Wizard

Aug 24, 2011 Welcome! Please Read Welcome to the wizard forum! This forum is here to provide you with a friendly environment where you can discuss all aspects of the Diablo III wizard class with your fellow players. Community forums work best when participants treat their fellow posters with respect and courtesy, so we ask that you take the time to read through the forum Code of Conduct and guidelines before posting. Code of Conduct: http://us.battle.net/en/community/conduct Posting Guidelines: http://us.battle.net/d3/en/forum/topic/3074657442#2 Important Reminders: Search The search function at the top of the community site is extremely effective and robust. Before you create a new forum topic, please be use it to search for similar topics, blog posts, or web pages that may contain the answer for which you are looking. Making a new thread on an existing subject can result in your thread being deleted or, if you continue to re-post the same content, the loss of your forum privileges for spamming. Rating The forum rating system can be used to promote positive discussion, demote unhelpful comments, and even report posts that violate the forum Code of Conduct. By hovering over a post you'll be presented with several options, including a "thumbs up" (Like) and a "thumbs down" (Dislike) icon. Clicking the "thumbs up" icon will rate the post up. If enough people like a post, it will gain a Highly Rated status and appear at the top of related search results. Highly Rated posts will also have a highlighted background. Clicking the "thumbs down" icon will expand a drop-down menu which will include "Dislike," "Trolling, "Spam" and "Report" options. "Dislike" will rate the post down. If enough people dislike a post, it will be darkened, and with a lot of dislikes it will be hidden completely. You can also quickly report a post as trolling or spam, or use the report function to fill out a more comprehensive description of a violation. Please note that you can only rate each post once. Use your power wisely to help foster a positive and helpful forum community.Daxxarri1 Aug 24, 2011
3d [2.6.1] Builds + Mechanics Hello adventurers! This season we are not tricked, but treated instead with a huge assortment of balance changes. These balance changes bring most wizard builds into the GR105+ range, with a good choice of builds exceeding GR109+. These estimates are set conservatively at a mere 1400 paragon, which should be attainable if well motivated, even if you are strapped for time in season 12. I think the wizard is in fairly good position for the upcoming season. Wizard now has near the highest variety of builds, and some of the highest pushing solo builds. That said, we're probably on the lower end of the totem pole when it comes to solo speeds, with fairly decent Torment farming capability. EDIT (12/26/2017): Glad to be proven wrong about the group meta. Now seeing star pact wizard as a viable trash clearer in 4p setups. See meta section below for more info. ----- Many Thanks: Dolynick, BDF, sVr, TinneOnnMuin, Dolen, haixinyan, Bluddshed, Wolfcryer, Horrax, Riv, Tougeznut, Vox, StoleOwnCar, Masterjay, Aloc, Apocc, Ged, fuczzang, Lo0Lo0, for helping out, and thanks to anyone who was involved in PTR testing for 2.6.1. Big love for helping make the game better, and for preventing exploits. ----- Mechanics Shortlist: Not many mechanics changes, however, there are some notable changes and information that has been researched by different players. Etched Sigil. An Etched Sigil ICD issue was reported and fixed during the PTR. Sigil AS and ICD breakpoints were retested by Dolynick. These are useful because they could save you time in between etched sigil procs, depending on your build. Click this post for full breakpoint charts and more information on the fix. https://us.battle.net/forums/en/d3/topic/20759186011 Meteor Shower Cast Rotation. Yes. You will want to manually cast meteor, even on a channeling build. This will bring down more meteors over time, and since we can channel during those impacts, this will bring more damage to the table than just channeling. However, you only want to manually cast meteor about once every 3 seconds. Why 3 seconds? I timed both manually casting meteor shower and using meteor shower in combination with Etched Sigil + Arcane torrent (@ 1.54 APS). Manually casted meteor took 138 to 141 frames to have all 7 meteors impact from the initial time of cast. Channeled + manually cast meteor took 155 to 176 frames to have all 14 meteors impact from the initial time of cast. Since 60 frames is equivalent to 1 second of game time, and 180 frames is 3 seconds, this puts the rotation for manually casting in between our channeled abillity at about once every 3 seconds. Rotation: Channel. Immediately manually cast meteor. Continue holding down your channeling ability. Note that ES will continue to proc every second while holding down channeling. Wait until Meteors from both your initial ES proc and your manual cast finish impacting. Decide if you can stand and continue dpsing, or if you need to move your character (either dodge attacks, grouping, or for oculus) at this point. Rinse and repeat. Note that manually casting a second time (before 3 seconds have passed) will likely decrease your overall damage, as you wouldn't be benefiting from the multipliers of DW + ES as often during your meteor impacts. This is why it is very important to not manually cast too often either. The impact time between the first meteor (out of the set of 7) and the last meteor (of the set of 7) was also notable. Two different tests showed 41 frames, and then 47 frames, meaning it takes up to about 50 frames for all of the meteors from the meteor shower rune to deal their damage once they start landing. This doesn't change the rotation, but it is worth noting, especially if you have to move mid rotation. You might be clipping some of the meteor impacts, and losing the DW + ES multipliers by stopping your channel to reposition. Vyr6 Archon ICD/Breakpoint Mechanics - Beam Stack Rate Snapshotting. The mystery of the slow stacking beam has been somewhat put to rest by our good wizard, TinneOnnMuin. Tinne suggests that the beam stack rate is snapshot when entering archon. Only the stacks from the prior swami holdover and the new stacks from your Fazula count towards lowering your ICD. In a basic sense what this means is that higher AS upon entering archon will grant you faster stacking with the archon beam when inside archon, with 5APS on sheet when entering archon granting the fastest stacking possible. The ELI5 version of this is: If you intend to use Archon beam, you will want 7% attack speed on weapon for Vyr6. With only AS from weapon and paragon, and assuming a 1.4 base AS weapon, such as a wand, you will want to have at least 174 stacks by the end of Archon. This will allow the fastest stacking possible from the archon beam. If you have fewer stacks than this at the end of archon, your overall potential DPS may take a hit. More attack speed from gear, items, and skills will lower this stack amount breakpoint, and may be preferred to limit the amount of rift fishing required for your build. Read more about this here: https://us.battle.net/forums/en/d3/topic/20759209193 Vyr2 Freeze. Per PTR patch notes, the Vyr2 bonus now allows arcane strike and blast to freeze. This increases crowd control and CC of Vyr2 piece based builds. "Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen". Hydra skill damage multiplier removed from MH proc damage. In 2.6.0 and prior, hydra formula included AS as a damage multiplier, but also included a skill damage multiplier of 255% within the formula. sVr's latest test shows that while the AS still scales as a damage multiplier, the skill damage multiplier was removed in 2.6.1. In a basic sense, this is a fairly significant decrease to MH Hydra proc damage. Read more about his testing and commentary here: https://us.battle.net/forums/en/d3/topic/20758776120#post-8 Frozen Orb. The base skill damage of the Frozen orb rune was increased to 950% damage as cold. The range on frozen orb was also increased to 40 yards. This allows for a more ranged playstyle, which I think will make the skill more enjoyable for most players. We hardly ever see base skill damage changes, so the increase on frozen orb is quite notable here. Testing from Dolynick on the damage of frozen orb: ... Drop chances increased. Rejoice! Many Legendary and Set items have had their drop chance increased. This means those hard to get items like Furnace and Wand of Woh should be easier to acquire in season. ----- BUFFS BUFFS who's got the buffs? Many items and sets had their power increased during the course of the PTR. I won't go over specific values, but will list out here the items and sets that have been changed. Note that if there is a legendary item here, and you play on non-season, you will have to refarm or reacquire new versions of these legendaries. Set items update dynamically though, so you won't necessarily have to reacquire those. Many multipliers from items, such as Unstable scepter and Wand of Woh, are now multiplicative, whereas they were previously additive with that skills' damage % on sheet. This is important because it means your additive % skill damage rolls on items (source, chest, helm, shoulder, boots) are more valuable in 2.6.1 for these builds than they were previously. Deathwish Etched Sigil Nilfur's Boast The Grand Vizier Orb of Infinite Depth Halo of Karini Unstable Scepter Triumvirate Ranslor's Folly Wand of Woh DMO6 FB6 Vyr6 Chantodo's Resolve For information on these latest changes and more, see the 2.6.1 patch notes: https://us.battle.net/d3/en/blog/21115840/ ----- [2.6.1] Builds I get asked quite a bit what builds I prefer and which ones I'll be running in season. Here it is! I will begin by listing out my build preferences and some early season recommendations. Listings for all builds I've tested will be at the bottom of this post. Just because a build isn't listed as a preferred build, doesn't mean it's a bad build. There are many builds that are fun that I would love to play, but unfortunately they lack the power to farm efficiently, and I simply won't have time to gear them up. I gave all of these builds quite a bit of attention when it came to testing and pushing them to their limits on the PTR. I do hope you enjoy them, or at least use them as inspiration for ideas when going to create your own build. Most of these are solo builds, and while they aren't balanced specifically for group, I did try to keep the possibility of group play in mind. Be sure to check each build guide listing for alternate options. I did include one dedicated off-meta group meteor shower build below, be sure to check that out as well. ----- What is Speed? A GR speed build in my mind is a build that can push higher than your torment build could if it were ported into GRs, but clears faster than your GR solo push build could at a lower difficulty. For wizard in season 12 this generally means builds that are about GR70-GR95, give or take a few GRs. Unfortunately this season, the most powerful builds for wizard are hog tied by weapon slots. All weapon slots are required for these huge damage multipliers. Swapping them out for say, Aether Walker, one of our only mobility options in non-archon speeds, significantly reduces the damage of the build, and in many cases isn't even worth going for. I think a speed build should be clearing a rift faster than 5 minutes. Of course, 3-4 minutes would be better, but 5 minutes or less still fits my idea of a speed run. Keep in mind that you can always run most solo push builds at 12 or so GRs below your top push capability, and still clear with reasonable 6-7 minute times. These will get you those higher gem levels as well. ----- Build Preferences: Early Season Starter, TVIII+: S13 starter T8 build and T11 variants: https://www.d3planner.com/310835961 https://www.diablofans.com/builds/97792 Cache, Progression, & T8 Blizzard:Apocalypse ES Guide: https://youtu.be/Q7xUFij7pSQ EB TXI FB Starter: https://youtu.be/-iAmperWeY4 Frozen Orb TXI FB starter: https://youtu.be/HuNxxLrMhX4 Meteor TXI FB starter: https://youtu.be/QSnDZQo5IDY Electrocute MH TXI FB Starter: https://youtu.be/gzNWRrzVCcU Early to Mid Season TXIII: (TXIII) Frozen Orb - Sage + AW - DB Farm || http://www.diablofans.com/builds/94765 When you have time, build out the sage + Frozen orb as gathering DBs will be important for rerolling and acquiring items for your builds in season. Having Aether Walker on this build makes it really fluid, as you don't depend on elite pack kills for mobility and damage. I now use Karini and Avarice band with this build. These allow for higher defense and increased pickup radius, making the build even more fluid, especially as you level up in paragon and get better gear. Focus and Restraint can be placed instead with some skill swaps for a more aggressive, though less defensive build. For groups, Stone of Jordan with Bane of the Powerful is also an option. I recommend you check the build out and play around with some of the swaps, as there are many variations to this setup that can work well. (TXIII) Lightning Meteor || https://www.diablofans.com/builds/97713 Very fun, efficient build. Uses Ranslor Twisters to pull in density for easy grouping. High AS and RCR build. Meteors deal quite a lot of damage. Defense and utility via Hoarder / Goldwrap / Avarice Band. Extra Run speed and mobility via Illusionist and Aether Walker. Video includes full Guide. (TXIII) Infinite Blast Redux (EB / Woh / In-Geom) || http://www.diablofans.com/builds/94755 Late season is mostly about farming Keys and Gold, and this build does that job very well once properly geared up. It also requires some level of paragon to perform as expected, but can be quite enjoyable. TXIII Bounties: (TXIII) Frozen Orb Bounty Build || http://www.diablofans.com/builds/95383 When taking on bounties, Frozen orb with Aether walker will be better than Archon or Woh based builds that rely on In-Geom procs for movement, IMO. Frozen orb also doesn't rely on stacks for offense or defense. GR Speed: All of these speed builds perform very well (for wizard that is). (GR80-95+) Tal Channel Meteor Speed || http://www.diablofans.com/builds/95583 Tal Channel Meteor is a tad slower moving, but is super chill, and can tank and power through most any enemy, even at slightly higher GR as compared to the other speed builds. There is something to enjoy about summoning those meteors and rejoicing in the craters after their descent. Added Invigorating Gemstone to the build. Makes it really smoothe with having cc immunity. You can of course swap in Powerful if your group takes care of the CC immunity for you. If you're interested in Tal Solo Push builds, this is not one of my favored configurations for solo push, but I've included links near the bottom of this post, in the build list. (GR75-90+) Vyr MH Zodiac Speed || http://www.diablofans.com/builds/94945 Vyr MH is very quick moving, agile, and can pack a punch, but it's damage and defense scales dynamically with rift density, and is also a proc based build, meaning it's clear time ranges can be wider than the other speed builds. It's also one of the more challenging speed builds to play, but feels very rewarding to get right. (GR75-90+) Tal Frozen Orb Speed + Aether Walker || http://www.diablofans.com/builds/95608 Tal Frozen orb is a very quick moving build that shreds enemies fairly effectively. More consistent than it's counterpart, Vyr, it unfortunately does not hit as hard as Tal Meteor. However, it makes up for this in movement. If you're looking for a non-archon Aether Walker build with some nostalgic D2 vibes that can still get you very efficient clear times, this is a great pick. In a sense, a balance between the previous speed listings. (GR75-90+) EB Channel Speed ||https://www.diablofans.com/builds/97744 I really enjoy the black hole pulls this build provides. Nice mobility, good balance in damage, high CDR and multipliers. GR Solo Push: These were the Builds I had the most fun testing and solo GR pushing over the course of the PTR. (GR112+) FB Meteor Etched Ignite || http://www.diablofans.com/builds/95151 This Meteor shower build is fairly tanky, and hits pretty dang hard. Magic weapon ignite makes it extremely easy to ignite enemies and elites with the Firebirds' set bonuses. Timing, grouping, positioning, and ensuring you aren't interrupted while channeling are a big part of the strategy in play. A melee build, you have to seek out opportunities within density and whittle down elites. (GR109+) Vyr MH Chantodo || http://www.diablofans.com/builds/94869 (GR108+) Vyr MH - Pig Sticker + OID || http://www.diablofans.com/builds/94733 (GR106+) Vyr Cold Chantodo || http://www.diablofans.com/builds/94899 Vyr6 is more engaging than ever. The stacking mechanic and the challenge of maintaining those stacks on a good rift is engaging and fun. The dual melee / ranged components of this build also set it apart from any other archon build I've ever played. You not only have to position yourself for optimal stacking, but also optimal damage both up close via Chantodos, and far away with MH (though MH does do some damage up close as well). If you're not a fan of the Chantodos MH combo playstyle, I've listed some alternate Vyr6 builds above that are also a lot of fun to play, and still perform well. (GR108+) Vyr6 Deathwish || https://www.d3planner.com/761408697 GR107 Clear: https://youtu.be/qgH4cipTwpc Deathwish is also an option with Vyr6. This build by Apocc. Additions by Masterjay and aloc. This build is also GR80-95+ speed capable. With this build, we leverage the attack speed from Vyr4 to proc manald heal when outside of archon, while channeling Arcane torrent: static discharge. However, lingering too long outside of archon can result in severe stack loss upon your next rotation, so be careful. The challenge when pushing is that stacks are harder to come by. Staying too long outside archon lowers possible stack count, and killing off density outside of archon also lowers possible stack count. That said, this build shreds RGs. If the rotation and RG are good, you can get some mean sub 1m RG kill times. Build source: https://us.battle.net/forums/en/d3/topic/20759330501 (GR108+) Tal Frozen Orb || http://www.diablofans.com/builds/94799 Tal Frozen Orb is much more enjoyable than DMO in my mind. It offers higher attack speed, higher mobility, as well as the ability to slot both Black Hole and Teleport. The toolkit is high intensity, placing importance on positioning of your character and that of enemies, encouraging a kiting playstyle that is fast and frantic, and hard to pass up. (GR108+) FB EB Etched Ignite Redux || http://www.diablofans.com/builds/94599 Explosive blast really shines in this Firebird variant. It's relatively simple to play, but somewhat difficult to master. The build emphasizes standing and channeling, whilst dealing damage to as many high priority targets as possible. Manipulating enemy position, prioritizing elites, and knowing when to tank favorable oculus spawns are a big focus when pushing. (GR105+) FB AT:SD Manald Heal || http://www.diablofans.com/builds/95318 Manald heal non-archon is just as fun as its always been, and the damage increase to Deathwish helps this build in a big way. Though Tal still works with AT:SD MH, I've chosen the Firbird set for its increased 6 set multiplier and added tankiness. The build uses Pain Enhancer to gain higher AS, and proc paralysis and MH more often. Interestingly, the 60%+ Additive Damage from Taeguk is better here than having stricken. It allows faster rift clears, but does generally restrict high end clears to RGs with adds or those which spawn a power pylon. The build just feels very rewarding when played right. I feel like I've accomplished what was thought impossible when clearing GR100+ with this build. Group GR Off-Meta: (GR110+) FB Meteor Off-Meta Group Build || http://www.diablofans.com/builds/95550 While this off-meta group build can go as high as GR110+ (Was able to clear a 110 on PTR with Wolfcryer & co.), it might also be well suited for GR speed runs. Meteors work well for both area clear role and single target RGK, which makes it a very flexible off-meta setup. Can use Powerful, Stricken, or Esoteric for the Third gem slot. AdamADisco's (GR100+) FB Meteor Group Build || http://www.diablofans.com/builds/95115 AdamADisco's group variation is more defensive, using Karini + Witching hour. This makes it slightly harder to manage resource, but very tanky, and a highly capable build for group speeds. Meant to be used in a 4p group composition with zMonk, pull zBarb, and another DPS (possibly another FB meteor wizard). (GR110+) Vyr6 Deathwish CoE RGK Group || https://www.d3planner.com/447528611 Apocc also put out this companion version of the Vyr6 deathwish build that uses CoE for increased damage vs. the Rift Guardian in a 4p group setting. The idea is you stack stricken when in archon, then attack the RG at range when outside of archon using AT:SD, dealing massive damage. ----- Season 12 start tips for Wizard: The week of season start, save your challenge rift. After season opens, create or rebirth your seasonal character, enter at least one adventure mode game, then back out and complete the challenge rift. Enter an adventure mode game and collect the challenge reward from in-game mail. Upgrade the blacksmith. Craft a level 70 two handed weapon. Make sure you craft a weapon that rolls with one of the secondaries as "% chance to" stun / freeze / fear / immobilize / etc. While that particular affix will still roll with 11 different affixes in the pool, the other secondary listed on this weapon will only roll with 4 possibilities. This makes rolling the Reduced level requirement affix really easy. Reroll that secondary at the mystic. You want as close to -30 level requirement as possible. I also suggest putting it in the stash so it doesn't accidentally get disenchanted. Credits to Bluddshed for this wonderful tip, btw. Level your wizard to level 27. Roll blood shards at kadala on rings until you get a manald heal. If you have excess blood shards you can opt to roll them on helms. The list here reports Swami is available at 27, my test on the PTR below for swami was rolled at level 30 though. Just make sure you don't hit 31 before rolling as that level and higher increases the pool size. http://d3planner.com/game/kadala/ Swami is one of the only legendary hats in the pool at this point in the leveling process. Unfortunately, you cant roll wizard hats separately from normal hats, and kadala doesn't always cooperate. I tested rolling 10,000 blood shards on helms at level 30 on the PTR. I got 6 swamis in return. That's an average of one swami every 1,666 blood shards, or the chance of about 24% that you'll get one within the first 400 shards rolled. This seems low, but you're not going to get a better chance at a Swami, or any other archon supporting legendary. Once you hit level 40 (thereabout), don't forget to equip your level 70 weapon. Also check out guides online, this one from Bluddshed is very helpful for season start leveling tips: https://youtu.be/EIOZEUZwF5g ----- Solo Meta Builds: While I cant be 100% certain, there is a good chance these alternate builds will be pushing the absolute ceiling of the leaderboard next season. So if you are in that category of players, I would look into these builds. I did not put out guides for them because they are both less defensive and mechanically challenging to play, meaning you'll have to have both great skill to pilot them and be willing to rift fish more to get the high clears. (GR114+) FB6 Meteor Shower with Karini, Ashnagarr's Blood Bracers, Deflection, Sparkflint to ignite, and CoE as the second ring, possibly witching hour also for the added CHD. (GR114+) FB6 Meteor Shower with Halo, APDs, Deflection, Sparkflint, CoE. The above builds revolve around fitting in and utilizing CoE, which make them less defensive than Unity, and really difficult to stand still and channel with. Sparkflint makes it much harder to ignite elites, and it can be frustrating when trying to ignite in high density. Even with these, on the right rift, FB6 CoE Meteor will likely be able to clear higher than Unity. Horrax' Build is one example of this configuration, with Ashnagaar's: http://www.diablofans.com/builds/95299 Here also is Blatty's GR113 clear at 1400 paragon, with Halo / APDs: https://youtu.be/a1wn1-1lR00 (GR114+) FB6 Meteor Shower with Karini, CoE, Point of No Return, APDs. This variation would clear similarly high, and utilize the stun rune on slow time to gain additional defense, instead of using shielding. (GR114+) FB6 Meteor Shower with CoE, Spellsteal, and either Halo of Arlyse + APDs, or Karini + Strongarms. Defense on this build would be an issue, but incorporating spellsteal in addition to CoE can be a huge boost. Spellsteal will soak up etched sigil procs (most definitely not my preference). This additionally makes it hard to manage CoE cycles, but with extremely good play, it might also clear high. You'd want to remove CDR from paragon with such a setup. (GR115+) DMO Frozen Orb with CoE, Absoloute Zero, Witching hour, Strongarms, and Illusory boots. https://www.d3planner.com/227217528 Dropping Teleport makes it tough to manage positioning in this build, seeing as you still need to stand still to take advantage of Endless walk on CoE burst phases. Without Shame of Delsere, you also have much lower resource regen. AP management will also be a challenge. A large part of the RNG with this build is elite affixes. Any elite pack with vortex, knockback, Frozen, or waller can really ruin a good pull. Even with these, on the right rift, will push high if played by someone with skill and deep knowledge of the build mechanics. Example d3planner is listed above. Astral Presence is the optional passive slot. This can be swapped out for many options, including but not limited to: Illusionist Elemental Exposure Cold Blooded (GR117+) Vyr6 Frozen Orb with CoE, Strongarms, Absolute Zero. https://www.d3planner.com/189474235 GR120: https://youtu.be/ZCMsUDL7DVI GR121: https://youtu.be/IVbdwm3GgJk An archon variant, this build uses the Vyr6 set to build archon stacks which boost the damage of spells when outside of archon, using the Swami legendary bonus. Careful timing must be made to both position your enemies as needed, and line up your attacks with the CoE rotation. Defense and damage outside of archon is also increased by the Orb of Infinite Depth. The attack speed from Vyr assists in putting out as many Frozen orbs as possible within the short 4s CoE window with which to deal damage. The rest of the time is spent increasing stack count via the archon punch (or beam if on the move), or grouping for the next cycle. CDR is pretty strict with this build, and it also scales well with Area damage, though it is pretty hard to fit Area damage in the build. Note: d3planner above is a rough guide for affixes and spells, I did not put this build together. Thanks to Lo0Lo0 and Fuczzang. ----- Group Meta Build (Firebirds 4p Star Pact Wizard): A lot of work went into testing out star pact and finding a viable trash clearing build. Thank you to anyone and everyone involved. I had no hand in putting this together. I've posted here the d3planner for star pact wizard, and will link some gameplay. To be clear, the wizard is functioning as the trash clearer, replacing the witch doctor in 4p meta group composition. Dfans Link by Rob2628, details the rotation: http://www.diablofans.com/builds/97220 https://www.twitch.tv/rob2628 This GR135 clear by Blackbirdd3 and team. https://www.twitch.tv/videos/212050411 Video repost by Meta new: https://youtu.be/D77yTF2uKAc https://www.twitch.tv/blackbirdd3 And here's the d3planner. I went ahead and included a few variations based on leaderboard clears. Perfect gearing will be difficult, due to requiring quad rolled gloves and source (no INT on either). There are a few options, which the different d3planner listings attempt to show. https://www.d3planner.com/874361013 Star pact thread and discussion is below. Thanks to mcdundee, Vox, WorkWorkWork and everyone for forming and following the build. https://us.battle.net/forums/en/d3/topic/20759528719 ----- Build Listings: Youtube Playlist: https://www.youtube.com/playlist?list=PLsBZISJpoL0Lcra47gZI06V8NtDj8JYyp Twitch Home Page (also has the build list with links and other helpful mechanics listings): https://www.twitch.tv/cratic1321 Torment Builds: (TXIII) Vyr MH + Cosmic Strand http://www.diablofans.com/builds/95526 (TXIII) Frozen Orb - Sage + AW - DB Farm http://www.diablofans.com/builds/94765 (TXIII) Frozen Orb Bounty Build http://www.diablofans.com/builds/95383 (TXIII) Infinite Blast Redux (EB / Woh / In-Geom) http://www.diablofans.com/builds/94755 (TXIII) Lightning Meteor https://www.diablofans.com/builds/97713 (TXIII) Tal Lightning Meteor + Sage's http://www.diablofans.com/builds/95480 Speed Builds: (GR80-95+) Tal Channel Meteor Speed http://www.diablofans.com/builds/95583 (GR75-90+) Tal Frozen Orb Speed http://www.diablofans.com/builds/95608 (GR75-90+) EB Channel Speed https://www.diablofans.com/builds/97744 (GR70-90+) Vyr MH Zodiac Speed http://www.diablofans.com/builds/94945 (GR70-85+) Tal Lightning Meteor Speed http://www.diablofans.com/builds/95359 (GR70-85+) Tal AT:SD MH Speed http://www.diablofans.com/builds/95352 (GR70-85+) FB6 / Vyr2 Archon Speed http://www.diablofans.com/builds/95333 Solo Push Builds: (GR112+) FB Meteor Etched Ignite http://www.diablofans.com/builds/95151 (GR108+) FB EB Etched Ignite Redux http://www.diablofans.com/builds/94599 (GR110+) Tal Meteor Solo Push Build variants - Thanks to Bluddshed and Ged http://www.diablofans.com/builds/95421 http://www.diablofans.com/builds/96537 (GR108+) Tal Frozen Orb http://www.diablofans.com/builds/94799 (GR110+) DMO Frozen Orb http://www.diablofans.com/builds/94704 (GR109+) Vyr MH Chantodo http://www.diablofans.com/builds/94869 (GR108+) Vyr6 Deathwish https://www.d3planner.com/761408697 GR107 Clear: https://youtu.be/qgH4cipTwpc (GR108+) Vyr MH - Pig Sticker + OID http://www.diablofans.com/builds/94733 (GR106+) Vyr Cold Chantodo http://www.diablofans.com/builds/94899 (GR108+) DMO Channel Twister http://www.diablofans.com/builds/95446 (GR106+) DMO EB Flash http://www.diablofans.com/builds/94856 (GR105+) DMO Orbit Redux http://www.diablofans.com/builds/94577 (GR105+) FB AT:SD Manald Heal http://www.diablofans.com/builds/95318 (GR104+) Tal AT:SD Manald Heal http://www.diablofans.com/builds/95321 Off-Meta Group Builds: (GR110+) FB Meteor Off-Meta Group Build http://www.diablofans.com/builds/95550 AdamADisco's (GR100+) FB Meteor Group Build http://www.diablofans.com/builds/95115 (GR110+) Vyr6 Deathwish CoE RGK Group https://www.d3planner.com/447528611 "For Fun" Builds: (GR95+) FB Twister http://www.diablofans.com/builds/94543 (GR99+) DMO Twister (Wicked Wind) http://www.diablofans.com/builds/94575 StoleOwnCar's (GR91+) Vyr6 Thorns http://www.diablofans.com/builds/94968 ----- That's it for this season. Have fun in season 12 Adventurers!Cratic124 3d
Nov 15 RoS Wizard Tools (updated for v2.6.1) I created this set of tools for my own use and decided that they could be of benefit to others. The tools are designed to remove a lot of the guess work from gearing choices and give you a as accurate an estimate of your wizard's potential in various aspects as possible. What it includes: -Tool to help with calculating the eDPS of various spell combinations -Tool to calculate the APoC and LoH returns of spells and their "spam-ability" -Tool for calculating Mitigation and Sustain -Tool that calculates changes in DPS, Mit & eHP with stat changes. -Tool for calculating Cooldown Reduction and Cost Reduction -Tool for calculating the Firebird 6-piece DoT damage and infinite DoT threshold -Tool for calculating damage within a Tal Rasha 6-piece skill rotation. -Tables for all breakpoints (Yes, they still very much exist in RoS). -Reference page of stats for skills with some notes on behavior (Requires Microsoft Excel or compatible spreadsheet software) Download location: http://www.olynick.net/d3/tools VOD of the Wizard Tools Workshop on April19, 2015: http://www.twitch.tv/vizjereiclan/c/6569262 Let me know what you think. -dolynickdolynick253 Nov 15
49m Trying to solo GR70 with LoN build Hello all, 1st time posting on these forums. I am trying to solo GR70 with my LoN wizard build. https://us.battle.net/d3/en/profile/EagleEye-1395/hero/59972656 I can get close some of the time, but as of yet have failed to complete GR70 solo. Any suggestions on the build?EagleEye5 49m
1d Melee Wizard still a thing? Hola wiz bros! I hope all are well. I haven't played wizard in quite some time and was wondering if melee wizard was still a thing. I remember playing one with Spectral Blades and teleporting all over the place like a ninja! I was wondering if that build still worked or if changes to the class has made that build obsolete. Any answers are greatly appreciated! Have a great Season 13 start for those that are playing!!Pri4 1d
1d Anyone pushed with fire twister? Not played wizard in a while but want to roll this season since the channeling and ranslors buff. Anyone tried to see how far gale force twister can get? Know it will be way behind top tier, but it's so fun to watch it all burn.Sortvind1 1d
1d Gamble at low levels? Is there a gamble I should do at kadala with low level wizard to try and get an easier cube?Damion0 1d
1d Solo Energy twister build ? Came back a week ago after a one year break (Nioh got me addicted lol) and was wondering about an ET build existing around for GR runs. Only one I found so far is in the builds compendium stickied (props to Cratic for the gathering) and relies on the Vyr's 6P. Did not try it really seriously (cleared 85, to see) as it was designed for group runs, I think. I was thinking about a 6P DMO based build with deathwish / twisted sword as the weapons, Etched sigil and the ET bracers. Will try to see if I can come out with something decent ... Any thoughts on your side ? Thanks for your help. EDIT : this is what I just tested : https://us.battle.net/d3/en/profile/Gelador-2933/hero/87440880 Tweaked a bit, did 90 just on time. Seems to have some nice potential but is prolly very "fishing" dependent ... ;)Gelador0 1d
1d My Bird is On Fire Literally. I recently gave Star Pact FB a try and while the damage is great, I find I have a hard time staying alive. Any way I can survive better? =(SevenShadow6 1d
1d Why Meteor Shower? I see that the recommended builds revolve around MS right now. Makes sense with FB, FB/Tal sets. But pure Tal not so much. Granted I'm just running 90s. My build uses TC instead, with Ray of Frost as my channeler. And my fire skill coming from Flame Ward (preference for uninterrupted channeling). After trying MS several times all I can come to the conclusion of is that it's damage is significantly less consistent than TC even against groups and especially so against guardians. On average with my TC build I'll finish a 90 with 8 minutes left. With the MS build I barely finish with 3 minutes left. Seems like the meta is wrong. Note... that I'm using Bane of the trapped, AND Taeguk right now. No need for extra defense yet.Keksalot4 1d
1d Flame Blades VS Thrown Blade Hi, I am experimenting with a pure spectral blade build and am struggling with a damage-comparison logic. If only looking at the damage calculations and only using spectral blade and no other fire skill, then the thrown blades do more damage, right? I mean: Flame blades = 168% base damage + (max) 30% stack damage = 198% damage Thrown blades = 231%damage + range increase. So the thrown blades do 33% more damage and would be preferred if only looking at the damage output ... is my thinking here correct, or is the stack damage of the flame blades not applied in this way but calculated differently? Thx for any help!RadiantFlux2 1d
1d Have to keep casting meteor with FB + Etched? I have seen some posts and videos mentioning that you need to cast meteor every 3-4 seconds. I haven't really seen explained why that is.raideradam3 1d
2d Wizard for season 13 Hey guys, I am considering going with wizard for the first time this season! Do you think the given set is good for wizard? Is it worth to do my season journey with him? Also, how strong is wizard in solo Gr compared to other classes?antonistheox3 2d
2d Orb mage max damage?! https://www.d3planner.com/510380373 I'm looking at this as a build to work up to. I have to figure out how to maximize the damage and HP other stats to the needed amounts. Does anyone have any hints? I think I can get more with more crit damage atm. I'm assuming till around 500%. I think if I maxed out Int at 10k paragaon(probbly unrealistic.) and better crit damage I could probably get it to say over 1 trillion damage for the large tornado. (maybe around 737billion.) I'm also wondering if I want area damage in there... And then I have to make sure I can realistically get those stats. I lost track. Edit: Thinking about it I could probably dump a lot more resource reduction for extra DPS as I only need so much for bonuses and I can recharge by utilizing the main attack for recharge because of the belt. I can also change the helm to the set crown. Move the one of the crowns to the base and get the illusory boots in place of having leoric crown bonus or various other combos if I don't need the extra resource reduction. I'm only just out of lv 70 on my first character in D3. So, it will take me time to figure this out. I used to play D2(non expansion) and D1 but it's been ages. This is with higher dps and damage: https://www.d3planner.com/462843770 You can swap around energy twister and arcane orb direct% bonuses as desired. Energy Twister maxes at 915billion and Arcan orb maxes at 864billion assuming those numbers are correct. It doesn't seem to take into account everything like area damage in the main values. So it's probably higher. Make me wonder if it's better to focus into arcan orb energy twister or a mix of both. Particularly if you take account of all the extra area damage and bonuses at play potentially. Not sure if that gear can be realistically obtained or not. BTW, Is there a way to get a 4th ring invovled or stuff in your inventory like in the diablo2 expansion or anything odd? Besides the kanai cube powers and what not.Aital6 2d
3d Why zei's What is the use of zei's in 4p group build regarding star pact wizard? Is there a ranged option that can utilize zei's power? Standing still in the middle casting star pact using zei's? What am i missing?Leontokardos3 3d
3d Fastest lvling / spend shards With the season dropping soon I'm planning my spec. I'm just not sure to go for belt or source with the shards from challenge rift. (Bloodshard Season Start Doc) https://docs.google.com/spreadsheets/d/1SDqv0eESxpnWj7YPoZ2ZGZLC1UgD0mCaI8RH7li7TT4/edit#gid=0 What build / item combo would you recommend?Beefcake2 3d
3d Best place for new season theory crafting? Hey guys, just wondering, do you have any idea who might first add guide for S13 leveling/farming grifts for wizard, with focus on rewards set build? Can't decide should I go with Crusader or Wizard at the start of the season, I always played Crusader, but I hate their s13 starting set, while I played Meteor builds in D2 and I'd like to try them in D3, but there's so many ways and builds nowadays, kinda makes person who was out of the loop for the long time confused.vlada5 3d
4d Star Pact Wiz - A brief Intro Hi folks, Since a lot of you've gotten interested in this build, and found google translate too humorous sometime, I think I have to translate my post on bbs.d.163.com to here. I only cover the important part here. You can check the original post if you read Chinese. http://bbs.d.163.com/forum.php?mod=viewthread&tid=173531275&extra= General Gameplay 1.On the way - In narrow passage, monk and wiz go different roadsides. Barb shall avoid charge mobs too much in case you need to pull them. - Portion of Fear helps. - If wiz got stuck, monk leaves (DO NOT heal wiz). Wiz controls HP <50%, triggers Multilation Guard, and barb now try best to protect. 2. Fight - Barb: pretend you're playing with a mega LON WD. Try to pull elites w/ wormhole or helicopters away. - Monk: Try to group mobs around elites that qualify all of following: melee, small-size (< 6 yards), non-teleport. You should wait wiz to get close to the elite, then group, otherwise wiz will get stuck. - Nec: You are a fine corpse. - Wiz: Wait till 30+ stacks of WoF. First 2 SP must be in arcane COE. Then, if enough mobs, continue rotation, otherwise wait for next COE or go. - Wiz: DO NOT focus on giant elite. If have to, land SP right next to them instead of on them. - Wiz: DO NOT attack helicopters, they are your BOOOOOSS! 3. Rotation Ignite elites, meanwhile not to ignite too much mobs. 4 electro, WoF, wait till arcane COE, SP, several electro (depends on APS), channel till SP lands, WoF, electro till full AP, next round. Main variants I list the main variants in D3P, including zDPS. Check it out. Please try and adjust the timing based on your mouse and latency. https://www.d3planner.com/661886073 1. Fast APD I think it's the best variant. High overall dmg, and fine toughness. Barb needs to proc APD for wiz. Timing: press SP 0.1s release, press electro 1.056s release, press AT 0.333s release, press WoF 0.1s release, press press electro 1.056s release. 2. Fast Lacuni A good alternative to #1. Stable toughness. Same timing as #1. 3. Balanced APD Most balanced and easy-to-gear build. Timing: press SP 0.1s release, press electro 0.98s release, press AT 0.4s release, press WoF 0.1s release, press press electro 1.6s release. 4. Speed Run Need high plvl and still squishy. One of the highest dmg build. Insert BH before the first WoF. Same timing as #3. 5. Archon Completely different build. Relies on fire archon to ignite, AT to regen AP. Super short rotation, and super picky of rifts. One of the highest dmg. No timing. 6. 2Man Go check LouLou Lou's videos. It's more about strategy than build. 7. Solo I dunno. I'm surprised it works. Maybe go check LexyuTV's channel. I might update the science behind this build, and compares with FBs WD and LON WD latter.WorkWorkWork69 4d
6d Zei stone on Wz 4 players anyone knows why top EU 4 players, the wizard wear zei stone? This is for ranged damage, not melee, thankslarage6 6d
Feb 16 New wizard item (Wand) Dear Blizzard's/D3's Devs In the light of recent findings could you please make new Legendary Wand for Wizard called Wiggling Wand (WW) with special Legendary power: Any beam casted by Wizard is automatically wiggled. It can be also exclusive to Wizard's Male characters giving us something unique and also encouraging us to roll Male versions of our favourite class as most of us prefer Female version. Best Regards RoGeRRoGeR26 Feb 16
Feb 16 Why no DMO-6 EB Infinite Bubble Blast builds? I got an ancient WoH in this season and I've delayed running a build with it. I got 2 primal DMO pieces (chest/boost), a primal String of Ears, and a primal Orb of Infinite Depth recently and figured why not Infinite Bubble Blast. It works well enough on T13 (no augs. yet) but I haven't tried to really push as I could use a few replacement items to optimize the build a bit further (RCR/APoC rolls & more CDR). Its rather tanky solo with DMO-6 bubble damage reduction, TP-Safe Passage damage reduction, String of Ears, OoID damage reduction, Karini damage reduction, and possibly Unity. I'm using Shame Of Delsere in the cube to compensate for lack of RCR/APoC. However, with a few better rolls the cube armor slot could be re-purposed. So how come nobody is singing the praises of DMO-6 EB? How come there haven't been way more DMO-6 Blast Masters sprinting around in T13 or speed farming gem-ups with it? Gear: - Full DMO-6 - In-Geom (or Woh) - Orb of Infinite Depth - String of Ears (or other belt) - Nemesis Bracers (or Ranslor's for the pull) Jewelry: - Endless Walk - CoE - Karini ** (or Zodiac, Unity, Overwhelming Desire, SoJ, Oculus) Leg. Gems: - Trap - Stricken - Gogok (or PE, Wreath, Powerful, Toxin, or a defensive gem) Cube: - WoH or In-Geom - Shame of Delsere (or Leorics Crown, Cindercoat, Illusory Boots, Gloves of Worship, Nemesis, Ranslor's Folly, Blood Bracer, Strongarm Bracer, Aquila, Hexing Pants, St. Archew Gage, etc) - Unity (or Karini, CoE, etc) Build: https://us.battle.net/d3/en/calculator/wizard#aTQgNh!ibdh!ZZabcc I haven't run through D3-Planner yet but I'm looking for feedback/opinions. I know there are Tal Rasha based WoH builds, but EB is on the DMO-6 buff list.BossDogg14 Feb 16
Feb 13 First GR 70 issues i know the season is almost over but i’m having trouble on my wizard clearing them, i get good damage in my bubbles but i’m realy squishy and die fast. is my gear lacking certain stats?AppleSauce5 Feb 13
Feb 13 What are good kanias cube powers for wizard? I'm fairly new and want to get my wizard optimized. Any suggestions would help. ThanksUnknown17 Feb 13
Feb 13 Archon Disintegrate Not Hitting Anything HI, Since last week, I have not yet been able to hit anything consistently with Disintegrate in Archon form. I used to be able to move the beams around and hit everything quickly. Now, the beam is not hitting anything consistently even if I am shooting the mob directly. Is this just me or anyone else is experiencing the same thing? If it's just me, can anyone teach me how to aim? Thanks.danielhcy46 Feb 13
Feb 12 S12 Vyr's Amazing Arcana Feedback Greetings fellow wizards, I had a blast this past season playing Vyr's Amazing Arcana. I pushed to GR105 and made it to rank 486 on the leaderboard. It's not a tremendous showing, but I did it with a build I loved and fought the whole way tooth and nail, well rather, wand and sigil. It was wonderful. Still, I have a few thoughts on the build. I thought it might be useful to gather and compare some notes with likeminded arcanauts. Please feel free to contribute! To begin, while I think VAA has some excellent kiting properties, I find its ability to group, pull and manipulate crowds to be rather lacking. It's easy enough to work in Ess of Johan, but its pull is very unreliable. It procs at some very wide intervals and it seems to be able to proc off any hit mob in the archon's wide/long AoE, making targeting erratic. It disrupts grouping more often than not. I'd like to see EoJ ramped up in frequency and to make it pull centered on your targeted enemy. Another option would be a new weapon legendary effect with a pull/grouping effect. I found, in my build at least, that the best cube slot effect was Starfire with 60% extra damage. I think a strong reliable pull effect would be a competitive option. Another option might include changing or adding a pull effect to the base archon abilities. Secondly, I found archon melee options to be quite limited. Admittedly, I focused on one build the whole season, but between the ranged bonus damage Starfire and Zei's I couldn't find a viable melee build. Melee just misses out on too much damage. Thirdly, I believe the rather large damage scales of Manald Heal and Chantodo's Resolve have too greatly diminished the role of other damage sources. There was a time in VAA's storied history when effects like Familiar-Cannoneer and MW-Electrify could significantly boost VAA's damage output. Those effects used to add a fun character variation and they were wonderful with VAA's fast attack speed. They are now sadly insignificant compared to the gargantuan damage of MH. Fourthly, and somewhat minor, I found the explosive blast Archon ability to be tedious and underwhelming. The exact name escapes me, but its the ability that is on skill bar slot 1. It can have a significant effect on gaining archon stacks, but it also requires mindless tapping for an entire rift. It doesn't seem to do much damage and it definitely doesn't represent any sort of meaningful interaction. If you are in melee range, tap it until your flexor tendons get tenderly fuxored. One idea I've had on the subject is to make the ability have a longer cool down with a much greater effect. Perhaps it could become a pull mechanism as well. Well, that's all I can think of off the top of my head. I'd love to here your thoughts and experiences with VAA. Happy hunting!Mercury0 Feb 12
Feb 12 Current build diversity on Wiz (?) Hi there, I haven't been playing Wizard for quite some time and I'm pondering if I should give it a go next season. My main concern is always whether a class can offer quite a bit of diversity in playstyles in order to not get bored. I don't care for group play, I'm a solo player mostly (except for some split bounties here and there). So, the questions are - how many different builds can do GR110+ for pushing and is the current Star Pact build so far ahead that pushing with other builds is a waste of time? - Is the Firebirds set still the strongest for pushing? - are there other speed builds except Flashfire? - Are there different builds to do speedy ~GR90s for gem leveling? - is there a nice leveling build for solo leveling with massacre bonus?Shiimiish3 Feb 12
Feb 12 How to prioritize gear affixes! [guide] I thought that I’d make a quick thread about how to prioritize affixes on your gear. This is meant mostly for people just starting out and are kind of lost with what to do in this new system. While it is meant for rare gear, the same principles work for legendary gear as well. This should also help those people who don't have the time in the world to farm all those fancy legendary with awesome affixes, but still want to have a fun time maximizing the potential of their gear under this new 4 primary/2 secondary system. Also, people frustrated that they're stuck in pre-torment difficulties and can't progress should find some help here. You can do very, very well with just "rare" gear! Since you find so much of it, you can perfect it pretty easily. It is also relatively easy to craft items (especially set items) with desired stats. I'm not here to tell you what legendaries to get, or what set combinations are the best...just to keep in mind that you can do very well with "rare" items if you manage it properly. Also, good gear can perform poorly if you have a crappy build (i.e. poor choices of active and passive abilities). You’re not going to find any answers about builds here…just gear. Finding a build with good skill synergy is just as important...if not more so. So, here's what I think is the optimal allocation of affixes on gear, and I'll explain how I arrived at these suggestions below if you want to read that far: (an X indicates no prioritization from me. You can add whatever affix you want) Helm: [INT/MainSpell%/CC/VIT] or VIT=OS Shoulders: INT/AR/RR-or-CDR/X Chest: [INT/3OS/AR/Armor] Bracers: [INT/element%/CC/AR] or AR=VIT Belt: INT/AR/X/X Pants: [INT/2OS/Armor/AR] Boots: INT/MainSpell%/AR/X Source: INT/MainSpell%/CC/X Gloves: [INT/CC/CD/VIT] Ring1: INT/CC/CD/X or X=OS for legendary gem Ring2: INT/CC/CD/X or X=OS for legendary gem Amulet: [INT/element%/CC/CD] or element%=OS for legendary gem Weapon: INT/damage%/OS/X Legend: INT = intelligence VIT = Vitatlity OS = Open Socket Armor = armor AR = All Resistance CC = Critical hit Chance CD = Critical hit Damage Element% = Elemental skill deals X% damage MainSpell% = Increases spell damage by X% (see below) RCR = Resource Cost Reduction CDR = Cool-Down Reduction damage% = X% damage to weapon Suggestions: Shoulders where X = VIT, %life, armor, area damage Belt where X = VIT, %life, or armor Boots where X = VIT, %life, armor, or maybe MS Source where X is probably APOC or VIT. Ring where X = anything that you want. Typically this is an OS for a legendary gem. Though RCR, CDR, Min/max damage, area damage, AR, IAS, whatever Weapon where X = probably %dmg. I like to have RCR here for channeling builds and CDR for cooldown builds. VIT is also desirable since it's a higher roll than normal. A few comments: First, a lot of rare items can be better than your standard “Vanilla” legendary gear (i.e. no special orange ability). While you only get legendary drops from time to time (and probably with poor roll of stats), you get a TON of rare items, both from farming and gambling, and can easily and cheaply reroll them at the mystic. This creates the excellent opportunity to get EXACTLY what stats you want from your item. As you find legendaries, you can start replacing rares….and starting to juggle stats. Just don’t get frustrated by only having rares (or only a few legendaries), especially when you first start out. Here are a few things to look for when looting rares: - Only pick up items with 4 stats - Pick up only those items with 3 stats that you desire, and one stat to reroll at mystic - Keep sources with spell% damage that you want. You never want to try to re-roll a spell damage affix. There are too many to choose from - Keep weapons that have 4 stats and DPS at 1900+ and reroll what you need (i.e. add an OS). This is a good place to be damage wise. Conversely, looking for the 3 stats you need (including an OS) and rerolling DPS could even be better. - If you have multiple good roles for an item, start focusing on the secondary affixes - Keep multiple items with similar rolls (i.e. bracers with elemental/INT/CC and….either VIT or AR). You can interchange these depending on the needs of your build - Especially watch out for rare items with close to 425 in INT. A "vanilla" legendary that rolls with 430 int and 92 AR, for instance, isn't really much of an upgrade over a rare. Keep that in mind. Secondly, while most of these suggestions are pretty solid, there will of course be some exceptions depending on your build and paragon point allocation. I.e. you need a TON of cooldown reduction to reset explosive blast immediately, or you want to rely on active/passive abilities for managing APOC and don’t want any on your gear, or you’re doing a kiting build and want less toughness, or want to be a tank and want more toughness. Its open for suggestions, but most of that can be done within these recommendations. Good luck! ...pie ------------------------------------------------------------------------ Here's how I arrived at my conclusions: So, my “different perspective” is to go through a process of elimination of stacking the most desirable stats (for DPS and mitigation) and.....see what's left. While it wasn't possible to have “perfect” rolls with all the stats you needed pre-ROS, it is possible now. However, this isn't really the case with legendary items (since you don’t see many, you could be stuck with flawed rolls) but is possible with rares. (sure...eventually with legendaries as well). 1) Sack INT everywhere. It is the largest driver for DPS and also provides a ton of mitigation. Also, chest and pants always require 2OS, mostly for INT, but also for diamonds for AR. So, that gives you this: Helm: INT Shoulders: INT Chest: INT/3OS Bracers: INT Belt: INT Pants: INT/2OS Boots: INT Source: INT Gloves: INT Ring1: INT Ring2: INT Amulet: INT Weapon: INT 2) Elemental damage is essential to high eDPS. It is typically best to focus around a single element for your entire build, whether it is cold, fire, arcane, or lightning. And this single element should be what your Primary damage dealing spell is. Those affixes show up on bracers and amulet (some legendaries have elemental damage on other items like sources and weapon...so coordinate with this). Having an elemental damage roll is actually more worthwhile than having 6CC for instance…it just doesn't show up on your sheet DPS. However, if you hover over the elemental damage number in your details tab is will calculate the elemental DPS. Do not discount it. Here: Helm: INT Shoulders: INT Chest: INT/3OS Bracers: INT/element% Belt: INT Pants: INT/2OS Boots: INT Source: INT Gloves: INT Ring1: INT Ring2: INT Amulet: INT/element%* Weapon: INT * with the introduction of legendary gems, it's generally desirable to have an OS for them on both rings and amulet. As for the amulet, the elemental% damage is usually sacrificed for an OS.....CC and CD are mandatory...and usually mainstat as well. Keeping element% and sacrificing CC or CD is doable, but results in a 5-10% DPS loss. 3) We now have the ability to add extra damage to our main damage spell……Typically that will come from the list below. It is essential to have these roll on your helm, boots, and source. Do it. Affixes for “support damage” do not impact your eDPS nearly as much, I would typically not add them. Same for Signature spells…these are great for recovering AP or LoH and such, but not damage generally….so I typically would not add them: “Main Spell” Damage; on helm/boots/source: Arcane Orb, Arcane Torrent, Disintegrate, Ray of Frost, Wave of Force, Energy Twister, Meteor “Support Spell” Damage; on shoulder/chest/source: Blizzard, Hydra, Familiar, Explosive Blast, Black Hole Signature Spells; on belt/pants/source: Magic Missile, Shock Pulse, Spectral Blade, Electrocute So, adding affixes for Helm, Boots, and sources leaves us with: Helm: INT/MainSpell% Shoulders: INT Chest: INT/3OS Bracers: INT/element% Belt: INT Pants: INT/2OS Boots: INT/MainSpell% Source: INT/MainSpell% Gloves: INT Ring1: INT Ring2: INT Amulet: INT/element%* Weapon: INT 4) So, here is an easy one…CC and CD. You should try to stack this everywhere possible. They are essential for high sheet DPS….thus, good for eDPS. Also, CC is good for recovering APOC, just not as much as it was pre-ROS since the 4APOC cap was introduced. So, this fills up a lot of slots: Helm: INT/MainSpell%/CC Shoulders: INT Chest: INT/3OS Bracers: INT/element%/CC Belt: INT Pants: INT/2OS Boots: INT/MainSpell% Source: INT/MainSpell%/CC Gloves: INT/CC/CD Ring1: INT/CC/CD Ring2: INT/CC/CD Amulet: [INT/element%*/CC/CD] Weapon: INT 5) Vitality can roll up to 625 on helm, gloves, amulet, weapon, and source but only 415 elsewhere (almost 50% more!). Helm and gloves are probably the best place to take advantage of this extra high vitality roll. Of course, an Open socket (OS) could also be useful on a helm. You could use it for %life, CDR, or maybe even magic find. Helm: [INT/MainSpell%/CC/VIT] or VIT=OS Shoulders: INT Chest: INT/3OS Bracers: INT/element%/CC Belt: INT Pants: INT/2OS Boots: INT/MainSpell% Source: INT/MainSpell%/CC Gloves: [INT/CC/CD/VIT] Ring1: INT/CC/CD Ring2: INT/CC/CD Amulet: [INT/element%*/CC/CD] Weapon: INT 6) Armor can roll up to 545 on helm, chest, pants, and ammy…but only 364 elsewhere (about 50% more!). On legendary gear armor maxes out at 597. If you want to get the best bang for the buck, I’d probably say chest and pants. All Resistance can roll up to 90 in any location (and 100 on legendary items)….so there no special advantage of putting it anywhere specific….shoulders, chest, belt, pants, bracers, and boots are all good places. Helm: [INT/MainSpell%/CC/VIT] or VIT=OS Shoulders: INT/AR Chest: [INT/3OS/AR/Armor] Bracers: [INT/element%/CC/AR] or AR=VIT Belt: INT/AR Pants: [INT/2OS/Armor/AR] Boots: INT/MainSpell%/AR Source: INT/MainSpell%/CC Gloves: [INT/CC/CD/VIT] Ring1: INT/CC/CD Ring2: INT/CC/CD Amulet: [INT/element%/CC/CD] Weapon: INT 7) How about resource reduction (RCR) and cool-down reduction (CDR)? Both of affixes require grand planning in your overall scheme. Cooldown reduction can be modified by paragon points, item affixes, and the Evocation passive. Resource cost reduction can be found in paragon points and item affixes also, but weapon speed, runes on active abilities, and passive abilities can also greatly affect your resource management. You can roll up to 9 CDR and RCR on weapons but only 7 elsewhere (gloves, amulet, shoulders, rings, and source). Also, something to keep in mind is that since the APOC nerf, RR kind of mathematically works similar to APOC….so, instead of APOC on helm or source, you could add RR somewhere else instead and get similar results. It’s almost a no-brainer to add one of these to your shoulders though. Otherwise, it just depends on your resource management scheme. Also remember that although RCR and CDR do not effect your sheep DPS that doesn't mean that they don't directly impact your eDPS. For instance, more CDR means more Explosive Blasts....which means for eDPS. Helm: [INT/MainSpell%/CC/VIT] or VIT=OS Shoulders: INT/AR/RR-or-CDR/ Chest: [INT/3OS/AR/Armor] Bracers: [INT/element%/CC/AR] or AR=VIT Belt: INT/AR Pants: [INT/2OS/Armor/AR] Boots: INT/MainSpell%/AR Source: INT/MainSpell%/CC Gloves: [INT/CC/CD/VIT] Ring1: INT/CC/CD Ring2: INT/CC/CD Amulet: [INT/element%*/CC/CD] Weapon: INT 8) Your DPS is highly dependent on your weapon, obviously, so you’re going to want a high damage roll. It’s a no-brainer to have an OS here, for sure, whether its a native roll or from Ramaladni's Gift. The last slot on your weapon could go to %damage. Alternatively, IAS can be used to increase DPS, just keep in mind that IAS negatively affects the duration of channeling spells since they will be consuming AP quicker with higher AS. Also remember that VIT, RCR, and CDR have higher rolls in the weapon slot. So, choose wisely between EHP and DPS. Helm: [INT/MainSpell%/CC/VIT] or VIT=OS Shoulders: INT/AR/RR-or-CDR Chest: [INT/3OS/AR/Armor] Bracers: [INT/element%/CC/AR] Belt: INT/AR Pants: [INT/2OS/Armor/AR] Boots: INT/MainSpell%/AR Source: INT/MainSpell%/CC Gloves: [INT/CC/CD/VIT] Ring1: INT/CC/CD Ring2: INT/CC/CD Amulet: [INT/element%/CC/CD] Weapon: INT/damage%/OS Ok…and, those are pretty much the hard and fast recommendation that I have for Items. There’s little reason to sway from this basic formula. This would give you about 8 extra places to slot affixes that you need to make your build work. There’s honestly not a terrible amount that you can do beyond this formula to maximize DPS. Adding IAS can help some, but can lead to resource issues. The other slots can definitely help with mitigation and healing but adding extra AR or armor or LoH or life regeneration where applicable. Also adding more CDR or RR can make your build work better as well and lead to higher eDPS. So, here again: Helm: [INT/MainSpell%/CC/VIT] or VIT=OS Shoulders: INT/AR/RR-or-CDR/X Chest: [INT/3OS/AR/Armor] Bracers: [INT/element%/CC/AR] Belt: INT/AR/X/X Pants: [INT/2OS/Armor/AR] Boots: INT/MainSpell%/AR/X Source: INT/MainSpell%/CC/X Gloves: [INT/CC/CD/VIT] Ring1: INT/CC/CD/X Ring2: INT/CC/CD/X Amulet: [INT/element%*/CC/CD] Weapon: INT/damage/OS/X/X Shoulders where X = VIT, %life, armor, area damage Belt where X = VIT, %life, or armor Boots where X= VIT/%life/armor or maybe MS Source where X is probably APOC or area damage. VIT though gives a high roll here. Ring where X = anything that you want. Min/max damage, area, damage, RR, CDR, AR, IAS, whatever Weapon where X = probably %dmg. I like to have RCR here for channeling builds and CDR for cooldown builds. Thoughts: Helm: The toughest item I have found is the helm….traditionally I would have always said APOC here…but since APOC has been capped at 4 is it hardly the dominant stat it once was. Resource reduction is almost equivalent to it in many ways, and you can easily find room for it on your shoulders. You can also adjust active and passive abilities to compensate. If you are doing a cooldown reduction build then and OS is a good call here (for a diamond). Legendary items: This makes things tough because they roll higher values than rares, but still follow the same rules (higher and lower rolls for affixes as I noted above). Also, you are *really* at the will of RNG here. Legendaries don’t drop often, so you are likely stuck with what you get (except for the one reroll at the mystic). For instance, if you drop Vile Wards that roll with INT/VIT/%life/armor….then, even with a mystic reroll, kinda blows my scheme up. Adjust accordingly. Or play more until you get a better Vile Ward drop! Ok....gogogogogogo!!!!! ________________________________________________ Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum Piehole YouTube page: www.youtube.com/user/PieHole1628 Danger: Please do not feed the trolls!PieHole69 Feb 12
Feb 12 Gem bug?? Is there a bug for the Gem upgrades going around? The math seems all way to often incorrect. 60-65% of the time, If I have a 60% chance of an upgrade it will fail. Does Bnet know about this? Is anyone else having the same issue? On another note, my shield, belt and unity ring are glitched. I cannot socket them with any leg gems. Anyone know why this is?Direflames2 Feb 12
Feb 9 Mutilation Guard and paragons change Hi, I saw on streams that wizards change paragons in one click to activate the secondary effect of the mutilation guard. How do they do that?larage3 Feb 9
Feb 9 Tal Meteor vs. FB Meteor for group GR 100+ Hi guys, Lets say you have 'equal gear' and augments. Which spec is better dps? Let's also assume you have zdps in group. I'm curious because I tried out a Tal spec just recently and the damage seemed good. But it was just a feeling.Alessi4 Feb 9
Feb 9 Season 13 expected GRs for noobs Hello, I haven't kept up to date with Wizards in S12 other than seeing the new 4p meta with Star Pact which I find awesome. But considering that I play solo for everything including bounties and I usually stop a season before 800-900 paragons, this new meta doesn't help me much. Just wondering for S13 (assuming no changes from S12 due to no patch/ptr), what do you think is a reasonable GR for speeds and top clear for someone with let's say 800 paragons. (for example in S12 playing a Barb, by p.600 I could speed clear 80-85 and my top clear was 93 in around 11min at like p.750). Tal Meteor Firebird Star Pact (does that work solo at low levels?) Vyr Frozen Orb Pure Vyr (still exists?) Any other build? I just went based on recent threads on the forums. Thanks for any help!Namcap8 Feb 9
Feb 7 Star Pact guide/mechanics question Hi all, I have a question about Star Pact rotation and some mechanics related issues: From this thread: https://us.battle.net/forums/en/d3/topic/20760867485?page=1 ... My questions: 1. Why is the 'balanced APD' setup holding electro for a shorter time than the 'fast apd' setup? I fit into the balanced APD spec. 2. When we manually cast SP we want to be at max AP right? When we proc SP, we want our AP to be high but gain it fast enough so that we can land 2 SPs (one manual and one proc'd). Am I correct? 3. Do we only cast this rotation during the Arcane COE cycle? Can't we constantly run the rotation? Thank youAlessi5 Feb 7
Feb 7 How does Manald Archon compare this season? Hi all, Just curious if anyone plays this and whether it's still a strong build?Alessi2 Feb 7
Feb 4 Help me pick an Etched Sigil plz geric0 Feb 4
Feb 3 I feel stuck at Grift 85. Help? Hello all, I can solo clear about an 85 Rift, but with not much time remaining. I would REALLY appreciate some gearing tips. skill changes, gems changes, etc.. Atm.. It feels like I have to perform a balancing act with passives in order to either surive, or actually be able to kill things. With my current gear/build, what are the most important things to focus on in order to increase my damage output substantially? As long as I stay focused, I don't usually die (up to around a 92, I just cant kill anything lol.) Link to my Wiz: https://us.battle.net/d3/en/profile/scix-1132/hero/97679177 Please help!scix8 Feb 3
Feb 1 Firebird meteor HUGE survival problem Hello I am currently rank 300 something on 106 cleared in EU solo wizard for season with tal'rasha meteor build. I am at around 19k intelligence with my augs. I really enjoy it but i feel like I kinda hit a breakpoint and wanted to try out FB starpact solo build, currently at around 17.5k with FB augs. I really enjoy it and the huge dmg outpout. But I have soooo much struggle to survive even tho I am used to dodging stuff around with Tp and Illusionist. But while i run halo of arlyse and ice armor i litreally die from any ranged attack att grift 85+, and sometimes even by meele hits. How does this work? I know about APT procs and I'm okey att timing that, but still I die ALOT and soemtimes even fails grift. And this is annoying and embarissing since i consider myself a pretty good wizard player for landing on rank 300 and managed to clear gr 100 in about 8-9 minutes. Plz help me out with mechanics and stuff! https://eu.battle.net/d3/en/profile/Wrathdk-2675/hero/101724164Wrathdk4 Feb 1
Feb 1 squishy tal rasha meteor Anyone else having survivability issues with this build? I'm currently cubing unity and wearing karini, not sure if it's supposed to be the other way around but I keep dying contantly, please help!shyguy206 Feb 1
Jan 31 What happened to the Hydra in 2.6.1 In the 11th season I was able to clear GR95 in an average time of 10 mins using a lightning hydra build. It was roughly the same when the season ends, and before 2.6.1. However, after updated to 2.6.1, I found that with the same build (exactly the same items and skills, around 100 more paragon) I can not finish GR95 five times in a row. I carefully reviewed the patch note and found nothing relevant. Anyone here knows if this is an intended nerf or a bug? Thanks!ecore18 Jan 31
Jan 31 Tal-Rasha Meteror Build Help I am currently stuck on GR 107 solo. I have decent gear, but just wondering what I can do to improve? Does the amulet 15-20% fire damage with crit hit and crit chance help a lot? I have tried countless times trying to get that item. Any suggestions please. Thanks https://www.d3planner.com/415630553CoolSnowFry2 Jan 31
Jan 31 Mirinae post nerf behavior performance info. Anyone have analysis details on the Mirinae gem post nerf?BossDogg2 Jan 31
Jan 30 Defense against ranged attackers on Wizards. I'm continuously having issues with ranged attackers, mostly the ones that throw the spears and the porcupines. No matter what I seem to do, these things obliterate me every single game. It's quite annoying TBH. Any advice? I got some earlier and it helped me get into the upper 70's GR even hit 80 once today. I generally cast disintegrate then move trying to get the FB set working. I do this with these ranged attackers and I die non stop. Should I kill an entire group before moving onto the next? Thanks in advance.Direflames7 Jan 30
Jan 30 [2.4.3] (S9) Manald Heal Builds + Mechanics Gather 'round fellow wizards, it's a new year, and time for new builds. =) Season 9 brings the Manald Heal ring (pff Manald, right? ...WRONG). Manald Heal can deal tremendous amounts of damage if used properly. GR builds with MH will be clearing in the 90+ range. While I still think Paralysis chance should be adjusted a tad higher, and some item interactions could be better, overall I feel MH is a great improvement for the wizard class, introducing many new builds that are approaching FB archon levels of play. Note: if you're looking for any Season 10 / MH Hydra related mechanics, I've started a new thread for those: https://us.battle.net/forums/en/d3/topic/20753695205 Big thanks to anyone and everyone who assisted and researched manald mechanics or gave advice for making these builds better. Including but not limited to: Vox - Malakai - GBrav13 - TinneOnnMuin - Christos - StoleOwnCar - MasterJay - aloc - Angry - Davlok - Adria - Wudijo - xTonyJ Loves! Without further - lets dive in. Here is the playlist for my build videos if you'd prefer that method. Note there are some videos below that are not mine though. https://www.youtube.com/playlist?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy ----- EDIT (8/28/2017): Check out also sVr's in-depth guide on MH Tal/Vyr: http://www.diablofans.com/forums/diablo-iii-class-forums/wizard-the-ancient-repositories/228381 ----- Mechanics. General list of Manald Heal (MH), Paralysis, and other related mechanics, mostly taken from the Manaldo thread: https://us.battle.net/forums/en/d3/topic/20752207091 Edit (1/31/2017): Important testing just in: These do not increase MH proc damage: Elemental % damage on gear Skill % damage bonuses Furnace Elite damage Powerful (BoP gem) Elite Damage These do increase MH proc damage or Crit chance: Powerful (BoP gem) Multiplier Sunkeeper Elite Damage Unity Elite damage Strongarm Bracers Audacity Power Hungry Bane of the Trapped Zei's Stone of Vengeance Starfire Orb of Infinite Depth Slow Time: Time Warp Black Hole: Spellsteal Taeguk, Magic Weapon, Sparkflint, Unwavering Will Stone of Jordan Elite Damage Bane of the Stricken Deathwish Pig Sticker - Beast Damage Pig Sticker - Human Damage Elemental Exposure Bone Chill Cold Blooded Glass Cannon Pinpoint Barrier (+5% CHC buff) Conflagration (+6% CHC debuff) Deep Freeze (+10% CHC buff) Iceblink (+10% CHC debuff) Broken Promises Gem of Efficacious Toxin Convention of Elements Lightning phase Oculus ring spawns Bastions of will set Endless walk set For more info on the tests I did to find the above, see these links: https://us.battle.net/forums/en/d3/topic/20752649109?page=8#post-160 https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-203 https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-220 https://us.battle.net/forums/en/d3/topic/20752649109?page=14#post-264 https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-284 https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-285 All my d3planner links now updated, in general, try for AS or INT on amulet. Bracers updated to not have Lighting %, the exeption being Archon builds. These will still need to have Lightning % on bracer to tell the Vyr2 bonus to assume that type of damage when in archon. Continuing with MH mechanics: Paralysis applies on cast. MH damage appears to be applied on hit (based on testing, deals damage in line with spell damage ticks). Paralysis is a static 15% chance to stun. Chance is NOT multiplied by skill proc coefficients. MH can deal damage multiple times per Paralysis proc, assuming the player is channeling or continually attacking the target. If Paralysis rolls "true" on cast: multiple spell ticks per attack cycle can be sent that will apply paralysis to any enemy hit. Spells of speed coefficient = 1 can only proc MH from the first cast that procs paralysis. If that cast has the ability to tick or deal damage multiple times, MH can proc up to that many ticks from that cast. So, for example, with Spectral blade, MH will only proc on the first cast upon paralysis, but MH can proc up to 3 times from that one cast. For spells of speed coefficient > 1: If an enemy is affected by paralysis, they can take damage from MH within 1.5s of time. Any spell damage tick that hits them can potentially proc MH, assuming that spell is allowed to proc MH. Note that MH does not proc on every tick. There exist gaps in time where no procs occur during a proc set window. For more info on these gaps, please reference this comment: https://us.battle.net/forums/en/d3/topic/20752649109?page=22#post-422 MH can only proc on targets that have had paralysis applied to them. Damage from MH is applied instantly, from the same cast / tap of a spell that procs paralysis. You don't really need to hit twice to proc MH (though it can proc MH more times on targets already affected by paralysis for speed co > 1 spells). MH can proc on different targets at near the same time. See: http://imgur.com/v6mDX6N Paralysis passive or a hellfire amulet with Paralysis is required for MH to work. Any skill that can proc Paralysis can proc MH (Note: does not include MW:Electrify). This means you must use lightning skills to deal MH damage, and the skills have to be cast by you. Additional damage from non-lightning sources does NOT proc MH any faster. MH damage is applied even when Paralysis stun effect is ignored due to CC resistance ramp (Credit Vox and Adria). CHC on gear and paragon will increase MH proc crit chance. Crit chance is not included in damage formula (Manald Heal can critically hit). CHD on gear and paragon will increase MH proc crit damage. CHD from Emerald in weapon will increase MH proc crit damage. MH likely has no ICD in place. MH does NOT proc area damage. Skill damage on gear does not increase MH proc damage. MH does NOT proc from Etched sigil casts. AT:SD can proc Manald in sets of two at the same time, on the same target. See: http://imgur.com/cY1Txhx Electrocute chains can proc Manald in multiples of two at the same time, on the same target. See: http://imgur.com/tHDwcSB. EDIT: After testing consecutive procs from AT:SD I found that the MH procs from AT:SD seem to average out over time to match tick rate of the spell, but this still makes damage more bursty. Shame of Delsere AS bonus does affect (increase) the rate at which MH can proc. Items that deal lightning damage do NOT proc MH. (Fulminator, Shard of Hate, Thunderfury, etc.) Wreath of Lightning does NOT proc MH (but can still proc Pain Enhancer). Wyrdward % chance to stun is multiplied by spell proc coefficients. Wyrdward % chance to stun does not apply towards increasing Paralysis chance, and does NOT assist in proccing MH. Same thing with Zei's stun: multplied by proc coefficients. Does NOT help proc Paralysis. Does NOT assist in proccing MH damage. Delsere 6 piece bonus will NOT increase the damage of MH. Dovu Energy Trap does NOT increase the duration that MH can proc. (Credit Adria) Mirror image spell casts cannot proc MH. Still to confirm: Using multiple paralysis capable skills, how do they interact with MH procs? For 2.5: Hydras & ranged and pet buffs (gems / skills) ----- The fact that MH can't proc Area damage means it may not scale into the highest of group GR. When you combine this with archon builds having a hard time getting stacks at the higher GRs, the wizard class might not make it into the group meta as a DPS role. This isn't to say it does terrible damage, I'm just saying the scaling of the damage is limited by these mechanics. ----- Attack Speed & Most known suitable skill choices. Since Paralysis is decoupled from proc coefficients, this makes skills with speed coefficients > 1 more appealing. This means, AT:SD, Electrocute, and Disintegration Wave (Archon) all are prime picks. It also makes stacking AS to meet higher breakpoints incredibly appealing for both: Proccing Paralysis more often. Proccing MH damage more times within each Paralysis window. MH can proc very rapidly at high attack speeds. In slow-mo vid testing, the lowest time noted between MH procs on the same target was .066 seconds (less than a tenth). This was from a Tal/Vyr archon test at the 15 ticks/s Breakpoint. This is why all the builds listed below utilize attack speed. You'll want to hit max AS rolls on all gear required + Paragon. Breakpoint tables and charts for speed co = 1, 1.5, 2, and 3 can be found here: https://us.battle.net/forums/en/d3/topic/8770117237#post-11 Above post is by APO. Breakpoint table for Shame + Fragment (or just Shame) can be found here: https://us.battle.net/forums/en/d3/topic/20042886074?page=5#post-84 Above post is by Dolynick. You can also use the wizard tools that are stickied on the forums: https://us.battle.net/forums/en/d3/topic/10971757476 Post by Dolynick. I use my own custom spreadsheet that I've built up over time. Just easier for me at this point. =) As an aside, I think that it would be great if we had a disintegrate lightning rune of some sort, as suggested by RoneNeffect here: https://us.battle.net/forums/en/d3/topic/20752207091?page=2#post-28 This would allow disintegrate builds to exist with MH that aren't archon based. ----- Torment & Bounty Builds. Your bread and butter, these are hopefully entertaining enough to keep you interested, while still making farming an easy task. If you're like me, and don't like archon as much for Torment farming and bounties, these might pique your interest. [2.4.3 PTR] (TXIII) Tal Electrocute - Manald Heal + AW http://www.d3planner.com/197686568 http://www.diablofans.com/builds/85734 https://youtu.be/dRhrQq3hNOg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Get close in to dense packs and proc Pain Enhancer with Frozen Storm and Chain Lightning. This will bump you up a breakpoint or two and get you quicker paralysis and MH procs. PE bleed helps take out low HP mobs as well. Big multpliers from Tal6, Bastions of Will (F&R), Trapped, and Audacity. Power Hungry included as well for the off chance you get a proc at range. All the crowd favorites for easy farming: Aether Walker for mobility, Nemesis Bracers for extra elite pack spawns with pylons, Goldwrap Hoarder for easy defense, and Corruption shoulders for increased pickup radius. Keep FN:Mists and EB:Chain Reaction on autocast, and coast through the rift, casting Teleport and Chain Lightning. Shame of Delsere is Mandatory for AS bump and AP gains. Myken's is also required for the chain to same enemy effect. Boot slot is fairly open. Nilfur's is a go-to, but you could opt for Ice Climbers if you prefer. Keep homing pads on swap and make sure to bring out your cosmetic pet for additional gold pickup. Alternate Jewelry is Endless Walk + RoRG. Typical solo clears for this build will be in the 2.5m to 4m range. [2.4.3 PTR] Tal Electrocute Manald Heal Bounty Build http://www.d3planner.com/780054573 http://www.diablofans.com/builds/85746 https://youtu.be/KF2axNupOMI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy For TX to TXIII bounty farming. Well balanced - can handle single target boss fights, or crowd clearing bounties equally. The basic idea is to leverage multpliers and elemental damage bonuses to clear 4p games well. To handle bosses, engage them at range. To handle normal mobs / group clearing, engage close up. Similar to the build above, we use Frozen Storm + PE to get more MH procs when engaging groups of enemies. Multipliers: Tal6, Endless Walk, Trapped, Audacity, Zei's, Power Hungry Elemental Bonus: Starfire Mykens for chain to same. Defense is provided by Ashnagarr's Blood Bracers + MW:Deflection + Galvanizing Ward. Use Calamity to stun enemies as needed. Aether Walker for mobility. RoRG to meet 6 set bonus. When at range, Trapped is procced by Paralysis. Test run as seen is performed on T13 solo, since it's on the PTR (not many people on doing publics). Picked a few randoms out of each act. Handles T13 solo easily, even at my power (12.5k INT). Should be easily capable of 4p TX in early season. After you augment, and get better gear, expect to be able to clear up to T13 4p fairly handily. I killed Malthael at the end just for funsies. Found a menagerist goblin during the run with the Friendly Gauntlet drop. Blast! Why?? [2.4.3 PTR] (TXIII) (650+ DB/hr) Tal Electrocute - Manald Heal + AW + Sage's http://www.d3planner.com/243624048 http://www.diablofans.com/builds/85922 https://youtu.be/bdtnKUUIPSQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Death's breath farming build that can clear TXIII in 3-4 minutes. Average DB per run will typically be between 35 and 50. In place of Goldwrap + Hoarder + Boot slot we place Sages + Wreath of Lightning. Energy Armor is used instead of Frozen Storm. I prefer the Pinpoint barrier rune for this one, but you can slot Force armor or prismatic if you want the defense. Attack speed is slotted (as is Pain enhancer + Wreath of lightning) to give quicker paralysis procs. Enchantress is recommended. Even with the ABB + GW combo, still a very touch and go build, so take care when engaging enemies. [2.4.3 PTR] (TXIII - 200p @ 3min) {HC} Tal Electrocute Manald Heal + AW for Hardcore http://www.d3planner.com/584412299 http://www.diablofans.com/builds/85928 https://youtu.be/WbL0Uvj06TI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Hardcore build for those who want more defense in their farming build. As seen, the clear speed is slightly slower on TXIII, but does include more defense for torment farming. A few swaps compared to the SC TXIII rifting build: Uses ABB + MW:D + GW to get massive shields. Slots OID for added defense, especially needed when engaging elites and the RG. Homing Pads for quick escape if you proc, or just at the end of the rift. Ice Climbers so Frozen doesn't necessarily wreck you. Black Hole for CC'ing monsters - especially good for swapping Nemesis bracers in for pylons, just pick up gold and cast BH before clicking the pylon. Keeps you from getting insta-gibbed. Avarice Band for easy pickup. Still slots Goldwrap + Hoarder for huge defense when picking up gold. Alternate Shoulder + boots combo is Firebirds for the extra second life. ----- Greater Rifting (GR) Builds. The main event so to speak, MH offers up many builds that can reach GR90+ with relatively low effort in gearing. [2.4.3 PTR] (GR94+) Tal AT:SD Manald Heal + Aquila + Deathwish http://www.d3planner.com/359733445 http://www.diablofans.com/builds/85735 https://youtu.be/GvUH_UsIkjg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR90 @ 12k INT This build leverages the fact that AT:SD can proc MH twice on the same target at the same time. We slot high AS + PE like the Torment farming builds do to hit increased breakpoints. Tal6, Endless Walk, Deathwish, OID, Mantle of Channeling, Trapped, and Audacity make up the bulk of your damage multipliers. Taeguk is great for the extra damage boost. Typically MH doesn't proc immediately when engaging enemies, so dropping stacks isn't so bad of a thing. The idea is to clear the rift faster, spend a little more time on an RG (RG with adds like Saxtris would be king), but overall spend less time in the rift compared to having Stricken. Aquila is placed in the cube for extra damage reduction. With OID, Tal4, Mantle of Channeling, and the Halo + APD combo this makes for a very tanky build. LoH on weapon / bracer adds nice recovery. Resource is managed with many sources: RCR on Shoulder, Paragon, Topaz, and (possibly) source. APoC MW:Conduit +Max AP from paragon and source. These allow you to keep up Aquila at all times, even on single target. Blizzard: Snowbound is used to assist in PE procs, keep up the Tal4 bonus, and is great for helping proc Trapped at range. Feel free to sub whatever cold spell you prefer though, as this is fairly optional. The RCR roll on source is not 100% required, VIT is a good alternative if you feel fine with Aquila buff uptime. Same thing with LoH on bracer vs VIT, I prefer the LoH for the good recovery. Another potential swap is to go without MW:Conduit, and slot FN:Bone chill or ST:Stretch time. This would give more damage, but at the cost of having to need density to keep up your Aquila buff. So, this is more of an advanced option. [2.4.3 PTR] (GR90+) Tal AT:SD Manald Heal DPS Group Build + Guide http://www.d3planner.com/428954774 http://www.diablofans.com/builds/85948 https://youtu.be/5D0iIhlZCGg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows a 2p GR85 clear. This is a Tal6 AT:SD MH build for group. Core damage comes from MH / Paralysis with high AS gear / skills. Stacks as many multpliers as possible to achieve huge damage. Core play involves keeping your Tal bonus up, popping slow time when support pulls in density, casting Spellsteal for big buff in time for CoE lightning phase. Works well with heal + pull support builds, since AT:SD allows you to stand in place. For added damage, defense, and group utility, we use the OID and Crown of Primus with Slow time. I think the Primus + OID combo offers more defense and group utility overall than a Hergbrashes + Furnace + Force Armor setup would be able to. Elite damage on the furnace setup would be slightly higher (~8.3% according to sim), but overall the ST + OID combo provides more damage and utility for clearing the rift. May not be the highest Damage build for a group compared to Firebats WD, but it's mighty fun, and works well at these GR levels. Wudijo's Tal6/Vyr4 MH Archon Meta Guide - the "Lightning Wiz" https://youtu.be/YSWV5xjk7yQ Take a look at this video guide for more info regarding the current Tal6/Vyr4 MH archon meta builds (as of 2/15/2017). The video description includes links for d3planner with Torment and GR speed farming variants, and the solo build. Thanks to Wudijo for putting out this very detailed and impactful guide. [2.4.3] (GR94+) Tal6/Vyr4 Manald - No Halo - APDs + Ice Reflect + Trapped/Zei's/Gogok http://www.diablofans.com/builds/85740 http://www.d3planner.com/748302147 https://youtu.be/4uRRz4UrcPw?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy https://youtu.be/B5iUz0LQyBk?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy (EDIT: 4/6/2017): Added this build back in. This Aether Walker Zodiac build by Cratic is best described by Dragonfire: ... Dragonfire says Trapped works great up until about GR 92. He recommends replacing Trapped in my build above with Stricken if you want to push higher than that. He estimates stricken will get you up to about GR96 with this build. It is recommended that you swap to the CoE variant (as listed below) if you are trying to push as high as you can go. As mentioned, the above build is a great way to get used to Aether Walker. Tal / Vyr MH Archon CoE Solo Guide by xTonyj: https://youtu.be/NhDecAZRcEU Tal / Vyr MH Archon CoE Group Guide by xTonyj: https://youtu.be/3qWsuWudnsc Adding xTonyj's guides for CoE manald group and solo to the listings. These seem high damage, but pretty hard to play, and the solo build especially will require a lot of fishing. Solo CoE Aether appears to be more powerful than the zodiac variants. [2.4.3] Firebird Archon Fire and Lightning Group Build (by StoleOwnCar) http://www.diablofans.com/builds/86483 http://ptr.d3planner.com/510299188 https://www.youtube.com/watch?v=wMAYECGxv48 https://youtu.be/yyeHQ_SlIA0 While it is FB archon based, this variation for group by StoleOwnCar uses the Manald Heal ring to deal lightning damage. GR100 in first video. GR95 cleared in 9 minutes at ~1700p shown in 2nd video. Skills MW:Ignite, Chantodos Wave of Destruction, and Mammoth Hydra are used to ignite elites for the 6 piece FB bonus. Mammoth Hydra continues igniting and dealing damage when you go into archon. CoE for even larger damage multiplier. AT:SD is also a high damage dealer in this build when outside of archon. You need max CDR on every slot, and the ideal elemental % distribution will be 20% fire (on bracers), this is to give chantodos fire damage. Attack speed is highly valued. If you find a pair of gloves with CDR/IAS/CHC/CHD, you're lucky. Weapon benefits from having IAS on it too. It will increase your manald bursts considerably with more IAS. [2.4.3 PTR] (GR93+) FB AT:SD Manald Heal + Aquila + Deathwish http://www.d3planner.com/987377148 http://www.diablofans.com/builds/85738 https://youtu.be/aVRXM0yZSLs?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR89 clear. Similar to the Tal Rasha AT:SD Manald build, here is the FB version which is more tanky, but dishes out less damage. This is due to having a lower damage multiplier and lower base AS breakpoint than the Tal setup. Suprisingly, being able to stand and channel longer due to the DR somewhat makes up for the lower damage. It's a little more clunky than the Tal build, less mobile, and less efficient, but it works. Defense for the build is provided by FB6, Safe Passage, OID, Aquila, Halo + APDs, and Mantle of Channeling. [2.4.3 PTR] (GR89+) Vyr6 Manald Heal :{Ranged}: Zei + Starfire + EE + Zodiac + AW + Crystal Shell http://www.d3planner.com/510924647 http://www.diablofans.com/builds/85741 https://youtu.be/KqNx41mwCkY?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows gameplay - GR85 @ 11k INT. Lost this particular rift due to bad RG - but at 4-5m ahead of the timer, can easily clear once you get a good RG spawn. This build uses Starfire + Zei + Power hungry with Archon beam attack to deal damage with MH at range. Primordial Soul + EE is used in place of UA to get even more damage at range. DS: Crystal shell + Zodiac + Aether Walker are used to gain additional defense when outside of archon. APDs are also procced by Calamity when outside archon. When inside archon, Ice Reflect and Cold Archon attacks are used to freeze and proc APDs. Planner shows two variations: high paragon and low paragon. I included LoH on weapon for both of these since I felt the recovery was needed. As far as gameplay goes, use the beam and make sure you are standing next to enemies whenever possible to get extra stack buildup from your blast attack. Attack the RG from range. Make sure you have Cold (or arcane) damage on wand. Be sure to also use cold archon for the stuns (with lightning % dmg on gear). Ice armor is the Ice Reflect rune, not Crystallize. +Max AP is recommended on paragon, wand, source. Potential swaps for Crystal shell include DS:Shards, ST:Exhaustion, and BH:Spellsteal. If you want to go more tanky, you can swap out endless walk for Halo of Arlyse + Hellfire with UA (or any of the other 4 passives & swap out that one for UA). Use Ice Armor: Crystallize with this swap. This will get you up to about GR80. Special thanks to Christos, TinneOnnMuin, and aloc for their help on this build. [2.4.3 PTR] (GR91+) Tal Electrocute - Manald Heal + AW + EW http://www.d3planner.com/438406970 http://www.diablofans.com/builds/85743 https://youtu.be/3z_P0FR1Dw8?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR87 clear. With the increase to small mob progress on the PTR, Electrocute is pretty good at pushing higher GRs. This Tal build skips most elites. It's very much a melee electrocute build. Includes PE for higher breakpoints. Stricken is fairly mandatory for the RG with this build. Halo + APD combo is the bulk of your defense, so you really have to look for good mob types. The double second life from Unstable anomaly and FB2 bonus come in handy for this reason. Frost Hydra is placed to proc Trapped and the Tal4 bonus. Could be any cold spell (as preferred) though. Absolute Zero, Snowbound, and Frozen solid are also good options. [2.4.3 PTR] (GR91+) FB Electrocute - Manald Heal + AW + OID + Aquila http://www.d3planner.com/150952173 http://www.diablofans.com/builds/85744 https://youtu.be/IWm2dsvg7lU?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR87 clear. Super Tanky FB electrocute build. Typical FB style of play - kite to density, consume the density with the elite giving FB6 buff, then possibly finish off the elite. Aether Walker for high mobility. Lots of defense to be able to ignite easier (have to get close to hit them with EB). Cast Apocalypse only when needed, since it does cost significant amount of AP. Make sure you're channeling into density (for high AP returns) when casting. Though they are close, I prefer this FB electrocute build over the Tal Electrocute build for GR. AW definitely makes it easier to find and ignite elites, and the defense is great. ----- XP Speed / Gem Leveling Builds for GR. Gems, gems, who has the gems? [2.4.3 PTR] (GR75-85+) Tal AT:SD Manald Heal + Ranslor Gem/XP Speed http://www.d3planner.com/973776741 http://www.diablofans.com/builds/85745 https://youtu.be/F5U09GwJZaQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR80 @ 6m. This build can handily take on GR75-85+ for gems/xp. Timed 6m on a good run, but can take as long as 8.5m if you get a bad rift. Keep in mind you can always reduce your GR a few levels to increase your clear speed, if your gear is unoptimized. Pain enhancer allows for quicker Manald Procs. OID + Esoteric + Halo/APD for defense, allows you to engage most elites. Ranslor pull is amazing for assisting in APD procs and quick trash kills, even with a bad mob type (shamans, wasps, etc.) Aether Walker for increased mobility with Conduit + RCR on shoulder, paragon, and Topaz in helm to handle AP costs. I've placed Illusory boots for positioning within enemy hitboxes and ability to run through waller, but you can opt for other boots, probably Nilfur's, if preferred. [2.4.3 PTR] (GR60-75+) Tal Electrocute Gem/XP Speed w/ Manald Heal http://www.d3planner.com/975016649 http://www.diablofans.com/builds/86592 https://youtu.be/lpt3-4E-D28 (4p GR 60 2m clears) https://youtu.be/l_Ob2-8CnAc?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy (3.5m GR70 solo clear) This build is quite adept for clearing lower GRs (even in group play) fairly quickly. The extra defense from ABB + GW + OID help to keep you alive to get that "no death" bonus gem roll. Edit (1/17/2016): updated build to include FB 2pc from shoulder / boots. The double second life helps even more with staying alive during the rift. Thanks to Malakai for core ideas. Altered his original build to be melee oriented (with PE). With the additional placement of Gogok, the build is very capable at getting Paralysis and MH procs in a timely fashion. AS rolls are mandatory, and Enchantress is recommended. Wish I could have included nemesis, but the drop in defense was too much with that swap. Alternate gems to Gogok would be Zei's or Powerful. [2.4.3] Tal Electrocute MH - Velvet Camaral + Black Hole (GR60-70 Speed Build) http://www.diablofans.com/builds/87727 http://www.d3planner.com/937253882 https://youtu.be/IxepJ52VPCI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy A fun speedy build for GR65 ish and below for those quick gem-ups. VC works well at these levels, however, RG kills, especially if you try and push higher than ~GR65 start to take a long time. Video shows 1 GR65 run, and then 1 GR 60 run. Gear is at the end. The Halo of Arlyse + APD combo along with the double second life (UA + FB2pc) help ensure you stay alive for that extra bonus gem roll. I recommend you bring a friend to kill the RG for you if you want to run GR70 speeds. This build handles the trash at that level still fairly efficiently though. Wanted to get this out as I know many of you have been asking what I would do if I would slot VC. [2.4.3] Tal Electrocute MH - Velvet Camaral + EW (GR65-75) Speed Build http://www.diablofans.com/builds/87819 https://youtu.be/PgaBvtEAbKQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows 2p GR 70 carry @ 5m. fun build, capable efficiently up to about 75 solo. More glassy, but still agile, and more damage with the EW. Can use ABB instead of Nemesis if preferred. ----- Here's to hoping these ideas help your wizard in the upcoming patch. Happy new year, and Good luck in season 9!Cratic444 Jan 30
Jan 29 Wish list for 2.6.2 I think 2.6.1 is a great patch. What I would like to see in 2.6.2 is this: 1. Make %Lightning dmg affect Manald Heal I guess the decision for the affix to not affect MH has been made for some balancing reasons. But please try to implement it somehow anyway, simply because it is very annoying to have a powerful dmg affix on your bracer, which does not have any effect on the dmg output of the build. It just feels wasted and like a bitter taste when gearing. 2. Add some shoulders, which synergize with an Explosive Blast build. E.g. an effect like "Frost Nova gains the effect of every rune. (Wizard Only)" 3. Adjust the affix of Orb of Infinite Depth to make it better for explosive Blast Skills than Etched Sigil.tibot12 Jan 29
Jan 29 GR: Ranged attacks spears trashes Anyone has a solution for solo play and resist against the ranged attacks trash, especially, trashed with projectiles like spears? I die more because of these trashes than elites.larage2 Jan 29
Jan 28 Gr 100 down, with a manual MS caster (o-'.'-)>O Q(X.xQ) at paragon 1514. Am I the only manual meteor shower caster build up here in NS (O.o)? Thank you diablo team for making it possible, it's all I wanted was to make it to GR 100 with a manual meteor shower caster build. Still room for improvements, so back to grinding. (^_^) https://us.battle.net/d3/en/profile/DragonsBlood-1589/hero/61316995DragonsBlood1 Jan 28
Jan 28 Noob APD question I noticed most wizard wear APD but don't really use any sort of stun effect. Unless there zei's. How do you benefit from APD without having stun? Is this reliance on group play? Does the sheet toughness increase when this works?Zeeb7 Jan 28
Jan 27 Need advice comment on this build firebird https://us.battle.net/d3/en/profile/Lidrach-11534/hero/85491343 Note : i have RRG in cube but it dosen't appears idk why. I didin't put the gems yet because i need farming items to be able to enchanted a socket. Look at my companions. I try to gear them the best. Gran vizier should i cube it instead ? I do not have found the chatandoo wand yet. So any advice will help. Could look at my other wiz maybe I put a wrong item on them thzt should be on this one instead.Lidrach3 Jan 27
Jan 26 Need more DPS Could I get some helpful tips on setup? I've hit GR 96, and I'm guessing what will help most is empowering gems on all ancient gear. Anything else I could improve on? I see a lot of people talking about a manual meteor casting, I do everything manual. Does this relate to the auto-cast numer lock trick?Aquintasii4 Jan 26
Jan 24 Best legendary gem for wizard defense? I've been under the impression that Esoteric Alteration is the best defensive gem overall, but does this hold true for wizards, since they tend to have high resistances with their high intelligence? I understand the shield from the Widebeest Gizzard does not benefit from Blood Bracers, so that doesn't seem as useful, and I get hit my ranged attacks reasonably often, so Mutilation Guard doesn't seem the way to go, either. Moratorium seems kind of mediocre too. Any ideas?Allerdyne2 Jan 24
Jan 22 Since when does Frozen Mist freeze? Frozen Mist always said: "Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals 915%weapon damage as Cold over 8 seconds." And that's what it still says in the game guide as well as in game when hovering over the rune in the skill section. But when you hover over the skill in the skill bar, it now says: "Blast nearby enemies with an explosion of ice and leave behind a mist of frost that deals 915% weapon damage as Cold over 8 seconds." I tested it. It does! Since when is this the case? This means that you now can use both Frozen Mist as a Cold skill for TR together with Halo of Arlyse+APD!!tibot2 Jan 22