Blooded if you want more dps. For group play use the second build if you have an SNS wiz in group. Also feel free to use whatever armor you are comfortable with. Otherwise Ice Armor is a good option, with Frozen Storm, Crystalize or Ice Reflect. Wormhole can be swapped for Safe Passage if you have sufficient survivability.
Playing the Build
The basic idea of soloing is you cast safe passage, drop a blizzard between you and the mobs, and start spamming Arcane Mines on your current location. The mobs will move through the blizzard and be slowed long enough for your mines to arm. They'll blow up when the mobs get close and if there's still mobs left you can either keep spamming on your location or slowly move your curser away from your location. You can drop a LL before the mines if you want to power up your mines, or you can ignore that and just use it for Elites.
Against elites you want to charge your 5 stacks with 1-2 LL casts, then hold the mines button as long as you can. Teleport out if needed but if you have a SNS wiz in group you can probably just spam til the mobs are dead. For solo play just spam as long as you can. If you have to move you can drop a blizzard and LL again to power your mines, or just skip the LL if the mob has annoying affixes and you have to go kite mode.
Keep in mind that blizzard, if you're using it, does about the same damage as 1 mine cast if you didn't power it with AD, so feel free to use a cast to refresh Blizzard as needed. It also adds to survivability if you use the rune that can freeze mobs. Also feel free to power blizzard with AD if you find yourself kiting elites.
One important note about dynamo and how the stacks work with a channeled spell. If you start channeling a skill without 5 stacks, then get to 5 stacks while channeling, the 5 stacks will be consumed but your damage will not increase. Instead you have to wait for 5 stacks to build, then start channeling to get the bonus damage.
Very high dps potential (12x multiplier to unbuffed dps with just AD+MW+Sparkflint+CB)
Can seamlessly transfer from facetank mode to kiting mode thanks to blizzard and teleport
Awsome for Ubers with a CMWW wizard in group for freezing
Can use SoJ for even more damage against elites/Ubers
Doesn't use CM if you want a build that skips it
Great for group play
AoE radius is small, though still large enough to hit a couple mobs at a time. Not an issue for Ubers
Total APS is limited to 1.904 or less, so at really high gear levels (trifecta everything), the build might not work.
2s delay before mines go off can take some getting used to
Slow/inefficient for solo play
Gearing and Stats
For gearing I recommend around 50% CC and 20 APoC. A -5AP reduction SoJ helps too, and with that combo I can sustain against 2 targets. Life Steal is very useful, LoH less so, because the build does a lot of damage. You'll also want high armor and mitigation so you can face tank trash and elites, as well as not kill yourself against RD.
Some math behind why the build can do so much damage...
Arcane Mines does 340% weapon damage per mine. You cast mines at about 1.5x your APS value, though it does use breakpoints, but that's not hugely important since you want to stay under 1.9 APS or so. That means it effectively does 510% weapon damage per second as long as you can spam it, but only costs 16 AP per attack turn. With no other buffs that's 5.1x multiplier, compared to the 6-8x for SNS wiz (or ~10x for those with super low ping or high WW CC) or 3.75 for unbuffed Archon multiplier, or 5.1x for Archon buffed multiplier.
Arcane Dynamo adds 75% to the damage, not 75% to the weapon damage but multiplies the damage by 1.75. Magic Weapon, Sparkflint, and Glass Cannon are both additive with that 75%, so with BM it does 85% extra damage. If you add Sparkflint it's 97% extra. Time Warp and Bone Chill also add with this bonus. Cold Blooded then multiples that by 1.2 since it is multiplicative. With the version I was using on Ubers I had Sparkflint, BM, and CB. That means my effective multiplier was 5.1*1.97*1.2 = 12x my unbuffed char sheet dps. With 230k unbuffed dps (before MW or sparkflint), that is an effective dps of around 2.78 million dps. For comparison, a 150k dps sns wiz can do as much as 1 mil dps, so I was doing about as much damage as a 350k SNS wiz. Plus I had a SoJ for an extra 30% that I didn't include there, which totally blows SNS damage out of the water. The only problem, again, is it basically requires an SNS wiz to work, since that relies on you not having to move much. A cyclone strike monk also works very well with the build, at least I think that's the ability that drags nearby mobs to you.
Math for Break Even against 1 mob:
APS = Base / (16-0.75*APoC*CC)
CC = (16APS-Base) / (0.75*APoC*APS)