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
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
Oct 9 [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!Cratic167 Oct 9
8m In-geom GR build? Hello all, Got a primal In-geom, would like to build around it if possible. I guess my question is twofold: * A good GR build that uses In-geom as the weapon (not cubed)? * It has +10% damage, int, and vitality. Should I roll off the vitality for CDR? Thanks, I just hit GR 70 in the season, just got all of the gear pieces, now just need to improve and augment.econrad5 8m
9m How to kill Adria in Act V, Torment VI..? Good evening, I know this may be a little outdated, but you don't know if you don't ask, right? Okay...here goes...My character is a 70(247) Wizard. Up to now, I have been doing pretty good with moving along in RoS... That is, up to now...against Adria Any ideas? I know if I could copy and paste my current gear, etc. it might help. But without that, any ideas would be greatly appreciated. Cheers! -MerlinMerlin2 9m
18m Legacy of nightmare Meteor Shower - Viable? So with the season 16 buff to Legacy of Nightmare I caught myelf thinking, why isn't it a thing? After a bit of experimenting (meaning I spent a sh*t load of time getting raped), I managed to come up with a pretty solid build. While probably not a top tier build, I believe there is a lot of potential for it in around 110 GR or more. So it all starts with the "13 piece set" bonus, in which each item must be at least ancient for it to work. that meant it should take quite a while to assemble it but trust me, it'll be worth it. After the whole set is completed, you'll be sitting on 9750% damage increase, please note that the best you can get out of another set is 8000%, which comes from the tal rasha set. The second part of this buff is that you'll sit at 52% damage reduction (4% for each piece). Along with these buffs, you'll have the relative "freedom" to pick the best-in-slot items that will fit the build better. So after a bit of tinkering (meaning I got my !@# kicked a second sh*t amount of time), I came up with the following build: *Items* Mantle of Channeling: that sweet 25% buff to damage and damage reduction will come in handy since this build will revolve around channeling. Leoric's Crown: I struggled quite a bit to find a suiting headpiece for this set, but the crown seemed very interesting given the toughness it will give coupled with the purple gem. Also the fact that other headpieces seemed weaker (Dark mage's shade falling right behind but also being a possibility). Hellfire Amulet (blur): The damage mitigation comes in handy, but overwhelming desire is a possibility for the damage increase. Although I do prefer the amulet. Magefist: this will be a fire build, and lacking other better possibilities, the magefist provides us with an % increase to fire damage that will very much be welcomed. Cindercoat: Another addition to % fire damage, but with the ''cherry" of reducing the channeling cost of fire skills by up to 30%, which will be important later. Note that this HAS to be equiped for you to get the %fire increase, so it is irreplaceable. Ashnagarr's blood bracer: This one took a bit of thinking, but it seemed a good item coupled with a few passive shields we'll be getting out, we'll talk about that on the skills session. An alternative to it is ancient parthan defenders, but for that check out the kanai's cube session. Litany of the undaunted/wailing host: That's the set bonus we'll be using. String of ears/the witching hour: string of ears provides some extra melee defense, but alternatively, we could pick a witching hour for the extra damage. Whichever you pick depends on whether you need more defense or offense. I didn't manage to get either on ancient yet, but witching hour seems better because we already have so much defense. Deathwish: our second channeling tool, it gives us that up to 325% damage increase while channeling. Pox Faulds: Pants are kind of a dead slot here, with the class not having another extremely useful item. I found pox to be the least bad since we will stay with that 30% audacity increase, so might a well add 550% weapon damage. Anything is good really. Etched Sigil: Our third tool to channelingWill give you up to 150% increase on top of allowing you to cast meteors while channeling. Nilfur's Boast: Our fourth and final tool for meteor, giving that up to 900% extra damage on meteor. *Kanai's Cube* The grand vizier: obvious choice in a meteor build, giving 400% damage increase to meteor a well as 50% reduced cost (will help with off-time casts for extra damage). Aquila's Cuirass: So remember when i said the cindercoat channeling reduction would pay off? there ya go! being always over 90% will allow you to always have that sweet 50% damage reduction. Unity: So this one is tricky. I danced around halo of karini a lot, but realized i could get even more damage reduction, while not being set back with the relative unreliability of karini. Furthermore, I can see halo of arlyze maybe being better if coupled with ancient parthan defenders, but i haven't managed to test it out yet. *stats* So ideally you'll need 20% fire damage increse in magefist, hellfire amulet and chosen bracers; Crit chance over 50%: since etched sigil gives you arcane power in crits, you'll very much want that increased crit chance as well as some help keeping the aquila's cuirass reduction. Cooldown reduction: dismissable since you'll only have AT MOST 2 skills that have CDs, and one will be constantly reset. Having reached those 2 conditions, focusing on a balance between armor, crit damage, area damage and vitality. Being so hard to put together, I haven't figured out a great number for those as of just yet. *Gems* At first i considered esoteric alteration or molten wildebeest's gizzard (because of Ashnagarr) for defense. But soon i realized that's overkill in defense, while leaving ofense behind. So my conclusion was: Taeguk: that armor/damage increase will provide great overall stats, and it's the most mandatory gem here. Bane of the trapped: arguably the best damaging gem, good damage increase a long with a slight cc. Bane of the stricken: yes please, give me the power to wreck me some rift guardians. Flawless topaz for chest, legs and, if rolled, off hand, for the damage increase Flawless amethist for the helm: remember, you got the leoric's crown on, having that 46% life increase will give you some respectful toughness. Flawless emerald on weapon for that nice critical hit damage on top of your already high crit chance. *skills* Teleport (safe passage): damage reduction and great maneuverability coupled with the right passive. Magic weapon (deflection): an interesting option for defense given the ashnagarr's buff, but could be easily swapped if you feel like you have too much damage reduction and maybe want the familiar or even magic weapon's damage increase. Note that we DO NOT USE conduit here because we already have a good couple of ways to keep the arcane power up, that would be excessive. Arcane torrent (flame ward): a damage reduction tool that procs with cindercoat's reduction and benefits from the fire damage increase, even if it's not really our damage dealer. Energy armor: remember when i said halo of karini wasn't better than unity? that's where I explain. See with the halo of karini you are obligated to have storm armor, rendering that 80% damage reduction. With unity however, you get to keep 50% reduction from unity on top of force armor's up to 35% of your life decrease. Another option could be prismatic armor, but i'm still experimenting with the best among all these. Please note that here is where the halo of arlyze would require a frost nova if actually chosen. Diamond skin (Crystal shell): This is your "free spot" right here. You can put whatever you want in this slot. I chose diamond skin because I chose a REALLY safe path with damage reduction, but it all comes down to your creativity really. *I even considered slow time with the crown of the primus at one point, but the % in health fom leoric's crown seemed a better choice. Meteor (meteor shower): Our secret weapon. Benefiting from the possibly 60% increase in fire damage, and the channeling tools, and the meteor tools, this is your go-to spell. *note that star pact is off the question because it would render aquila's passive and hand slots useless. Illusionist: that reset on teleport helps with the lack of CDR while giving you constant damage reduction and maneuverability. Audacity: Like i said, we're staying close to the boss and minions, so that 30% damage increase comes in handy. Galvanizing Ward: a nice 120% health shield due to brace passive. Unwavering will: we'll do a lot of standing around, so having armor, resistance and damage buffs is not bad. So as I said, there are a lot of nuances to this build, it really gives room for creativity and maybe with players that have much more experience that I do doing a few tweaks, this can be even better. So what do you guys think of this build? I'd love to hear some thoughts on it.Thanatos16 18m
19m Wizard SoS Ok so I’ve got a S16 wizard, P586. No matter what build I try, I cannot do T13 of any kind and I don’t understand why. Here’s my stats: 1290K attack 17.5M Armor 893K regen 457% crit damage 55.5% crit chance 9000int 1.1M life Mainly Vyrs, and Firebird items. I’ve tried many different builds.. meteor, archon, blizzard, nothing changes. I’ve seen others with much lower stats actually damaging creeps but I could spend several minutes to kill the weakest. Any suggestions? I must be doing something wrong or really missing something.HellHaus5 19m
1h LoN SP survivability help I just cant keep myself alive with this, Do i need to keep working up my augments, l2play, or am i missing something importantWaga3 1h
19h LFG A1 Bounty Farm RORG - Junger Rules Only Need some help to do some T6 A1 RORG Bounty Farming tonight. Junger Rules only, please adhere to them. Thank you in advance.Junger2 19h
1d LoN build heyhey, what do you think of my LoN wizard? :D Stormtrocute i call it : >KadaverjunkY18 1d
1d Speed Farming/Bounty Currently i have my Tals GR setup and then i have a okish Tals/Explosive blast build witch is lots of fun but relies very heavily on the elite kills since im running in-geom. Is there a meteor tals varient build using aether walker that works? or ive seen a few builds using aether walker and frozen orbs. is that a decent build?Coehabamba4 1d
1d It took 2 years, but you listen You guys and girls at blizzard finally gave me something to work with, now my LON electrocute build will work. thanks for finally buffing LON https://www.youtube.com/watch?v=hzsmC-JcnCU 2 years I sat in a corner waiting for you, now be good and return critical mass. make us powerful wizards for the last few years we have left in this hell. until diablo 4...…………………………………….YORI24 1d
1d Issue with my lon spec (Help me please) Hi everyone, i really need a big help at the moment, I have a big toughness issue on my LoN starpact spec in 3p (para 1800)... -i'm packed on my monk, he have every defensive skill and passive possible and i can't survive on some 110 maps. ^^" -About my gear (obviously i'm 100% ancient), i don't have armor on my pants, i'm not full cladessan yet, i only wear streight gems and my death wish sucks. I wear every defensive gems, antic defenser and bane of the trapped. I don't understand what's wrong, some seasonal player cleared 120 with less cladessan than me and less para ... where is the problem ? (i know i'm missing some caldessan, but come on, it's only 110)Dagger2 1d
3d Tal Gem Choice Greetings all, I was wondering if Tal Wizards use Bane Of The Stricken or Zei's? Most mobs go down pretty quick to Meteor she it makes the Bane gem rather pointless but as a Tal Wizard I Teleport (w/ Calamity) to stun mobs which would make the Zei kinda pointless. Is one less pointless than the other? Which gems are you using? ThanksLamprocles1 3d
3d FB Speed Farm? I've been looking around for FB speed farm builds, but they seem to be quite rare. The ones I've seen revolve around Archon and that doesn't really suit my playstyle. Anything good out there?Tandem2 3d
3d LoN teleport starpack 4 group build https://www.d3planner.com/638542954 GR 140 1. https://youtu.be/fTAJcsY89h8 2. https://youtu.be/K4RWkTxvWwk 3. https://youtu.be/O02EfQpr8ec GR 140 Public 1. https://youtu.be/k28PcUR4-Ao 2. https://youtu.be/BA5CcJRqMo8 Q. What are the advantages of the teleport build compared to the build of illusory boots? A. Use the_witching_hour to gain CHD 50%. Then use the andariels visage UniqueHelm to get an additional 20% of arcane. Also move to the far distance oculus_ring to get the maximum effect of JEI'S STONE OF VENGEANCE. Easily overcome wormholes Q. What are the disadvantages? A. Toughness is somewhat lower. play tip Compared to the Firebirds set, Lon has lost its toughness. For this reason, you need to change the way you play. The past way Use the teleport after activating the oculus effect, then use the starpack. But if you do this, you are very likely to die. Therefore, if an oculus effect occurs, first use a starpack and teleport it to the oculus immediately. This will increase your survival and at the same time prevent you from spreading monsters. Please check with the video. All articles are written in translators. The translation may be wrong.Deal7 3d
4d Improvement proposal Orb of Infinite Depth I´m proposing here something that I think will help a lot Woh builds and I don´t think it affects other builds. Right now the special property of the Orb of Infinite Depth can stack up to 40% of increased damage. This bonus is, I think, really poor. When you compare it with other sources of damage like Etched Sigil (150%), Boast of Nilfur (600%/900%), etc, it is simply not in the same league. The damage reduction is competitive though (60%). I think just by increasing this bonus builds based on explosive blast would become competitive again and would compete with other builds like meteors and archon. How much increase that damage? I don´t know, that´s something developers have to figure out, 200%? 400%? Regards,Ole10 4d
4d My 1st wizard builid - need your advice! Hi, im playing at NS europe, i never had wizard before, now i wanna create one. Id like to know what builid is easy and fast at T13 and low/speed gr's lile 80-90. Im paragon 3k something I wanna start this class smooth so please do not advice nothing complicated. Free rorg is not a option cuz im NS but i very like LoN builids overall, so maby here any nice option for starter? (gear is not rly issue) I dont need anything for gr push or meta exp, i just wanna bang bang with some magic stars and thats it, go easy on me :) Will be cool if builid can use goldwrap and bone of horadrer/avarice at t13 with easy switch to gr stuff. I dont need sage's options. sry my eng badRed0 4d
4d Tal Meteor vs Lon Meteor Which is better for gr pushing and if lon is stronger at paper how come the leaderboard shows the opposite?Leontokardos9 4d
4d Meteor Dmg or APOC on Etched Sigil? increases meteor Dmg or APOC on Etched SigilVanjo4 4d
5d Tal rasha frozen orb Anyone know how far can this build push?, i did a gr 98 so far, i know there are better builds to get higher but i kinda like this style https://www.youtube.com/watch?v=eYTY5o_LU5w&t=509sRazagart0 5d
5d Star At the conclusion of last season a part of dominion equipment dropped. Dominion are your basic high elf type of race / class. Star Helm, level 1 item. Whatever that is made of normally. The elf, is bone, they tend to be full of it (themself). Boundless ages, elven ancestery, ham. The look is the E.O.D. system, a star helm can turn on or off?macNcree0 5d
Feb 12 Eternal version magic weapon For the wizard's skill magic weapon, the eternal version doesn't specific how long the effect will last, so I wonder if it still last for 10 min or it forever activated after one cast. Or do I need cast it frequently?TrickyHunter3 Feb 12
Feb 12 Leveling 1st wizard blizzard and meteor issue I'm finding that the use of either or both of these each time I hit the hotkey there is a good chance the skill does not activate despite having enough arcane power. I'm seeing no consistency in why this is happening. For example I am able to activate both without moving the mouse or place them slightly apart or completely apart from each other. And another time I'll have to hit the hotkey several times to get one or both of them to activate in accordance with any of the previously mentioned ways. The goal was to use blizzard (lighting storm) to buff meteor (lightning) and electrocute (chain lightning) for nice AoE damage. But with this activation issue occurring the result is problematic. Am I doing something wrong? Thanks.StoneRyno3 Feb 12
Feb 11 Audacity vs Conflag (Tal Meteor Shower) Noob question. If conflagration procs on every fire crit wouldn't the 6% crit during meteor shower be more damage (+ more AP generation to help remain above 90% for Aquilas) than audacity's 30% increased damage inside of 15yds? I can see where if conflag only works on manual meteor hits it would be worse but does anyone have the answer? Thanks.Somms1 Feb 11
Feb 8 Archon voice lines Would anyone else enjoy different voice lines while in archon form?AnimalMan1 Feb 8
Feb 8 How does this work? Also this build linked below only seems to use 2 fire skills Arcane Torrent and Meteor so how do they get the 3 different fire spells to make stuff burn forever? https://www.icy-veins.com/d3/meteor-wizard-skills-and-runesPeteed19852 Feb 8
Feb 8 reroll suggestion for velvet camaral head Just got a velvet camarat for lon wiz. is it good to use for lon wiz? https://imgur.com/a/nOLduNnadrianmak2 Feb 8
Feb 7 Which would be better atm? what would be better LoN with 6 ancients only or firebirds but only the 4 set bonus atm?Peteed19851 Feb 7
Feb 4 Wand of Woh, the forgotten build I´ve been playing D3 since the very beginning, back in the days there was a build that was extremely fun (at least for me), however very difficult to do because it was based in the Wand of Woh. This build was so fun because you were moving all the time, casting black hole to group enemies, teleporting into the group, ice nova and of course explotions... lots of them. Aaaaah, I still remember those days, it was fun, hard to find the Woh, but totally worth it. But one day almost all builds were buffed (through set buffs), but Woh wasn´t and it wasn´t a viable build anymore. Now, and for a long time, the wizards are forced to play builds that, in my honest opinion, are kind of boring, phoenix, archon, frozen orb... all these builds despite being very effective, don´t flow as Woh use to do back in the days. You have to stop-and-go all the time, stay far away or do tricks like keeping a pack of elites alive. I want to run (non-stop as a barbarian does) into the packs and see them blow up in the air. There was a try of revive this build once, when the Wand of Woh was updated to do 400% damage with explosive blast, but that was it, nothing else. And that is the problem, one item cannot just do a build. For example, pleople playing around meteor have Nilfur´s, Grand Vizier, along with the channeling items (at least 3). 5 items, if not more, that have synergy. Plus one or two sets that can work with that. Woh is almost alone, just having the Orb of Infinite Depth as the other item and the numbers for this, compared to the others is just ridiculous, 60% damage vs 900% (nilfur´s) just as an example. The new season (16 by the time I´m writting this) is trying to balance the builds so people that don´t want to play pure meta builds can still play something viable, Woh is still forgotten. I want to ask directly to the D3 team of developers, why? why guys you don´t pay attention to such an entertaining build as the Woh build? Please, think about that awesome item that is the Wand of Woh and work something around it, if not a set at least a bunch of legendaries, and please adjust the numbers to the current D3, not to a 2-year old D3. I´m sure there´s a bunch of wizard players that think like me. Raise your voice guys, if we show our interest maybe we can have Woh back :). PD: Will still try to create an effective Woh build this season against all reasoning >_<Ole5 Feb 4
Feb 3 Why is my Archon damage fire? I'm running 2p Vyr right now, and have Pure Power (Lightning) selected, yet when I activate Archon, my skills that deal damage are set to Fire damage (https://imgur.com/A5RlUaa) this makes it hard to benefit from Paralysis. My research tells me this SHOULD follow the element of my manually selected rune, but this isn't happening. Is this a bug, is this not how it works anymore, or am I just stupid?Refl3x5 Feb 3
Feb 3 Star Pact Survivability How do people survive with this using APDs? It feels like even with the monk spamming every ability, I still die extremely easily. Do people just sit on top of the monk? How do you stay alive? Monk healing you with mantra of healing? I just die very easily with this build.Yliche2 Feb 3
Feb 3 S16 Tal Meteor CoE vs Endless Walk I know it's better to have both but I find myself so glassy doing that. If I'm gonna wear Unity then is Endless Walk a better option then CoE and Magefist?SevenShadow1 Feb 3
Feb 1 Tal's Meteor I was looking at trying my luck with a Wizard as I've never really played one. However I don't think I understand this build. I have watched a couple videos and streamers and what not. But it doesn't look like they are doing anything an meteors are falling out of the sky nonstop. Obviously I'm wrong and they are doing something and I just don't understand it. I was hoping some one could explain to me what they are doing. I would appreciate it greatly.Kidyen4 Feb 1
Feb 1 Anyone test LON Sleet Storm? Has anyone tested any LON Sleet Storm builds? I played around a while back with a channeled sleet storm / ET build. The idea was to ressurect the old sleet storm builds from the past using ET and the updated bracers to vortex stuff to you in a tight clump while you are channeling.BossDogg14 Feb 1
Jan 31 Can you get Life per Hit on Deathwish? Can you even get life per hit on Deathwish since multiple guides for meteor wizard suggest to roll Life per hit on your weapon but when I tried it didn't even show up as a possibility to roll on my weapon is there some criteria to meet in order to get it or something?DJFluTTersHy5 Jan 31
Jan 31 New to Wizard I’m new to playing a Wizard and would like to know what is an easy build to play? Thanks in advance.Dirtybirdy1 Jan 31
Jan 31 LoN Meteor/BH wizard season 16 Hi, had to take advantage of the new season LoN buffs and been playing around with this build this season. https://us.diablo3.com/en/profile/Kradhtil-1489/hero/107884661 I am in Hardcore mode so far I've pushed to 102, I've been a little hesitant to go further because rift guardians have popped my unstable twice now, but I think I could go higher soon. Should I go more tanky with this? I think I could swamp string of ears in for my belt. And go a eye of elitch for my neck. Anyhow looking for some ideas from people who have played these builds a lot. ThanksKradhtil4 Jan 31
Jan 31 LoN Disintegrate/Meteor Shower I've been running GR100 solo with this build leveling gems, I typically finish with 8-9 minutes remaining. It seems decent, anyone else recommend any changes to it for optimizations. https://us.diablo3.com/en/profile/Gzip-11889/hero/75635549Gzip7 Jan 31
Jan 29 Broken Tal Rasha + Etched Sigil I wanted to create a fun build of Etched Sigil + Tal Rasha and the synergy doesn't work. Yet, Tal Rasha's set clearly say: your ATTACKS, not CASTING a spell. Yet, when you channel a spell and it creates attacks with Etched Sigil, your stacks of Tal Rasha don't go up. It would of been such a fun synergy with deathwish, mantle of channeling and tal rasha. Instead, it now just plain sucks. Yes, it would create a 2 buttons build, but that s exactly what I was looking for.Newface18 Jan 29
Jan 29 DMO fan idea I tried DMO a lot after the patch and, even if the buff feels good, i'dd like to see more change especialy about gameplay : -Illusory boots and primus crown seems essential for the spec to work with black hole (so no teleport for full damage potential), but you can only wear one of them. 5sec stun is so cool to keep trash and boss distent ! But you can be raped cause of a vortex affixe or jumping mobs or even small corridors. -Without primus crown, it's pretty hard to keep a lot of affixe or mob types distent and sometimes it's impossible. (Like, even if you put black hole before frost CoE, the boss can run to you and kills your damage.) -Why it is this important to keep rg and trash distent ? Frozen orb explode after a certain distence and the explosion deals almost all the damage. -Could i just skip bad boss ? You already must skip so much affixe and dmo benefit a lot from density and elite hunting. So skiping bad boss type kill rift progress. I wanted to be clear as much as i can, so if you have any question, ask :) -(2p) give all slow time runes. -(4p) if not (2p), when slowtime is active, you can go trough ennemy. -(6p) 12 000% damage. I'm just a big fan of classic DMO frozen orb and i'dd like to see him compete with other class, if i miss a point, let me know please ! :)Dagger6 Jan 29
Jan 28 What to reroll on gloves Lucked out and got Primal Ancient Tal Rasha gloves and they rolled with INT/VIT/CC/CDam Secondaries are Lighting Resist and +experience I think the proper choice is Lighting -> Physical resist. That seems more valuable than pickup range or stun (instead of +exp) Any other wizards more experienced than I care to weigh in?Goaticus2 Jan 28
Jan 27 Cant stay alive with meteor build How do people run this?Wolfchat1 Jan 27
Jan 27 What is an archon stack? Game doesn't say? Go ahead and laugh but I just realized the game doesn't seem to tell me anything about them? What is it? how do i get it? what does it do? I just started playing the build. I have a belt that says i start with 48 stacks and i have a hat that says i keep them for 20 seconds. But the tooltip for archon doesn't have the word "stack" in it anywhere? gameguide for archon: http://us.battle.net/d3/en/class/wizard/active/archon again i don't see the word "stack" anywhere?DiGiTLMaN2 Jan 27
Jan 26 Halo of Karini substitute No Karini yet... ... I'm ~P600 in S16, no Halo of Karini yet. So, using APDs with Halo of Arlyse/ice armor instead of Storm armor (Tal Meteor fire build). Seems ok in density, anyone ever tried this combo before?Nick3 Jan 26
Jan 26 Spectral Blades & Manald Heal Greetings. Simple question. Has the proc rate of MH on SB been fixed ? By that i mean, SB hits 3 times, does MH have a chance to proc of all 3 hits , or is it still stuffed at only procing on the initital hit ? About a year ago i tried playing a Wiz with a SB+MH proc build. But found out that SB was for some odd reason gimped when it comes to procs. Dispite attacking waaay faster and having a higher proc coefficent than Arcane torrent, it was still procing less, apparently due to SB only procing on the 1st of its 3 hits. So has this since been fixed ?SolarNova2 Jan 26
Jan 26 Can Tal Wizzards insta kill themselves from Dune Dervish ( the reflective spinners ) mobs ? Can arcane torrent be reflected and if its so will the Etched Sigil spawn meteors on you ?Ouroboros4 Jan 26
Jan 25 Best Tal Rasha drop rate? Which piece of Tal Rasha set gear has the best drop rate? So I can farm them with shards then just use the cube to complete the set. I thought it was pants but got about 4 of each other set pants and not one Tal Rasha.KingKoopaTho2 Jan 25
Jan 25 [2.4.3] (S9) Manald Heal Builds + Mechanics Gather 'round fellow wizards, it's a new year, and time for new builds. =) Season 9 brings the Manald Heal ring (pff Manald, right? ...WRONG). Manald Heal can deal tremendous amounts of damage if used properly. GR builds with MH will be clearing in the 90+ range. While I still think Paralysis chance should be adjusted a tad higher, and some item interactions could be better, overall I feel MH is a great improvement for the wizard class, introducing many new builds that are approaching FB archon levels of play. Note: if you're looking for any Season 10 / MH Hydra related mechanics, I've started a new thread for those: https://us.battle.net/forums/en/d3/topic/20753695205 Big thanks to anyone and everyone who assisted and researched manald mechanics or gave advice for making these builds better. Including but not limited to: Vox - Malakai - GBrav13 - TinneOnnMuin - Christos - StoleOwnCar - MasterJay - aloc - Angry - Davlok - Adria - Wudijo - xTonyJ Loves! Without further - lets dive in. Here is the playlist for my build videos if you'd prefer that method. Note there are some videos below that are not mine though. https://www.youtube.com/playlist?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy ----- EDIT (8/28/2017): Check out also sVr's in-depth guide on MH Tal/Vyr: http://www.diablofans.com/forums/diablo-iii-class-forums/wizard-the-ancient-repositories/228381 ----- Mechanics. General list of Manald Heal (MH), Paralysis, and other related mechanics, mostly taken from the Manaldo thread: https://us.battle.net/forums/en/d3/topic/20752207091 Edit (1/31/2017): Important testing just in: These do not increase MH proc damage: Elemental % damage on gear Skill % damage bonuses Furnace Elite damage Powerful (BoP gem) Elite Damage These do increase MH proc damage or Crit chance: Powerful (BoP gem) Multiplier Sunkeeper Elite Damage Unity Elite damage Strongarm Bracers Audacity Power Hungry Bane of the Trapped Zei's Stone of Vengeance Starfire Orb of Infinite Depth Slow Time: Time Warp Black Hole: Spellsteal Taeguk, Magic Weapon, Sparkflint, Unwavering Will Stone of Jordan Elite Damage Bane of the Stricken Deathwish Pig Sticker - Beast Damage Pig Sticker - Human Damage Elemental Exposure Bone Chill Cold Blooded Glass Cannon Pinpoint Barrier (+5% CHC buff) Conflagration (+6% CHC debuff) Deep Freeze (+10% CHC buff) Iceblink (+10% CHC debuff) Broken Promises Gem of Efficacious Toxin Convention of Elements Lightning phase Oculus ring spawns Bastions of will set Endless walk set For more info on the tests I did to find the above, see these links: https://us.battle.net/forums/en/d3/topic/20752649109?page=8#post-160 https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-203 https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-220 https://us.battle.net/forums/en/d3/topic/20752649109?page=14#post-264 https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-284 https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-285 All my d3planner links now updated, in general, try for AS or INT on amulet. Bracers updated to not have Lighting %, the exeption being Archon builds. These will still need to have Lightning % on bracer to tell the Vyr2 bonus to assume that type of damage when in archon. Continuing with MH mechanics: Paralysis applies on cast. MH damage appears to be applied on hit (based on testing, deals damage in line with spell damage ticks). Paralysis is a static 15% chance to stun. Chance is NOT multiplied by skill proc coefficients. MH can deal damage multiple times per Paralysis proc, assuming the player is channeling or continually attacking the target. If Paralysis rolls "true" on cast: multiple spell ticks per attack cycle can be sent that will apply paralysis to any enemy hit. Spells of speed coefficient = 1 can only proc MH from the first cast that procs paralysis. If that cast has the ability to tick or deal damage multiple times, MH can proc up to that many ticks from that cast. So, for example, with Spectral blade, MH will only proc on the first cast upon paralysis, but MH can proc up to 3 times from that one cast. For spells of speed coefficient > 1: If an enemy is affected by paralysis, they can take damage from MH within 1.5s of time. Any spell damage tick that hits them can potentially proc MH, assuming that spell is allowed to proc MH. Note that MH does not proc on every tick. There exist gaps in time where no procs occur during a proc set window. For more info on these gaps, please reference this comment: https://us.battle.net/forums/en/d3/topic/20752649109?page=22#post-422 MH can only proc on targets that have had paralysis applied to them. Damage from MH is applied instantly, from the same cast / tap of a spell that procs paralysis. You don't really need to hit twice to proc MH (though it can proc MH more times on targets already affected by paralysis for speed co > 1 spells). MH can proc on different targets at near the same time. See: http://imgur.com/v6mDX6N Paralysis passive or a hellfire amulet with Paralysis is required for MH to work. Any skill that can proc Paralysis can proc MH (Note: does not include MW:Electrify). This means you must use lightning skills to deal MH damage, and the skills have to be cast by you. Additional damage from non-lightning sources does NOT proc MH any faster. MH damage is applied even when Paralysis stun effect is ignored due to CC resistance ramp (Credit Vox and Adria). CHC on gear and paragon will increase MH proc crit chance. Crit chance is not included in damage formula (Manald Heal can critically hit). CHD on gear and paragon will increase MH proc crit damage. CHD from Emerald in weapon will increase MH proc crit damage. MH likely has no ICD in place. MH does NOT proc area damage. Skill damage on gear does not increase MH proc damage. MH does NOT proc from Etched sigil casts. AT:SD can proc Manald in sets of two at the same time, on the same target. See: http://imgur.com/cY1Txhx Electrocute chains can proc Manald in multiples of two at the same time, on the same target. See: http://imgur.com/tHDwcSB. EDIT: After testing consecutive procs from AT:SD I found that the MH procs from AT:SD seem to average out over time to match tick rate of the spell, but this still makes damage more bursty. Shame of Delsere AS bonus does affect (increase) the rate at which MH can proc. Items that deal lightning damage do NOT proc MH. (Fulminator, Shard of Hate, Thunderfury, etc.) Wreath of Lightning does NOT proc MH (but can still proc Pain Enhancer). Wyrdward % chance to stun is multiplied by spell proc coefficients. Wyrdward % chance to stun does not apply towards increasing Paralysis chance, and does NOT assist in proccing MH. Same thing with Zei's stun: multplied by proc coefficients. Does NOT help proc Paralysis. Does NOT assist in proccing MH damage. Delsere 6 piece bonus will NOT increase the damage of MH. Dovu Energy Trap does NOT increase the duration that MH can proc. (Credit Adria) Mirror image spell casts cannot proc MH. Still to confirm: Using multiple paralysis capable skills, how do they interact with MH procs? For 2.5: Hydras & ranged and pet buffs (gems / skills) ----- The fact that MH can't proc Area damage means it may not scale into the highest of group GR. When you combine this with archon builds having a hard time getting stacks at the higher GRs, the wizard class might not make it into the group meta as a DPS role. This isn't to say it does terrible damage, I'm just saying the scaling of the damage is limited by these mechanics. ----- Attack Speed & Most known suitable skill choices. Since Paralysis is decoupled from proc coefficients, this makes skills with speed coefficients > 1 more appealing. This means, AT:SD, Electrocute, and Disintegration Wave (Archon) all are prime picks. It also makes stacking AS to meet higher breakpoints incredibly appealing for both: Proccing Paralysis more often. Proccing MH damage more times within each Paralysis window. MH can proc very rapidly at high attack speeds. In slow-mo vid testing, the lowest time noted between MH procs on the same target was .066 seconds (less than a tenth). This was from a Tal/Vyr archon test at the 15 ticks/s Breakpoint. This is why all the builds listed below utilize attack speed. You'll want to hit max AS rolls on all gear required + Paragon. Breakpoint tables and charts for speed co = 1, 1.5, 2, and 3 can be found here: https://us.battle.net/forums/en/d3/topic/8770117237#post-11 Above post is by APO. Breakpoint table for Shame + Fragment (or just Shame) can be found here: https://us.battle.net/forums/en/d3/topic/20042886074?page=5#post-84 Above post is by Dolynick. You can also use the wizard tools that are stickied on the forums: https://us.battle.net/forums/en/d3/topic/10971757476 Post by Dolynick. I use my own custom spreadsheet that I've built up over time. Just easier for me at this point. =) As an aside, I think that it would be great if we had a disintegrate lightning rune of some sort, as suggested by RoneNeffect here: https://us.battle.net/forums/en/d3/topic/20752207091?page=2#post-28 This would allow disintegrate builds to exist with MH that aren't archon based. ----- Torment & Bounty Builds. Your bread and butter, these are hopefully entertaining enough to keep you interested, while still making farming an easy task. If you're like me, and don't like archon as much for Torment farming and bounties, these might pique your interest. [2.4.3 PTR] (TXIII) Tal Electrocute - Manald Heal + AW http://www.d3planner.com/197686568 http://www.diablofans.com/builds/85734 https://youtu.be/dRhrQq3hNOg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Get close in to dense packs and proc Pain Enhancer with Frozen Storm and Chain Lightning. This will bump you up a breakpoint or two and get you quicker paralysis and MH procs. PE bleed helps take out low HP mobs as well. Big multpliers from Tal6, Bastions of Will (F&R), Trapped, and Audacity. Power Hungry included as well for the off chance you get a proc at range. All the crowd favorites for easy farming: Aether Walker for mobility, Nemesis Bracers for extra elite pack spawns with pylons, Goldwrap Hoarder for easy defense, and Corruption shoulders for increased pickup radius. Keep FN:Mists and EB:Chain Reaction on autocast, and coast through the rift, casting Teleport and Chain Lightning. Shame of Delsere is Mandatory for AS bump and AP gains. Myken's is also required for the chain to same enemy effect. Boot slot is fairly open. Nilfur's is a go-to, but you could opt for Ice Climbers if you prefer. Keep homing pads on swap and make sure to bring out your cosmetic pet for additional gold pickup. Alternate Jewelry is Endless Walk + RoRG. Typical solo clears for this build will be in the 2.5m to 4m range. [2.4.3 PTR] Tal Electrocute Manald Heal Bounty Build http://www.d3planner.com/780054573 http://www.diablofans.com/builds/85746 https://youtu.be/KF2axNupOMI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy For TX to TXIII bounty farming. Well balanced - can handle single target boss fights, or crowd clearing bounties equally. The basic idea is to leverage multpliers and elemental damage bonuses to clear 4p games well. To handle bosses, engage them at range. To handle normal mobs / group clearing, engage close up. Similar to the build above, we use Frozen Storm + PE to get more MH procs when engaging groups of enemies. Multipliers: Tal6, Endless Walk, Trapped, Audacity, Zei's, Power Hungry Elemental Bonus: Starfire Mykens for chain to same. Defense is provided by Ashnagarr's Blood Bracers + MW:Deflection + Galvanizing Ward. Use Calamity to stun enemies as needed. Aether Walker for mobility. RoRG to meet 6 set bonus. When at range, Trapped is procced by Paralysis. Test run as seen is performed on T13 solo, since it's on the PTR (not many people on doing publics). Picked a few randoms out of each act. Handles T13 solo easily, even at my power (12.5k INT). Should be easily capable of 4p TX in early season. After you augment, and get better gear, expect to be able to clear up to T13 4p fairly handily. I killed Malthael at the end just for funsies. Found a menagerist goblin during the run with the Friendly Gauntlet drop. Blast! Why?? [2.4.3 PTR] (TXIII) (650+ DB/hr) Tal Electrocute - Manald Heal + AW + Sage's http://www.d3planner.com/243624048 http://www.diablofans.com/builds/85922 https://youtu.be/bdtnKUUIPSQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Death's breath farming build that can clear TXIII in 3-4 minutes. Average DB per run will typically be between 35 and 50. In place of Goldwrap + Hoarder + Boot slot we place Sages + Wreath of Lightning. Energy Armor is used instead of Frozen Storm. I prefer the Pinpoint barrier rune for this one, but you can slot Force armor or prismatic if you want the defense. Attack speed is slotted (as is Pain enhancer + Wreath of lightning) to give quicker paralysis procs. Enchantress is recommended. Even with the ABB + GW combo, still a very touch and go build, so take care when engaging enemies. [2.4.3 PTR] (TXIII - 200p @ 3min) {HC} Tal Electrocute Manald Heal + AW for Hardcore http://www.d3planner.com/584412299 http://www.diablofans.com/builds/85928 https://youtu.be/WbL0Uvj06TI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Hardcore build for those who want more defense in their farming build. As seen, the clear speed is slightly slower on TXIII, but does include more defense for torment farming. A few swaps compared to the SC TXIII rifting build: Uses ABB + MW:D + GW to get massive shields. Slots OID for added defense, especially needed when engaging elites and the RG. Homing Pads for quick escape if you proc, or just at the end of the rift. Ice Climbers so Frozen doesn't necessarily wreck you. Black Hole for CC'ing monsters - especially good for swapping Nemesis bracers in for pylons, just pick up gold and cast BH before clicking the pylon. Keeps you from getting insta-gibbed. Avarice Band for easy pickup. Still slots Goldwrap + Hoarder for huge defense when picking up gold. Alternate Shoulder + boots combo is Firebirds for the extra second life. ----- Greater Rifting (GR) Builds. The main event so to speak, MH offers up many builds that can reach GR90+ with relatively low effort in gearing. [2.4.3 PTR] (GR94+) Tal AT:SD Manald Heal + Aquila + Deathwish http://www.d3planner.com/359733445 http://www.diablofans.com/builds/85735 https://youtu.be/GvUH_UsIkjg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR90 @ 12k INT This build leverages the fact that AT:SD can proc MH twice on the same target at the same time. We slot high AS + PE like the Torment farming builds do to hit increased breakpoints. Tal6, Endless Walk, Deathwish, OID, Mantle of Channeling, Trapped, and Audacity make up the bulk of your damage multipliers. Taeguk is great for the extra damage boost. Typically MH doesn't proc immediately when engaging enemies, so dropping stacks isn't so bad of a thing. The idea is to clear the rift faster, spend a little more time on an RG (RG with adds like Saxtris would be king), but overall spend less time in the rift compared to having Stricken. Aquila is placed in the cube for extra damage reduction. With OID, Tal4, Mantle of Channeling, and the Halo + APD combo this makes for a very tanky build. LoH on weapon / bracer adds nice recovery. Resource is managed with many sources: RCR on Shoulder, Paragon, Topaz, and (possibly) source. APoC MW:Conduit +Max AP from paragon and source. These allow you to keep up Aquila at all times, even on single target. Blizzard: Snowbound is used to assist in PE procs, keep up the Tal4 bonus, and is great for helping proc Trapped at range. Feel free to sub whatever cold spell you prefer though, as this is fairly optional. The RCR roll on source is not 100% required, VIT is a good alternative if you feel fine with Aquila buff uptime. Same thing with LoH on bracer vs VIT, I prefer the LoH for the good recovery. Another potential swap is to go without MW:Conduit, and slot FN:Bone chill or ST:Stretch time. This would give more damage, but at the cost of having to need density to keep up your Aquila buff. So, this is more of an advanced option. [2.4.3 PTR] (GR90+) Tal AT:SD Manald Heal DPS Group Build + Guide http://www.d3planner.com/428954774 http://www.diablofans.com/builds/85948 https://youtu.be/5D0iIhlZCGg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows a 2p GR85 clear. This is a Tal6 AT:SD MH build for group. Core damage comes from MH / Paralysis with high AS gear / skills. Stacks as many multpliers as possible to achieve huge damage. Core play involves keeping your Tal bonus up, popping slow time when support pulls in density, casting Spellsteal for big buff in time for CoE lightning phase. Works well with heal + pull support builds, since AT:SD allows you to stand in place. For added damage, defense, and group utility, we use the OID and Crown of Primus with Slow time. I think the Primus + OID combo offers more defense and group utility overall than a Hergbrashes + Furnace + Force Armor setup would be able to. Elite damage on the furnace setup would be slightly higher (~8.3% according to sim), but overall the ST + OID combo provides more damage and utility for clearing the rift. May not be the highest Damage build for a group compared to Firebats WD, but it's mighty fun, and works well at these GR levels. Wudijo's Tal6/Vyr4 MH Archon Meta Guide - the "Lightning Wiz" https://youtu.be/YSWV5xjk7yQ Take a look at this video guide for more info regarding the current Tal6/Vyr4 MH archon meta builds (as of 2/15/2017). The video description includes links for d3planner with Torment and GR speed farming variants, and the solo build. Thanks to Wudijo for putting out this very detailed and impactful guide. [2.4.3] (GR94+) Tal6/Vyr4 Manald - No Halo - APDs + Ice Reflect + Trapped/Zei's/Gogok http://www.diablofans.com/builds/85740 http://www.d3planner.com/748302147 https://youtu.be/4uRRz4UrcPw?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy https://youtu.be/B5iUz0LQyBk?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy (EDIT: 4/6/2017): Added this build back in. This Aether Walker Zodiac build by Cratic is best described by Dragonfire: ... Dragonfire says Trapped works great up until about GR 92. He recommends replacing Trapped in my build above with Stricken if you want to push higher than that. He estimates stricken will get you up to about GR96 with this build. It is recommended that you swap to the CoE variant (as listed below) if you are trying to push as high as you can go. As mentioned, the above build is a great way to get used to Aether Walker. Tal / Vyr MH Archon CoE Solo Guide by xTonyj: https://youtu.be/NhDecAZRcEU Tal / Vyr MH Archon CoE Group Guide by xTonyj: https://youtu.be/3qWsuWudnsc Adding xTonyj's guides for CoE manald group and solo to the listings. These seem high damage, but pretty hard to play, and the solo build especially will require a lot of fishing. Solo CoE Aether appears to be more powerful than the zodiac variants. [2.4.3] Firebird Archon Fire and Lightning Group Build (by StoleOwnCar) http://www.diablofans.com/builds/86483 http://ptr.d3planner.com/510299188 https://www.youtube.com/watch?v=wMAYECGxv48 https://youtu.be/yyeHQ_SlIA0 While it is FB archon based, this variation for group by StoleOwnCar uses the Manald Heal ring to deal lightning damage. GR100 in first video. GR95 cleared in 9 minutes at ~1700p shown in 2nd video. Skills MW:Ignite, Chantodos Wave of Destruction, and Mammoth Hydra are used to ignite elites for the 6 piece FB bonus. Mammoth Hydra continues igniting and dealing damage when you go into archon. CoE for even larger damage multiplier. AT:SD is also a high damage dealer in this build when outside of archon. You need max CDR on every slot, and the ideal elemental % distribution will be 20% fire (on bracers), this is to give chantodos fire damage. Attack speed is highly valued. If you find a pair of gloves with CDR/IAS/CHC/CHD, you're lucky. Weapon benefits from having IAS on it too. It will increase your manald bursts considerably with more IAS. [2.4.3 PTR] (GR93+) FB AT:SD Manald Heal + Aquila + Deathwish http://www.d3planner.com/987377148 http://www.diablofans.com/builds/85738 https://youtu.be/aVRXM0yZSLs?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR89 clear. Similar to the Tal Rasha AT:SD Manald build, here is the FB version which is more tanky, but dishes out less damage. This is due to having a lower damage multiplier and lower base AS breakpoint than the Tal setup. Suprisingly, being able to stand and channel longer due to the DR somewhat makes up for the lower damage. It's a little more clunky than the Tal build, less mobile, and less efficient, but it works. Defense for the build is provided by FB6, Safe Passage, OID, Aquila, Halo + APDs, and Mantle of Channeling. [2.4.3 PTR] (GR89+) Vyr6 Manald Heal :{Ranged}: Zei + Starfire + EE + Zodiac + AW + Crystal Shell http://www.d3planner.com/510924647 http://www.diablofans.com/builds/85741 https://youtu.be/KqNx41mwCkY?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows gameplay - GR85 @ 11k INT. Lost this particular rift due to bad RG - but at 4-5m ahead of the timer, can easily clear once you get a good RG spawn. This build uses Starfire + Zei + Power hungry with Archon beam attack to deal damage with MH at range. Primordial Soul + EE is used in place of UA to get even more damage at range. DS: Crystal shell + Zodiac + Aether Walker are used to gain additional defense when outside of archon. APDs are also procced by Calamity when outside archon. When inside archon, Ice Reflect and Cold Archon attacks are used to freeze and proc APDs. Planner shows two variations: high paragon and low paragon. I included LoH on weapon for both of these since I felt the recovery was needed. As far as gameplay goes, use the beam and make sure you are standing next to enemies whenever possible to get extra stack buildup from your blast attack. Attack the RG from range. Make sure you have Cold (or arcane) damage on wand. Be sure to also use cold archon for the stuns (with lightning % dmg on gear). Ice armor is the Ice Reflect rune, not Crystallize. +Max AP is recommended on paragon, wand, source. Potential swaps for Crystal shell include DS:Shards, ST:Exhaustion, and BH:Spellsteal. If you want to go more tanky, you can swap out endless walk for Halo of Arlyse + Hellfire with UA (or any of the other 4 passives & swap out that one for UA). Use Ice Armor: Crystallize with this swap. This will get you up to about GR80. Special thanks to Christos, TinneOnnMuin, and aloc for their help on this build. [2.4.3 PTR] (GR91+) Tal Electrocute - Manald Heal + AW + EW http://www.d3planner.com/438406970 http://www.diablofans.com/builds/85743 https://youtu.be/3z_P0FR1Dw8?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR87 clear. With the increase to small mob progress on the PTR, Electrocute is pretty good at pushing higher GRs. This Tal build skips most elites. It's very much a melee electrocute build. Includes PE for higher breakpoints. Stricken is fairly mandatory for the RG with this build. Halo + APD combo is the bulk of your defense, so you really have to look for good mob types. The double second life from Unstable anomaly and FB2 bonus come in handy for this reason. Frost Hydra is placed to proc Trapped and the Tal4 bonus. Could be any cold spell (as preferred) though. Absolute Zero, Snowbound, and Frozen solid are also good options. [2.4.3 PTR] (GR91+) FB Electrocute - Manald Heal + AW + OID + Aquila http://www.d3planner.com/150952173 http://www.diablofans.com/builds/85744 https://youtu.be/IWm2dsvg7lU?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR87 clear. Super Tanky FB electrocute build. Typical FB style of play - kite to density, consume the density with the elite giving FB6 buff, then possibly finish off the elite. Aether Walker for high mobility. Lots of defense to be able to ignite easier (have to get close to hit them with EB). Cast Apocalypse only when needed, since it does cost significant amount of AP. Make sure you're channeling into density (for high AP returns) when casting. Though they are close, I prefer this FB electrocute build over the Tal Electrocute build for GR. AW definitely makes it easier to find and ignite elites, and the defense is great. ----- XP Speed / Gem Leveling Builds for GR. Gems, gems, who has the gems? [2.4.3 PTR] (GR75-85+) Tal AT:SD Manald Heal + Ranslor Gem/XP Speed http://www.d3planner.com/973776741 http://www.diablofans.com/builds/85745 https://youtu.be/F5U09GwJZaQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR80 @ 6m. This build can handily take on GR75-85+ for gems/xp. Timed 6m on a good run, but can take as long as 8.5m if you get a bad rift. Keep in mind you can always reduce your GR a few levels to increase your clear speed, if your gear is unoptimized. Pain enhancer allows for quicker Manald Procs. OID + Esoteric + Halo/APD for defense, allows you to engage most elites. Ranslor pull is amazing for assisting in APD procs and quick trash kills, even with a bad mob type (shamans, wasps, etc.) Aether Walker for increased mobility with Conduit + RCR on shoulder, paragon, and Topaz in helm to handle AP costs. I've placed Illusory boots for positioning within enemy hitboxes and ability to run through waller, but you can opt for other boots, probably Nilfur's, if preferred. [2.4.3 PTR] (GR60-75+) Tal Electrocute Gem/XP Speed w/ Manald Heal http://www.d3planner.com/975016649 http://www.diablofans.com/builds/86592 https://youtu.be/lpt3-4E-D28 (4p GR 60 2m clears) https://youtu.be/l_Ob2-8CnAc?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy (3.5m GR70 solo clear) This build is quite adept for clearing lower GRs (even in group play) fairly quickly. The extra defense from ABB + GW + OID help to keep you alive to get that "no death" bonus gem roll. Edit (1/17/2016): updated build to include FB 2pc from shoulder / boots. The double second life helps even more with staying alive during the rift. Thanks to Malakai for core ideas. Altered his original build to be melee oriented (with PE). With the additional placement of Gogok, the build is very capable at getting Paralysis and MH procs in a timely fashion. AS rolls are mandatory, and Enchantress is recommended. Wish I could have included nemesis, but the drop in defense was too much with that swap. Alternate gems to Gogok would be Zei's or Powerful. [2.4.3] Tal Electrocute MH - Velvet Camaral + Black Hole (GR60-70 Speed Build) http://www.diablofans.com/builds/87727 http://www.d3planner.com/937253882 https://youtu.be/IxepJ52VPCI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy A fun speedy build for GR65 ish and below for those quick gem-ups. VC works well at these levels, however, RG kills, especially if you try and push higher than ~GR65 start to take a long time. Video shows 1 GR65 run, and then 1 GR 60 run. Gear is at the end. The Halo of Arlyse + APD combo along with the double second life (UA + FB2pc) help ensure you stay alive for that extra bonus gem roll. I recommend you bring a friend to kill the RG for you if you want to run GR70 speeds. This build handles the trash at that level still fairly efficiently though. Wanted to get this out as I know many of you have been asking what I would do if I would slot VC. [2.4.3] Tal Electrocute MH - Velvet Camaral + EW (GR65-75) Speed Build http://www.diablofans.com/builds/87819 https://youtu.be/PgaBvtEAbKQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows 2p GR 70 carry @ 5m. fun build, capable efficiently up to about 75 solo. More glassy, but still agile, and more damage with the EW. Can use ABB instead of Nemesis if preferred. ----- Here's to hoping these ideas help your wizard in the upcoming patch. Happy new year, and Good luck in season 9!Cratic448 Jan 25
Jan 24 LoN Builds Now that Tals has been nerfed and LoN has been buffed, this is just a spec for consideration. https://ptr.d3planner.com/509767396 It's just LoN Archon Star pact. 2 Arcane swami cycles, a few wasted cycles, archon form on lightning. Also fits Black Hole in easily. I'm not sure about survivability, but the damage looks fine. Burst damage is quite high. As with most LoN builds, rolls are hard to get. Other LoN ideas welcome.StoleOwnCar90 Jan 24