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
1d [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) Lightning Meteor » https://www.diablofans.com/builds/97713 (TXIII) Tal Lightning Meteor + Sage's » http://www.diablofans.com/builds/95480 Speed Builds: (GR80-95+) Tal Channel Meteor Speed » http://www.diablofans.com/builds/95583 (GR80-95+) DMO Frozen Orb Speed » https://www.diablofans.com/builds/98787 (GR80-95+) DMO EB Speed » https://www.diablofans.com/builds/98381 (GR75-90+) Tal Frozen Orb Speed » http://www.diablofans.com/builds/95608 (GR75-90+) Tal EB Channel Speed » https://www.diablofans.com/builds/97744 (GR70-90+) Vyr MH Zodiac Speed » http://www.diablofans.com/builds/94945 (GR70-85+) Tal Lightning Meteor Speed » http://www.diablofans.com/builds/95359 (GR70-85+) Tal AT:SD MH Speed » http://www.diablofans.com/builds/95352 (GR70-85+) FB6 / Vyr2 Archon Speed » http://www.diablofans.com/builds/95333 Solo Push Builds: (GR112+) FB Meteor Etched Ignite » http://www.diablofans.com/builds/95151 (GR108+) FB EB Etched Ignite Redux » http://www.diablofans.com/builds/94599 (GR110+) Tal Meteor - Thanks to Bluddshed and Ged » http://www.diablofans.com/builds/95421 » http://www.diablofans.com/builds/96537 (GR108+) Tal Frozen Orb » http://www.diablofans.com/builds/94799 (GR110+) DMO Frozen Orb + OID » http://www.diablofans.com/builds/94704 (GR110+) DMO Frozen Orb + AW » https://www.diablofans.com/builds/99704 (GR109+) Vyr MH Chantodo » http://www.diablofans.com/builds/94869 (GR108+) Vyr6 Deathwish » https://www.d3planner.com/761408697 » GR107 Clear: https://youtu.be/qgH4cipTwpc (GR108+) Vyr MH - Pig Sticker + OID » http://www.diablofans.com/builds/94733 (GR106+) Vyr Cold Chantodo » http://www.diablofans.com/builds/94899 (GR108+) DMO Channel Twister » http://www.diablofans.com/builds/95446 (GR106+) DMO EB Flash » http://www.diablofans.com/builds/94856 (GR105+) DMO Orbit Redux » http://www.diablofans.com/builds/94577 (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 DMO6 Starter Builds Video » https://youtu.be/zyj9Wgkcts4 DMO Frozen Orb Starter » https://www.diablofans.com/builds/99119 DMO Explosive Blast Starter » https://www.diablofans.com/builds/99115 DMO Twister Starter » https://www.diablofans.com/builds/99118 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, though less defensive 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 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) Lightning Meteor » https://www.diablofans.com/builds/97713 Not as efficient of a build, but very fun to play. Uses Ranslor Twisters to pull in density for easy grouping with Meteors sealing the deal. High AS and RCR build. Defense and utility via Hoarder / Goldwrap / Avarice Band. Extra Run speed and mobility via Illusionist and Aether Walker. TXIII Bounties: (TXIII) Frozen Orb Bounty Build » http://www.diablofans.com/builds/95383 When taking on bounties, Frozen orb with Aether walker will be better than Archon or Woh based builds that rely on In-Geom procs for movement, IMO. Frozen orb also doesn't rely on archon stacks for offense or defense. GR Speed: A GR speed build in my mind is a build that can push higher than your torment build could if it were ported into GRs, but clears faster than your GR solo push build could at a lower difficulty. For wizard in season 12 this generally means builds that are about GR70-GR95, give or take a few GRs. Unfortunately, the most powerful builds for wizard are hog tied by weapon slots. The weapon slots are required for these huge damage multipliers. Swapping one of them out for say, Aether Walker, one of our only mobility options in non-archon speeds, significantly reduces the damage of the build, and in many cases isn't worth going for. I think a good speed build should be clearing a rift faster than 5 minutes. However, quite a few wizard speed builds will edge into 6 minute territory on the high end (on bad maps). Keep in mind that you can always run most solo push builds at 12 or so GRs below your top push capability, and still clear within 7-9 minutes. These will get you higher gem levels as well. (GR80-95+) Tal Channel Meteor Speed » http://www.diablofans.com/builds/95583 Tal Channel Meteor. Slow moving, but super chill, and can tank and power through most any enemy, even at slightly higher GR as compared to other speed builds. There is something to enjoy about summoning those meteors and rejoicing in the craters after their descent. Added Invigorating Gemstone to the build. Makes it really smoothe with having cc immunity. You can of course swap in Powerful if your group takes care of the CC immunity for you, or if you opt to gear with 3+ CC% reduction secondary affixes. (GR80-95+) DMO Frozen Orb Speed » https://www.diablofans.com/builds/98787 Aether walker makes this DMO Frozen orb speed build as comfortable as can be, layered with defense, this build focuses on elites, and involves position for proper explosions from your frozen orbs. A solid choice for paragon and gem leveling. (GR80-95+) DMO EB Speed » https://www.diablofans.com/builds/98381 The bubbles are real! A tanky, up close and personal (but still fairly mobile) build for those who enjoy explosive blast. Like Tal Meteor, a slightly longer clear time for this one, 4-6 minutes, but also similar to Tal meteor, it can push a higher GR speed. (GR75-90+) Vyr MH Zodiac Speed » http://www.diablofans.com/builds/94945 Vyr MH is very quick moving, agile, and can pack a punch, but it's damage and defense scales dynamically with rift density, and is also a proc based build, meaning it's clear time ranges can be wider than the other speed builds. It's also one of the more challenging speed builds to play, but feels very rewarding to get right. (GR75-90+) Tal Frozen Orb Speed + AW » http://www.diablofans.com/builds/95608 Tal Frozen orb is a very quick moving build that shreds enemies fairly effectively. More consistent than it's counterparts, it unfortunately does not hit as hard as some other builds. However, it makes up for this in movement. If you're looking for a non-archon Aether Walker build with some nostalgic D2 vibes that can still get you very efficient clear times, this is a great pick. GR Solo Push: (GR112+) FB Meteor Etched Ignite » http://www.diablofans.com/builds/95151 This Meteor shower build is fairly tanky, and hits pretty dang hard. Magic weapon ignite makes it extremely easy to ignite enemies and elites with the Firebirds' set bonuses. Timing, grouping, positioning, and ensuring you aren't interrupted while channeling are a big part of the strategy in play. A melee build, you have to seek out opportunities within density and whittle down elites. (GR110+) 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. (GR110+) 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 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. (GR108+) Vyr6 Deathwish » https://www.d3planner.com/761408697 » GR107 Clear: https://youtu.be/qgH4cipTwpc Deathwish is also an option with Vyr6. This build by Apocc, 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!Cratic158 1d
Nov 15 RoS Wizard Tools (updated for v2.6.1) I created this set of tools for my own use and decided that they could be of benefit to others. The tools are designed to remove a lot of the guess work from gearing choices and give you a as accurate an estimate of your wizard's potential in various aspects as possible. What it includes: -Tool to help with calculating the eDPS of various spell combinations -Tool to calculate the APoC and LoH returns of spells and their "spam-ability" -Tool for calculating Mitigation and Sustain -Tool that calculates changes in DPS, Mit & eHP with stat changes. -Tool for calculating Cooldown Reduction and Cost Reduction -Tool for calculating the Firebird 6-piece DoT damage and infinite DoT threshold -Tool for calculating damage within a Tal Rasha 6-piece skill rotation. -Tables for all breakpoints (Yes, they still very much exist in RoS). -Reference page of stats for skills with some notes on behavior (Requires Microsoft Excel or compatible spreadsheet software) Download location: http://www.olynick.net/d3/tools VOD of the Wizard Tools Workshop on April19, 2015: http://www.twitch.tv/vizjereiclan/c/6569262 Let me know what you think. -dolynickdolynick253 Nov 15
9h Wizard demand I tried making a barbarian because they are used in both rat runs and meta push but I am not having much fun with him. I understand that necro is used in multiple spots in meta runs and wizard isnt but I don't see lf call outs for star pact wizards. If I make one will it be a waste of time or are you seeing a demand for them?JAW1 9h
21h T13 farming Trying to gear a wiz and I thought a good place to start would be a t13 speed farm. I have tried Frozen orb and it was alot of micro managing resources as well as stacks. I am going back to a vyr build but I find the damage so inconsistent. I can be beaming a foe and they will just whittle away. If you start waving it back and forth till you get a sweet spot if you will, it will finally melt. I find this extremely frustrating. Granted I know I am not entirely optimized I played this before with the same issue. I haven't played EB in a long while but I remembered I had to stand there for a little while waiting. It seems like we are a little slower on the T13 speeds? Does anyone have a build they have had success with?JAW1 21h
1d Which Builds for a new (Seasonal) Wizard? So I have been using Icy Veins for builds. And while they are doubtless 'effective' builds there is a lot of overlap in that the presented 'high/top' tier builds for different sets end up using the same core mechanic. Over the course of playing season 14 I have collected both the Haedrigs Gift set and the other major sets for my Wizard. And I do enjoy different play styles on a character. I don't want to focus only on being a "DMO ArcaneOrb" Wizard for example (my current go-to that I use for everything). So, given that I play solo a lot and would like to attain a Solo Greater Rift personal best (even if I don't expect to compete for a leaderboard spot), I also like throwing myself into the various public games (Rift, Grift and Bounties)... how could I best divvy up my sets into 5 Armory slots such that: * I use as many of the 4 sets as possible (and maybe even a LoN based build). * My core damage skill should be different on different sets (i.e. if I do a Tal Rasha meteor build I don't do a meteor build with Firebird). * When the same set is used (5 armoury slots vs 4 sets) both builds should have the same enchanting preferences. tl;dr - what are the 5 ideal Wizard builds I should have in my Armoury?Avicenna20 1d
1d GR70 Help Can anyone take a look at my current wiz build and point me in the direction to completing GR70. I'm having trouble staying alive for any amount of time. https://eu.diablo3.com/en/profile/KezMuffin-2608/hero/72849895KezMuffin2 1d
1d Its time to make 2h viable for wizards I hate making posts that say "i want my class to have what X class has" but i cant get past the feeling that its time for wizards to be able to use 2h + source and yes im going to reference the crusader with thier ability to use a 2h + shield. There are so many 2h'ers in the game that i just cube because i can never use one with out a huge loss in dps. Also, virtually EVERYTHING scales from weapon damage so being able to use a 2h would be nothing but a plus for wizards. Stop relegating us to 1h weapons and lets us make use of 2h'ers.Sinewave1 1d
2d Tal Rasha Meteors + Nilfur's Boast is Amazing Nilfur's Boast (legendary feet item) buffs meteor damage by 800%. With two pieces of Tal Rasha you can drop like 5 super-buffed Meteors in 7 seconds and have the mana to cast disintegrate with some -% cooldown gear and paragon talents. Add in two pieces of Firebird Set (you return to life every time you die- cooldown 60 seconds) and the net result is a tanky wizard that does massive amounts of damage.MarigoldRan0 2d
4d Manald Heal Mechanics I've been searching around for answers and haven't found anything recent enough to trust. Given the updates, bug fixes, patches, etc, I'd prefer a solid answers that come later than early-2017. Does MH currently benefit from Elemental % and/or Elite DMG%? Does MH benefit from Bane of the Trapped? I.E. Lightning damage > Paralysis > Trapped buff > MH DMG, or Lightning damage > Paralysis > MH DMG > Trapped buff Does Magic Weapon: Electrify proc MH? Can Black Hole: Supermassive proc MH more than once? Lightning Hydra can proc MH, but skills summoned by Etched Sigil cannot, so can MH still proc if Hydra is summoned via Etched Sigil?Animenut116 4d
4d Help with gr progression Hello, guys, would greatly appreciate some help here! Im stuck at both solo and group gr. Solo im doing gr90 somewhat relaxed but in 95 i dont have enough dmg and die a lot when dont have density for apd. Here is the build https://www.d3planner.com/252933720 I used an str caldesan on helm by mistake, and i used reroll on the compas rose to get the gem but it doesnt show on d3planner for some reason. Any advice on what to improve to do 95-100solo? As for groups i have low dmg and in 95+ dont do enough damage. The build is almost the same, but im changing cubed unity to coe and switch the defensive ring to karini and storm armor. Any advice to melt through 105+? Thanks in advance!Kiberg2 4d
5d QUESTION: ETCHED SIGIL My current Ancient Etched Sigil is missing a line from the tooltip "the damage of your arcane spender is increased by xxx%" is mine bugged? do i have an old one? I can hardly notice a difference between the Ancient one without the tooltip and regular one with it.crazyb0mb3 5d
Jul 11 [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!Cratic447 Jul 11
Jul 11 Question on Frozen Orb builds Hi all - I have a couple of questions that I'd like some help on. First, I recently completed both the DMO and Tal Rasha frozen orb sets. I'm at a point where I have to decide which one to start enchanting gear on, and I'm not sure which I should do. I've played the "speed" variant of both at GR90 to get a flavor for them (using AW with scepter in cube), and so far I've interpreted the DMO build as being a bit slower-paced and tankier, with more standing still spamming orbs, and the Tal Rasha set as being faster-paced and squishier, with more kiting and running around to find orb spam windows. I've been able to clear GR90 faster with DMO, mostly because I didn't die and could stand still more, and think I like it better for that reason. But, I'm not sure which will be more capable of pushing ~GR105, or if both are equally capable and it's just a matter of preference for playstyle? Two other considerations are that my endless traveler's set kinda sucks and I'm not looking forward to spamming bounties for rerolls, and that I can also use the Tal Rasha set for solo meta if I ever want to go back to that (BTW, I solod up to GR101 with the meta build but find it boring so would rather play orb even if it's not capable of going as high). Which orb build do you guys prefer? Which is "stronger" for ~GR105? BTW, the builds I used to compare at GR90 are: http://www.diablofans.com/builds/95608 for Tal Rasha and https://www.diablofans.com/builds/98787 for DMO Second, I have an ancient AW and scepter. I know you normally cube the scepter to get the full 450% bonus when not pushing, but my scepter is quite a bit better than my AW and I'm not sure which I should use. Exact stats below: AW 2760.8 DPS 1395-1741 damage 979 int 7% AS 10% RCR Scepter 3038.7 DPS 1414-1758 damage 975 int 9% dmg 7% AS 410% arcane orb Which would you use? Thanks!nasrulla7 Jul 11
Jul 10 dying to grey mobs PepeHands My Wiz keeps dying to grey mobs in normal rifts and i can not finish them. I have full gear and have no clue why im so weak. I can finish 96 GR with a monk support in my team easy in time, but solo i barely can do 60 ?? Can someone help me? https://www.d3planner.com/399677446 (i understand how the dmg rotation works and that i need stacks etc.)InExtremo1612 Jul 10
Jul 10 Manald archon broken? Hello! I have been desperately looking for any guidance about this and I thought I'm alone and something bugged, but it seems not now since 2 more person reported this on europ forums. I am using same build (not sure if external links allowed, really hope so) as here https://www.icy-veins.com/d3/wizard-lightning-archon-build-with-manald-heal-and-tal-rasha-vyr-sets-patch-2-6-1-season-14 and today it does not do damage in Archon form most of the time or do very little. The problem appeared only today, yesterday it worked perfectly. The most strange thing that I do extremely little damage in Archon and when it ends I nearly one-shot enemies, including rift bosses GR65, with arcane torrent. What's up?Sauraigne4 Jul 10
Jul 10 Blur with galvanizing Ward my question is simple. Is the shield granted by the passive, galvanizing Ward, affected by the 17% less damage that you get with the passive, blur? On top of that, I am also curious if the energy armor skill, with the force armor rune, also affects galvanizing Ward.SmexyLord1 Jul 10
Jul 10 Any use for Furnace as Wizard? Playing as DMO Frozen Orb, got a decently rolled Ancient Furnace, so I have question - is there any point of keeping it for other Wizard build? Or there's no use for it as a weapon and not a Kanai Cube power? Thanks in advance!Gatecrasher4 Jul 10
Jul 10 Orb vs Shield Which do you use on your wizard? Orb for the stats or shield for the blocks? Currently using a shield but my Wizard is only level 11 and I haven't found a great orb yet.Azimuth30 Jul 10
Jul 9 Vyrs-Ashbringer So I got to playing with ideas when doing speed ups with my Vyrs builds. I’ve found that I do my best speeds with the GoET and don’t continuously channel. Just a slight spray and run to elites. Also, has anyone else found that just tapping disintegrate can work better than channeling the beam? Anyways, during these runs I came across the ashbringer. I’ve never really given it much thought, but man that is a lot of dmg! So I looked into it and it seems that there is not an internal cool down( can anyone confirm?). I haven’t found a consistent time on its duration either. I was curious if you killed fast enough if it would be possible to keep it up most all the time. I’m not sure if party kills count. Need to test that. Anyhow, with Vyrs you have straight all dmg multipliers meaning that proc will hit hard similarly to MH. At 5Aps and with 1.33 blast per second you could deal out some serious dmg. Around 38,000 wpn dmg/sec. From what I understand that is just on the first target hit greatly diminishing the value. Of course, you need to get the proc up, but that seems easy enough while your burning through rifts. At least in my goofing off runs. Initially I thought the slow AS of a big 2-hander was a bad thing, but it actually raises your dmg ceiling quite a bit since you don’t top out on the low end of stacks. Again, in lower difficulties it’s pretty easy to get a large number of stacks. Anyhow, if you could get that proc up, and have deathwish in the cube, this could be pretty funny on single targets. Anyhow, just thought I’d share my goofy build of the bike week. Your thoughts?aloc2 Jul 9
Jul 9 Default wpn attack p FB? Can default weapon attacks proc FBs 6 piece? I mean intentially burn all of your arcan power and attack with the weapon. Not easy to test with a sword since you don’t do the ranged attack any more. Not sure how to get my wiz to swing the sword with a spell equipped. I can if I take off the spell though. Anyone have an idea?aloc0 Jul 9
Jul 8 What the h.. do I do next. wrong forum...MEDITEK0 Jul 8
Jul 7 Aether Walker and archon Archon teleport still has a cooldown when having Aether Walker equipped. Is this intended?ImanAngel10 Jul 7
Jul 6 Not sure what else to add I'm trying to play an explosive Blast wiz and not sure what else to add to make it better. I mostly do Solo and not alot of time playing. https://us.diablo3.com/en/profile/GhostDragon-1126356/hero/101212587GhostDragon2 Jul 6
Jul 6 Build advice an criticism please I can solo 70 just would like a little advice on moving forward with this build please and tycontainedpit1 Jul 6
Jul 5 High GR Pushing I have noticed on the leader boards that there are Wizards similar to my stats that are pushing GR 97 or higher. Yet I am having trouble pushing 88. Looking at gear comparisons we are very similar. So I am wondering if there is something I am missing about the play style of the Wizard? Thanks for any advise.CDailey4 Jul 5
Jul 5 Start pact mechanics Hello , can someone explain me the rotation if i run without shock pulse. Is it this : I use arcan torrent on the elite, then i wait 3 sc and use meteor, and my familiar ll proc the last tick i need to have my stacks from firebird ?MuGen0 Jul 5
Jul 5 Life is too short to keep Tal Rasha stacks up Life is also, too short to bubble everything you want to damage... So, when are we going to play the way we want? #RemoveTheSetsShivanDragon2 Jul 5
Jul 5 Any Archon Vyr specialist out there ? Hey All, I'am playing the " Vyr Archon Wizard " for the first time and i realy like it A LOT, but i'd like to request some help : - How the hell does the " hitbox " detection works ? Sometimes, I'm having a realy hard time finding the hitbox of some elites and rift guardians ! Is there any method ou there to ease this ? (Just finished a GR90 with plenty of time left but killing guardian took ages, i wasn't able to touch it so missed the time goal) - Actualy what is the most efficient Archon build (With a link if possible) in your opinion ? - here's my char, any suggestion ? https://eu.diablo3.com/en/profile/JWar-2761/hero/108504959 Thanks in advance for you help. J.JWar7 Jul 5
Jul 5 Transmog Combos What are your favorite outfit choices? Anything that makes the female Wiz look sexy?fateric0070 Jul 5
Jul 4 squishy tal rasha meteor Anyone else having survivability issues with this build? I'm currently cubing unity and wearing karini, not sure if it's supposed to be the other way around but I keep dying contantly, please help!shyguy2011 Jul 4
Jul 4 Single target build for 4-man group? Hello, Trying with friends to get higher in 4-man GR in seasonal. Been playing the starpact build, it works realy nice but the second dps is a crusader with condemn build. Crusader does not seem to have a single target build at all. So once we reach the GR boss we dont have an effective way of killing him. I understand necro is best for that but we dont always play the "meta". I tried Wizard lighting archon build with manald heal during a farm run but nothing happened. I placed double hydra (lighting) but i saw no dps at all. No idea what i did wrong or if that build is still viable. Perhaps any other build that is viable to deal single target damage? I appreciate any suggestions. We are doing seasonal gr +/- 105Blessox2 Jul 4
Jul 4 Any builds for T10 with Disintegrate? I'm bored of my Spectral Blade DB farm, my DMOFrozenOrb is ''meh'' at best and this FBMeteor is annoying + i never liked meteor skills in games. I love the fire ''lazor'' + it's relaxing to just burn things with one click. Is Disintegrate even capable of T10 at the moment? Thanks in advance.phosTR3 Jul 4
Jul 3 Elemental Weapon Damage Some weapons specify a specific damage element. Most (all?) Wizards spells do damage based on the weapon damage, so what does that mean for weapons with an elemental damage? Is there any benefit to having a weapons damage match the spells damage type? (or a penalty if they don't)?Avicenna5 Jul 3
Jul 1 OMG, I finally get it! So I recently completed my Tal Rasha's set and replaced the DMO. Additionally, I found Nilfur's Boast, Etched Sigil and The Grand Vizier. I went back to my dead end at GR 44, started spamming Arcane Torrent with the Sigil sending out power spenders, and holy crap! I shot through GR 50+ with very little effort. The right build really does make a difference. Today's no s**tter for the community!ShadowBorn1 Jul 1
Jul 1 Top dps hardcore wizard Season 1 items/skills Hello, My name is Martin, and I play a wizard. http://eu.battle.net/d3/en/profile/Xaoc-2384/hero/47870947 What follows is my item choices and skill choices and the reasoning behind them. Who am I? I am one of the top dps wizards on hardcore season 1. According to diabloprogress I have a little more than 3M elemental dps(in certain dps gear, solo in town I get as high as 4.3M fire damage - http://i20.photobucket.com/albums/b235/Xaocbg/Screenshot100_zps154acc50.jpg), which makes me first on elemental dps in the world. Someone might have more. Actually I run less dps with increased toughness, for obvious, hardcore-related reasons. A dead wizard does no dps. The damage numbers I get depend on group, gear, passives, actives, RNG and gems. In that order. Highest number I got so far was 820ish million firebird tick. Usually I get 150-550, depending on above factors. Good fast group with DH and Monk - 300M is usual tick. Maybe with a good kukri WD instead of a 2nd wizard that would be considerably more. A little foreword for the gear - some gear choices are made vitality instead of intellect (fx on the Stone of Jordan) for the much needed toughness for grift 33+, that makes me proc my passive less and my Firebird's revive even less. Another very useful effect of toughness for my build is that it enables me to survive basic elite affixes and not move out of them, which would interrupt my Disintegrate and therefore lower my dps output considerably. My typical toughness while in a group is about 30M. I would switch to Glass Cannon passive for more damage on normal t6 rift farm. Later on passives. Choices I made for the positions to follow are for maximized dps, while maintaining very high survivability. -------------------------- Gear -------------------------- My weapon of choice is Gift of Silaria, for having 5 primary stats, which can be made 6 with the Gift of Ramaladni. Highest dps on 1H weapon - 2650 (that I've seen so far) plus a primary intel stat is what drew my attention to this weapon. Combines well with Firebird offhand for my fire spec. 2nd weapon of choice would be a really good (2500)Slorak's Madness for the Disintegrate that I use (later more on skills) or a really good Sun Keeper, although I need a Ramaladni to test that one. Offhand of choice is Firebird's with dmg,fire dmg, int, vit, crit, as high as possible. Gloves - Firebird's - int, vit, %crit, %crit damage - I would not recommend substituting vitality for attack speed, if you are playing hardcore. Boots and pants - Firebird's - maximum basic stats, +Disintegrate damage for boots, for that added damage. Int gems in pants. Shoulders - I prefer the +%life reroll as I have taken vitality on some other pieces of gear. Head - Firebird's with int, vit, crit and a socket. Amethyst for +%life. Bracers and belt - Krelms, hands down for Hardcore. Basic stats, +%fire damage, +%crit. Immunity to Vortex for added survivability. Basically Vortex will kill a hardcore character sooner or later. 500 vit for added toughness, beneficial for those +%life. Run speed between packs for grifts. Strongarm for 30% dmg increase after a Black Hole is inferior due to survivability issues with Vortex and if the Monk thank is using them - the debuff on the mobs has a very high uptime, compared to 30ish% from me. Ring 1 - Stone of Jordan - on my ring I chose to replace int with socket, rather than vit, for survivability on hardcore, plus the vit is near maximum roll, int wasn't. Your choice might be based on the roll you get - +%crit damage would be ideal. Ring 2 - The Compass Rose - 5 stat ring, awesome by itself, part of a set that gives +%crit damage and some vit for some added awesomeness. Amulet - The Traveler's Pledge - I would switch to a better one as soon as I get one - I would prefer +%crit chance vs the +%fire damage. Part of that 2 piece set with the ring. Adds to an already good amulet. Chest - Cindercoat - very neccesaty for Fire build - %fire spell cost reduction very neccessary for Disintegrate. Channel time of my Disintegrate increases dramatically with it. DPS uptime increases dramatically overall, enabling me to cast more Black holes, Blizzards/Hydras, Disintegrate. Socketed with int gems. -------------------- Gem choices -------------------- Gem choices - I rely on Bane of the Trapped, Bane of the Powerful and Zei's Stone. Bane of the Trapped - gives increased damage - beneficial. Gives enemy movement speed reduction aura, which is very beneficial for hardcore. A lot of melee mobs rush towards me and a slowed at the last step befire me, giving me that extra window of time to step back and continue dps without being hit. Bane of the Powerful - I just think that it suits the Stone of Jordan +%dmg to elites. Some might say Toxin would be a better choice for high grift Corrupted Angel fights and better uptime. I haven't tested the Toxin instead of this gem, although I have it. Test results soon to follow. Zei's Stone - adds damage, as I can keep distance with my Disintegrate. Adds control as the gem stuns, which in turn is beneficial for survivability - in grifts 1 melee strike form normal mob could mean 50% of my hp. ------------ Skills ------------ Teleport Safe Passage - for that added survivability. Questionably better than Wormhole. Sometimes I wish I had Wormhole. Sometimes not. Energy Armor Prismatic Armor - toughness. Lowers max Arcane Power, which is not important, as Arcane Power regeneration is the factor. Magic Weapon Force Weapon - 20% damage. If you do the calculation by the spreadsheets, it's a but different number. I personally cannot be forced to dive deep into the spreadsheets. Black hole Blazar - for ramping up the Firebird dot quickly and etablishing a high dot tick value, beneficial for dps to follow. Event Horizon rune - for added control vs elite effects that would otherwise slow down the dps of your group considerably or kill a member of your group. Saved a couple of guys characters. Lesser option, as the faster you kill an elite, the less time it has to kill you by using it's affixes. Hydra Mammoth Hydra - new skill to me, I used to run Blizzard. Now I found Hydra does more single target dps, so with a group that has a tank, that would be the skill of choice. Blazing rune - Still have to test with that. Disintegrate Convergence - the only choice as a fire wizard. Pros: +Consistenly higher Firebird ticks vs Blizzard+Hydra combo. Works good enough with a Monk tank +Hits all enemies in a line, way behind your initial target, for roughly the same amount, depending on debuffs and other AOEs +adds clarity to the group about what you are dpsing and would draw the attention of the tank on the mobs that are approaching you from behind Cons: -Less AOE than Blizzard -You are standing still to dps, which means moving lowers dps because of skill mechanics Overall my skill of choice for grifts with a tank. For t6 rift farming with no tank (4,5 to 6,5 minutes per rift) I would take Blizzard. ------------ Passives ------------ Blur - added toughness, survivability Unstable Anomaly - failsafe. The higher in grifts I go, the more it procs. On grift 30 it doesn't proc, because of my high toughness. Astral Presence - critical for sustaining that Disintegrate and getting good dps uptime on a Rift Guardian. Glass Cannon - damage boost, that takes away toughness. Depending on difficulty of content to be cleared substituted by Conflagration. ================================================== As a conclusion, I would ask the community to add their thoughts on the possible ways to upgrade my dps, my survivability or preferably both. Feel free to add things like -using a Furnace and losing the offhand vs Cindercoat+1H+offhand (I see a lot of top wizards running that combo) -using Ring of Royal Grandeur vs Compass rose to enable Andariael's Visage use, while suggesting a good amulet (Hellfire? Eye of Etlich?). I will test that option soon, as I have the items. -non-obvious gear/skill/passive choices to increase things like dps uptime/survivability Thank you for reading and commenting.Xaoc8 Jul 1
Jul 1 Getting a Primal weapon Hey fellow wizards, I guess like many others I'm trying to get a primal weapon. So far I've spent: ~ 600 bounty mats (120 reforge tries) ~ 10 000 Death Breath (400 upgrades from yellow to legendary) ... and got zero primals. None. Not a single one. So I was wondering, which is the most efficient way of getting primals? And if it's a reforging using bounty mats, which weapon is better to reroll for a Hydra build — Seprent Sparker or Starfire? Is there any difference between these two in terms of default stats, e.g. that Starfire always rolls with +AttakSpeed or something like that?Anike25 Jul 1
Jun 29 Is flameblades vyrs viable? It utilizes flameblades to get an enormous amount of stacks to combustion archon. I was wondering if this build is viable? If not, is any build of vera viable compared to this starpact meta? I hate how immobile these current builds are.bkb1863 Jun 29
Jun 28 Ranged 4p Star Pact variant, 130+ish viable Just something that I concocted randomly while watching a frozen orb 130 clear earlier. mcdundee and I have tested this at 130 and even with only decent maps, we were doing quite well and iirc even almost cleared it. It was doing very well. Note that we did swap back to the usual version for pushing and actually clearing 130 as he was more comfortable with using it consistently. Quick d3planner: https://www.d3planner.com/641156981 It's based on my items, but with some rolls different. CDR is kind of important for this variant because you want more black hole uptime. When we were testing it, we only really had enough CDR to use it during the 2 arcane meteors... ideally you could replace gem in helm with diamond, but only if you think you can live (some paragon to vit could help). You play it pretty much the same as the standard version, but standing far away from your monk... really it's just made to maximize use of both zeis and oculus circles. It's a much more active build. You have to occasionally dodge and move to oculus circles and actually time your meteors (yes that means you macroers are gonna have a hard time with this). If you're getting bored sitting there in the middle of sanc for days, this is your build. Make sure you're actually good enough to use it though lol. Some tips: - Make sure you cast your black hole in time to use it for 2 arcane cycle meteors. Not much else matters. - Force spawn and oculus circle right before your arcane cycle so you can do a super meteor during arcane. You can get to any oculus easily with the way this works. - This build is made to maximize damage per meteor as opposed to spamming them (though most of the time you can, unless the affixes are truly horrible...). - You can use black hole to clear path for you if your monk sucks. - Alternatively you can try switching black hole to wave of force like normal, just walk forward and WoF to gain stack and then walk back out for a large impact meteor - I have done 120 with this spec in 3p by dropping esoteric for stricken. It kills the RG quite a bit faster thanks to the massive zeis bonus. You can still stay alive with decent affixes. It's a tad fishy, though. Any enclosed maps pretty much wreck you. It's a tad hectic. TLDR It's WoL monk, transformed into a wizard, as stan put it... That's about it, I only got to try it out just today, so it's experimental. Comments and thoughts are welcome.StoleOwnCar25 Jun 28
Jun 28 Chaos Nexus and Etched Sigil Recently i started playing around with disintegrate and the rune chaos nexus. My question is regarding the fractured beams that come from the main disintegrate beam. They seem to trigger etched sigil more often than usual. Does each beam that fractures from the main beam become independent from it and trigger its own etched sigil procs?Sinewave3 Jun 28
Jun 28 Improving my wizard Hi, I hava a question about how to improve damage on my wizzard. Link to my char: https://eu.diablo3.com/en/profile/OmegaRED-2543/hero/71697222 I hope you can help me Best regards, OmegaREDOmegaRED6 Jun 28
Jun 26 Magic weapon with elemental exposure Magic weapon apply another element or not? Simple question someone must know that, thanks peepQuetzal17 Jun 26
Jun 25 fastest way of gearing to hit GR70? Just started the game 2 days ago, and i was wondering what is usually the most efficient way of farming for the beginner? i'm just doing stuff like chest run and some lower level GR atm(current at 31) Was wondering if there's a certain stuff that i'm missing out that would help me out in terms of gearing faster.Sybileno9 Jun 25
Jun 25 Ice Mage underpowered? So I wanted to try some interesting builds, and see how useful some of these perks and abilities are. So focusing around Cold Blooded and developing an ice mage by setting runes to purely ice damage seems to be extremely weak overall. My damage output with random abilities seem to outperform a pure ice mage by leaps and bounds. I think the D3 Team really should look at some of these perks to make them viable if you specialize.Shadow3 Jun 25
Jun 25 Reactive Armor trigger Karini? Hello, Does the reactive Armor rune trigger Halo of Karini? Thanks!Reihon0 Jun 25
Jun 25 Does Wizard need to be fixed? So I started playing again this season after a long time of not playing. I've gotten a Wizard to 70 before and was starting a new one to see if they'd changed at all. Seems nuts that after a year or two, the poor-performing abilities are still poor-performing, and there are really only a couple deviations you can make to still be effective. For being a game that totes the ability to play what you want and still be effective, I feel like Wizard is lacking in build variety. It seems crazy how you can play Diablo I or II, get hit by a Charged Bolt and half your health goes down, then you pop in D3 and use Shock Pulse and your enemies glance around quizzically as though they weren't quite sure if they just felt a gentle breeze pass by. Why so many underwhelming abilities? Magic Missile, Electrocute, Spectral Blade, Energy Twister, and Arcane Orb seem to all need buffing in some way or another. Arcane Orb -completely- loses viability as soon as you get Arcane Torrent, and once you get the Astral Presence passive with Disintegrate, all AP generating abilities feel practically useless. Playing Wizard literally becomes "buff yourself with three 10-min spells, right click and watch health bars go down". If I'm alone in this please educate me, but the signature spells feel like they really should do more damage. They look awesome, but they don't feel awesome. Granted, I play with friends on my Wizard so I don't have to jump around as often, but even then I keep finding myself 30 yards away, holding down Disintegrate for an hour. I've tried switching it my build up frequently, but it just seems like if you're not using a channeled ability, you're not playing the class right. Am I alone in wanting some variety?Asinity8 Jun 25
Jun 25 Unstable Scepter Orb Dmg VS Wpn Dmg I have a non ancient Unstable Scepter and an ancient one, the ancient one rolled 80% less orb dmg but the weapon dmg is a lot higher.... how do I calculate math wise which would yield more dmgDDMageBags1 Jun 25
Jun 23 Electrocute: Lightning Blast and Channelling It seems that you can cast this primary skill without breaking channel. Is this really happening, or are the animations overlapping in a way that it only seems so... Test: Hold down your channel button, and simply tap the E:LB button (I tested with AT:FW). ALSO: If I hold/"channel" E:LB and just tap the AT:FW button every half-second, is that Deathwish buffing the E:LB Manald Procs?cknopp3 Jun 23
Jun 22 Need Help with Firebird ! Guys, i'm finally getting the way of how to play with this set and this annoying mechaninc... It's boring dying everytime for ranged mobs but this is the price... But my point is, i need help against the GR. Currently i'm doing 90s and when i get someone like the Plague or the one with perma-frozen i already know that i lost the GR. Against them (general) i'm being one-shot pretty much all of the time, is there anything i can do about it ?AriesXs1 Jun 22
Jun 22 Where to find A OBSIDIAN RING OF THE ZODIAC?? ^^^ Anywhere specific? Really needing one for my archon build... along with a solid Ch wand ThanksDOBBIN8 Jun 22