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[CM WIZ] [TRINITY] Suggestion/Request Thread

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How CM/WW build working with Trinity 1.7.2.0 for you guys?
 
Bump

How CM/WW build working with Trinity 1.7.2.0 for you guys?

I posted in your 1.7.1.19 but didn't get a reply (source):

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.

The problem still exists where the Wizard will use default attack from a far range (mobs still on screen) even though it has full Arcane Power. Once the mobs steps closer, it will begin using twister.

Another notable problem is that I see it not using default attack when Arcane Power is depleted sometimes. This has been somewhat fixed but it occurs sometimes.

These problems are applicable to .20 even though they were mentioned in .19.
Thanks for your time.
-- Pwn
 
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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..
 
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?
 
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?

DB handles stashing now and has been updated to fix stashing to the third slot again.

Link
 
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.
 
most importend would be an option that define the minimum mob cout for a twister hit:

you can easy do it for melee twister like anythinginrage[5] > 3 || elitsinrage[15] > 0 for twister
there must be a change with targeting too find this "good" melee spots and when the wizard should just teleport forward in more mobs

casting twister on singel mobs is the real problem
 
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

http://us.battle.net/d3/en/calculator/wizard#VQXYhT!Wgb!YZcZcc

There are multiple variations of this build but here is the basic setup. Here are all of the variations that I use:
Teleport - Safe Passage (for extra defense after Teleporting into mob group) or Wormhole if it is properly fixed with added AI to keep a larger group of mobs frozen with mass Teleports or swap Teleport out completely for:
Meteor - Molten Impact (at this point I would change Evocation for Conflagration thus greatly increasing DPS) otherwise I would swap out Teleport for:
Slow Time - Time Warp (for damage and primarily farming) or Stretch Time (for the sole purpose of better "perma-freezing" mobs or bosses).

Frost Nova - Cold Snap (for low cool-down and better "perma-freezing" allowing higher MP levels for ubers or farming) or Bone Chill (for DPS)

I'm sure there are other builds but I use Teleport for positioning. I am hoping that one day Trinity will be intelligent enough to know that it has enough Arcane Power generating from the Twisters that it will use Teleport into a dense mob and begin the Frost Nova/Explosive Blast/Diamond Skin (and Slow Time if applicable) sequence (spamming in this case).

The problem isn't that it is casting Energy Twister from afar. It is that it is using default attack from a far range even when it has full Arcane Power instead of Twister. For some reason it uses default attack until the enemy comes closer EVEN with full AP.
 
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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.

To better and more specifically answer this question:
  • Spam Energy Twister until DECENT AMOUNT OF AP IS BEING GENERATED.
  • This means having at least 3-4 Twisters out touching a group of at LEAST 2 (better if 3 or more) monsters.
  • Cast Diamond Skin and then proceed to walk into the group (or Teleport if applicable) just in time for the Diamond Skin to "pop" (meaning the Diamond Skin damage from the rune occurs. Read rune details for more information).
  • Cast Frost Nova as soon as 2-3 monsters get into range to avoid death.
  • Trinity then needs to continue casting Twisters in the densest part of the group while spamming Diamond Skin/Frost Nova/Explosive Blast.
  • Note that you also gain Arcane Power from crits from Explosive Blast and Diamond Skin.
  • After a certain amount of Twisters are out and hitting monsters, Trinity should focus more on spamming the 3 spells while sustaining the Twister count.
  • Trinity also needs to be cautious of Plague/Molten/Desecrator/Fire Chains and any other AOE damage type affixes with well placed Teleports. These Teleports should not only avoid the affixes but place the Wizard itself into a decently sized group of enemies in order for Explosive Blast and Diamond Skin to continue doing damage and to keep the monsters frozen.
  • This is all to attain optimum damage and perma-freeze.
 
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Another method of engaging would be to throw out 1-2 Twisters in a dense group and Teleport into them. As soon the Wizard teleports, he should cast Frost Nova immediately followed by Diamond Skin and Explosive Blast.

While those spells are waiting to go off, the Wizard should be attempting to cast Twisters for AP generation. If AP is not enough to cast Twister, default attack should be used. All this is happening while spamming Frost Nova, Explosive Blast, Diamond Skin and Teleport for AoE affixes, denser mob areas, etc.

Teleport would also need special AI for Ubers. Some sort of AI for it to recognize that it is successfully "perma-freezing" the Ubers and to not move or teleport from it's position.

Thank you for time
- Pwn-
 
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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!
 
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!

I have played Wizard by hand for a good amount of time so I know how the build should work. Diamond Skin should be activated after enough Twisters are out and right before walking into melee range for EB/DS/FN spam so that Diamond Skin can "pop".
 
I'll test this out as I have a pretty decked out CM set, havent messed with teleport or meteor since I did CM just for hellfire ubers, but is the bot smart enough to teleport away from the packs at least? Should I just not use teleport, just maybe put meteor in for it? As for the rest of your build, why not use blur? I mean evocation is nice but I really never had a problem with CM refreshing cooldowns unless its a single mob I guess. Sometimes blur is nice for hits here or there on mp10
 
I've got 50k life, 200k dps, 2.78 aps, 500 AR on my cm wizard, 18 APoC, 900 LoH, 48 CC.

- Meteor is nice, but not as much survival
- Changed to Blur passive (no evocation), Shatter rune on Frost Nova (enemy dies - chance to freeze nearby), Slow time - time shell rune (replace meteor/teleport) (potency of movement), and Crystal Shell rune for Diamond Skin.

The changes I did above seem to help survivability, but the problem I run into as even Archon build is that, the bot does not want to MOVE away from the molten core balls, stands right ontop of them, explosion and dies (especially in mp5+). It's more efficient to run archon as a wizard still, although without molten core, arcane beams, fire chains, or poison pools, the bot can run CM wiz on Mp5 just fine (with my skills above). If only the bot could avoid more, perhaps I can change slow time for teleport but I think slow time is really helping avoid hits.

I'll set them all to max radius (the chains/molten core/poison pool/frost bombs) and see how it goes. Going to try teleport:wormhole without slowtime (replacing slowtime) on Mp5.

- edit - ok went back to reduced cooldown rune on frost nova, put in wormhole teleport and maxed out all radius, went to fields of slaughter mp5 and seems to be great.. knows how to use teleport to get away from things and all that jazz. I'll test it out on higher mp. wouldnt mind slowtime for higher mp but teleport seems to be essential for the bot

I've been using slow time instead of teleport/meteor on Mp10, its nice but does it need to spam slow time so much? That seems like a pattern blizzard could track, and wastes AP (not that I run out of AP - arcane power) but its refreshing it faster than it needs to, unless the bot moves then sure. I mean the bubble should last 8 seconds but we move faster than that. I still cant get the bot to avoid arcane beams, thats whats killing me mostly
 
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i'm also getting raped by the molten core balls, my wiz just walks into them whereas my barb actually moves away from it. no idea why, default, or tweaks to settings doesn't seem to help.
 
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