Blizzard one simple change for Wizards - add damage multiplier to Aetherwalker

Yup, that will literally toast the servers :smiley:

Hm. that might work. Anyhow, I would suggest releasing Electrocute in that regard, given they up the existing legendaries big time. Spenders could work. An interesting variant would be:

After casting Teleport, release your last projectile based attack on 3-5 random targets within XX yards.

or

Teleport gains the Calamity and Safe Passage runes effect and releases your Wave of Force. Wave of Force deals 450-500% increased damage and enemies hit by your Wave of Force release a secondary Wave of Force.

something like that.

1 want a Meteor 1-Hander :slight_smile:

Tal Rasha’s Mace of Carnage [Legendary 1H-Mace]
Meteor gains the effect of every rune and has no cooldown. This increases the impact area of your Meteor Showers by 15 yards and drops X-Y Meteors of every other rune effect. Meteor impacts also detonate respective Explosive Blasts.

That would be nice.

There is a way to keep the servers stable, even if you had a whole group of Wizards with 20 Mammoth Hydras active at the same time, and that is by letting Mammoth Hydra and Blazing Hydra no longer trigger Area Damage.

There are a few more skills that should not trigger Area Damage for that exact same reason, like:

  • Rend
  • the tornados from the ‘Dust Devil’ rune of Whirlwind
  • Earthquake
  • the ‘Wicked Wind’ rune of Energy Twister
  • 



 basically all Damage-over-Time Skills (like Locust Swarm, Rend or the Ignote from the ‘Conflagrate’ rune of Magic Missile) and Lingering Ground Effects (like the Molten Fire of Meteor - but not the Meteor Impact itself - or Rain of Vengeance) should not trigger Area Damage.

I have a list of all these skills and runes that cause Damage-over-Time Effects or Lingering Ground Effects saved in a Word Document. We could have something like an (unwritten) rule that states “DoT’s and Lingering Ground Effects do not trigger Area Damage”. The servers would love it.

Other classes unlimited mobility comes, usually, but not always, with a cost, but Wizards can’t achieve the same mobility period. If you don’t see the problem with that you’re deliberatly understating the problem.

Excuse me? What high range, homing projectiles? The only thing that is sort of fire and forget are our Hydra’s. All of our other stuff needs to be aimed. And burst area damage? Don’t whether to laugh or cry about that remark.

What lacking mobility means in a T16 speed run? Hello? It means that whatever speedbuild a Wizard has it can NOT keep up with other classes. Doing a T16 rift you might as well sit in town and wait until the rift guardian is killed and pick up the drops, because basically you will have nothing else to do.

The fact that I’m forced to use Archon/ Teleport/ Aether Walker is the thing I’d like to see changed. I would LOVE Teleport if it we got the same benefits as other classes get from their mobility option. That’s the entire point.

Irrelevent remark. Yes I know that for high pushing you don’t need to be able to have the same mobility as for a T16 and that’s not what this is about.

Let me throw that right back at you.

Wizards do NOT have a speedbuild spec, at least not one that can keep up its counterpart from other classes.

But before we get into a slugging match, let’s agree that we disagree. My opinion is that the Wizard mobility leaves much to be desired, skill, passive, item wise and especially compared to options other classes have and you think there is no problem.

What Naksiloth is trying to tell you is that we do have a speed build set and they can keep up. The problem lies in you just don’t want to play the best wizard speed build.

You don’t want to play Archon? Ok, then compare whatever wizard speed build you want to play with Aether Walker to a DH that doesn’t use GoD, a Barbarian that doesn’t use WW, a Monk that doesn’t use Tempest Rush, a WD that doesn’t use Spirit Barrage, a Necro that doesn’t use simulacrum/LotD or a Crusader that doesn’t use their fastest build.

Guess what, I would wager that you will be much better off than nearly every other class. You can’t compare a 2nd/3rd best Wizard speed build to the best speed build for other classes.

LoD Frozen Orb is going to be a monster this season for speeds

1 Like

For the maybe fifth or more time, it doesn’t matter at the high GR levels and push builds.
You didn’t give a proper reasoning still, wanting your fish to climb a tree while denying the existence air baloons (these be the Archon, Aether, Cosmic Strand, Zodiac) is not a proper way to argue either.

Yeah, at a long range while close quarter casters or combat classes have to close the distance first which you don’t have to.

Are you sure you’re playing Wizard? Or at least, are you playing it right? I’m not taking their wind ups into account, they still flatten a large radius area with shower of meteors.

Characters are not balanced around their speed specs if you haven’t realized along years yet. I’m talking about how your class is superior at many other areas already which you comically deny.
Other classes go through the similar choices as well but at other areas about durability, crowd control and damage output. Each class have their exclusive traits on different scales to differentiate the game flow despite underlying mindset is same.

Why do you keep playing Wizard if you don’t like their features? I’d say change your build but you don’t like anything offered and refuse to step back right now.

It’s quite relevant. Your Wizards are not entitled to have high mobility when they’re durable, ranged, area blasters. That means, even if you have it, this sure will come with the cost to keep high mobility as a nichĂ© feature for push builds.

Use Aether or Archon Teleport and add speedbuild items such as Krelm’s, end of story. You have your mobility, it’s irrelevant if you don’t like Teleport or not. Other classes only have one-two active mobility skill too; your second one is given under the gist of Archon and it’s pretty much sustainable.

For the last time. What you and Naksiloth are unwilling/unable to understand is that for other classes generally you basically only to alter the build that you are currently running to some degree to have a speedversion of it. For Wizards, unless you were already doing an Archon/Vyr build it means a total abondment of the build you were running.

For instance a DH with a GoD build basically KEEPS his GoD build and only needs to swap some items and skills, but the core of the GoD build remains. A Wizard running an non-Archon/Vyr build needs to change his ENTIRE build. And again, Archon/Vyr isn’t that good of a speedbuild compared to other classes.

A distance they close in a heartbeat, but a point for you on technical grounds. Having said that, most our builds aren’t the ‘living artillery’ that Wizard get advertised as. There is a reason we have a ton of shielding mechanics and that’s because we usually tend to be in melee range, even if our skill essentially are ranged. That’s ofcourse linked to the fact that our best ranged skills (meteor and twister) are done while channeling which keeps you pinned and channeling in this game is NOT a ranged skill.

Seems to me that Frozen Orb is the only real ranged build (I’m not really counting Hydra as it’s not you doing the actual damage, and the Blizzard skill, let alone a build around it, would still be as dead as Deckard Cain if the latest patch didn’t make it a requirement for Hydra).

Oh please. Your remark about burst area damage makes me seriously question you have ever played a Wizard. It looks pretty damn impressive I’ll give you that, but it’s nowhere the screenclearer you pretend it to be. Want to see real area burst damage then look at a DH and a Monk (probably other classes as well, but it’s been while but those 2 I know can clear a screen with a single cast).

No, Grift clears, and by that reasoning DPS is the begin and end all of balancing. That should not mean that other aspects of gameplay shouldn’t be addressed.

And as far as I’m concerned the only this the Wizard class is second to none is how all of our class sets have the worst kind of clunky juggling mechanics in the game (VYR is an exception). I find your belief that Wizards are superior at many other area’s rather sad actually.

Because I’d like to play a Wizard and do speedruns in a party without feeling useless unless I’m to play Archon/Vyr 
 again.

It’s clear to me that we will not see eye to eye on this so I’ll leave it at this and not drag this on any longer.

We’re not denying that, we’re telling you, you should do it but you comically refuse. There’s a reason why wardrobe feature exists.
Other classes you mention have to deal with scattered blows and randomly moving trajectory which reduces effective range when they have to stack up buffs be it movement speed or damage.

You have all the crowd control capabilities any other class would only dream to possess.
And those armors offer you mass crowd control by any kind of simple jewelry use. None of the other classes’ defensive buffs offer them mass crowd control utility like Wizards.

Lightning Wizards with Manald? Twisters? Bar none?
Yes, it looks impressive. Still you have many options for area damage, your lightning homes in and bounces from targets also latest hydra build is simply aims at an effective distance as long as you apply crowd control. Pity you didn’t count it as a real build due to bias.

Speedbuilds are bound to be built around one skill or item always. When you compare them with other builds, you’ll see the difference. Speedbuilds of other “infinite mobility” builds demand maintenance and periodic interaction for upkeeps. Your Archon demands it by stacking up kills, because out of Archon there’s barely anything you need to upkeep out of combat sparing 10 minutes duration buffs.

No, they don’t. They literally just change a weapon, a skill and a passive. The exact same as nearly every other build out there.
Swap weapon to Aether Walker
Swap barrier skill to Storm - Power of the Storm
Swap Magic Weapon skill to Familier - Arcanot
Swap 2nd life passive to Astral Presence

This season they don’t even need to swap weapons. They just add Aether Walker into 4th cube slot

Okay, my very last post about this. I’m tired in more ways then one.

And you keep on insisting Wizards should default to Archon/Vyr (which, ad nausea, isn’t that good) if we want to do speedruns while I want to be able to use a speed variant of the build I’m actually running just (more or less) like all other class can with their builds.

Your idea of a ‘solution’ is, ‘Hey, just get gear and level your gems for 2 completly different builds if you want to do both pushing and speed content’. Well, thank you very much for your consideration.

Ever heard of diminishing effects of crowd control? And crowd control usually essence means less DPS which for speedruns is exactly what you don’t want.

Manald is crap and hardly anyone uses it. And Twisters, no. If you take a look at the S22 build for Twisters you often stand in melee range (especially if you use corner stacking).

And as I said I don’t count Hydra as it’s basically not actually my charater that’s doing the damage. I had the same reservations back then when Firebird Hydra was a thing.

Yes, but again that one skill / item usually can be incorporated in the current build by every class except the Wizard who needs to default another build all together.

This is the last words I’ll say on the matter. We have different opinions and that’s fine. I need to catch some Zzzzsss.

If it isn’t good then get Aether or In-geom; 25 arcane power cost or 10 seconds cooldown cut for 1 second teleports, pick one. Cosmic Strand or Wormhole can effectively reduce cooldown by allowing a 3 second time frame too. Other option is squeezing Archon-Tele or Vyr’s to the build, which is not hard.

The post you quoted here for our “education” was just biased nonsense which is funny. You should start reading speedbuild guides if you honestly believe what you claim here. You don’t have to veil a demand for damage buff behind anything else.

Short duration inflicted 1-1.5 second hard crowd control resistance will cease in a second as it washes off. As for chill/slow effects, they don’t have any penalty for raising crowd control resistance, only less effective against elites. I was expecting this response.
Repeated long duration hard crowd controls will cause a bulk up at CC resistance of mobs. Unless you play at a group to position in a wrong corner, it shouldn’t halt your burst damage.

I wouldn’t know about that as I didn’t join up new season, yet. As it seems you channel Arcane Torrent at targets while they’re in a Slow Time bubble, your claim of “melee range” doesn’t really add up to this layout.
Also it’s interesting that it has no Archon but Unwavering paired with Illusionist passives with Teleport like I suggested.

You cast that spell too, you know? You can treat that as a damage over time skill that picks random targets at each tick.

Maybe that’s the design intention for developers to demand you periodic interaction by stacking up Archon power stacks while sitting idly for 10 minutes 'till your refresh buffs?

Other “infinite mobility” classes have their limits too, you just don’t wanna see or hear about it. Demanding interaction is one thing but at other times they might even have to gimp the build further for having enough resource sustain.