Author Topic: Dreamsinger - variable wizard  (Read 7344 times)

Offline cuchulann

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Dreamsinger - variable wizard
« on: August 30, 2012, 05:47:14 AM »
My first wizard has finally reached inferno.

Profile: http://us.battle.net/d3/en/profile/Fogtreadder-1202/hero/11089291

Goal: A solid DPS wizard who can go solo or group support with a variety of skills.

 Current offense: Electrocute / surge of power,  Disintegrate / Volatility,   Energy twister / wicked wind,  Hydra / frost hydra.

Current defense: Energy armor / Force armor,  Diamond skin / Enduring skin.

Passive: Power hungry,  Blur, Cold Blodded.

Weapon: The best one hander I can find and a shield with good Int and defense, Alternate any two hand with significantly better damage than the first combo.

When at all possible I keep my distance using two skills that have a long range beam effect and two which are static but can be placed at targeted location. Hydra and energy twister can be re cast at point blank range when needed. For defense I rely on the damage reduction of the afore mentioned skills.

This build is yet to be tested in inferno.

Strengths:
 A mixture of offensive damage types. Frost hydra cast at a distance before entering an area which begins to chill targets making them more vulnerable via cold blooded. Add a well placed twister and then follow with Disintegrate or Electrocute as power allows.

Defensive: Okay now the force armor rune by description states that no matter what, all single instance damage cannot exceed 35% of your max life. So that means at full life it would take at least 3 hits to kill. With blur you reduce melee damage by 20% which would be an extra 7% less from your life max. Meaning that melee can only do 21% of your total life in a single hit and thus will take 5 hits to kill. Since I have used this combo I have noticed that I live a lot longer and with diamond skin I can last in toe to toe battles.

Weaknesses: This skill set has only one skill with a cool down and that is diamond skin. If I don't get hit very hard then by the time it wears off it is already halfway past the cool down and i just need to keep my distance until I can use it again.
You can place multiple twisters in a small area but their range of effect and whether or not they stack is in question. Also this is a power hungry skill. I like disintegrate but it too uses a lot of juice very fast.

Optional skills that I have liked
Arcane mines: Very effective when planted in groups, requires a bit of strategy to get the best effect.
Disintegrate / Intensify: By the time i get it maxed out I have half a second until my juice runs out.
Disintegrate / Chaos nexus: it targets others for you at less damage but it works. Used this a lot.

Don't like
Mirror image: May take some coaxing to see its worth.
Meteor: Never liked it in D2 and still don't Takes too long to get going. By the time it hits, the target has already left the zone.
« Last Edit: August 30, 2012, 05:48:58 AM by cuchulann »
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Offline Mo

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Re: Dreamsinger - variable wizard
« Reply #1 on: August 30, 2012, 10:28:37 AM »
Nice! We need to get a 4-way wizard party going!

Offline 420

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Re: Dreamsinger - variable wizard
« Reply #2 on: August 30, 2012, 11:23:18 AM »
Nice! We need to get a 4-way wizard party going!
You and I got the farthest I have ever gotten (Zoltun Kulle's head in Inferno) with our wizards teamed up. I'd like to see what kind of damage a couple tank wizards escorting a couple nuke wizards can do.

-420

EDIT: Checking out this build and Mo's wizard, Diamond Skin is looking like a really good skill to me. I may have to switch out one of the skills on my defense wizard (AetherRend) for it. Familiar seems pretty useless, I'll try replacing that with Diamond Skin next time I play him.
« Last Edit: August 30, 2012, 12:29:46 PM by 420 »