Patching 1.0.2c -- potentially nerfed mob damage
#80
(06-14-2012, 07:36 PM)ViralSpiral Wrote: Red: Basically, people are suggesting something close to http://us.battle.net/d3/en/calculator/wi...dfU!YZYacb although you could swap Arcane Orb in for Disintegrate if the AP cost is alright. Between all the clones, teleports, and Force Armour and all your attacks having built-in snaring, you have pretty much everything a Wizard could want except a big, burly tank to hide behind. Of course no one else has tanks after Inf A2 anyhow, as I read.

A well geared Templar can tank single champ mobs in A3 Inferno. The problem really becomes getting him to actually stay put in a doorway to tank it as mostly the mob will just run straight past him and crush your face. And because you are constantly running he is constantly resetting and not attacking the mobs. It's a vicious circle.

As for Wizard builds, I used Disintigrate with the wide beam rune up until midway through act 1 Inferno. It was a fun skill, synergized well with Arcane Hydra/Temporal Flux, and put out lots of damage. After moving further into Inferno I had to drop it for Arcane Orb. Any skill that forces you to stand still to get the greatest benefit becomes too much of a liability in my estimation.

When planning out a ranged character build I always look for a few things. 1. Ability to put out snares. The further you go in the game the more necessary it becomes to keep mobs slowed as close to 100% of the time as possible. 2. At least two defensive cooldowns (not including any passive abilities such as armors for Wizards.) 3. Damage skills that don't lose much effectiveness while moving. This can be something like Hydra which once cast remains 100% effective as long as mobs are in range or a spell like Magic Missle/Seeker which you can fire off between steps and not have to put too much effort into having it hit something. Any remaining skill or passive choices are picked based on necessity and how well they synergize with the rest of the build.
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RE: Patching 1.0.2c -- potentially nerfed mob damage - by Chesspiece_face - 06-14-2012, 09:48 PM

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