Bump
How CM/WW build working with Trinity 1.7.2.0 for you guys?
Alright, so after monitoring my Wizards with 1.7.1.19, it uses default attack now. The only problem is, it sometimes uses default attack even though it has Arcane Power. The ability to use your default attack only happens after you run out of Arcane Power so I'm not sure if it's really obvious.
I had full Arcane Power. The problem fixes itself once a mob steps closer but until then, it will use default attack from far range with full Arcane Power.
EDIT: Here's how a human CM-Freeze Wiz would play:
1st: Start off by casting any buffs (Storm Armor, Energy Armor etc.) Trinity has no problem with this.
2nd: Engage a group of enemies (preferable 2+ enemies close to enough to throw a twister in between them) first by throwing Twisters to start generating Arcane Power.
3rd: Move in the densest part of the group
4th: Literally SPAM Frost Nova, Explosive Blast, Crystal Shell while continuing to throw out Twisters to generate Arcane Power(rebuff when necessary)
IF ARCANE POWER RUNS OUT
4.5th: This is where a human player would continue holding down the twister key (my left key) thus, generating default attacks.
5th: As monsters die off, move (or teleport if applicable) to the next area with the most enemies and continue spamming.
6th: When the majority of the monsters are killed, move onto next group and repeat process.
Just started to gear my Wiz for CM and so far its doing fine... honestly just started inferno and with my gear and cm its doing mp 4 just fine.. I do find one thing weird is that it uses normal attacks from a certain distance then WW once mobs get close..
I mentioned this in my above post.
I am using 1.7.21 now, since DB.300 release, trinity made some changes too, but now it keep stashing items to the first slot, and everything seems messy. Could you fix the auto stash in the next version for trinity?
SO I think I have CM/WW working a little better. Wormhole works now as well. I can detect the Critical Mass rune automatically in the code now so the old GUI checkbox is going to be removed.
Frost Nova, Explosive Blast and Diamond Skin are all spammed when available.
One last question - when using Energy Twister/Wicked Wind with Critical mass and Frost nova / Explosive blast / diamond skin do we want to:
1) Spam Energy Twister while at range until we run out of AP, then move into melee range for default attacks? WW has a range of ~ 60 yards as far as my tests go. This is the current behavior.
2) Force the player to move into MELEE range (~10-15 yards) before casting Energy Twister
3) Add a GUI slider for Energy Twister range (5-60 yards) so the user can define it?
Also note - I am specifically talking about the Wicked Wind rune only - we can detect runs now so I am planning on adding special logic just for this build, since it's very popular.
Also, for anyone that wants me to "fix Wizards in Trinity"
Make sure you link your build using the Battle.net Skill Calculator so I can test and tweak things.
http://us.battle.net/d3/en/calculator/wizard
http://eu.battle.net/d3/en/calculator/wizard
cheers,
rrrix
SO I think I have CM/WW working a little better. Wormhole works now as well. I can detect the Critical Mass rune automatically in the code now so the old GUI checkbox is going to be removed.
Frost Nova, Explosive Blast and Diamond Skin are all spammed when available.
One last question - when using Energy Twister/Wicked Wind with Critical mass and Frost nova / Explosive blast / diamond skin do we want to:
1) Spam Energy Twister while at range until we run out of AP, then move into melee range for default attacks? WW has a range of ~ 60 yards as far as my tests go. This is the current behavior.
2) Force the player to move into MELEE range (~10-15 yards) before casting Energy Twister
3) Add a GUI slider for Energy Twister range (5-60 yards) so the user can define it?
Also note - I am specifically talking about the Wicked Wind rune only - we can detect runs now so I am planning on adding special logic just for this build, since it's very popular.
SO I think I have CM/WW working a little better. Wormhole works now as well. I can detect the Critical Mass rune automatically in the code now so the old GUI checkbox is going to be removed.
Frost Nova, Explosive Blast and Diamond Skin are all spammed when available.
One last question - when using Energy Twister/Wicked Wind with Critical mass and Frost nova / Explosive blast / diamond skin do we want to:
1) Spam Energy Twister while at range until we run out of AP, then move into melee range for default attacks? WW has a range of ~ 60 yards as far as my tests go. This is the current behavior.
2) Force the player to move into MELEE range (~10-15 yards) before casting Energy Twister
3) Add a GUI slider for Energy Twister range (5-60 yards) so the user can define it?
Also note - I am specifically talking about the Wicked Wind rune only - we can detect runs now so I am planning on adding special logic just for this build, since it's very popular.
If I directly need to answer just one of the questions. I would say a GUI slider, so you can set it how you want. On low MP you can survive a few hits before getting killed, and therefore you dont need to have DS active, but on higher MP you need to have it activated before engageing in melee.
But the explations of the other posters are more effective ways!