05-18-2012, 08:40 PM
(05-18-2012, 07:33 PM)Concillian Wrote: You seem to favor the passives, which are great in a group, but solo you give up a lot of casting time by not having some control. You get a lot more mileage out of signature spells by having some control skills like Blizzard or force wave / impactful.
Yeah, I probably should have summarized the build somewhere. I'll do that now.
The build stands on the "damage tripod" of Familiar-Sparkflint, Magic Weapon, and Glass Cannon. Together the three multiply off each other to increase your damage tremendously. This is not, so far as I can tell, unintended or a bug. Without stacking these three together your damage just does not cut it, especially in 4-player multiplayer Nightmare. A friend let me know about the interaction, and after trying it myself and having success I let other people I know who are playing Wizards know about it, and they too have found a lot of success with it.
With one Signature (magic missile) and one Secondary (Arcane Orb) that leaves everything else on the list competing for just two slots, and Archon makes an overwhelming argument to be one of them. That means every other Wizard ability is competing for that last slot, and again for the flexibility argument I feel like it needs to be as general as possible. I'm experimenting with that last filler now.