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4d [2.6.1] Builds + Mechanics Hello adventurers! This patch 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 GR110+. These estimates are set conservatively at a mere 1400 paragon, which should be attainable if well motivated. I think the wizard is in fairly good position. Wizard now has a variety of builds, and some of the highest pushing solo builds. That said, we're somewhat middle of the pack when it comes to solo speeds, with pretty good Torment farming capability. With the emergence of FB Star pact, Wizard is also a great trash clearer in a group setting. ----- Many Thanks: Dolynick, BDF, sVr, TinneOnnMuin, Dolen, haixinyan, Bluddshed, Wolfcryer, Horrax, Riv, Tougeznut, Vox, StoleOwnCar, Masterjay, Aloc, Apocc, Ged, fuczzang, Lo0Lo0, Malakai, Ravolos, Ryoko, Lexyu, Dropaduski, mcdundee, WorkWorkWork 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. ----- Build Listings: If you are looking for meta push build links, those are included in the Meta section below, after build descriptions. 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) 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) Vyr MH + Cosmic Strand » http://www.diablofans.com/builds/95526 (TXIII) Tal Electrocute MH » https://www.diablofans.com/builds/100458 (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+) DMO Frozen Orb Speed » https://www.diablofans.com/builds/98787 (GR80-95+) DMO EB Speed » https://www.diablofans.com/builds/98381 (GR80-95+) Tal Channel Meteor Speed » http://www.diablofans.com/builds/95583 (GR80-95+) Tal Meteor HC Pseudo Speed » https://www.diablofans.com/builds/100161 (GR75-90+) Tal Frozen Orb Speed » http://www.diablofans.com/builds/95608 (GR75-90+) Tal 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 (GR110+) Tal Meteor Shower » http://www.diablofans.com/builds/95421 (GR108+) Tal Meteor HC Push » https://www.diablofans.com/builds/100262 (GR111+) DMO Frozen Orb + OID » http://www.diablofans.com/builds/94704 (GR111+) DMO Frozen Orb + AW » https://www.diablofans.com/builds/99704 (GR108+) Tal Frozen Orb » http://www.diablofans.com/builds/94799 (GR108+) FB EB Etched Ignite Redux » http://www.diablofans.com/builds/94599 (GR114+) AT:SD MH Vyr6 Deathwish » https://www.diablofans.com/builds/100379 (GR109+) Vyr MH Chantodo » http://www.diablofans.com/builds/94869 (GR108+) Vyr MH - Pig Sticker + OID » http://www.diablofans.com/builds/94733 (GR108+) Vyr6 Deathwish Zodiac » https://www.d3planner.com/761408697 » GR107 Clear: https://youtu.be/qgH4cipTwpc (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 (GR103+) DMO Orbit Classic by Quin69 » https://www.diablofans.com/builds/69933 (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: AdamADisco's (GR100+) FB Meteor Group Build » http://www.diablofans.com/builds/95115 (GR110+) FB Meteor Off-Meta Group Build » http://www.diablofans.com/builds/95550 (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 ----- Build Descriptions and Meta build links Wizard Starter Builds: Wizard Leveling Build and Leveling Tips » https://www.diablofans.com/builds/99090 » https://youtu.be/aQl5llg7xTU Bluddshed's Wizard S15 starter video » https://youtu.be/BbW5XcCuYi0 For Season 15, I recommend spending the challenge cache blood shards on source (off-hand) at level 33 to get the Etched Sigil. Other options earlier on include either Heart of Iron or Ashnagarr's Blood Bracers. Use the Etched sigil in combination with your preferred spender until you can gather more gear for your intended nephalem rifting build. Meteor, Arcane orb, and Twister are great choices. Tal Frozen orb with Aether Walker will likely be the easiest farming build to transition into after this point, due to the higher chance of finding an Unstable Scepter while leveling, but there are many other Tal farming builds that can perform well while nephalem rifting, including but not limited to: Lightning Meteor + Aether Walker Explosive Blast / Woh / In-Geom Chain Lightning Manald Heal + Aether Walker Meteor Shower + Aether Walker Nephalem (TXIII) Rifting: (TXIII) Frozen Orb - Sage + AW - DB Farm » http://www.diablofans.com/builds/94765 Gathering DBs and collecting gems via Broken Crown 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 build. For groups, Stone of Jordan with Bane of the Powerful is also an option. Check the build out and play around with some of the swaps, as there are many variations that can work well. (TXIII) Infinite Blast Redux (EB / Woh / In-Geom) » http://www.diablofans.com/builds/94755 Great build for farming Keys and Gold. It also requires some level of paragon to perform as expected, but can be quite enjoyable. Very fast paced, using In-Geom for damage and movement. (TXIII) Vyr MH + Cosmic Strand » http://www.diablofans.com/builds/95526 Archon Manald Heal is often underrated as a nephalem rifting build, but it works quite well in this role. This version uses Cosmic strand to teleport rapidly across levels. Options for Hoarder and Avarice Band in swap. (TXIII) Tal Electrocute MH » https://www.diablofans.com/builds/100458 Chain Lightning is easily one of the coolest looking spells in the wizards' arsenal. The chains here allow great reach for larger impact paralysis and Manald Heal proc. This build feels great for rifting, well balanced both offensively and defensively, but will likely be harder to gear out perfectly within the season (which can be a good thing as well). (TXIII) Lightning Meteor » https://www.diablofans.com/builds/97713 Not as efficient of a build, but very fun to play. Uses Ranslor Twisters to pull in density for easy grouping with Meteors sealing the deal. High AS and RCR build. Defense and utility via Hoarder / Goldwrap / Avarice Band. Extra Run speed and mobility via Illusionist and Aether Walker. 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 archon stacks for offense or defense. GR 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, the most powerful builds for wizard are hog tied by weapon slots. The weapon slots are required for these huge damage multipliers. Swapping one of 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 worth going for. I think a good speed build should be clearing a rift faster than 5 minutes. However, quite a few wizard speed builds will edge into 6 minute territory on the high end (on bad maps). 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 within 7-9 minutes. These will get you higher gem levels as well. (GR80-95+) Tal Channel Meteor Speed » http://www.diablofans.com/builds/95583 Tal Channel Meteor. Slow moving, but super chill, and can tank and power through most any enemy, even at slightly higher GR as compared to 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, or if you opt to gear with 3+ CC% reduction secondary affixes. (GR80-95+) DMO Frozen Orb Speed » https://www.diablofans.com/builds/98787 Aether walker makes this DMO Frozen orb speed build as comfortable as can be, layered with defense, this build focuses on elites, and involves position for proper explosions from your frozen orbs. A solid choice for paragon and gem leveling. (GR80-95+) DMO EB Speed » https://www.diablofans.com/builds/98381 The bubbles are real! A tanky, up close and personal (but still fairly mobile) build for those who enjoy explosive blast. Like Tal Meteor, a slightly longer clear time for this one, 4-6 minutes, but also similar to Tal meteor, it can push a higher GR speed. (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 + AW » 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 counterparts, it unfortunately does not hit as hard as some other builds. 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. GR Solo Push: (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. (GR110+) Tal Meteor Shower » http://www.diablofans.com/builds/95421 Tal Meteor is arguably one of the easiest wizard builds to gear up, play, and push with. One of the safer options for hardcore as well, Tal meteor shower is a solid setup with quite a bit of freedom when it comes to choosing passives. For example, Elemental Exposure and Unwavering Will are often preferred alternates to Galvanizing Ward and / or Unstable Anomaly as listed on Bluddshed's build. (GR111+) DMO Frozen Orb + OID » http://www.diablofans.com/builds/94704 This frozen orb push build includes both Teleport and OID, making it a very tanky, and more mobile build that offers a kiting playstyle that can be quite engaging. This build offers more opportunity to engage and kill elite packs as compared to other DMO FO push builds. The inclusion of nemesis bracer reinforces this. (GR111+) DMO Frozen Orb + AW » https://www.diablofans.com/builds/99704 Fast paced and highly mobile, this Frozen orb push build allows you to position at will. Ranslor/Twister combo helps to pull in density, and the Crown of the Primus supplies some much needed stun capability and other vast utility. This build focuses in on trash clearing, only rarely engaging elites. Thanks to Ryoko and Malakai here. This listing is very similar to the builds they have tested and put out. (GR108+) Tal Frozen Orb » http://www.diablofans.com/builds/94799 Tal Frozen Orb is very enjoyable. 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. This said, it is much weaker (in the least by 4GR) than DMO. (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. (GR108+) DMO Channel Twister » http://www.diablofans.com/builds/95446 Twister can still be fairly good, and this build is an example of that. The inclusion of CoE boosts damage quite a bit, but requires skill choices to help balance defense. A neat side effect is that the build no longer requires being a certain distance, making the gameplay a little more fluid. (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 fun. The dual melee / ranged components of Vyr MH Chantodo set it apart from any other archon build I've played. You 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. (GR114+) AT:SD MH Vyr6 Deathwish » https://www.diablofans.com/builds/100379 Deathwish also works with Vyr6. This reverse MH archon style build will keep you engaged and collecting gear throughout an entire season. Damage is dealt outside of archon with AT:SD set to proc paralysis and MH. Full guide attached to the build listing, as well as a GR113 clear. (GR108+) Vyr6 Deathwish Zodiac » https://www.d3planner.com/761408697 » GR107 Clear: https://youtu.be/qgH4cipTwpc Deathwish Vyr6 with Zodiac. Quick resets, ranged build. This off-meta build by Apocc, 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. Reference: https://us.battle.net/forums/en/d3/topic/20759330501 (GR105+) FB AT:SD Manald Heal » http://www.diablofans.com/builds/95318 (GR104+) Tal AT:SD Manald Heal » http://www.diablofans.com/builds/95321 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. FB will be stronger than Tal here by about 1GR. FB is ever so slightly more powerful, and more defensive. 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 near a power pylon. The build feels very rewarding when played correctly. I feel like I've accomplished what was thought impossible when clearing GR100+ here. (GR103+) DMO Orbit Classic by Quin69 » https://www.diablofans.com/builds/69933 Quin's classic Arcane Orbit has most definitely withstood the test of time. If you're looking for a fun, safe build to play, this is another good build to try, and my go-to when attempting hardcore. Note the build listing hasn't been updated since 2.4, but aside from increases to legendary and set bonuses, nothing has changed. If you're looking for ways to increase damage or potential progression at the cost of defense/utility, reference the swaps as listed on this guide: (GR105+) DMO Orbit Redux » http://www.diablofans.com/builds/94577 Group GR Off-Meta: 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's 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. ----- Solo Meta Builds: Meta builds haven't historically been my forte, so I encourage you to perform alternate research on these, however, hopefully this gives you a general idea of the options available. (GR118+) Solo Star Pact Wizard » https://www.diablofans.com/builds/97267 Build by Lexyu. Alternate option for Unstable anomaly instead of Astral Presence. I highly recommend this swap if at ~1500-1900 paragon. I don't recommend playing star pact unless you plan on having at least ~1500 paragon. If below that amount, look into the meteor shower or other builds instead. (GR116+) 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 orb attacks as possible within the short 4s CoE window. Rest of the time you'll be 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 though it scales well with Area damage, 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. (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 Elemental Exposure, or Cold Blooded. (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 ----- 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. Lexyu's Dfans Guide w/ links: https://www.diablofans.com/builds/97080 Dropaduski's video guide: https://youtu.be/qmHRraJLSw8 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 an example 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 builds. https://us.battle.net/forums/en/d3/topic/20759528719 ----- Mechanics Shortlist: Not many mechanics changes, however, there are some notable changes and information that has been researched by 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 where are 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. 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 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/ ----- That's it for this patch. Have fun Adventurers!Cratic162 4d
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
52m Blizzard+Cold Blooded. Does it work? Tried searching but I get answers from four years ago and got conflicting answers (though most say it's bugged). So does it work? Also, I read that Blizzard was bad when combo'd with Etched Sigil. Why is that? Thanks!midnytblu2 52m
1h Help build Hi, any build (no meteor) for GR? Thanks.mustis8883 1h
4h Tals build advice So, I only Play on character, Tal wizard. I seem to be having difficulty getting past low 80s despite the level. I have seen much lower characters doing so much better. Right now I am using meteor, but might be open to others like SP if i can get it right. I guess I am looking for some overall advise on what I could do to improve things such as taking damage and giving damage. https://us.diablo3.com/en/profile/ZZon-1957/hero/312556 Any advise is appreciatedZZon9 4h
6h Flashfire/EB builds My drops at the start of this season on my HC account funneled me into a pseudo flashfire build: https://us.diablo3.com/en/profile/SwankyDevil-1805/hero/104239327 So I've yet to get an ancient weapon, fully upgraded topazes and my paragons aren't very high but the damage output is capping off at T12 already (takes forever to kill a gob solo) and with clan mates doing GR70 already with non-ancient, sub-optimal weapons, I have doubts about this build carrying me past GR60. Would I be right to conclude that they need to buff Wand of Woh or Orb of Infinite Depth is an EB build is to be viable beyond farming T13? Any other ways I can squeeze more out of an EB build? Kinda liking this build since it's something different to what I normally play.Mugsy5 6h
10h Melee/tank wizard Hello all. I have come back after a very long break, 2 years(ish). I used to run a melee/tank with my wizard and was wondering how viable these types of builds are now? Any help is appreciated. I looked up some builds on various sites but wanted to ask you all as well. Thanks!Deejay4133 10h
1d Doing No Damage Hey, I'm currently using a wizard and demon hunter, but i feel like i don't do as much damage as I should be doing. Can someone help me on how to do more damage. ThanksMoonRaven0912 1d
4d + lightning damage swords I'm a wizard that does fire damage with Firebird's set. I have a Ancient Deathwish sword that has + 1347 - 1644 lightning damage. Should I enchant my sword and replace this with Attack speed? Does the + lightning weapon damage count to my total damage?ScramMaster7 4d
4d S15 level 1 gambling Hi wich items I should gambe at level 1 as wizard? Sorry for the silly question but is my first season as wizard.ShiriKusai3 4d
6d Tal Rasha wiz or Unhallowed Essence DH? My plan is to get to GR100 fast and without much effort on season 15, should i play with Tal Rasha wiz or Unhallowed Essence demon hunter? Which one of thoses sets is easier to gear up and easier to solo rifts and bounties? I know that the Demon Hunter is low in HP/defense, so maybe the wiz will have more survivability?toadzor15 6d
6d 4m GR126 down Star Pact trash clear wiz Finally got something up on the NA 4m board, based on the cool Star Pact group build from WorkWorkWork, but made a few tweaks based on input from other wiz players. With some paragon points in vitality you can survive without Karini, so replaced Storm Armor with Energy Armor Energy Tap rune for the extra 20 AP. Replaced Karini with RoRG in cube and equipped Illusory Boots for much needed mobility and to allow you constant access to sanc. Also allows you to easily reposition into oculus circles (ask monk to move sanc to oculus). If you happen to land a holy grail Star Pact with all buffs (WoF, Dynamo, Arcane CoE, oculus) it will still one-shot mobs in high 120s. Also chose PE gem for the fastest possible AP regen in density. There may be a better option. Still trying stuff. We fished a bunch of 127s but got RNG’d hard with endless keeps, sewers, 9 floors, end pylon, etc. Now if a para 4-5k can please make one and fish some 135s I’d love to see what the potential could be.mcdundee171 6d
Sep 18 A few questions about Wizard. Hello, so I recently got this game on PS4 and after debating and asking around, I decided to be a Wizard. I've played a Wizard on the PS3 version before the announcement of the expansion and stuff and back then I kinda just did my own thing and just winged it through the story. Now that I've got all current DLC and stuff and have the game on a system that is actually mine, I figured I get more involved and serious about my character and wanted to ask some questions now so I can learn and get used to things as I play. I should state that I just started this character and am currently in Act I, if that matters any. 1. Are Signature Spells worth using or should I ditch them in favor of using only Spender abilities? Eg. use Ray of Frost on bosses/single targets and use Arcane Orb on groups and not worry about Magic Missile and stuff? 2. What spells and passives should I keep an eye on and learn to utilize during my story playing and leveling process? 3. Should I get Kanai's Cube thing as soon as I can or leave it be until either I unlock Adventure mode or wait until I'm 70? 4. Is there any easy to overlook things I need to know about or be aware of to make sure I don't miss them as I'm playing along? 5. Any spells and passives that I should never use, no matter what? Thanks in advance for answering these questions.Renryuu1 Sep 18
Sep 18 Any builds for T10 with Disintegrate? I'm bored of my Spectral Blade DB farm, my DMOFrozenOrb is ''meh'' at best and this FBMeteor is annoying + i never liked meteor skills in games. I love the fire ''lazor'' + it's relaxing to just burn things with one click. Is Disintegrate even capable of T10 at the moment? Thanks in advance.phosTR8 Sep 18
Sep 16 Help me solo GR70 If you would please look at my wizard character (Hecate; ignore Arcana and Azuth, they're gear mules), I would appreciate it. I can solo T13 and GR60, if I have my meat shield (Templar with Unity). I tried to solo GR63, but died 4-5 times before I completed it. I tried GR65, and died to the first mob near the entrance (not even an elite pack). (And when I go in a group for the shared-bounties at T13, I kept dying when soloing without the Templar.) I've tried Firebird/Meteor. I've tried Vyr/Archon. I've done best, so far, with Tal Rasha/Meteor, with a focus on shields (to keep me alive). I want to crack GR70, can anyone help me?Pragmatic9 Sep 16
Sep 14 Help please How do skills work? do I have to choose wisely which skills I pick?NwN1 Sep 14
Sep 11 Help me understand the SP wizard Hi all, I'm learning the SP wizard. I know area damage is one of the biggest thing to this build and my understanding is that the AOE proc can actually do more damage than the initial damage. I know AOE doesn't occur on the enemy being hit but it is dealt to the enemies around it. With that said, how should I be targeting my meteor? Should I be targeting next to the elite so it gets hit with AOE? Another question is how do ancient parthan defender's work. Is it being proced by the monk's cyclone strike? I also see it used in solo SP builds, is there a skill the wizard can use to proc this? Thanks for all your help!MerLock3 Sep 11
Sep 11 Tal's meteor besides my weapon and augments am I on the right path for good solo build? with current gear and decent rift I can clear 95 with maybe 2-4 deaths with RG. Is AD and AS a better roll on weapon? I have one with 2.3K and IAS at 7% and 24% AD versus 2.18K with 24% AD and 16k LOH. currently running the LOH but not sure which is the "overall" best. working on augments as most if not all gear is ancient, so they should be 90 gem augments as soon as I get enough gems for it. I know my boots and off hand need better rolls/ancients rolls been working on that, just pieced this together from old wizard stuff I had in storage. https://us.diablo3.com/en/profile/Fade2Black-1628/hero/103944738 also with APD as the bracer is the damage reduction only active while demons are stunned? I'm just not sure why ashnagarrs vlood bracer is generally what everyone one runs, it doesn't seem or appear to be BIS.Fade2Black5 Sep 11
Sep 8 All Lightning DMO I'm experimenting with it, trying to push as far as I can go with just lightning skills plus the usual DMO Arcane orb/ slowtime setup. So far I've managed to solo successfully up to GR 69, but 70 is giving me trouble (mostly shielding elites keep popping up). On 70, my progress usually winds up a minute behind the time limit. I accidently reforged my best set helm for DMO and it set me back on DPS/damage mitigation, but those were made up for with ancient versions of other items( problem with those is I lost my sockets for my jewelry). I have 3 set pieces I cant seem to find or roll an ancient version of: Helm, glove, and boots. Does DMO simply not have an ancient variant for these 3 items or am I unlucky? Anyways, While 70 is reachable with an all lightning DMO build like mine, and POSSIBLY beatable with the right gear and stats, l feel any higher than 70 with this build would be pure luck.SneepSnonk4 Sep 8
Sep 8 advice for meteor wizard hi guys, im having trouble with damage and survivability for my wizard past GR70, keep getting one shot and my damage doesn’t seem to be effective in GR85 when im playing in group. is it because my gear is not optimized? Or isit a playstyle issue? Anything I should work on in my gear? Any inputs are appreciated, thanks! link to my profile: https://us.diablo3.com/en/profile/asdqwe-6265/hero/101491714asdqwe2 Sep 8
Sep 6 Archon whiplash Archon is arguably one of the coolest looking skills in this game. Archon requires two sets to use properly instead of one for your avg. joe. Archon gives me pains in the fingers from spamming the teleport/wave of force keys because I'm scared I wont have enough stack to survive long enough to bring it back up before my stacks fall off or the cd comes back. Archon is breaking my keyboard because it's a violent effort to actually play. This IS a game, right? Archon makes my wizard feel like a broken tool when Im not in archon mode or makes my archon mode look like a funny joke that gets me killed when my wizard isn't broken. Archon's coolest skill cannot be used because I am scared to stop moving long enough to use Laser. :( My wizard is a better archon than my archon wizard. Disintegrate/wave of force/spectral blades teleport take your pick they all work better for me on a LoN OR set built wizard. Archon is the coolest LOOKING skill in the game, arguably. These are just my experiences. I don't claim to be an authority I haven't put half the time into the build some people have. I know things like land of the dead don't break my necro and do 3x more for her without requiring jack all gear for support. Meanwhile similar skills like akarat work flawlessly with their set out the door with little effort, pick any skillset I want and my new crusader is an instant permachamp. Same for tempest rush, The barb immortal mode w/e it's called can't remember right now, etc. Anyway just my thoughts and my vote for changes to archon.XTerranite5 Sep 6
Sep 6 Cold / Frost Wizard Viable Low GR Build Help Looking for positive feedback on the theory craft build of a LON Cold Wizard. I am fully aware of the DMO set and Frozen Orb builds but that play style doesn't really suit me. PS. I feel it in my waters that Blizzard are going to Buff LON.. Well maybe I am hoping it to be so rather than feeling it in my waters :) Anyone keen to suggest changes / improvements on how to push using a Ray of Frost and Snakes type build? I am open to help / feedback. Two theory craft build links to help me out with ideas are: Diablofans: https://www.diablofans.com/builds/100350-2-6-1-lon-wiz-build-ray-of-frost-and-snakes-gr60 d3planner: https://www.d3planner.com/914644250 (perfect gear haha).Macros5 Sep 6
Sep 6 Wizard sets so neglected... Now that I started playing D3 again, but on the PS4 (which is by the way, such a better experience, it's mind blowing), I'm just loving playing all the classes in this fresh new experience.... except the Wizard. That's due to one very crucial problem; aside from Firebird, Wizard sets are so rigid and do not allow you to make builds how you'd like to. At least Firebird allows you to use most spells, and just use them as their fire skill rune effect. Other than that, all the other sets are so limiting and it's such a shame... Compare this to the Necromancer, Witch Doctor, Monk etc that allows you to make some pretty open ended selections of skill combinations for multiple sets... I just can't understand why the Wizard is so neglected in this respect? The most desirable build I've wanted to make in this game for years now, and have it *be viable at higher levels of play*, is a pure Lighting Wizard or Arcane Wizard....pretty much what Firebird does, but for those elements. So Blizzard, can we please get a reworked set, or a new set that allows Wizards to dedicate themselves to one element at a time and excel with it at high levels?SteelFaith0 Sep 6
Sep 3 Firebird Meteor build - why does mine suck? I have a Firebird Metoer build ( https://us.diablo3.com/en/profile/Rougex-1367/hero/103203377 ) that follows the Icy Veins one ( https://www.icy-veins.com/d3/meteor-wizard-skills-and-runes ) as closely as I can. I believe I have every piece of gear, and spell set up, and gems and cube. Yet, compared by my Tal Rasha build, it hits like a wet noodle. My Tal Rasha build wrecks T13 pretty easily (and solo GR 80), frequently hitting for 300B - 500B+. But with my Firebird setup, I'm mostly hitting for hundreds of millions, occasional spike to 20B. What am I missing? I expected Firebird to be much more fragile, which it is, but a lot more damage ... Thanks! RougexRougex1 Sep 3
Sep 3 Notes on The Wizard Notes on the wizardSword2 Sep 3
Sep 3 Notes on The Wizard Notes on The Wizard: I will keep my own observations brief. The mystic is more highly protected than the wizard. I can tell these where unlikley allies by there refusal to share spells and research. Still there attempt is not to wrest the secrets of necromancy from death. Instead they attempt to do the impossible, building answers from relics and tomes. There knowledge seems set on useing the arcane to reforge magical constructs, they plan to use to direct the minions left in the wake of fiend lords. With all attention on there magical constructs, there attempts to gather greater power is misleading. The Wizard is allowed to take any research they deem of interist to there inquisition, and they wear the title of heratic, untill they are redeemed by there research. As a result the two seem to keep there numbers secret, trying to gain enough power to form spells from what is left after battles. The mystic brought transmutation as a primary focus to mimic powers from demons, but it is never a true copy of a power. In a similar way the wizard has forged illusions as real as the elements they invoke. They seem to make for strange allies. ,Sword2 Sep 3
Sep 2 returning and need help Need Help! jus started playing again and no clue where to get gear etc! not even sure what build to use. whats the best way for a wizard to get out of t6 and into the deeper gamplay??merlin2 Sep 2
Sep 1 Delete DeletePuppetMaster0 Sep 1
Sep 1 Always dying in DMO Set Dungeon Hello guys, I've read some articles about this dungeon and tried a lot to complete it. The strange thing is that I seem to have the opposite problems: instead of having trouble with the challenge itself or with the too-much-damage issue, I'm struggling just to remain alive. I always get shot with few hits and have to mantain the distance all the time, resulting in nothing of fact. Level 70 of coourse, 68 paragon. Just can't realize where the problem is, I've also boosted defense with skills and paragon points. Does someone have a clue?OrionCrusher1 Sep 1
Aug 31 couple wiz Q's playing a season wizard and enjoying it but I have a couple Q's to help me survive rerolled a primal sword that's nice area affect or Life on Hit? is "life on hit" per melee or does it add up to every bad guy it hits? can you have "life per kill" AND "life on hit" on a sword? thanks OGCaptCaveMan1 Aug 31
Aug 28 Power of the Storm and RCR Which happens first? Does the Power of the storm reduce the cost by 3 then RCR%? or it is RCR% then Power of the storm? My RCR is 33.35% by the way.SuperHellus2 Aug 28
Aug 26 #1 Wizard Noticed that the number 1 wizard US is using DMO set. Is this legit? Didnt know this set was capable of this high of GR. Obviously paragon has a large part of this but still. I thought the setup was odd with twister and orb?JAW18 Aug 26
Aug 25 [Tal rasha] Passive attacks issue First, this is my wizard: https://eu.diablo3.com/en/profile/Zasz-2862/hero/1009382 I have four abilities to cover all four elements. The thing is two of them are passive abilities that create a passive attack which triggers the proper meteor but only two of those trigger stacks for the 6piece bonus. Is it because of the wording of the 2piece bonus "Damaging enemies..." and 6piece "Attacks..." ?Zasz3 Aug 25
Aug 24 Which Builds for a new (Seasonal) Wizard? So I have been using Icy Veins for builds. And while they are doubtless 'effective' builds there is a lot of overlap in that the presented 'high/top' tier builds for different sets end up using the same core mechanic. Over the course of playing season 14 I have collected both the Haedrigs Gift set and the other major sets for my Wizard. And I do enjoy different play styles on a character. I don't want to focus only on being a "DMO ArcaneOrb" Wizard for example (my current go-to that I use for everything). So, given that I play solo a lot and would like to attain a Solo Greater Rift personal best (even if I don't expect to compete for a leaderboard spot), I also like throwing myself into the various public games (Rift, Grift and Bounties)... how could I best divvy up my sets into 5 Armory slots such that: * I use as many of the 4 sets as possible (and maybe even a LoN based build). * My core damage skill should be different on different sets (i.e. if I do a Tal Rasha meteor build I don't do a meteor build with Firebird). * When the same set is used (5 armoury slots vs 4 sets) both builds should have the same enchanting preferences. tl;dr - what are the 5 ideal Wizard builds I should have in my Armoury?Avicenna21 Aug 24
Aug 24 Aether Walker and archon Archon teleport still has a cooldown when having Aether Walker equipped. Is this intended?ImanAngel13 Aug 24
Aug 22 Delsere's Magnum Opus dungeon don't spawn Delsere's Magnum Opus dungeon entrance don't spawn. Act III, the Skycrown Battlements isn't working, is only me? Pls, help.Alexis0 Aug 22
Aug 20 How much area damage does a SP wiz needs? What is the minimum amount of area damage a SP wizard needs to clear GRs above 120 for 4 men meta. As of now i have 154% area damage and the highest ive cleared is a 121(After a real struggle). I seem to be able to clear the trash but not able to one or two shot elites. Please advise on what could potentially be the issue.XxShauNxX1 Aug 20
Aug 18 Hey OG’s Just wanted to stop in and say hello. It’s been a long while - and at this point, I’m not sure any of you are left, or at the very least, are watching the forums, anymore. Long live the OG!Melkor20 Aug 18
Aug 18 Question on Frozen Orb builds Hi all - I have a couple of questions that I'd like some help on. First, I recently completed both the DMO and Tal Rasha frozen orb sets. I'm at a point where I have to decide which one to start enchanting gear on, and I'm not sure which I should do. I've played the "speed" variant of both at GR90 to get a flavor for them (using AW with scepter in cube), and so far I've interpreted the DMO build as being a bit slower-paced and tankier, with more standing still spamming orbs, and the Tal Rasha set as being faster-paced and squishier, with more kiting and running around to find orb spam windows. I've been able to clear GR90 faster with DMO, mostly because I didn't die and could stand still more, and think I like it better for that reason. But, I'm not sure which will be more capable of pushing ~GR105, or if both are equally capable and it's just a matter of preference for playstyle? Two other considerations are that my endless traveler's set kinda sucks and I'm not looking forward to spamming bounties for rerolls, and that I can also use the Tal Rasha set for solo meta if I ever want to go back to that (BTW, I solod up to GR101 with the meta build but find it boring so would rather play orb even if it's not capable of going as high). Which orb build do you guys prefer? Which is "stronger" for ~GR105? BTW, the builds I used to compare at GR90 are: http://www.diablofans.com/builds/95608 for Tal Rasha and https://www.diablofans.com/builds/98787 for DMO Second, I have an ancient AW and scepter. I know you normally cube the scepter to get the full 450% bonus when not pushing, but my scepter is quite a bit better than my AW and I'm not sure which I should use. Exact stats below: AW 2760.8 DPS 1395-1741 damage 979 int 7% AS 10% RCR Scepter 3038.7 DPS 1414-1758 damage 975 int 9% dmg 7% AS 410% arcane orb Which would you use? Thanks!nasrulla9 Aug 18
Aug 17 What is the best weapon proc? Here is my question: which weapon has the best proc for those of us without an ancient SS. I have found a few weapons recently that are all in the running: Shard of Hate Skycutter Thunderfury I'm using an Exarian atm but il wondering if any of these features would be worth giving up extra CD for? ThanksRagedBull7 Aug 17
Aug 17 Wall of d3planner Simulators on Star Pact I'm going to keep this as concise as I can (though I will inevitably carry on). The simulators are in the simulation tabs of related builds. The rotations are a tad imperfect, but mimic the average player's expertise. The mob size has been set to a static 44 whites and 2 elites (tad generous but whatever). These builds are all 4p oriented, though they can probably be used in 2p and especially 3p. If you're interested in the ultimate strongest result here it is: Firebird Archon Star Pact DPS: 75.8k Trillion D3Planner: https://www.d3planner.com/809338773 All of your ignite comes from archon, and your aim is to cast as many meteors as possible during Swami Arcane COE cycle. This will do a lot of burst damage. It's basically like casting multiple meteors that all benefit from the exact same amount of AD each (so none of the mob density is wasted due to deaths). Furthermore, the CDR requirement is a bit lax because archon is just meant to supplement your damage. Though there might be a variant that uses 3 igniters and lightning archon rune, and then runs more CDR to always get 2 arcane cycles after every archon. It might be possible. Otherwise just transform whenever I guess as you'll get one swami arcane cycle regardless. Or you could try for having an arcane with max dynamos and wave stacks as soon as you come out of archon by aiming for lightning (I think it's lightning anyway), so you'll come out on arcane. Depending on the GR level, out of archon it might be beneficial to simply stay the hell out of the middle of the mobs. Very tanky in archon, very squishy when out of it. Change magic weapon to deflection if necessary. mcdundee and I tested a variant of this in 2p GR110 (with some more defense due to a missing zbarb and necro debuff). Basically he overkilled every elite pack, and oneshot the RG (with a power pylon, though), using one meteor. Juuuust to give you some idea of what the damage potential looks like. In case you're playing in 2p or 3p, you might need to make some damage concessions. But this build's damage (especially burst) is so much higher than the base version that you can afford that while still being much stronger. On 3p and 4p, we have not gotten a chance to test. Also here is the purely theoretical PE variant: DPS: 95.2k T(rillion) https://www.d3planner.com/264865032 For the reason as to why this is purely theoretical, see below on the normal firebird PE version. Now to move on: Firebird variants: Base (slightly modified version of WorkWorkWork's post); DPS: 28.5kT https://www.d3planner.com/453613842 I don't need to explain this Purely theoretical PE variant: DPS: 62.6kT https://www.d3planner.com/983152526 The reason this is theoretical is that you get max AP and Dynamo in roughly 0.4-0.5 seconds. Which means you basically cast meteor every half a second and have multiple meteors in the air, which you somehow need to channel just right to make sure they all get the bonus. Possible, but kind of macro territory. Although it might be more possible for this version than the archon version simply due to less things to keep an eye on. That being said, the problem is that this is DPS. In many rifts, you'll have small mobs that die much faster than big mobs. But for the purposes of AD, they're all equal. So just throwing down a crapton of meteors is detrimental because your PE stacks go down at the same time as your damage. If you can run this absolutely perfectly on the perfect map, you might actually touch or beat the Firebird Archon variant above... supposing that it can't survive at all while doing the same (if it can, it flies ahead...). Ah but that being said if the archon variant simply sacrifices some damage, it would still come out ahead. Base version without Arcane Dynamo restriction: DPS: 37.4kT https://www.d3planner.com/969943931 Same as the usual version but it turns out that without PE, the base version benefits more from not waiting for 5 dynamo stacks. With that much AP refill, you get max AP long before 5 dynamo stacks, so it's better to just cast as soon as you get AP. Random reaper's wraps variant: DPS: 38.9kT https://www.d3planner.com/461617590 This is simply supposing you have a znecro. I haven't done enough testing either way to really say which way this goes, but honestly I think this might even benefit from dropping Arcane Dynamo. With enough globe spawn, you'll have a meteor out freaking constantly, so you'll just be interchanging meteors with channeling. I guess it bears some investigation. Obviously there can be an archon variant as well. Vyr's: Roughly only option: DPS: 28.9kT https://www.d3planner.com/108619186 Unfortunately the problem with Vyr is that yes it does have archon and higher base IAS, but it spends half the time in a useless archon state and only gets ADDITIVE damage from archon. At least with the way the simulator works, that basically means archon stacks just give some base % and then Vyr adds 50% to each. Doesn't take a rocket scientist to see why that really sucks compared to how archon stacks are multiplicative with FB. On the other hand if you can mix in PE while still staying alive, it damage is slightly more than the base firebirds build (41.5kT DPS), and its burst damage is of course a decent amount higher. Tal: Without PE Tal's sucks at star pact... but adding it in works some magic... About the only thing I could come up with using the base variant: DPS: 25.6kT https://www.d3planner.com/365398911 As I said, balls to the wall. With PE: DPS: 70kT https://www.d3planner.com/582513194 With PE, Tal's is a different beast. Suddenly the resource fills up much faster without even needing Delsere, Dynamo stacks get refilled instantly. For tal's it's kind of interesting too. Although it drops defense to do this, its unique amulet slot can also fill it in partially by using string of ears. Mantle of Channeling also helps, as does Unwavering Will. However it doesn't really have base defense built in. I'm not sure if this build could survive even with all of these defensive additives. You can also use EW set with CoE if you put an RoRG in cube. Unfortunately this does all of nothing for the spec. Bonus: DMO DMO Archon Arcane Orbit: DPS: 32kT https://www.d3planner.com/294780420 I think my rotation for this is much more imperfect than it is for the star pact builds above. Vox noted that technically AO can be cast every 0.5 seconds. So this cast rate is very low compared to the theoretical max. You basically have to play hopscotch between the frost ray and arcane orb buttons when you're not filling up dynamo. Supposing it can even survive... A note on DPS vs Burst Importance You'll notice that I don't value DPS quite as highly as burst damage. The reason for this is because you'll notice that many FB docs even now wait until fire cycle to start doing most of their damage on a large mob. The reason for that is that you do not want to waste AD (and PE) by killing off small mobs near you with small meteors, essentially guaranteeing that the elite(s) gain(s) nearly no damage. Burst is valuable because regardless of individual HP, they all take the same amount of damage from AD bounces. Even if that one boggit has 10 HP left, it can still proc over and wreck something next to it... at least that's how I think it works. >_> Conclusions I saw some interesting trends while doing these simulators. It was fun. Tals' sudden explosion of damage with PE is also something I didn't expect considering how much the base form sucks. Firebirds archon outstripped all of my expectations for damage as well. I realize the sims aren't quite perfect, but have fun looking through them.StoleOwnCar31 Aug 17
Aug 16 Issues playing Star Pact FB solo build I'm currently trying to use this build. https://www.diablofans.com/builds/99086-firebird-star-pact-solo-gr120-season-14 I'm getting pummeled while trying to gear up more (hunting ancients and such) at lower GR levels (60-80). Am I playing this wrong or is this just not a good build for lower GR's. Elites die too fast and with no FB stacks regular mobs kick my !@#.Ultima1 Aug 16
Aug 16 Etched Sigil vs manual star pact casts In regards to the current FB Meteor build, featuring the star pact meteor and arcane wave variation, do the meteors auto casted from Etched Sigil do as much damage as the manually casted ones, or is it required to manually cast meteor to pump out the higher damage? Just trying to find out if I’m channeling more than I should be instead of AP dumping.Ultima4 Aug 16
Aug 16 Does APD work with Halo of Karini? Trying to figure out APD.. I still get 1 shot from ranged enemies even I wear it.. Idk if I'm using it right.. Does it work with Storm Armor + Halo of Karini?Zeeb6 Aug 16
Aug 16 Gear Questions - SP Wizard I have a Primal DeathWish with *10% DMG *Intel *Increased Att Speed What should I reroll? I have two conventions of elements *Max CD (Rolled already) *Max CC *Max AOE But only 171% element bonus on rotation vs *Max CD (Rolled already) *5.5 CC *Intel With 198% element bonus on rotation And when playing SP wizard do I save my Meteor for rotation or should I continue using Meteor even when it's not on rotation? Thanks!MerLock4 Aug 16
Aug 13 Can't get Tal Rasha 4 stacks up! Hello, Please help me out. I changed my build around and discovered that I can only get my Tal Rasha 4 stack buff up to 3 and not 4! Please give me advice on how to get it back up to 4 like I had before... ThanksHardrake16 Aug 13
Aug 13 Why does mage not attack boss in Meta Runs Hey Guys, people forced me to not attack the boss in meta runs. Is there any reason for it? I heared this now in about 4 groups, one dude said the stricken stacks would expire if the mage hits the boss? But i don t think that happens if the mage doesn t wear one? Would be thankfull for an answer.Pr0filer4 Aug 13
Aug 13 Wizard demand I tried making a barbarian because they are used in both rat runs and meta push but I am not having much fun with him. I understand that necro is used in multiple spots in meta runs and wizard isnt but I don't see lf call outs for star pact wizards. If I make one will it be a waste of time or are you seeing a demand for them?JAW2 Aug 13
Aug 12 Lighting Meteor - Viable! Just did GR 108 @ P1267 as Lightning Meteor Wiz (Season NA Rank 67 atm). After a good deal of experimentation, I would say lighting meteor in an etched sigil build is slightly weaker overall than meteor shower...but if you can't stand the screen spam of shower [like myself] I think this proves that lighting meteor is a legtimately viable alternative. Trying to evaluate the potential of this build overall I would note the following for prospective lighting wizards: - I could fish another 1 level above this one with my exact current setup ***but only one...already I am fishing for only "great rifts". - I could gain another 2 grifts if I fully maximized my remaining gear ***significant time investment required. - Adding ~650 paragon would gain another 1 level ***looking at top leader board paragon they are all nearing 2k == I would say this build caps out around grift 112 ***vs Meteor shower in a similar position capping around ~114. Summary of analysis: Lighting Meteor is only about ~2-3 levels behind meteor shower in overall effectiveness. Happy hunting all!Destroyer6 Aug 12