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Wizard wont use Disintegration Wave in while in Archon...

cody404

New Member
Joined
Apr 18, 2014
Messages
5
I don't know why or how but my wizard is not using Disintegration Wave ever when in Archon form.. it's crazy annoying and slows it down a huge amount when it's spamming arcane strike instead. Anyone have any idea how to fix this? thanks for the help!
 
In my opinion Arcane Strike(or whatever it's called, the number 1) is way more efficient then Disintegration Wave. More damage and doesn't have to stand still to use it. I think it's a general rule in the CR to not use it, because of that.
 
In my opinion Arcane Strike(or whatever it's called, the number 1) is way more efficient then Disintegration Wave. More damage and doesn't have to stand still to use it. I think it's a general rule in the CR to not use it, because of that.

Um if your running 3-5 Vyr's/Tal Rash's build with Starfire Wand you need to use Disintegration Wave at or more then 15yds away from your target for the build to work.

Now if your running Firebird's set with Chantodo's then you would use firestrike over Disintegration Wave.
 
The current use of Disintegration wave in prior Archon builds was removed because there was no benefit in standing at a distance in those builds.
Once you has Tal's Stacks are were in Archon, being in melee range gives you 3 benefits:
SlowTime, Archon Blast and Archon Strike.
Therefore you were getting the Arcane Blast hit every .5 seconds and the Arcane Strikes that you were casting.​

However with Manald Heal builds, you typically use Power Hungry, Starfire and Zei's Stone:

[TABLE="width: 500, align: center"]
[TR]
[TD="align: center"][/TD]
[TD="align: center"]Power Hungry[/TD]
[TD="align: center"][/TD]
[TD="align: center"]Starfire[/TD]
[TD="align: center"][/TD]
[TD="align: center"]Zei's Stone[/TD]
[/TR]
[TR]
[TD="align: center"]Distance[/TD]
[TD="align: center"]Damage[/TD]
[TD="align: center"][/TD]
[TD="align: center"]Damage[/TD]
[TD="align: center"][/TD]
[TD="align: center"]Damage *[/TD]
[/TR]
[TR]
[TD="align: center"]10-19 yards:[/TD]
[TD="align: center"]0%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]15%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]10%[/TD]
[/TR]
[TR]
[TD="align: center"]20-29 yards:[/TD]
[TD="align: center"]0%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]30%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]20%[/TD]
[/TR]
[TR]
[TD="align: center"]30-39 yards:[/TD]
[TD="align: center"]30%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]45%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]30%[/TD]
[/TR]
[TR]
[TD="align: center"]40-49 yards:[/TD]
[TD="align: center"]30%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]60%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]40%[/TD]
[/TR]
[TR]
[TD="align: center"]50+ yards:[/TD]
[TD="align: center"]30%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]60%[/TD]
[TD="align: center"]*[/TD]
[TD="align: center"]50%[/TD]
[/TR]
[/TABLE]

*This assumes you have a decently leveled Zei's Stone
**These damage bonuses are all MULTIPLICATIVE which is why this works so well​


As a result, using a Manald build, you want to try to DPS primary targets from at least 30 yards away when possible, with the sweet spot being outside of 40 yards.

These DPS benefits far outweigh the "Arcane Blast + Arcane Strike" combo, not to mention that it allows you to typically stay at range, improving survival. While there may be people out there who feel they never die in Archon, don't forget that archon eventually drops and you might be left standing in a pack for an instant death.


With all those details pointed out, I have sent a Manald Heal ranged build over to xz for release on the next Trinity BETA (along with a Monk ZDPS). It is designed to use these skills in the way you probably are asking for in a Manald Build.
 
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