Much ado has been made over the "Wicked Wind nerf" as if it somehow translated as a Wizard nerf. It doesn't. A lesser known fact is that 1.0.3's ninja buff of Wicked Wind's Proc Coefficient was in fact an Energy Twister Proc Coefficient buff. Among them, Storm Chaser was a 0.5, and post-1.0.4 still is. Storm Chaser builds were viable back in 1.0.3, along side Wicked Wind builds, they simply weren't as popular. They were, in my opinion, no less powerful. For reference 0.5 Proc Coefficient is double 1.0.3 Wicked Wind's, and quadruple 1.0.4 Wicked Wind's Proc Coefficients. In short, it was and still is absurdly huge. I've yet acquired no new gear for my Wizard since 1.0.4 went live, yet my Wizard is better than it used to be. The reason is 1.0.4 gave CM Wizard's the one thing they never had before: true burst damage in the form of Arcane Destruction rune on Archon. The build is: Energy Twisters - Storm Chaser Teleport - Wormhole Diamond Skin - Crystal Shell Frost Nova - Deep Freeze Archon - Arcane Destruction Energy Armor - Prismatic Armor Key Factors * Plays primarily like every other CM melee Wizard build. Run/Teleport up to monsters, drop as many Energy Twisters, Frost Novas and Diamond Skins as you can til everything's dead. The only difference is that you now spam Arcane Destruction as much as you can as well. * Buffs can be clicked off in this game. At the bottom of your screen, right click a buff, and it goes away. Works for Shrines and Energy Armor and whatever, most importantly it works for Archon. What this means is you can turn on Archon, get the 1600% Weapon Damage AoE to nuke everything around you, then immediately click Archon mode off to resume your normal Crit Mass spamming. Archon in this build is not for the mode itself, purely for Arcane Destruction. * Why Storm Chaser, you have no Sig Spells to use the Wind Charges? Storm Chaser isn't here for its "effect". You are simply using it because for some unexplained reason, it has an absurd Proc Coefficient. In simple terms, it's the best Rune (for that matter spell at all, imo) at trigger Critical Mass at this point. * Lot of people are hesitant to even give non Wicked Wind a shot because they think the random travel paths of the tornadoes are deal breakers. I guess it might be for some people, but I'd wager a guess most people who came at it with an open mind and give normal Energy Twisters are real shot with the gear to support it will find this to be no less effective than stationary Wicked Wind. Remember that Wicked Wind tornadoes do less damage per hit than other runes, and that Storm Chaser tornadoes travel slow and can still hit all but the smallest hit box monsters multiple times. With high crit, and decent AP on Crit, it's quite easy for Storm Chaser to pay for itself even when fighting a single monster. Skill Variations Teleport - You can use whatever rune you'd like. I prefer Wormhole for mobility, though others are just as viable. Safe Passage or Fracture are decent defensively, but with a second nerf in monster damage having occurred in Inferno by now, many players are probably past the point of needing more defense. Alternatively, with Paragon levels, skipping white trash monsters isn't necessarily the most efficient playstyle anymore, and you can just drop the spell outright if you care to. There's no real need for Teleport short of personal convenience and/or playstyle. Feel free to replace it with Explosion for more crit proc'ing, Magic Weapon for more damage, Slow Time Stretch Time for group play or whatever else might strike your fancy. Deep Freeze on Frost Nova - Was never a fan of it for 1.0.3 play because champ/rares short of Horde don't come in groups big enough to use Deep Freeze reliably and I just skipped trash monsters with Teleport usually. I'd find most trash monsters around packs died long before the champ/rares did, leaving me with not enough monsters to trigger Deep Freeze, not enough burst damage to kill champ/rares in the initial 12 seconds of the effect. 1.0.4 means killing trash is actually valuable, and Arcane Destruction gives more than enough burst damage for me to feel that the 12 second 15% crit boost is DEFINITELY the way to go. I find it not terribly difficult to keep Deep Freeze's crit bonus active nearly full time these days. Your mileage may vary. Feel free to use Bone Chill or Coldsnap if that's your preference. I highly recommend going out of your way to try getting comfortable full timing Deep Freeze though. It feels grossly powerful with this build. Obviously if your gear is such that Force Armor is more effective than Prismatic, go for it. Only passive that is obviously untouchable is Critical Mass. You can change the other two however you'd like, but I find Evocation and Cold Blooded the most useful. Glass Cannon and Blur are feasibly options depending on your gear level and what you're after. Gear Priorities This is my personal preference. Feel free to prioritize damage over defense if you so choose, not big deal. Overall, in order of most to least important: Critical Hit Chance => AP on Critical (to a certain point) => LoH (to a certain point) => Attack Speed => All Reist/Armor => Intelligence => Vitality => Critical Hit Damage => Average Damage Movement Speed and Socket being however valuable you consider them. I rate them high for efficiency, but they're neither technically necessary for the build itself to work. How much Life on Hit you want is largely dependent on how much defensive stats you have. I find 400-800 far more than enough to survive exceptionally well in Act3 Inferno. Which is simple enough to get on your weapon or amulet alone. Life Steal I also find nice, but it's only available on your weapon, and not terribly necessary. If you've crazy gear and can rock 90k+ DPS unbuffed on Wizard, a little Life Steal on your weapon can outright replace any LoH if you so chose. In fact, I've encountered Wizards with enough DPS they survive on health globe drops alone, because champ/rares can't do enough damage before they get blown up. LoH is the easiest and most obvious means of survival though. Ap on Crit is absolutely necessary for this build, for obvious reasons. You can find it on Wands, Sources, Wizard Hats. Depending on your Crit Hit Rate, you need more or less. If you're over +30 Crit Rate on gear and can maintain a decent uptime on Deep Freeze, I find 12-15 Ap on Crit sufficient. If you're lower than that, I'd suggest 16-20ish AP on crit. Your mileage may vary, there's no magic numbers here, you'll simply have to experiment to find out what'll work for you. Remember that if you want it on your weapon, you're stuck with Wands; if you want it on head, they only show up on Wiz only Hats, which are capped at ilvl62. You'll not see 6 Crit head w/ AP on Crit. You'll have to settle for lower values of crit rate on your head slot in that case. (Except maybe the new Storm Crow, haven't seen it spawn 6 crit yet, but that doesn't necessarily mean it can't) Individual gear piece priority: Head : AP on Crit (if necessary), Socket (if desired), Critical Hit Rate, All Resist/Armor, Intelligence, Vit. Remember that head is one of two slots that can spawn double stack Intelligence. Storm Crow w/ Crit, Andariel's w/ the ability to stomach looking ugly as sin, or Mempo of Twilight w/ Critical Hit Rate are all high end Legendaries to look out for, budget permitting. Body : All resist/armor, Intelligence, Vit. Pretty standard. Obviously you want sockets to up the values. Tal Rasha's Relentless Pursuit w/ All Resist spawn is obviously the best possible choice here, if you can afford it. Zunimassa's Marrow automatically spawns all the desired stats, so it's a good choice to look at, especially considering other pieces in the set are nice and the first two set bonuses are Wiz friendly. Shoulders : All resist/armor, Intelligence, Vit. Gloves: Critical Hit Rate, Attack Speed, Intelligence, All Resist/Armor, Vitality, Critical Hit Damage. Remember that gloves is the other slot that can spawn double stack Intelligence. Bracers: Lacuni Prowlers w/ Critical Hit Rate is the ultimate goal. It has enough random properties to also come with Intelligence and All Resist if you want to pull out your credit card as well, but just a pair w/ high Crit Rate alone makes this a must-have goal item. Attack Speed, 12 Movement, and Critical Rate on bracers is about as good as you can do. Failing that, focus on a rare with: Critical Hit Chance, All Resist/Armor, Intelligence, Vitality. Waist : All resist/Armor, Intelligence, Vitality. The Witching Hour w/ All resist is of particular value and probably the ultimate goal here. Tal Rasha's w/ All Resist is also one to look after. Pants : All resist/Armor, Intelligence, Vitality. Obviously you want sockets to up the values. Blackthorne's Jousting Mail can be interesting if you need LoH, or you find a good roll of random properties. If you're DPS oriented and can find an Int rolled pair, Inna's Temperance is an unconventional, but reasonable possibility. Feet: Movement Speed, All Resist/Armor, Intelligence, Vitality. Old or new Zunimassa's are worth considering. Amulet: Critical Hit Rate, LoH (if necessary), Attack Speed, Intelligence, All Resist, Vitality, Critical Hit Damage. Rings : Critical Hit Rate, Attack Speed, Intelligence, All Resist, Vitality, Critical Hit Damage. If you use Zunimassa's Feet (old or new) consider pairing the ring if budget permits. Source: Critical rate, AP on Crit (if necessary), high Avg Dmg, Intelligence, Vitality. Chantodo's would be the ultimate prize. Weapon: LoH and Ap on Crit as necessary, then just whatever maximizes damage. Fast weapons preferred. Enjoy your [strike]Carpal Tunnel[/strike] Critical Mass Arcane Destruction Wizard.