
So in the most recent update, we not only got a lot of revisions to Demon Hunters and Skill damage, but the Wizard got a brand new passive! At the time of writing, the actual number of skills that deal fire damage seems to be woefully lacking, but there's still a build to be found. Lets take a look at roasting some enemies:
Active Skills
-Surge of Power
Lots of footage of Electrocute recently has shown it to be a very effective spam skill, capable of hitting lots of targets and putting out a lot of damage in a short period of time. All of this is going to be gravy on top of the actual purpose we'll be using this skill for: Regenerating Arcane Power. A Golden Runestone plus a particular passive is going to turn this into a resource generating machine.
-Molten Impact
An extremely damaging skill, Meteor with a Crimson Runestone has a HUGE coefficient of 990% damage, and thats just on impact! We'll be combining this with a few passive to turn this into an even more horrifying main nuke of a spell. Your probably going to want to space out the casts a bit to let the dot from this and your passive run their full course, assuming of course that the dot goes off of a replacement effect as opposed to a stacking effect.
-Brimstone Serpent
Buffed up fire monster, this Hydra aims to be your main AoE support. Walls of fire have proven in the past to be very damaging on old-school Fire Sorcs, with the downside of being a little bit complex to use. Having a buddy do this for you allows you to spend your time micromanaging other spells and getting even more damage onto the board. Drop this beast in the middle of a pack enemies and watch the fireworks.
-Energy Tap
A deeper reservoir of Arcane Power is going to let you line up a Hydra and a Meteor or two in pretty quick succession, so this Armor wins out for the Wizard. The extra defense is also nothing to sneeze at.
-Mirror Mimics
The only thing better than you raining down fiery death on your foes is two more of you doing it. Even at 70% strength of your spells, this spell functions mainly as a dps cooldown, but has the added benefit of possibly drawing away enemies away from you.
-Sparkflint
Little bit of damage from yet another buddy, that's cool. An extra 40% damage on top of all your spells? That's pure win.
Passive Skills
-Conflagration
Pretty much what this build is built around. 15% damage over 3 seconds is a very solid increase, depending on how well it will interact with passives. Once again, if the dots are replacement effects (the timer goes back up to 3 seconds each time the target is hit with a spell) as opposed to additive effects (3 seconds get added to the dot each time the target is hit with a spell), then your going to want to space out your casts of your meteor spells to get the full effectiveness of your spells compared to how you spend your Arcane Power (throw some Electrocutes in between). Now if they would just fix the icon...
-Glass Cannon
If your good at keeping your distance and dodging projectiles, Glass Cannon is always going to be a go-to passive to increase damage output. As always, feel free to switch out in tougher difficulties if the enemies just become too overbearing.
-Prodigy
This coupled with Surge of Power and Energy Tap should be enough to sustain your very costly Fire Spells. A 12 AP gain minimum per cast while dealing out good AoE damage is pretty darn awesome.
With any luck, some of the Runestone effects in the future will be changed around to add fire damage and give this passive a little bit more variety, but in terms of flavor and some burst dps, this build is actually looking pretty solid. Some changes that could be made to the build would include adding more passive Arcane Regen, using Arcane Dynamo to charge up even larger Meteors, or some shifting of desired support spells. Here's hoping a thematic passive for cold spells gets added soon!
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