Now that the skill calculator has been updated, we can once again post some theorycrafted PVP builds for all of the classes. To get it started, here is a Wizard PVP build that is focused around damage increase modifiers and getting the most out of them. The breakdown of this build goes like this:
Magic Missiles is your most used spell in this build for two reasons. First, it will provide the highest single-target damage without spending your Arcane Power (saving it for more important spells). Secondly, and even more importantly, is that you will be constantly using it to build up Arcane Dynamo stacks for a 75% damage bonus to Meteor or your first Archon ability.
Meteor acts as an incredible damaging spell with good burst and damage over time but it can be difficult to use efficiently with its delay and impending graphic on the targeted area. In this build it is runed with Molten Impact to further increase its damage. Since timing with Meteor is difficult, pairing this spell with the Bone Chill-runed Frost Nova will not only make it easier to hit your target but it will also be devastating when it lands (timing the cast with roots/stuns from your arena partners will also be important). If you wait until you have 5 stacks of Arcane Dynamo, have your Familiar active, and hit a Nova’d target, that equals a 120% damage bonus with Glass Cannon- just imagine the crits.
Frost Nova’s use in this build is twofold. First, it will need to be used defensively to buy time/escape when the pressure is on you. However, with the Bone Chill rune, it will also be used offensively to further stack increased damage percentages- adding another 15% during the 3 second duration (time enough to land a very painful Meteor).
Teleport is another “Defensive” ability, like Frost Nova, that can also be used offensively to quickly freeze enemies without putting yourself in harm’s way for long. Also, since there are no snaring abilities in this build, proper usage of Teleport and Frost Nova will be key to escaping/kiting melee. With the Wormhole rune, you can cover quite a bit of ground before running out of Arcane Power. Additionally, Teleport should be used to grab health orbs as this build does not have any healing or absorption abilities.
Familiar should be kept up at all times, especially when casting any offensive abilities. With the Sparkflint rune, the Familiar becomes a big damage increase while also adding a little extra damage of its own. It is also important that you ensure there is plenty of time left on Familiar before casting Archon as you will not be able to cast it during the duration and need to get the most out of that long cooldown.
Archon is a baseline ability for any PVP build. The damage output Archon form is capable of, with the added defensive bonuses as well, instantly instills fear into the hearts of your enemies. Since this build is about stacking damage modifiers, it is runed with Improved Archon. Archon only lasts 15 seconds (without any killing blows extending the duration) and has a 1 minute 42 second cooldown (with the Evocation Passive) so you always want to wait until you have 5 stacks of Arcane Dynamo to make that first, more powerful Archon ability hit 75% harder- not counting the extra 25% from the Improved Archon rune and 30% combined from Familiar and Glass Cannon. You can use Archon defensively, but it is not recommended due to the length of the cooldown.
Glass Cannon is must for this build even though it makes you more susceptible to being gibbed. The static 15% damage increase definitely outweighs the decreased armor and resistances and you don’t have to think about how/when to use this passive ability. Instead, turning that focus to survival and raising your kill count.
Evocation is another great PVP ability and works in this build to allow the repeated use of Archon 18 seconds sooner, Frost Nova 1.8 seconds sooner, and Teleport 2.4 seconds sooner (if not spamming with the Wormhole rune).
Arcane Dynamo is the single biggest damage increase in this build- and it’s huge. From the sounds of the tooltip, the bonus is all or nothing. If you have 4 stacks and cast a non-signature spell, it’s just casts the spell normally and does not clear the accumulated charges. Once the fifth charge is acquired, however, big numbers are on the way- even in Archon form.
*Please note that much of this build and the reasoning behind it is speculation/theorycrafting. Additionally, abilities, skills, and runes are always subject to change- even after release. However, please feel free to post your thoughts and comments on this build or builds of your own as well!