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
May 22 [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 » https://youtu.be/6wMn13WZsh8 » https://www.d3planner.com/381653034 (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 (GR70-85+) Vyr MH In-Geom Speed » https://www.diablofans.com/builds/100669 (GR75-90+) 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 » https://youtu.be/6wMn13WZsh8 » https://www.d3planner.com/381653034 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. (GR70-85+) Vyr MH In-Geom Speed » https://www.diablofans.com/builds/100669 (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!Cratic171 May 22
Jan 21 RoS Wizard Tools (updated for v2.6.4) 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. -dolynickdolynick254 Jan 21
24m Drops Hi, Playing a (non-seasonal) level 70 character who finished the game at the normal level. If I start the game over with this character, and increase the difficulty level to hard, or higher, will the quality of the drops I get increase? Thanks.SixSixSix9 24m
51m Is Area Damage bad? Someone told me in pub that Vyr Wiz should not get any AD from Paragon because it causes lag in GR... Is this true?mintCookie1 51m
11h Risk Reward Been playing at T3 to T8, but I don't see any benefit in higher levels. Shifted up to T12 and ran a few rifts. After dying a lot as the gear doesn't protect at all, my damage was adequate but health is an issue, lol. The items (Greens & Ancient) that I recieved were of the same quality as in lower levels(??). I am trying to upgrade my Death Wish from 1.9K damage to 3K damage but playing at T12 does no good. I assume that the qualifying factor is Paragon points, as they will improve health, resiliency and damage as one increases the point count. Does reforge correlate with Paragon level? Thoughts or advice? ThanksTheMuffinMan5 11h
12h Is this Pheonix Build still viable? https://www.d3planner.com/938224694 This is what I was working on a long time ago. I'm still getting primal equipment I think. Which hopefully won't be harder as I'm not in season anymore. It's designed around maxing pull and fire as much as often with a simple auto cast setup where you jump around and light everything on fire. It was orignally hydra based but I removed it for better cast on the run. Hopefully the 3.333 extra mana doesn't hurt. I'm assuming the Etched sigil cast cost no mana still. A few questions: 1. Does familar count as a burn in regards to the set bonus 3000x damage till death? 2. Does the weapon bonus set to Ignite count as one of the burns and outway the raw extra 10% damage given by Force Weapon? 3. Would life on kill be worth switching to something else? 4. Is all the stuns bad for resistance. It's supposed to be to increase the odds of the 45% damage bonus from Bane of the Trapped. I'm not sure what to do with those types of bonuses like stun and whatnot to be efficient. 5. Does teleport count as moving as far as defense offense bonuses go? How far could this build likely go? And are there any good improvements? I don't remember exactly why I had the stats the way they are. So, I'm not sure how to tweak it. I would have to relearn the game again. I wonder if it would be better to put ignore durability loss over other things. I couldn't get all the equipment immortal but I could get a lot of it. I wonder if death and the pheonix revive drops durability and ignores this or not.Aital4 12h
14h Vyr 2p 132 video (monk perspective) https://youtu.be/Sk3D4ZggIH8 (Note: has usual animu/weeb--well Touhou, specifically--music so cover ye ears and/or mute if you're not into that scene) I just wanted to post a quick video of a 2p 132 run, because it's actually fairly high up on the leaderboards yet is not the usual bazooka run that you're probably used to. Turns out this build has enough damage to score high on the 2p boards, too. I was surprised when Stan and I cleared 130 on our first try with little to no prep work, but I didn't expect this to actually be able to push this high (and pretty easily, too). We didn't get a conduit and the power pylon sucked, so my estimate for the top end of 2p clears for this spec to be around 135. Maybe with very high paragon and perfect gear, 136. Maybe higher with a glassier spec. Which is actually quite respectable. The build is consistent, but puts a lot more strain on the zmonk. Part of my reason for posting this is to give some idea of what you can do for your DPS, if you decide to try this idea. With most bazooka builds you can just gather whatever is in the immediate area, nuke, and then slowly inch forward while repeating. With this spec, you need to pretty much push forward constantly and you'll notice that the vyr wizard doesn't really need babysitting all the time, especially not while in archon. Mainly in horrible affixes and/or whenever they're out of archon. So ideally you're on voice (we weren't lol), because you need to know when they're out of archon. When they're in archon and especially with double stacks, your job is to just put a sanc down and then go out and gather. There's no area damage, which is an utter blessing since you don't have to worry about overgathering and lag. The ideal mob type seems to be blues, which I guess most people should be aware of from soloing on the spec. Also unlike most specs this build doesn't have anything in the skill damage % bucket. So I think strongarms are far superior to nemesis (someone correct me if I'm wrong). Nemesis maybe provides you one extra elite on power and conduit. Strongarms provides pretty close to its stated value throughout practically the entire rift, and are not dependent on pylons. If you have some ideas of better alterations for 2p runs, feel free to post them. I'm interested. This spec is a lot more interesting to play in 2p to me because it doesn't need like 5-6 minutes on the RG...StoleOwnCar11 14h
14h Vry/chantodo Manald Heal Has anytime tried this with lightning? Using Manald Heal for CoE?happynikon2 14h
20h Deathwish rarity. I've now done 6 dozen upgrades, tons of Rinehart, Fulminator, SoH, but zero Deathwish. Is this the rarest drop sword?cknopp15 20h
1d Need help understand damage modifers Hello Everyone, If i have boots with 15% Arcane Orb Damage, and Triumvirate with 400% Arcane Orb damage and for example Arcane Orb does 100 Damage. With those 2 Modifiers is it 100 x 4 x 1.15 = 460 Damage, or is it 100 x 4.15 = 415 Damage ? Thank you in advance for the help.Pneuma4 1d
2d RNGesus's Prayer Our father, who art RNGesus, fickle be thy nature Thy drop rate rise, The crap drops cease In Sanctuary, as well as in rifts. Give us this day our daily legendaries, and forgive us stupid rerolls, as we forgive party members who salvage legs we need, and lead us not to 2handers, but deliver us from firebirds items. For thine are the game mechanics, and the power, and the blame, for ever and ever. AmenColossus23 2d
2d Blighter - High GRs I'm currently playing vyr archon pushing 110+ and I blow through the trash, but when I get to the boss if it is Blighter I end up just leaving. For some reason against almost every other boss I can face tank it with vyr stacks and take zero dmg, but against Blighter I just die repeatedly. I can't not find a way to fight him and avoid all the poison pools/arms. If he spawns on a tunnel map it's 100% why even bother with this, it's going to take me 7-8 mins just to kill him when I can just leave and start a new rift and get a better boss. Anyone else experience this or am I doing something wrong?Eggochiggo11 2d
2d Vyr's/Chant APD vs ABB, what wins? Okay been seeing the top 10 solo wiz LBs switch between these two bracers, which one is actually better? I'm going to assume APDs wins solo, and maybe Blood bracers win group setting with zdps in mind? Is that assumption correct or is APD just straight up better? Especially if you're using stun bubble. Thanks in advance! Disclaimer - Keeping in mind if I have the monk+barb zdps, I won't even bother with either, Strongarms ftw!MasterJay2 2d
3d Group Vyr's/Chant build Meant to post in here: https://us.battle.net/forums/en/d3/topic/20772027013MasterJay0 3d
3d 2 wiz, zmonk, necr speed meta Iv heared thats its the fastest for 110-120, I know what wiz and monk is suppost to do but what is the purpose or nerc in this speedruns. OR is there a guide online somewhere which goes over everything that i mentionted in detailed. Like who should use what runes, gems etc for maximum efficency. And last question how can i find those support since i didnt have much luck in communities yet.Nephcyte4 3d
3d Best Wiz season builds I heard LON Star Pact Archon is the best wizard build but it's really difficult to master so I probably won't use it. Which other build is the strongest? Vyr Archon Chantodo, Firebirds Meteor or any other?Lisq23 3d
3d Buff Req - Hydra For build diversity, I suggest the following buff of legendaries. 1. The Magistrate: Frost Hydra periodically casts Frost Nova and it deals 350-500% increased damage. 2. Serpent's Sparker: Two Hydras can be summoned at once and it deals 350-500% increased damage.Fangskin1 3d
3d Need an easy fun set-build Hi Ok I'm a very average player. I like build which are simple not a lot of things to do before it's optimal. I have a lot of characters because I want to test them but I wish to just put efforts on gearing wisely, you better have 1 good build set than 3 average. So I was trying the Vyr Chantodo, Firebird Star Pact and the DMO. I also have Tal Rasha set but I am missing some elements for it. So a lot of wizard but I doubt they are great lol... I'm looking for using the set that will be friendly-user like not hard to play with the less possible rotation things to do. I am not looking for the absolute best when you have high paragon etc. I'm actually struggling getting 900. So which set should I put time trying to gear it properly a Firebird, a Tal Rasha, a Vyr or a Delsere Magnus Opus?. Firebird looks to me as complex... I'm a solo player most of the time. Thank you in advance. My Firebird https://us.diablo3.com/en/profile/Lidrach-11534/hero/85491343 My DMO https://us.diablo3.com/en/profile/Lidrach-11534/hero/85491343 My Vyr I'm missing a gem I know. https://us.diablo3.com/en/profile/Lidrach-11534/hero/70420387Lidrach8 3d
5d Which compass rose should I use? Playing Vyrs Chantodo Have two non-ancient compass rose to choose from: #1 Int 5% ias 47% chd 8% cdr Socket #2 Int Vit 6% cc 47% chd Socket I can maintain ~55% cdr even if I choose the compass rose without cdr (before gogok stacks), so that's not a big issue. I'm tempted to choose cc since ias on the ring seems pretty redundant with constant Archon stacks, but figured I'd ask some oppinions. Thanks!irasthmus3 5d
5d What to roll - Vyr’s Plate I have a Vyr plate with the following stats Intelligent Vitality All Resistance Secondary Reduce range damage by 7% Monster Kills grant Experience Should I roll - All Resistance for 11% reduce damage from elites? - or Experience for Reduce damage from melee by 7%Namfia7 5d
Jun 10 Ruby gems for Vyr Archon Wizard Is it really worth to socket 5 ruby gems on Vyr Archon Wizard? How much defense that the 5 ruby gems can help/offer in survivability to the point that people were willingly to trade 5 topaz over it at the high GR?Kilometer4 Jun 10
Jun 10 Vyr Chantodo dual element Been having some fun with this setup on PTR: https://www.d3planner.com/309744070 2nd variant with aquila cuirass + teleport: https://www.d3planner.com/634360689 Fire% can be dropped for cooldown on amulet if you don't have perfect cdr everywhere, or as insurance against gogok downtime. Operates similar to the old TalVyr CoE light wiz, but uses both fire and lightning CoE phases via flame blades buff for the first 4 seconds in your archon (which changes your wave of destruction element for the duration). The key is to stop spamming blades 1sec before going into archon at the end of cold, and use your explosive blast and blackhole just before entering to maximize their uptime. If done correctly, you should have perfect double stack overlap and OOID buff during your entire 2 CoE cycles. The build is VERY tanky, and can survive pretty much any mobset. It also allows mobility outside your burst phase to make big pulls or skip low density without sacrificing stacks as much as the standard variant. Haven't seen anyone else using it, so figured I'd share in case anyone else enjoys the playstyle. Have a good weekend everyone! edit: added 2nd variant using aquila cuirass + teleportMajinRyan2 Jun 10
Jun 10 Played Star Pact for the first time I have never played Star Pact before. I was usually an RGK or just did off meta stuff or Rat Runs. I put together the LON Star Pact non Archon build that Lexyu posted on YouTube. Tonight I was able to clear a 4 player 110 with it! It was a lot of fun, and I want to augment for it. With Augments, better gear, learning to play, and getting a good group I could go a lot higher! Eventually I'll get Bazooka Wiz going, but I think for the next couple weeks I'll just run the non Archon one. I can see why people like playing this! I really liked it! I felt so powerful, especially when I got two Meteors in one Arcane rotation. It will be hard to get people to play with me, but I don't care It's worth trying to make groups for it so I can learn the timing better and eventually do Bazooka aka LON 32. One question: sometimes when I press Meteor nothing happens. It doesn't cast. I usually cast Black Hole right before Meteor, is it waiting for Black Hole to finish or something? Like, my Arcane Power stays at full and it doesn't cast sometimes. Thanks.TrvAix9 Jun 10
Jun 9 what to roll on chantodo wand my wand droped today has: https://imgur.com/vnsypsx what to roll int for atack speed or base damage ..... never had such hard nut to crackMortus35 Jun 9
Jun 9 Help on chantodo off-hand Hi all, I'd like advice on two similar chantodo orbs for vyr chantodo build. One has a bit higher damage but 3 APoC and the other 4 APoC. Orb 1: 444-556 damage, 947 int, 10% chc, 8% cdr, 3 APoC, 13 AP secondary Orb 2: 413-521 damage, 949 int, 9% chc, 8% cdr, 4 APoC, 13 AP secondary In single player with karini I really don't need AP (due to power of storm) but as I transition to CoE I guess that the added APoC will play a significant role. Both are already rolled. Thanks for any input.alex3 Jun 9
Jun 8 How powerful is LoN FO Wizard in non-season? I wonder, how powerful is LoN FO Wizard once the S17 theme buff gone? Is it still usable to farm at T16 bounty or Rift?Kilometer8 Jun 8
Jun 8 T16 Split Bounty - LoN Orb or LoN Meteor? To run the T16 split bounties in efficiency way, which build is better? LoN Frozen Orb or LoN Etched Meteor? I have items for both build though.Kilometer7 Jun 8
Jun 8 Now that wizards only have 1 armor set... ever since the buff last season to LoN making it do up near 10,000% increased damage, and with this season removing the ring requirment, now's a good time to take a look at the 3 unused wizard sets (and yes, i know TR still see's some use, but that doesn't make it a good playstyle/set.) and put forward my opinion on how they should be changed and why. (standard disclaimer, this is an opinion post and should not be meant to reflect any degree of mechanical understanding in regards to balance or community desire) Delsire's Magnum Opus: the main issue with this set, in my mind, is that it simply is the only set with no ability to use archon. and while that in itself is not a bad thing (as i'm pretty glad that vyrs can finally become the pure archon slave set it was meant to be) it doesn't give players much to be desired over a generally stronger and more diverse LoN build. how i would change it is pretty simple, in that i would see it's damage become more focused on specific builds, and have it's total damage buff be incomparable to LoN for the things it is meant for (in that, you would always pick it over a LoN alternative to the same build) (Change ideas) 2 set bonus: Slow time now persists around you indefinitely (toggle) (similar to the archon version of slow time, but benefiting form rune(s).) 4 set bonus: take 60% less damage from enemies and projectiles under the effect of slow time. (basically the same as live, but the wording is changed to consider the new 2 set idea) 6 set bonus: Arcane Orb, Energy Twister, Explosive Blast, and spectral blades deal 10,000% increased damage, and their damage is dealt to all enemies under the effect of your slow time. (i like round numbers, and with this it wouldn't be broken for rift guardians but would be significantly better vs groups and clusters than any LoN alternative) Tal'Rasha's: the main issue i have with this set is in essence just a watered down version of every other set and build due to it giving a general damage buff instead of focusing on the alternating elemental gameplay. so i would see that ideal brought forward with a series of heavier changes than above. 2 set bonus: you gain the temporal flux, conflagration, cold blooded, and paralysis passives. 4 set bonus: casting an elemental spell reduces all damage taken by 15% for 8 seconds. taking elemental damage from an enemy increases your resistance to that element by an additional 10% for 5 seconds, stacking indefinitely (new stacks do not refresh existing stacks). 6 set bonus: you deal 20,000% increased fire, frost, lightning, and arcane damage. dealing elemental damage reduces it's respective bonus by 2000% for 10 seconds (no more than 1 stack per element may be lost per second). with this change the player would be granted significant power but would still be encouraged to cycle between damage skills (and would also kill archon builds for TR, which is something we don't need anymore) Firebird's Finery:so this set used to be my favorite thing in this game, it was my bread and butter back when the top groups were still concerned with pushing GR50. that said, it has not been treated kindly by the power creep that would see it be made irrelevant for multiple reason. as such the greatest issue i have with it is the stacking mechanic on the 6 set bonus. my intent is to fix this issue without ruining the phoenix style of play that the set was originally modeled after. 2 set bonus: taking fatal damage causes a meteor to fall from the sky and revive you. when this happens you gain 100% damage reduction, reduced by 1% every second afterwards. 4 set bonus: dealing fire damage to enemies ignites them, causing them to take 1000% more fire damage from you until they die. 6 set bonus: ignited enemies deal 40% less damage to you. in addition, your fire spells will increase the severity of the burn by 1000%(additive), stacking up to 20 times(maximum 20,000% increased damage), however, enemies no longer take damage from your non fire spells or archon. 7 set bonus: enemies at maximum ignition will burn for 5000% weapon damage per second, and will spread maximum ignition to nearby unaffected enemies every second. (yeah, a 7 set bonus, fite me.) this concludes my look at wizard sets.TheWalrus2 Jun 8
Jun 5 Archon channeling items Why don't items that say when channeling you gain this benefit apply to archon channeling? Would this be too powerful? I know I've seen many people say how they wish deathwish applied to archon's disintegrate beam. What about the channeling shoulders and taeguk? Would these changes make archon too powerful? It could open up some other builds, maybe manald heal archon.AnimalMan3 Jun 5
Jun 5 It's time for a hydra build Dear Blizzard, It is high time that Hydra got the attention it needs. Here is what I would LOVE to see implemented for a not too distant season: Serpent sparker: 1) Still casts 2 hydras in one cast. 2) Your Hydras deal 100-200%(would need tuning) increased damage for every active hydra. Primordial Soul(boring, never gets used): 1) You may now have every elemental rune variant of hydra active at any given moment. Each cast of hydra will rotate through fire, frost, lightning and arcane runes. Fire defaults to Mammoth hydra. I really don't know or care if a build like this would be the best, but I know that I would play it till the cows came home. It would have some amazing synergy with Tal Rasha and convention of the elements. In my opinion it does not seem outlandish compared to the builds we have today. PLEASE make this happen. This might be presumptuous but I believe I speak for a lot of wizard players in saying that this would be a universally desired build, or some variant, or just a hydra-centric build in general. Sincerely, A long-time Diablo player who remembers spamming LOTS of hydras in diablo 1 and wants something like it in Diablo 3.wowbagger7 Jun 5
Jun 4 Mirror image or Archon ? i have a dream that one day i would read a post with that title : mirror image or archon ? and see over 100 reply This is how good i want mirror image to be ^^ please do something for mirror imageKosmos0 Jun 4
Jun 4 Element for archon I have a 20% lightning amulet on my dh that I wanted to use on my wiz. I was wondering since vyrs set gives all runes to Archon and one of them being lightning, will it benefit from the lightning damage? ThanksSoul8 Jun 4
Jun 4 % of CD Reduction needed Exactly what the title says. What is the target CD Reduction needed in the Vyr/Chantodo setup?Roblinz3 Jun 4
Jun 4 Is Vyr Archon good for bounty? I found that my LoN FO Wizard is getting outclassed in the T16 split bounty, and my Vyr can do GR85 under 5 minutes. I am asking this because I not sure whether I should "despair" my LoN FO Wizard or not as I had already despaired 2 for my Vyr Archon Wizard.Kilometer8 Jun 4
Jun 4 Archon damage We need archon damage buff and defence buff legendary items so that we can make a LoN archon build whereby Archon is the main damage dealer and damage mitigation form so it plays similar to Chandoo's without opposed to having to use macros like the lame bazooka build. For me that is comparable to the difference of feeling between driving an automatic and manual vehicle! What do you guys think?Ancient14 Jun 4
Jun 3 Why Static Discharge best for Vyr Chan? Although I am using Static Discharge because it is trditionally the most used in the build, but is there any solid reason why most players use this skill? I agree that it is a good skill before Guardian, but whenever I face him, my arcane power is insufficient at the point of 17-18 Chanto stacks. It delays the 2nd Archon transform, subsequently decreasing my full damage durations. How about using Ray of Frost - Cold Blooded instead of Static Discharge?Sangyung2 Jun 3
Jun 2 Manald Heal Why no Manald Heal in Vyrs now?Damo10 Jun 2
Jun 1 Q) Storm Armor - Shocking Aspect Shocking Aspect - Critical Hits have a chance to electrocute a "nearby" enemy for 425% weapon damage as Lightning. 1. Does it mean an enemy near "me" or "the critical hit"? 2. What is the exact range (or radius) of a "nearby" enemy? 3. Is this rune effective to make Karini's buff more reliable as it produce additional thunder?Sangyung4 Jun 1
Jun 1 set effect greatly reduces dps? So I've started a seasonal wizard for season 17 and just got my hands on the Firebird's set. One thing stood out most after equipping the set: damage was almost inexistent. I thought it might've been because of any kind of synergy that took place between my other items but the only corelation i could find between the Firebird's set, my old gear and my damage was that whenever i had 2 set items on (unlocking the first buff) damage dropped considerably from a constant 50M dps to arond 3-4M. Also i have to say that the reason behind the 50M dps is an ancient Butcher's Carver, but from what i know that item does not have any special effect that would interact with set effects. Does anyone have an idea as to why this might be happening?Quack5 Jun 1
Jun 1 Teleport responsiveness and other changes Hey guys, Ive been seeing a few things in game and want to know if you have as well. First: Teleport seems a lot less responsive than it used to. Delays between clicking the skill and the actual teleport, occasional non activation, etc. This is something I noticed on the PTR and posted on the bug forum. (Note, 64 bit client only) Second: How about all those ranged mobs! What a fantastic change to greater rifts.Gbrav1364 Jun 1
May 31 Questions about Vyr Chantodo play I know this build is super easy and obvious to leet players, but I ain't one. I am currently struggling with mid GR 80s but I know I should be able to do way higher with my gear. So I have a couple questions: 1. Should black hole be cast right before popping archon? Does it matter? 2. When coming out of archon, should wizards be STANDING STILL and spamming arcane torrent to build chantodos as quickly as possible? I'm seeing and reading conflicting information on this. I do not have the toughness to tank a full chantodo stack. 3. While in archon, is "archon punch" supposed to be the main attack used? I cannot really tell if it's superior to archon blast, which I've been using. 4. When not pushing GR, what's the best gem to use other than Stricken? Is it pain enhancer? Bane of the Powerful? 5. While in archon, does it matter what attack is used while gathering groups? Is it optimum to tag everything with the beam? 6. When GR pushing, is the first archon expected to basically not kill enemies, just build momentum with archon stacks? I may have more questions later. Thanks guys.Lobsterbash37 May 31
May 31 Vyr's Wiz Movement Tips Video/Written Guide Hello Wizard peoples. I wanted to share the main staple movement abilities, mostly involving teleport that I use when running higher GRs for Vyr's Chantodo's Archon in groups and solo. I am hoping my audience will be players new to Wizard / Diablo 3. If advanced players get something out of this, that'd be cool too. I have done a 119 solo so far in season 17 (Edit: Just cleared a 120 solo tonight! yay lol). While I'm not the best in the world, I do know what I'm talking about. This is mainly a video guide, I feel like most of this is better if you see it happening. It's a 9 minute video I did in one take just showing off how I perform movement for top notch damage / speed.. Since this is the forum I made put it into a written guide below. The YouTube video - https://youtu.be/yBnOFnbRXQM The new movement skill I figured out today which kind of sparked the idea of the guide I call the double teleport... 1. Double Teleoprt: If Teleport and Archon are both ready to use, and you want to quickly move across the screen. You can hit Teleport, followed by Archon, followed by Teleport right away. It will be off cooldown and from what I can tell it's slightly faster than two Archon teleoprts in a row. You have to perform it very quick, like super quick. This is a very niche move that is more of just a cool, fun, wacky wizard thing that is fun to do. I don't recommend trying to perform this in a personal best push. Unless you're squirrely like me. 2. Teleport / Force Move: I have force move bound to my mouse scroll up and scroll down. If you don't care about getting Archon stacks and just want to move quickly, for instance bounties, or if you are skipping a bad map... Keep scrolling / holding down forve move while you are teleporting to have continuous movement. Otherwise there is a delay between teleports that will slow you down, and leave you behind a Wiz that is using forve move. 3. Scout and Beam Teleport: When you want to scout while keeping Archon stacks up, this is performed by holding down right click (the beam) while Teleporting continuously around the map. Do not use force move for this one, because it will cancel the beam. This is used for getting more trash to surround your Elite, bringing another Elite into the fight, or helping youur group find Pylons and Elites. I search a couple screens away from my main fight, then compe back and hit the Elite a few times, then search another area, looking around with the intion of coming back to the main fight. I do this in groups and solo. 4. Oculus Ring While Attacking: While holding force stand still and left clicking, you will attack the elite without interuption of walking by accident. When an Oculus Ring spawns, while still holding force stand still and also holding left click, quickly move the mouse to the oculus ring and press Teleport. Keep attacking. side tip - If the elite is out of reach of the melee from the Oculus Ring, I usually use the right click beam to keep getting stacks while my Chantodo's Wave of Destruction barely hits it. 5. GTFO Zodiac: Just before archon is going to end, I prefer to teleoprt away from the fight. Then cast Arcane torrent to get Zodiac procs and Chantodo's Stacks. I pop Archon and instantly Teleport back into the fight. I am aware of the Combustion rune of Archon, which deals 6,000%+ damage when you pop Archon. Honestly I think it's better to be in archon before teleporting back to the fight. Hope I made sense. lol.TrvAix3 May 31
May 30 why all vyr archon going cold % dmg? why all vyr archon going cold % dmg? why not lightning%dmg from ammy/bracer.SpiritedAway3 May 30
May 30 Chantodo Stacks Persist Entering GR - Bug? I just started playing the Vyr's Chantodo build and noticed that if I have Chantodo stacks built up before entering a GR, they persist when I enter the GR. Example: I travel to Fields of Misery and use Arcane Torrent on critters until I have 20 Chantodo's stacks. I then go to town and start a GR. All 20 Chantodo stacks are still present at the start of the GR before I have attacked a single thing. Is this a bug or a feature?KingCheetah3 May 30
May 30 Elemental Exposure Hi, can someone please help me to understand this as I get so many conflicting opinions on this. "Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from your attacks for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. Elemental damage from your weapon contributes to Elemental Exposure." I have a weapon with cold damage on it Electrocute surge of power = lightning Meteor Starpac = Arcane Ray of Frost = Cold Would changing RoF to Arcane Torrent flame ward give me the 4th element and would I lose damage from not using RoF? Also, Is it multiplicative? Would Unwavering will be more damage.Nigel9 May 30
May 30 Vyr chant rings confusing. What would u roll? I got a primal CoE last night. I have no idea what to replace, and with what. I know it's dependent on what the rest of my gear looks like, but I will say that I'd rather not put cooldown reduction on this if I can help it. What would you do? It rolled with: Int Crit chance LoHLobsterbash3 May 30
May 29 Chantodo's Will Question If this drops as a level 60, but then hold til I'm 70 and reforge it, will it reforge to a level 70 version or will I have to hope for another drop?AcidZork2 May 29
May 29 INSANE dmg spike? So... For some reason i went from hitting about 90BILLION to 2.5-3 QUADRILLION.. For no apparent reason at all. This lasted hours until i entered a GR 90 with a buddy and my hits went back down to 90B... The same thing happened the other day.. I thought i accidentally got rid of some multiplier and ruined my build. Can anyone explain this? Any similar experience? Is this a bug? Im not even wearing a CoE. Frozen orb Wizseansy5 May 29
May 29 Chantodo’s reroll Have wand with int,max CDR, and max AS should I roll the as off for 10%dmg or leave AS on it ,maybe roll int off for dmg?bodeen1 May 29