my stat are 90 con rest int, though im planning to use my restat potion to go full con down the line, once i obtain animus and pump up my atributes enough tocompensate
as far as ebolt, its kind of lag dependant, if you are getting good frame rate and low ping, you can just push the key after a point and it will cast, different people report different things, some level 9, some level 11, etc. Mines level 12 (though i will lower it to 9 in the future, im going to max surespell, mines only 6 at the moment, which is fine since 100% uptime, but as ive said you dont keep it up all the time normally like you do with quickcast, and i think the longer duration will be more valuable in dynamic situations)
The build for wizard3 i would reccomend as general purpose for a wizard3 is
Maxed Sleep
Maxed Quick cast
Maxed Magic Missile
Maxed Surespell
1 Lethargy
8 Energy bolt
1 Earthquake (for a kino build you dont need this, so put energy bolt to 9 instead, though its not super important, you might want to keep it as part of some alternative build that focuses on just CC locking someone as long as possible)
As far as a kino. If people were stopping at kino1 after taking wiz3 for some future build: You want maxed PP, telekenesis, and at least 1 swap, id say just max swap since teleport5s not very useful. Some builds might want to avoid PP entierly if they are really drawing a lot of dps skills from their other circles and not comboing it with ice wall or fireball. level 5 pp is not very impressive on its own.
For people going kino2 for their build: Maxed pp, keep telekenesis at 5, magnetic force is useless, ignore it. Teleport 10 might be useful, thats when you can start using it to go places like mausoleum 4th floor area. Really kino2 is about getting the stunlock for PP
For kino3 the build is: Maxed PP, gravity pole, and raise. 5 in telekenesis, at least 1 in swap but up to 5 is a reasonable idea. The rest you can distribute as you want into teleport or whatever. You could do like 3 swap 12 teleport for example, i dont know. I just dont know how much teleport is required to get to all the places it can get you to. Its not a very useful combat skill in most situations since at lower teleport levels its faster to just walk out of the way than to go through the cast animation
5 telekenesis gives you a 3 hit count and a decent duration. Telekenesis disables you as well as the target so a long duration telekenesis sshould be avoided. One of telekenesis’ advantages is that after the final hit it knocks people up/back/down, which gives you time to do some other form of CC on them.