Wizard Builds

2 posts in this topic

Here are a few builds from http://us.battle.net/d3/en/forum/topic/11835543864 that piehole has given permission to repost here. Feel free to discuss or add more build ideas/options to expand this thread further.


1) Lightning/Meteor build - This build requires no special legendary items and is especially suited for lower difficulty levels (up to about Torment 1). It is centered around the Signature Spell "Electrocute" to do damage and recover AP. The big AP spender is the new Meteor passive "Lightning Bind" for big DPS as well as the new wizard spell "Black Hole," similar to the cyclone strike ability for monks. I will also touch on the new difficulty system, paragon points, bounties, and itemization.

---> http://us.battle.net/d3/en/forum/topic/11883008266

2) Frost/freeze build - This build can allow you to push the difficulty up to Torment 3, but requires a few legendary items to work well. It is centered around a trio of items which allows Ray of Frost to pierce enemies (like disintegrate!), to freeze enemies, and do massive amounts of cold damage against elites. I will also touch upon Paragon points, Nephalem Rifts, Transmogrification, and itemization.

---> http://us.battle.net/d3/en/forum/topic/11884598636


3) Channeling Spells - Well, I had no idea that the beta was going to end and Loot 2.0 was going to be released...so, I have no way to make any more RoS videos. I was thinking of doing a quick video about channeling, some of the math behind it, and using dolynick's spread sheet to plan the best way to accommodate different gearing options (APOC, Resource Cost Reduction, paragon points, active skill, passive skills) so you don't run out of AP too quickly.

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      By MysticalOS
      The “Loot 2.0″ system that is the centerpiece of Diablo 3 2.0 makes acquiring gear both more fun and more interesting. The addition of a few new stats, and the enchanting system in particular, means that a little bit of understanding of the system goes a long way in helping you gear up quite quickly once you hit max level. I’ll first give an overview of important stats, and then some practical tips on how to go about putting it all together. In particular, the “Damage” and “Toughness” scores, while they have their uses in making evaluations, can limit your gear progress if you rely on them too much without understanding the underlying stats.
      Offensive Stats
      Your character sheet’s “damage” score takes into account your weapon damage, primary stat (“Main”), crit chance (“CC”), crit damage (“CD”), and attack speed (“IAS”) bonuses. Since all damaging skills also scale with those stats (some exceptions for IAS, see below) it is a good starting proxy for how much damage you can output. However, there are some important reasons not to simply rely on the Damage score when looking for upgrades. Here are the most prominent ones:
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      Defensive Stats
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      Choosing Items
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      Comments on some specific slots:
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      Core: The Main and Vit options are quite inefficient. You want movespeed here until you’re completely capped out (50 points, or 20 for Crusader with Heavenly Strength). It’s better to get movespeed from Paragon levels than from items, but use both if you need to to reach the 25% cap. Offense: CC and CD tend to win out once you have some CC and CD naturally on gear (the snowball effect mentioned above). A good rule of thumb is that if the CD on your character sheet is less than 10 times the CC, spend Paragon points on CD. Defense: AR and Life Per Second are both strong. Life Per Second is generally better item value. Utility: Area Damage is a good offensive stat. Life On Hit is a good defensive stat.
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