Li-Ming by Healing Mantra

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Li-Ming

By: Healing Mantra
Last Updated: Nov 27, 2015
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Li-Ming

Just Another Diablo III Wizard

Hard Level 1 Level 10 Level 20 Level 30
Health 1693 2506 3710 5491
Health Regen 5,65 8,36 12,38 18,33
Attack Damage 92 136 202 298
Attack Speed 1,33 1,33 1,33 1,33
Range 5,5 5,5 5,5 5,5

Combat Trait

1
Overcharge
Increases Ability Damage by 100%, however also increases damage taken by 60%. Can be toggled on and off.
Cooldown between toggling: 1,75 seconds

Primary Abilities

1
Charged Bolts
Wizard hurls three Charged Bolts in targeted direction, each dealing 105~341 to the first enemy they hit. The bolts fly in random direction within targeted cone and can randomly turn left and right. Each enemy hit decreases cooldown of this ability by 1 second.
Mana: 30
Cooldown: 4 seconds
Range: 7 (Maximum) / 0,7 (Width) / 90° (Direction-randomizer)
2
Arcane Orb
1st cast: Wizard starts to accumulate energy, allowing to cast Arcane Orb second time. When not cast during three seconds, it is cast automatically in the cursor's direction.
Charging the spell doesn't limit Wizard's actions in any way.
2nd cast: Wizard launches an orb of pure energy, exploding when colliding with first enemy hit, dealing 87~282 damage. Damage, radius and range are increased by 50% for each second of cast.
Mana: 70
Cooldown: 13 seconds
Range: 5,5-13,75(Range) / 0,7 (Width) / 1-2,5 (Explosion radius)
3
Teleport
Wizard quickly teleports to target location nearby. Holgs up to two charges.
Mana: 120
Cooldown: 15 seconds (Recharging) / 1,5 seconds (Between casts)
Range: 6

Heroic Abilities

1
Slow Time
Wizard surrounds target area with arcane magic. Time of enemies within the chosen area elapses 50% slower. (This means in -50% to movement speed, attack speed, health regen, mana regen, cooling down of abilities, bullet speed)
Mana: 100
Cooldown: 115 seconds
Range: 6,25 (Cast range) / 5 (Area of Effect)
2
Meteor
Wizard summons a molten boulder to strike target area, dealing 200~649 damage to all enemies hit and roll towards target direction, dealing an additional 200~649 damage to all enemies in the path. An enemy can be hit two times per cast (once when crashing and once when rolling) and this deals double damage to non-heroic targets.

Target a point to land, then draw a line of path.
Mana: 100
Cooldown: 85 seconds
Range: 8 (Cast range) / 4 (Crash Radius) / 8 (Path length) / 4 (Path Width)

Tier 1 Talents

Conjurer's Pursuit: Collecting Regeneration Globes permanently increases mana regeneration by 0,1.

Demolitionist: Basic attack against structures destroy 1 ammo and deal an additional 10% damage.

Disintegration Orb: Arcane Orb deals 50% more damage to non-heroic targets.

Arcane Flux: Allies within Arcane Orb's explosion radius have their Ability Power increased by 10% for 3 seconds.

Hasting Teleport: After casting Teleport, increase movement speed by 20% for 1,5 seconds of all allies within 2,5 area.

Tier 2 Talents

Gathering Power: Hero takedowns increase Ability Power by 1% to a maximum of 15%. Half of this bonus Ability Power is lost on death.

Endless Lightning: Charged Bolts's mana cost is reduced by 5 and cooldown by 1 second.

Overloaded Arcane Orb: Allows to charge Arcane Orb one second longer, resulting in total +200% to range, radius and damage rather than +150%.

Cheap Teleport: Decreases Teleport's mana cost to 65.

Protective Shield: Activate to shield an allied Hero for 15% of their max Health for 5 seconds.

Tier 3 Talents

Follow Through: After using an ability, your next Basic Attack within 6 seconds deals 40% additional damage.

Focused Shift: Decreases cooldown of Teleport by 10 seconds, however also decreases number of maximum charges by 1.

Cleanse: Activate to remove all stuns, roots, silences, and slows from the target and reduce the duration of their reapplication by 50% for 2 seconds.

Recharge: Whenever a bolt flies through an allied Champion, decrease their cooldowns by 0,5 seconds.

Demolition Orb:
Arcane Orb deals an additional 450~1459 damage to structures.

Tier 4 Talents

Slow Time: Wizard surrounds target area with arcane magic. Time of enemies within the chosen area elapses 50% slower. (This means in -50% to movement speed, attack speed, health regen, mana regen, cooling down of abilities, bullet speed)

Meteor: Wizard summons a molten boulder to strike target area, dealing low damage to all enemies hit and roll towards target direction, dealing dealing the same damage once again to all enemies in the path. An enemy can be hit two times per cast (once when crashing and once when rolling) and this deals double damage to non-heroic targets.

Tier 5 Talents

Charged Salvo: Charged Bolts sends 2 additional bolts.

Riftwalk:
After casting Teleport, deal 126~409 damage to all enemies within 2 area of landing.

Quick Charge-up:
Arcane Orb charges up 50% faster.

Charging Bolts:
Whenever a charged bolt flies through an allied Hero, restore 4% of it's maximum Mana.

Spell Shield: Upon taking Ability Damage, reduce that damage and further Ability Damage by 50% for 3 seconds. Can only trigger once every 30 seconds.

Tier 6 Talents

Protective Teleport: After casting Teleport, grant all allied Heroes within 2 area of landing 10% of their max Health as a Shield for 2 seconds.

Disintegration Teleport: After casting Teleport, kill all Minions and Mercenaries (not bosses) within 1,2 area of landing.

Temporal Flux: Arcane Orb leaves a trail behind as it flies forward. The trail lasts 5 seconds and increases movement speed of all allies passing through by 20%.

Precision: Charged Bolts's angle is decreased by 60%.

Arcane Cannon: Increases Arcane Orb's range by 100% and radius by 75%.

Tier 7 Talents

Time Manipulation: Also hastes time of all allies within the area by 50%.

Armaggeddon: Decreases delay of landing of Meteor by 15% and it's speed by 20%. Also Meteor stores two charges.

Spell Mastery: Decreases base cooldown of abilities by 25%.

Storm Shield: Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.

Fury of the Storm: Every 5 seconds, your next basic attack will deal an additional 29 (+9 per level) damage to the target, and 44 (+24 per level) damage to all nearby Minions and Mercenaries.

Summary

The point of making this Wizard is to make a next step into role-hybridization. As we know some of them (i.e. Tychus being Assassin/Specialist, Tyrande being Support/Assassin or Tassadar being support/specialist). However, this Wizard can become a specialist, an assassin, but also a support! Of course if this wizard would go for example full support, he won't be as good as Malfurion or Li Li, as his spells are composed to quickly push and deal area of effect burst damage. Also, there are example builds, how Diablo Wizard would take different roles:

Typical Pusher Wizard: Disintegration Orb + Endless Lightning + Demolition Orb + Meteor + Charged Salvo + Disintegration Teleport + Fury of the Storm
Pusher/Assassin Wizard: Disintegration Orb + Endless Lightning + Demolition Orb + Meteor + Rift Walk + Precision + Armaggeddon
Assassin Wizard: Conjurer's Pursuit + Gathering Power + Follow Through + Meteor + Riftwalk + Precision + Armaggeddon
Supportive Wizard: Hasting Teleport + Protective Shield + Cleanse + Slow Time + Charging Bolts + Protective Teleport + Storm Shield
And many other builds that mix specialist, assassin and support.

I do know that the abilities might be different than these from Diablo - I never played Wizard, so I just used the names and icons of the ablities and make them probably in a bit different way.
Hope you liked this different Wizard. Leave some feedback, what I should make/add/change and of course - your opinion!

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