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
10h [2.6.1] Builds + Mechanics Hello adventurers! This season we are not tricked, but treated instead with a huge assortment of balance changes. These balance changes bring most wizard builds into the GR105+ range, with a good choice of builds exceeding GR109+. These estimates are set conservatively at a mere 1400 paragon, which should be attainable if well motivated, even if you are strapped for time in season. I think the wizard is in fairly good position for the upcoming season. Wizard now has near the highest variety of builds, and some of the highest pushing solo builds. That said, we're probably on the lower end of the totem pole when it comes to solo speeds, with fairly decent Torment farming capability. EDIT (12/26/2017): Glad to be proven wrong about the group meta. Now seeing star pact wizard as a viable trash clearer in 4p setups. See meta section below for more info. ----- Many Thanks: Dolynick, BDF, sVr, TinneOnnMuin, Dolen, haixinyan, Bluddshed, Wolfcryer, Horrax, Riv, Tougeznut, Vox, StoleOwnCar, Masterjay, Aloc, Apocc, Ged, fuczzang, Lo0Lo0, Malakai, Ravolos, Ryoko, for helping out, and thanks to anyone who was involved in PTR testing for 2.6.1. Big love for helping make the game better, and for preventing exploits. ----- Mechanics Shortlist: Not many mechanics changes, however, there are some notable changes and information that has been researched by different players. Etched Sigil. An Etched Sigil ICD issue was reported and fixed during the PTR. Sigil AS and ICD breakpoints were retested by Dolynick. These are useful because they could save you time in between etched sigil procs, depending on your build. Click this post for full breakpoint charts and more information on the fix. https://us.battle.net/forums/en/d3/topic/20759186011 Meteor Shower Cast Rotation. Yes. You will want to manually cast meteor, even on a channeling build. This will bring down more meteors over time, and since we can channel during those impacts, this will bring more damage to the table than just channeling. However, you only want to manually cast meteor about once every 3 seconds. Why 3 seconds? I timed both manually casting meteor shower and using meteor shower in combination with Etched Sigil + Arcane torrent (@ 1.54 APS). Manually casted meteor took 138 to 141 frames to have all 7 meteors impact from the initial time of cast. Channeled + manually cast meteor took 155 to 176 frames to have all 14 meteors impact from the initial time of cast. Since 60 frames is equivalent to 1 second of game time, and 180 frames is 3 seconds, this puts the rotation for manually casting in between our channeled abillity at about once every 3 seconds. Rotation: Channel. Immediately manually cast meteor. Continue holding down your channeling ability. Note that ES will continue to proc every second while holding down channeling. Wait until Meteors from both your initial ES proc and your manual cast finish impacting. Decide if you can stand and continue dpsing, or if you need to move your character (either dodge attacks, grouping, or for oculus) at this point. Rinse and repeat. Note that manually casting a second time (before 3 seconds have passed) will likely decrease your overall damage, as you wouldn't be benefiting from the multipliers of DW + ES as often during your meteor impacts. This is why it is very important to not manually cast too often either. The impact time between the first meteor (out of the set of 7) and the last meteor (of the set of 7) was also notable. Two different tests showed 41 frames, and then 47 frames, meaning it takes up to about 50 frames for all of the meteors from the meteor shower rune to deal their damage once they start landing. This doesn't change the rotation, but it is worth noting, especially if you have to move mid rotation. You might be clipping some of the meteor impacts, and losing the DW + ES multipliers by stopping your channel to reposition. Vyr6 Archon ICD/Breakpoint Mechanics - Beam Stack Rate Snapshotting. The mystery of the slow stacking beam has been somewhat put to rest by our good wizard, TinneOnnMuin. Tinne suggests that the beam stack rate is snapshot when entering archon. Only the stacks from the prior swami holdover and the new stacks from your Fazula count towards lowering your ICD. In a basic sense what this means is that higher AS upon entering archon will grant you faster stacking with the archon beam when inside archon, with 5APS on sheet when entering archon granting the fastest stacking possible. The ELI5 version of this is: If you intend to use Archon beam, you will want 7% attack speed on weapon for Vyr6. With only AS from weapon and paragon, and assuming a 1.4 base AS weapon, such as a wand, you will want to have at least 174 stacks by the end of Archon. This will allow the fastest stacking possible from the archon beam. If you have fewer stacks than this at the end of archon, your overall potential DPS may take a hit. More attack speed from gear, items, and skills will lower this stack amount breakpoint, and may be preferred to limit the amount of rift fishing required for your build. Read more about this here: https://us.battle.net/forums/en/d3/topic/20759209193 Vyr2 Freeze. Per PTR patch notes, the Vyr2 bonus now allows arcane strike and blast to freeze. This increases crowd control and CC of Vyr2 piece based builds. "Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen". Hydra skill damage multiplier removed from MH proc damage. In 2.6.0 and prior, hydra formula included AS as a damage multiplier, but also included a skill damage multiplier of 255% within the formula. sVr's latest test shows that while the AS still scales as a damage multiplier, the skill damage multiplier was removed in 2.6.1. In a basic sense, this is a fairly significant decrease to MH Hydra proc damage. Read more about his testing and commentary here: https://us.battle.net/forums/en/d3/topic/20758776120#post-8 Frozen Orb. The base skill damage of the Frozen orb rune was increased to 950% damage as cold. The range on frozen orb was also increased to 40 yards. This allows for a more ranged playstyle, which I think will make the skill more enjoyable for most players. We hardly ever see base skill damage changes, so the increase on frozen orb is quite notable here. Testing from Dolynick on the damage of frozen orb: ... Drop chances increased. Rejoice! Many Legendary and Set items have had their drop chance increased. This means those hard to get items like Furnace and Wand of Woh should be easier to acquire in season. ----- BUFFS BUFFS who's got the buffs? Many items and sets had their power increased during the course of the PTR. I won't go over specific values, but will list out here the items and sets that have been changed. Note that if there is a legendary item here, and you play on non-season, you will have to refarm or reacquire new versions of these legendaries. Set items update dynamically though, so you won't necessarily have to reacquire those. Many multipliers from items, such as Unstable scepter and Wand of Woh, are now multiplicative, whereas they were previously additive with that skills' damage % on sheet. This is important because it means your additive % skill damage rolls on items (source, chest, helm, shoulder, boots) are more valuable in 2.6.1 for these builds than they were previously. Deathwish Etched Sigil Nilfur's Boast The Grand Vizier Orb of Infinite Depth Halo of Karini Unstable Scepter Triumvirate Ranslor's Folly Wand of Woh DMO6 FB6 Vyr6 Chantodo's Resolve For information on these latest changes and more, see the 2.6.1 patch notes: https://us.battle.net/d3/en/blog/21115840/ ----- [2.6.1] Builds I get asked quite a bit what builds I prefer and which ones I'll be running in season. Here it is! I will begin by listing out my build preferences and some early season recommendations. Listings for all builds I've tested will be at the bottom of this post. Just because a build isn't listed as a preferred build, doesn't mean it's a bad build. There are many builds that are fun that I would love to play, but unfortunately they lack the power to farm efficiently, and I simply won't have time to gear them up. I gave all of these builds quite a bit of attention when it came to testing and pushing them to their limits on the PTR. I do hope you enjoy them, or at least use them as inspiration for ideas when going to create your own build. Most of these are solo builds, and while they aren't balanced specifically for group, I did try to keep the possibility of group play in mind. Be sure to check each build guide listing for alternate options. I did include one dedicated off-meta group meteor shower build below, be sure to check that out as well. ----- What is Speed? A GR speed build in my mind is a build that can push higher than your torment build could if it were ported into GRs, but clears faster than your GR solo push build could at a lower difficulty. For wizard in season 12 this generally means builds that are about GR70-GR95, give or take a few GRs. Unfortunately this season, the most powerful builds for wizard are hog tied by weapon slots. All weapon slots are required for these huge damage multipliers. Swapping them out for say, Aether Walker, one of our only mobility options in non-archon speeds, significantly reduces the damage of the build, and in many cases isn't even worth going for. I think a speed build should be clearing a rift faster than 5 minutes. 4 minutes would be better, but 5 minutes or less still fits my idea of a speed run. 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 with reasonable 7-8 minute times. These will get you higher gem levels as well. ----- Build Preferences: Early Season Starter, TVIII+: S13 starter T8 build and T11 variants: https://www.d3planner.com/310835961 https://www.diablofans.com/builds/97792 Cache, Progression, & T8 Blizzard:Apocalypse ES Guide: https://youtu.be/Q7xUFij7pSQ EB TXI FB Starter: https://youtu.be/-iAmperWeY4 Frozen Orb TXI FB starter: https://youtu.be/HuNxxLrMhX4 Meteor TXI FB starter: https://youtu.be/QSnDZQo5IDY Electrocute MH TXI FB Starter: https://youtu.be/gzNWRrzVCcU Early to Mid Season TXIII: (TXIII) Frozen Orb - Sage + AW - DB Farm || http://www.diablofans.com/builds/94765 When you have time, build out the sage + Frozen orb as gathering DBs will be important for rerolling and acquiring items for your builds in season. Having Aether Walker on this build makes it really fluid, as you don't depend on elite pack kills for mobility and damage. I now use Karini and Avarice band with this build. These allow for higher defense and increased pickup radius, making the build even more fluid, especially as you level up in paragon and get better gear. Focus and Restraint can be placed instead with some skill swaps for a more aggressive, though less defensive build. For groups, Stone of Jordan with Bane of the Powerful is also an option. I recommend you check the build out and play around with some of the swaps, as there are many variations to this setup that can work well. (TXIII) Lightning Meteor || https://www.diablofans.com/builds/97713 Very fun, efficient build. Uses Ranslor Twisters to pull in density for easy grouping. High AS and RCR build. Meteors deal quite a lot of damage. Defense and utility via Hoarder / Goldwrap / Avarice Band. Extra Run speed and mobility via Illusionist and Aether Walker. Video includes full Guide. (TXIII) Infinite Blast Redux (EB / Woh / In-Geom) || http://www.diablofans.com/builds/94755 Late season is mostly about farming Keys and Gold, and this build does that job very well once properly geared up. It also requires some level of paragon to perform as expected, but can be quite enjoyable. TXIII Bounties: (TXIII) Frozen Orb Bounty Build || http://www.diablofans.com/builds/95383 When taking on bounties, Frozen orb with Aether walker will be better than Archon or Woh based builds that rely on In-Geom procs for movement, IMO. Frozen orb also doesn't rely on stacks for offense or defense. GR Speed: All of these speed builds perform very well (for wizard that is). (GR80-95+) Tal Channel Meteor Speed || http://www.diablofans.com/builds/95583 Tal Channel Meteor is a tad slower moving, but is super chill, and can tank and power through most any enemy, even at slightly higher GR as compared to the other speed builds. There is something to enjoy about summoning those meteors and rejoicing in the craters after their descent. Added Invigorating Gemstone to the build. Makes it really smoothe with having cc immunity. You can of course swap in Powerful if your group takes care of the CC immunity for you. If you're interested in Tal Solo Push builds, this is not one of my favored configurations for solo push, but I've included links near the bottom of this post, in the build list. (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 + Aether Walker || http://www.diablofans.com/builds/95608 Tal Frozen orb is a very quick moving build that shreds enemies fairly effectively. More consistent than it's counterpart, Vyr, it unfortunately does not hit as hard as Tal Meteor. However, it makes up for this in movement. If you're looking for a non-archon Aether Walker build with some nostalgic D2 vibes that can still get you very efficient clear times, this is a great pick. In a sense, a balance between the previous speed listings. GR Solo Push: These were the Builds I had the most fun testing and solo GR pushing over the course of the PTR. (GR112+) FB Meteor Etched Ignite || http://www.diablofans.com/builds/95151 This Meteor shower build is fairly tanky, and hits pretty dang hard. Magic weapon ignite makes it extremely easy to ignite enemies and elites with the Firebirds' set bonuses. Timing, grouping, positioning, and ensuring you aren't interrupted while channeling are a big part of the strategy in play. A melee build, you have to seek out opportunities within density and whittle down elites. (GR109+) Vyr MH Chantodo || http://www.diablofans.com/builds/94869 (GR108+) Vyr MH - Pig Sticker + OID || http://www.diablofans.com/builds/94733 (GR106+) Vyr Cold Chantodo || http://www.diablofans.com/builds/94899 Vyr6 is more engaging than ever. The stacking mechanic and the challenge of maintaining those stacks on a good rift is engaging and fun. The dual melee / ranged components of this build also set it apart from any other archon build I've ever played. You not only have to position yourself for optimal stacking, but also optimal damage both up close via Chantodos, and far away with MH (though MH does do some damage up close as well). If you're not a fan of the Chantodos MH combo playstyle, I've listed some alternate Vyr6 builds above that are also a lot of fun to play, and still perform well. (GR108+) Vyr6 Deathwish || https://www.d3planner.com/761408697 GR107 Clear: https://youtu.be/qgH4cipTwpc Deathwish is also an option with Vyr6. This build by Apocc. Additions by Masterjay and aloc. This build is also GR80-95+ speed capable. With this build, we leverage the attack speed from Vyr4 to proc manald heal when outside of archon, while channeling Arcane torrent: static discharge. However, lingering too long outside of archon can result in severe stack loss upon your next rotation, so be careful. The challenge when pushing is that stacks are harder to come by. Staying too long outside archon lowers possible stack count, and killing off density outside of archon also lowers possible stack count. That said, this build shreds RGs. If the rotation and RG are good, you can get some mean sub 1m RG kill times. Build source: https://us.battle.net/forums/en/d3/topic/20759330501 (GR108+) Tal Frozen Orb || http://www.diablofans.com/builds/94799 Tal Frozen Orb is much more enjoyable than DMO in my mind. It offers higher attack speed, higher mobility, as well as the ability to slot both Black Hole and Teleport. The toolkit is high intensity, placing importance on positioning of your character and that of enemies, encouraging a kiting playstyle that is fast and frantic, and hard to pass up. (GR108+) FB EB Etched Ignite Redux || http://www.diablofans.com/builds/94599 Explosive blast really shines in this Firebird variant. It's relatively simple to play, but somewhat difficult to master. The build emphasizes standing and channeling, whilst dealing damage to as many high priority targets as possible. Manipulating enemy position, prioritizing elites, and knowing when to tank favorable oculus spawns are a big focus when pushing. (GR105+) FB AT:SD Manald Heal || http://www.diablofans.com/builds/95318 Manald heal non-archon is just as fun as its always been, and the damage increase to Deathwish helps this build in a big way. Though Tal still works with AT:SD MH, I've chosen the Firbird set for its increased 6 set multiplier and added tankiness. The build uses Pain Enhancer to gain higher AS, and proc paralysis and MH more often. Interestingly, the 60%+ Additive Damage from Taeguk is better here than having stricken. It allows faster rift clears, but does generally restrict high end clears to RGs with adds or those which spawn a power pylon. The build just feels very rewarding when played right. I feel like I've accomplished what was thought impossible when clearing GR100+ with this build. Group GR Off-Meta: (GR110+) FB Meteor Off-Meta Group Build || http://www.diablofans.com/builds/95550 While this off-meta group build can go as high as GR110+ (Was able to clear a 110 on PTR with Wolfcryer & co.), it might also be well suited for GR speed runs. Meteors work well for both area clear role and single target RGK, which makes it a very flexible off-meta setup. Can use Powerful, Stricken, or Esoteric for the Third gem slot. AdamADisco's (GR100+) FB Meteor Group Build || http://www.diablofans.com/builds/95115 AdamADisco's group variation is more defensive, using Karini + Witching hour. This makes it slightly harder to manage resource, but very tanky, and a highly capable build for group speeds. Meant to be used in a 4p group composition with zMonk, pull zBarb, and another DPS (possibly another FB meteor wizard). (GR110+) Vyr6 Deathwish CoE RGK Group || https://www.d3planner.com/447528611 Apocc also put out this companion version of the Vyr6 deathwish build that uses CoE for increased damage vs. the Rift Guardian in a 4p group setting. The idea is you stack stricken when in archon, then attack the RG at range when outside of archon using AT:SD, dealing massive damage. ----- Season 12 start tips for Wizard: The week of season start, save your challenge rift. After season opens, create or rebirth your seasonal character, enter at least one adventure mode game, then back out and complete the challenge rift. Enter an adventure mode game and collect the challenge reward from in-game mail. Upgrade the blacksmith. Craft a level 70 two handed weapon. Make sure you craft a weapon that rolls with one of the secondaries as "% chance to" stun / freeze / fear / immobilize / etc. While that particular affix will still roll with 11 different affixes in the pool, the other secondary listed on this weapon will only roll with 4 possibilities. This makes rolling the Reduced level requirement affix really easy. Reroll that secondary at the mystic. You want as close to -30 level requirement as possible. I also suggest putting it in the stash so it doesn't accidentally get disenchanted. Credits to Bluddshed for this wonderful tip, btw. Level your wizard to level 27. Roll blood shards at kadala on rings until you get a manald heal. If you have excess blood shards you can opt to roll them on helms. The list here reports Swami is available at 27, my test on the PTR below for swami was rolled at level 30 though. Just make sure you don't hit 31 before rolling as that level and higher increases the pool size. http://d3planner.com/game/kadala/ Swami is one of the only legendary hats in the pool at this point in the leveling process. Unfortunately, you cant roll wizard hats separately from normal hats, and kadala doesn't always cooperate. I tested rolling 10,000 blood shards on helms at level 30 on the PTR. I got 6 swamis in return. That's an average of one swami every 1,666 blood shards, or the chance of about 24% that you'll get one within the first 400 shards rolled. This seems low, but you're not going to get a better chance at a Swami, or any other archon supporting legendary. Once you hit level 40 (thereabout), don't forget to equip your level 70 weapon. Also check out guides online, this one from Bluddshed is very helpful for season start leveling tips: https://youtu.be/EIOZEUZwF5g ----- Solo Meta Builds: While I cant be 100% certain, there is a good chance these alternate builds will be pushing the absolute ceiling of the leaderboard next season. So if you are in that category of players, I would look into these builds. I did not put out guides for them because they are both less defensive and mechanically challenging to play, meaning you'll have to have both great skill to pilot them and be willing to rift fish more to get the high clears. (GR114+) FB6 Meteor Shower with Karini, Ashnagarr's Blood Bracers, Deflection, Sparkflint to ignite, and CoE as the second ring, possibly witching hour also for the added CHD. (GR114+) FB6 Meteor Shower with Halo, APDs, Deflection, Sparkflint, CoE. The above builds revolve around fitting in and utilizing CoE, which make them less defensive than Unity, and really difficult to stand still and channel with. Sparkflint makes it much harder to ignite elites, and it can be frustrating when trying to ignite in high density. Even with these, on the right rift, FB6 CoE Meteor will likely be able to clear higher than Unity. Horrax' Build is one example of this configuration, with Ashnagaar's: http://www.diablofans.com/builds/95299 Here also is Blatty's GR113 clear at 1400 paragon, with Halo / APDs: https://youtu.be/a1wn1-1lR00 (GR114+) FB6 Meteor Shower with Karini, CoE, Point of No Return, APDs. This variation would clear similarly high, and utilize the stun rune on slow time to gain additional defense, instead of using shielding. (GR114+) FB6 Meteor Shower with CoE, Spellsteal, and either Halo of Arlyse + APDs, or Karini + Strongarms. Defense on this build would be an issue, but incorporating spellsteal in addition to CoE can be a huge boost. Spellsteal will soak up etched sigil procs (most definitely not my preference). This additionally makes it hard to manage CoE cycles, but with extremely good play, it might also clear high. You'd want to remove CDR from paragon with such a setup. (GR115+) DMO Frozen Orb with CoE, Absoloute Zero, Witching hour, Strongarms, and Illusory boots. https://www.d3planner.com/227217528 Dropping Teleport makes it tough to manage positioning in this build, seeing as you still need to stand still to take advantage of Endless walk on CoE burst phases. Without Shame of Delsere, you also have much lower resource regen. AP management will also be a challenge. A large part of the RNG with this build is elite affixes. Any elite pack with vortex, knockback, Frozen, or waller can really ruin a good pull. Even with these, on the right rift, will push high if played by someone with skill and deep knowledge of the build mechanics. Example d3planner is listed above. Astral Presence is the optional passive slot. This can be swapped out for many options, including but not limited to: Illusionist Elemental Exposure Cold Blooded (GR117+) Vyr6 Frozen Orb with CoE, Strongarms, Absolute Zero. https://www.d3planner.com/189474235 GR120: https://youtu.be/ZCMsUDL7DVI GR121: https://youtu.be/IVbdwm3GgJk An archon variant, this build uses the Vyr6 set to build archon stacks which boost the damage of spells when outside of archon, using the Swami legendary bonus. Careful timing must be made to both position your enemies as needed, and line up your attacks with the CoE rotation. Defense and damage outside of archon is also increased by the Orb of Infinite Depth. The attack speed from Vyr assists in putting out as many Frozen orbs as possible within the short 4s CoE window with which to deal damage. The rest of the time is spent increasing stack count via the archon punch (or beam if on the move), or grouping for the next cycle. CDR is pretty strict with this build, and it also scales well with Area damage, though it is pretty hard to fit Area damage in the build. Note: d3planner above is a rough guide for affixes and spells, I did not put this build together. Thanks to Lo0Lo0 and Fuczzang. ----- Group Meta Build (Firebirds 4p Star Pact Wizard): A lot of work went into testing out star pact and finding a viable trash clearing build. Thank you to anyone and everyone involved. I had no hand in putting this together. I've posted here the d3planner for star pact wizard, and will link some gameplay. To be clear, the wizard is functioning as the trash clearer, replacing the witch doctor in 4p meta group composition. Dfans Link by Rob2628, details the rotation: http://www.diablofans.com/builds/97220 https://www.twitch.tv/rob2628 This GR135 clear by Blackbirdd3 and team. https://www.twitch.tv/videos/212050411 Video repost by Meta new: https://youtu.be/D77yTF2uKAc https://www.twitch.tv/blackbirdd3 And here's the d3planner. I went ahead and included a few variations based on leaderboard clears. Perfect gearing will be difficult, due to requiring quad rolled gloves and source (no INT on either). There are a few options, which the different d3planner listings attempt to show. https://www.d3planner.com/874361013 Star pact thread and discussion is below. Thanks to mcdundee, Vox, WorkWorkWork and everyone for forming and following the build. https://us.battle.net/forums/en/d3/topic/20759528719 ----- Build Listings: Youtube Playlist: https://www.youtube.com/playlist?list=PLsBZISJpoL0Lcra47gZI06V8NtDj8JYyp Twitch Home Page (also has the build list with links and other helpful mechanics listings): https://www.twitch.tv/cratic1321 Torment Builds: (TXIII) Vyr MH + Cosmic Strand http://www.diablofans.com/builds/95526 (TXIII) Frozen Orb - Sage + AW - DB Farm http://www.diablofans.com/builds/94765 (TXIII) Frozen Orb Bounty Build http://www.diablofans.com/builds/95383 (TXIII) Infinite Blast Redux (EB / Woh / In-Geom) http://www.diablofans.com/builds/94755 (TXIII) Lightning Meteor https://www.diablofans.com/builds/97713 (TXIII) Tal Lightning Meteor + Sage's http://www.diablofans.com/builds/95480 Speed Builds: (GR80-95+) Tal Channel Meteor Speed http://www.diablofans.com/builds/95583 (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+) EB Channel Speed https://www.diablofans.com/builds/97744 (GR70-90+) Vyr MH Zodiac Speed http://www.diablofans.com/builds/94945 (GR70-85+) Tal Lightning Meteor Speed http://www.diablofans.com/builds/95359 (GR70-85+) Tal AT:SD MH Speed http://www.diablofans.com/builds/95352 (GR70-85+) FB6 / Vyr2 Archon Speed http://www.diablofans.com/builds/95333 Solo Push Builds: (GR112+) FB Meteor Etched Ignite http://www.diablofans.com/builds/95151 (GR108+) FB EB Etched Ignite Redux http://www.diablofans.com/builds/94599 (GR110+) Tal Meteor Solo Push Build variants - Thanks to Bluddshed and Ged http://www.diablofans.com/builds/95421 http://www.diablofans.com/builds/96537 (GR108+) Tal Frozen Orb http://www.diablofans.com/builds/94799 (GR110+) DMO Frozen Orb http://www.diablofans.com/builds/94704 (GR109+) Vyr MH Chantodo http://www.diablofans.com/builds/94869 (GR108+) Vyr6 Deathwish https://www.d3planner.com/761408697 GR107 Clear: https://youtu.be/qgH4cipTwpc (GR108+) Vyr MH - Pig Sticker + OID http://www.diablofans.com/builds/94733 (GR106+) Vyr Cold Chantodo http://www.diablofans.com/builds/94899 (GR108+) DMO Channel Twister http://www.diablofans.com/builds/95446 (GR106+) DMO EB Flash http://www.diablofans.com/builds/94856 (GR105+) DMO Orbit Redux http://www.diablofans.com/builds/94577 (GR105+) FB AT:SD Manald Heal http://www.diablofans.com/builds/95318 (GR104+) Tal AT:SD Manald Heal http://www.diablofans.com/builds/95321 Off-Meta Group Builds: (GR110+) FB Meteor Off-Meta Group Build http://www.diablofans.com/builds/95550 AdamADisco's (GR100+) FB Meteor Group Build http://www.diablofans.com/builds/95115 (GR110+) Vyr6 Deathwish CoE RGK Group https://www.d3planner.com/447528611 "For Fun" Builds: (GR95+) FB Twister http://www.diablofans.com/builds/94543 (GR99+) DMO Twister (Wicked Wind) http://www.diablofans.com/builds/94575 StoleOwnCar's (GR91+) Vyr6 Thorns http://www.diablofans.com/builds/94968 ----- That's it for this season. Have fun in season 12 Adventurers!Cratic134 10h
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
20m Best Gear Slots for Life Recovery? I think I'm starting to get a handle on what stats are good for which Wizard gear pieces, but one thing I'm coming up short on is life recovery. Are there any particular gear slots you typically reserve for Life Per Hit, Life Per Kill, or Life Per Second on a Wizard? Would +% Life be better than any of those, since it scales? I just read in another thread that you only get one LPH proc even if you hit multiple mobs with the same attack, so that makes me wonder if LPK is actually better to have than LPH. I've been using my Potion and health globes to make up for low LPS.Cobaltus0 20m
7h Winter Flurry need a little love I've pretty much always blew this item off as it doesn't really compare to some of the others. https://us.diablo3.com/en/item/winter-flurry-Unique_Orb_005_x1 A few days ago I made a HC toon and had a Winter Flurry drop; since I didn't have any other better options, I ran with it as it helped out my frozen orb setup. To my surprise, it performed rather well. The cc affect helped tremendously on my low level toon. Also, I equipped frost nova:DeepFreeze and was happy to see that I was getting the rune proc from the source pretty much all the time I was near moderate sized mobs. It was a nice little bonus for my ranged gaming. I will say that it is really bothersome that the item's cold damage eats up a slot affix. Why not just add it on? It is legendary after all.... As is, you miss out on key stats that you would target on a source such as crit chance, apoc, %skill dmg, and area dmg. I have primal one with crit chance, APOC, and intelligence. Lacking the chance for %skill dmg and area dmg really makes this item lose a lot of value. Please consider adding the %cold dmg as a supplemental affix similar to the %meteor dmg on Tal Rasha's source. Anyhow, what do you folks think? Also, I'll add in a legendary update request that would really make this thing viable. Make the legendary power: Enemies killed by Cold damage have a 17% chance to release a Frost Nova. (Wizard Only) [15 - 20]% Frost Nova gains the Deep Freeze rune, and can now stack. Dealing cold damage refreshes all stacks. Yeah, I stole the idea from the Necromancer's Corpse Lance:BrittleTouch skill and modified it a bit. cheersaloc4 7h
11h Star Pact Wiz - A brief Intro Hi folks, Since a lot of you've gotten interested in this build, and found google translate too humorous sometime, I think I have to translate my post on bbs.d.163.com to here. I only cover the important part here. You can check the original post if you read Chinese. http://bbs.d.163.com/forum.php?mod=viewthread&tid=173531275&extra= General Gameplay 1.On the way - In narrow passage, monk and wiz go different roadsides. Barb shall avoid charge mobs too much in case you need to pull them. - Portion of Fear helps. - If wiz got stuck, monk leaves (DO NOT heal wiz). Wiz controls HP <50%, triggers Multilation Guard, and barb now try best to protect. 2. Fight - Barb: pretend you're playing with a mega LON WD. Try to pull elites w/ wormhole or helicopters away. - Monk: Try to group mobs around elites that qualify all of following: melee, small-size (< 6 yards), non-teleport. You should wait wiz to get close to the elite, then group, otherwise wiz will get stuck. - Nec: You are a fine corpse. - Wiz: Wait till 30+ stacks of WoF. First 2 SP must be in arcane COE. Then, if enough mobs, continue rotation, otherwise wait for next COE or go. - Wiz: DO NOT focus on giant elite. If have to, land SP right next to them instead of on them. - Wiz: DO NOT attack helicopters, they are your BOOOOOSS! 3. Rotation Ignite elites, meanwhile not to ignite too much mobs. 4 electro, WoF, wait till arcane COE, SP, several electro (depends on APS), channel till SP lands, WoF, electro till full AP, next round. Main variants I list the main variants in D3P, including zDPS. Check it out. Please try and adjust the timing based on your mouse and latency. https://www.d3planner.com/661886073 1. Fast APD I think it's the best variant. High overall dmg, and fine toughness. Barb needs to proc APD for wiz. Timing: press SP 0.1s release, press electro 1.056s release, press AT 0.333s release, press WoF 0.1s release, press press electro 1.056s release. 2. Fast Lacuni A good alternative to #1. Stable toughness. Same timing as #1. 3. Balanced APD Most balanced and easy-to-gear build. Timing: press SP 0.1s release, press electro 0.98s release, press AT 0.4s release, press WoF 0.1s release, press press electro 1.6s release. 4. Speed Run Need high plvl and still squishy. One of the highest dmg build. Insert BH before the first WoF. Same timing as #3. 5. Archon Completely different build. Relies on fire archon to ignite, AT to regen AP. Super short rotation, and super picky of rifts. One of the highest dmg. No timing. 6. 2Man Go check LouLou Lou's videos. It's more about strategy than build. 7. Solo I dunno. I'm surprised it works. Maybe go check LexyuTV's channel. I might update the science behind this build, and compares with FBs WD and LON WD latter.WorkWorkWork74 11h
1d Impossibly high Vyr MH Record on PS4 S13 Hi, how is it possible to finish a GR113 on the PS4 in the current season by using the following setup? "Diablo 3 PS 4 Strange Vyr MH Build GR113" https://www.d3planner.com/203009370 It's the best 113 finish on the leaderboards at the moment. Not full ancient, no augs, zero CDR, some APS rolls, literally no gems in trousers, breast and hat. ( I don't know the real paragon level. ) I don't understand that. How is that possible? As far as i know it's impossible to do illegal things in the season on the PS4, because the game is always connected to Blizz servers. Thanks, if somebody has an idea? Perhaps the chosen runes of magic weapon and storm armor let proc MH more often? Hm ...Ravolos3 1d
2d Disintegrate and Mirror Image I love this skill(Disintegrate) and I think it's the coolest looking ability of the Wizard. Currently it's kind of underpowered and there's no items buffing it. Mirror Image is also unpopular as well.Just some ideas on how they could be improved: **Additional Items Added** [Offhand] For every second you spend channeling Disintegrate, gain 1 disintegration stack. Increase the damage of Disintegrate by 100% for every stack. Lasts 5 seconds. [Shoulders] Disintegrate gains the Chaos Nexus rune and you gain 50% damage reduction while channeling Disintegrate. [Archmage's Vicalyke] Remake Your Mirror Image now last until they die and you gain 10% damage reduction for each illusion you have. [Bracers] When a Mirror Image dies, an explosion will occur dealing damage 1000% of your disintegration stacks to enemies within 15 yards. [Belt] Reduce the cooldown of your Diamond Skin by 10 seconds but it now costs 50 Arcane Power and gains the Crystal Shell rune. [Slorak's Madness] When you receive fatal damage, you instead destroy all your Mirror Image (at least 1) dealing 2000% weapon damage to all enemies within 20 yards. [Mirror Ball] Your Mirror Image now cast your signature spells when you do and deal 100% of your signature spells. [Boots] Disintegrate deals 400% increased damage and while you are channeling, your Mirror Image take 90% reduced damage. [Light of Grace] Ray of Frost deals 100% increased damage for every Disintegration stack you have and gains the Sleet Storm rune. **New Set for Hydra and Blizzard** [Helm] [Shoulders] [Chest] [Bracers] [Ring] [Pants] [Gloves] 2P: You can now have up to 3 Hydras active at a time and 1 Hydra is automatically cast within 30 yards very 3 seconds. 4P: Reduce the cost of Blizzard by 50% and gain 20% damage reduction for 2 seconds after casting Blizzard. This effect stacks up to 3 times. 6P: Gain an Aether stack for 3 seconds after you cast Teleport (max 10 stacks). Increase the damage of your Arcane Torrent, Blizzard, Hydra, and Ray of Frost by 500% for each stack. In addition, each enemy killed while an Aether stack is active, add 1 second to its duration for up to 15 seconds. Wizard's sets are known for their strange mechanics and timed executions. I think it would make sense to maintain the multi-layered playstyle with this set. **Supporting Items** [Serpent Sparker] Remake Hydras attack 50% faster and have their damage increases by 150% [The Oculus] Remake Hydra's attacks have a chance to reduce the cooldown of your Teleport by 1 second. [Rimeheart] Remake Increase Frozen duration by 1 second and all frozen enemies take 50% additional damage. [Offhand] Blizzard gains the Frozen Solid rune and its damage is increased by 400% All digits are ranged.SevenShadow19 2d
2d Vyr star pack So I was wondering. Would it be possible to do a vyr metoer build? Where you stack as much archon as possible then hit wave of force and drop a sp meteor in a mass mob pile upshadowforge4 2d
3d TAL RASHA'S BOOTS??? What is the best Boots to pair with TAL RASHA'S set?GhostDragon1 3d
3d Star Pact Farmer - Ranslor/NO Karini A few have asked for videos of the star pact farmer I run. Here's a sample 124 and 129. GR 124 https://youtu.be/Xst5YgzZ1YA GR 129 https://youtu.be/YS1Z_VMAW0s I forgot to show the monk and barb, I have them run 50% more movespeed through Zephyr (over blind) and Forced March (over mutilate). The movespeed, along with two targeted vortex abilities help me move stuff out of the way and prevents getting stuck (still occasionally get stuck, but it's like 1/5 rifts and I can always use mut guard to get out). The movespeed is also a total lifesaver on Grotesques. I don't tank them. I just run out of their explosion and back in. Running without Karini requires extra defense, including paragon in vit (I run 3-4k), and armor where you can get it. If things get hairy, i'll start to channel for the flame ward and mantle of channeling defense. Fully ramped with channeling defense and monk/barb buffs, sheet toughness is 5-6 billion. You'll see in the vids that the monks do not CS almost at all, and the barbs don't charge the packs much. This is necessary to pull with twisters. Even a few CC-ramped mobs can block the pixel pulls. Usually best to target an area unoccupied by mobs, so having the monk avoid CS entirely is helpful for leaving open space by elites as well. The overkill area dmg on the packed trash with WOF and black hole bonus dmg helps down elites in one-shot frequently on 124 (rarely on 129+). The high burst dmg also clears a path for me to move from pack to pack immediately. I use Twisters in fire/lightning phase (sometimes 2-3), then black hole, which ramps CC so the twisters won't pull things out again, then a buffed pact will land in arcane. Outside of Arcane, I avoid twisters so that CC resist resets, and often spend time assist pulling. Just another option for farming. Happy to answer any questions!Vox8 3d
3d Life per Hit I finally did 100 on my TR. One thing bothered me a lot with my mage is recovery. On my DH I have 600K HP but it recovers incredibly fast so I dont need vit. I wanted to have LpH on bracers but no matter how much I tried could not get a good one. Instead I got one on gloves, for which I had to sacrifice 100intel, 20% CHD and 900 vitality. It did not look like a good bargain but I wanted to try it anyway. What are your thoughts? What's a good LpH number? Do I need 2x LpH (other on bracers) or switch back and wait for bracers? And how does LpH really work with meteor? if 3 of them hits and there is AoE, does that mean I get 11K for each mob hit? For the record, I did not seem to miss vitality that much and d3 planner suggests that I did gain a minor dps increase (maybe due to +1.5 CHC on gloves compared to previous one).sc0r6 3d
4d Best Primary Stats for Wizard Boots? Typically, I aim for +Int, +Vit, and +Armor on them, but I'm not sure if it's best to fill the fourth primary slot with +Movement Speed or +Damage for a particular spell of the relevant build. I know that I can get the +Movement Speed from Paragon points, but if I got it from the boots instead, I could switch those Paragon Points into more +Int. Any advice would be appreciated.Cobaltus6 4d
6d for a better archon... which ring is better?...zodiac or convention element?...does the convention amplify the manald rings power?...MirrorMe1 6d
May 20 CHD and CHC important for SP? Trying to find out if Crit dmg and Crit chance are important for Star Pact wizards? I assume crit chance is, but I have been wrong before. Crit dmg? Thanks for the help.Direflames6 May 20
May 20 What to do when AP run out? Meteor Shower Hi, people.. I don't have problem with it doing solo, since i melt the mobs pretty fast. The problem is when I play in a group doing GR's above of my "can do" range. Still doing 75 solo.Rizzini9 May 20
May 18 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.StoleOwnCar24 May 18
May 18 Meteor-No Rune versus Star Pact! Hi all. I was thinking about arcane skills today since WoF:AA is pretty amazing. This naturally brought me to star pact. Seems like attack frequency really limits this build. Vyrs could alleviate that, but you are super glassy and the gearing is rough. As I looked through the skills I thought about the Meteor with No Rune. It's arcane, and scales with AS a little more directly since you won't have to eat up your attack pool. Comparing the two is pretty direct. SP benefits from the rune, and arcane dynamo. In general, 5 SP meteors are cast every 16 seconds. So... SP/ M = [(740% +159*20%)*1.6*5/16] / 740% = 2.649 Meteors No Rune This surprised me as it's not too much stronger. Plus you can ditch the dynamo and astral presence passives if you aren't running Star Pact. The SoD belt is also no longer required. This means you could use the channeling belt, or the WH. I'm pretty sure that you could come up with a good rotation and keep Tae Guk up. A high level Tae Guk drops the ratio down to about 2.649/1.72 = 1.54. So if you can average more than 1.54 regular meteors/ sec, then the No-Runed-Meteor will average out to be more dmg. This actually might even work better with Vyrs than Star pact since it FREEs up a belt slot for Fazulas or even archon FB. Also, you don't have to have that primary skill anymore since you won't benefit much from dynamo. Of course, you need a fire skill with FB. But this is a little more flexibility. Thoughts???aloc2 May 18
May 18 Rushing Final S13 Achievements tl:dr; I started S13 late and trying to get through at least Champion (want the stash tab) but getting demolished past T10, possibly only days left to get it done, any tips? So picked up D3 3 weeks ago (after a 6 year absence - that's right I picked it up on launch, but abandoned it because the combination of launch issues and my own internet services made it unplayable) and decided I'd have a crack at S13 to get the set, figured I'd stop there. Got that after a few days I think, then picked up RoS, and then a week ago after realising I'm a hopeless hoarder and 100%er decided I needed to try and finish Slayer through Guardian. Of course the clock is ticking, and I don't think I'll hit Champion or Guardian at this point. I'd got myself to T7 without guides, but hit a wall so I found a Meteor/Firebird build (odeleo?) and that got me to T10, but past that...nope. Tried a different Meteor/Firebird build (icy-veins?) which in theory should have killed it, but nope...got wiped out even faster. I can do T13, but not without deaths and definitely not quick enough to get the challenges done. I've done everything solo to this point, any chance that what I'm missing is that I'll have trouble getting further without group? I'd probably just plod along myself out of season and work this out, but I'm a little bit desperate to get over the line before S13 ends :Soak3 May 18
May 17 Ultimate Orbiter Build outscaling StarPact? As in 2.1.1 we see "only" Firebird builds in the 4 man GRs and StarPact Wizards flood the publik games in exaption to meet a Monk, Barb and Necro to suppert them. Now I tried to transform the StarPact into other Sets to see how they might keep up. During this crafting phase I realized that DMO does not support Meteors so I was looking for something that can be cast and still gets the damage donus of Deathwish channeling. EnergyTwister and ExplosiveBlast can be used but have less damage potential but the Arcane Orb offers an alternative build... And here it is: https://www.d3planner.com/549124937 Compared to the StarPact it has more damage multiplicators while the toughness goes down a bit. In d3Planner simulations it outscales the Meteor StarPact and it's not a theory build at all, I've tested it in GR100+ and it works great but the skill rotation Has to be done correctly (StarPact-like)! Have your Slowtime up, cast a Blackhole (preferd in lightning CoE), stack your Wave of Force, stack Arcane Dynamo to 5 and Triumvirat to 3, cast the Orbits (preferred in Arcane CoE) and immediately start channeling Disintegrate for the Deathwish buff. Maybe reposition in between, the orbs hitbox is smaller then meteors. Repeat Now my request to you guys is how far we can push it, my paragons are kinda low(1200) so you wont see me pushing the leaderboars but perhaps we will see "my" build there soon? Ultimate Orbiter - viable? let the discussion beginlolesch9 May 17
May 17 Farming Paragons w wiz How are you guys farming exp? Running alts? I’d like to run my wiz still. Any advice would be appreciatedaloc7 May 17
May 15 Getting stunned so much Hi this is about getting stunned if you get stunned this is right for youGrumpyKitten1 May 15
May 14 Channeling DMO Orbit+BH group meta capable? NEW UPDATED 11/4 (Note this is no longer an ET build, just uses Orbit for main damage changed based on feedback thank you guys! Also gear switched based on feedback as well, yes MoC!) https://www.d3planner.com/569053385 I've come up with a group DMO build that will not use the following and potentially do the most massive AoE dps during CoE arcane! It also has crazy good CC, like the best! And here's the crazy thing, it does NOT use the following: No Orb of Infinite Depth No Armor spell No Frozen Orb No Halo's No fricken CDR (the biggest cue, max that AD out!) I honestly believe nothing can stand against this build for group trash+elite kills for wizard and it won't be completely useless on RG either, it should still do about 10T a second on RG which isn't too shabby compared to an actual RG killer but it's better than the FB WD! If you get Hamelin or Saxtrix you'll do a lot more to it. Here's the planner: https://www.d3planner.com/941070561 Let me know what you think! I'm going to play around with it get the gear and see how it goes, all goes well I'll put up a diablofans build guide.MasterJay19 May 14
May 12 Revive the CM Wizard I believe the CM wizard got nerfed was because the devs did not want a build that perma freeze the mobs. But then they break out the znec and also made it so elites are immune to constant cc. I think it's time to buff and bring back the awesome CM Wizard!MerLock22 May 12
May 11 [Q] Tal Wiz Mechanics Questions Hello, I have couple of following questions about Tal Wiz and I need answers from some more experienced Wizard than me ;) 1) Does IAS (paragon and gear) help or hurt when maintaining full AP globe when using Disintegrate/AT to cast Meteors via Etched Sigil? I'm on HC with cubed Aquila Cuirass so it is kinda big deal for me. We're talking ~65% CHC 4APOC ~21% RCR. 2) How do Meteor DMG modifiers work together? I'm mostly interested in DMG% roll on boots/helm, considering I already have ~1300% DMG from Vizier Staff + Nulfir Boots? 3) What about Fire% with DMG% from skills/gems and Meteor%? I remember there used to be guide explaining all different classes of modifiers, but I cant find it anymore, and a lot has been changed since then anyway.DJVibrejtr4 May 11
May 10 armor when are yall going to make new armour for the char the same armor over and over again get old after awhile?FrodoBaggin1 May 10
May 9 Gear Check Please Anyone able to just give me a quick Gear Check and see if I'm on track? I just came back to the game after a year off, started playing again 4 days ago. I don't yet have The Grand Vizier to cube. I don't yet have a Compass Rose, but do have a decent Traveler's Pledge to use once I get one. Anything else, am I using an up to date build/gems etc? Just finished GR 55 so far. https://us.diablo3.com/en/profile/Phrygian-1545/hero/100482063 Paragon lvl 380 for seasonal, after about 4 days of play.Phrygian1 May 9
May 9 General augmenting question A benefit of being bored with the current season is that I can finally devote some time to trying out classes in nonseason I rarely ever play. I put together the Firebird meteor wiz, and while the damage is there for the elites, it seems to fast outpace the defense. I can do 90 fairly easily with crappy gear (with maybe a few deaths), but 95 seemed to wreck me. I know that intelligence adds all resistance, so if I augment most of my gear, is it safe to assume that my toughness will dramatically improve too, or does the law of diminishing returns kick in relatively early in the augmenting process in terms of defensive return when using topazes (likely to use 90 - 100 level gems)? I just did not want to sink a ton of gems into my current gear if the play-style will not change much moving forward. In other words, if I die often now due to my play-style, if I continue to play the same way (granted, my familiarity with the build should improve over time since I just assembled it, but I don't expect a massive improvement), will I still face routine deaths or can I expect that my toughness will dramatically improve due to the various defensive buffs' interaction with the augmenting gains? I don't just want to get more powerful without greatly improving survivability. That is not a fun way to play for me.Dante004 May 9
May 8 Holy guacamole! Did anyone see that source? Did anyone see the current #1's source??? Also, this accounts only played 2 seasons?aloc4 May 8
May 7 Help with Star Pact Hi, if any seasoned wiz would be so kind as to have a look at my profile (it's on EU) and decide whether my gear is adequate to run this build or not, because I'm dealing peanuts for damage. I know it's not optimal, lacking critical hit chance on a few pieces being the most obvious flaw, but still... Maybe it's the execution? Which in my mind goes like this: Ignite elite to gain firebird stacks Use wave of force Cast electrocute to gain dynamo stacks Drop meteor during arcane cycle of COE Am I missing something? Thank you for your time.Unisexbrian2 May 7
May 6 Help Drops HI guys just need a small tip where and how can i get a halo of arlyse and a wand grand vizir thxDtripluz3 May 6
May 6 Legendary Bracer effect Questions Hi all, I was doing some testing to see which of these were better with my build and I have a few questions, along with some things I don't understand while doing my own testing. As for my build, I'll say I'm using Storm Armor + Halo of Karini and also using Teleport with Calamity. When first testing, I had Ashnagarr's Blood Bracer on and was expecting my Storm Armor defense to be much higher with it. However, when I took them off and tested without them I had the exact same toughness as when I had them on. So, the bonus to shields from Ashnagarr's isn't effecting the Storm Armor + Halo of Karin combo? Maybe? idk. Next I tried the same skills with Ancient Parthan Defenders on. Teleport with Calamity stuns my enemies so I was expecting to see a big boost in toughness when used, however my toughness did not move up at all when I had stunned enemies. It also didn't change if I had stunned a single enemy or when I stunned a dozen+. Does the defense bonus from this item not show in the toughness # or something? So... whats going on here? Anyone have a clue? Thanks!MrMadness2 May 6
May 6 Skills attacks should proc Tal Rasha bonus Hey all, I main a mage and I have been wondering something about my skills and why some don't proc a "Tal Rasha Elements" proc when I think they should. I'm mainly going to focus on the shield buffs "Storm Armor" and "Ice Armor". I know these are defensive focused skills but hear me out. The Storm armor buff reads "Bathe yourself in electrical energy, periodically shocking a nearby enemy for 175% weapon damage as Lightning. Lasts 10 mins" That sounds like an attack to me... in fact it doesn't really do much for defense all on its own right? Therefore, I believe it should proc the Tal Rasha Element set buff for lightning. Also, I think the Ice Armor buff should also be procing the Tal Rasha Element buff for cold, as all versions of it either does damage to enemies or debilitates them in some way and is therefor an attack. With both of these, they are one of the six skills on our bar that we play with and they DO deal damage, so why don't they count for the set buff? If fixed, I think this would help open up more options and the general use of this armor set. As it is now, its play style is kind of clunky and nerfed to only a handful of workable versions because you need to use 4 of your 6 ability slots for 4 different elemental attack type skills, and many times you are stuck taking a really crappy skill just to get all four elemental attack types activated. What do you guys think?MrMadness1 May 6
May 5 Pushing past GR100 at sub 1k paragon Hey guys, So I had recently done GR96 using Cratics speed meteor channeling TR build. Alex thrn gave me some great pointers and made me aware that it was in fact a "speed" build I was using and I needed to change a handful of skills. After changing skills and some very minor gear tweaks, I cleared GR100.. barely. There are still a handful of gear tweaks, upgrades, etc. I need to do when I get time to farm materials soon. Thanks again for all the tips Alex! So I have a few queations, and maybe this will help others too. 1) the impression I get is that INT should provide most my resist all, and that I should always slot armor over res-all on any gear possible, and supplement with secondary resists. This will be my goal, even though my paragon may not be high enough (yet) to get ideal levels of res-all. 2) question on Bane of the Trapped. This procs itself at VERY close range right? Does the slow effect from RoF also proc it? 3) sounds like Bane of the Powerful is better than stricken until higher levels. I stopped leveling BotP at like 61. The only benefit to going higher is longer duration right? I guess that may still help on the RG. 4) I haven't tried the firebird build, and think I'd like it less, but I probably have "decent" gear stashed away for it. It would be unaugmented for now/awhile. Is it likely that would take me to an immediately higher GR at this point if I tried it? If so I'd like to just to clear a higher GR but I'll probably still focus on TR most the time . Thanks guys(gals?)!KingNineTeen3 May 5
May 3 Meteors, Explosive Blast, Archon all boring I returned to D3 a few weeks ago and was delighted to find that frozen orb is at least somewhat competitive with top builds now. And with a Tal Rasha build nonetheless. The build I'm using now is extremely fun, and how I wanted to play the class since the beginning. The only downside I'm finding is that it involves a bit more stutter-stepping than I would like. The nearly infinite teleport, without anything gimmicky, is a nice touch with this as well. I wonder if frozen orb would ever have top spot, in future seasons.Lobsterbash1 May 3
May 3 Laws of HOPE - Wings of Angels I played with a buddy last night who mains a crusader. He made some small changes to kind of play the role of support. He offered a move speed buff which sounded pretty good for some 105s. Well, in game play I realized that the skill was basically a sweet shield and a pair of illusory boots! This made me want to really reconsider the support crusader. I mean, movement is the greatest downfall of the star pact wizard. His buff completely removed all my mobility troubles. All of them! Literally! Need a shield to protect you whilst you move? CHECK! Need some more move speed? CHECK! Need to get through that congested door? Check! Need to get to that occ circle? CHECK! Need to move through the pile cause of an exploding grotesque/ arcane sentry/ something nasty? CHECK! Does anyone have any good builds for a support crusader? Is it not viable? Could it compare with a Zmonk or Zbarb?aloc2 May 3
May 3 Wizardspike? Has anyone else noticed that the unstable scepter causes a second explosion for the frozen orb from wizardspike? I'm curious as to what else could help it. It would be an interesting if triumvirate, dmo set bonus, or anything else would boost this free frozen orb...... I saw a video from Cratic testing it, but didn't really see any decision about it's viability.Godling12 May 3
May 1 make me a new wizard set dev team!!!!! Make me a wizard set that increases my damage the lower my base health pool is. I want to make glass cannon nuclear powered DPS wizard that can die from a goblin fart. Make it just for me so i can make my ultimate low vit build. Me love you long time. #1 wiz in blizzard cafeteria YORIYORI13 May 1
May 1 Firebird Bracers I want to talk about bracers here obviously. Why are a lot of wiz builds (primarly Firebird) using Ancient Parthan Defenders when there is no stun in their builds? Please explain. Thanks!Fullbringer2 May 1
May 1 Energy Twister - will it ever be worth using? This skill sounds like so much fun but in reality it's just bad. There is no point using it right now and there never was. Well, wicked wind was in one of the CM builds but that's it. Why can't blizzard make it so that it follows monsters like the one crusader skill? Or make something else with it. Why waste such an awesome spell? God damnit.scrim34 May 1
Apr 29 Change Dominance to be like Heavenly Strength If Gandalf can use a staff and a sword simultaneously... ... Seems like a pretty easy swap for a passive that sees little use (You lost me a "killing an enemy...") that would allow staves and sources to finally be used together. Doesn't seem like there'd be much to have to test either, especially if it were limited to staves, although I don't necessarily see other two hand weapons posing an issue aside from a wizard holding The Furnace in one hand maybe looking a bit silly.RoneNeffect13 Apr 29
Apr 29 The current state of Tal set During the past few days/weeks we've been discussing quite a lot on Tal builds (mainly meteor) here in the forums, which led me to experiment with most of the possible pushing and farming builds. For pushing we have: 1) Tal meteor: Tanky and easy to play, however Firebird alhtough harder to play, is stronger (about 3 grifts) and better for groups (unity->CoE, major damage increase) 2) Tal frozen orb: Faster and easier than DMO, but less tanky and deals less damage. Both seem to be outclassed by Vyr frozen orb, totaaly different gameplay which I've not tested myself 3) Tal arcane torrent MH: once again, easier than the firebird equivalent but less damage 4) Tal/Vyr archon: Once it ruled the world, and the main reason that Tal got no love during 2.6.1. Vyr Chantodo MH is equally strong, way tankier, easier to play. So, Tal is a jack of all trades: competes with all three wizard sets but the net result is consistent: weaker, although easier to play (except archon), with the main reason being the amulet and the inability to use endless walk. Note that I didn't use the word "fun", since it's quite objective. Regarding farming, Tal is wizard's backbone: 1) Electrocute MH: great build with a distinct Palpatine-y feel to it, however rendered obsolete during 2.6.1. To be fair, it's not Tal's fault, since it needs another multiplier to compete (Myken?) 2) Frozen orb: bounty, high gem and sage varieties. Consistently slower and less damage than competing builds from other classes. Not my personal favorite 3) Flash fire: sage is quite weak for T13 4-man and low paragons, especially if you drop In-geom 4) Lightning meteor: great for mid-high gems but still not as strong as other classes (with condemn I clear 5-min 95s at 1400 with ok but not great gear). In this stage of the game's development it's quite doubtful that we'll see patches of the same magnitude as 2.6.1, so I don't think that a redesign as a specialized set will ever happen. What about minor changes though? Increasing the Tal bonus to 950% is a 25% increase, a bit more than 1 grift (so it will not eclipse any of the other sets), while adding "While in non-archon form" in order to protect Vyr archon, could be a major improvement for our build diversity. What do you think?alex11 Apr 29
Apr 28 How does Frozen Orb / Twister perform? As the title says, how are they doing ? I know they might not end up in the top, but are they underperforming or actually viable in both speedrun and grifting?FuturePhunk2 Apr 28
Apr 27 How do you play Tal Rasha? Never really played Wizard before. So I figured I would spent the rest of the season to play one and was thinking, how do you play it? Is it basically "just" channel 2 spells and in between use 2 others? And how well is frozen orb doing atm? And can you run a speed build with it? Thanks -FuturePhunk2 Apr 27
Apr 27 Popular speed builds ? Hey. I can see on the leaderboard (solo) that most of the people use the "Starpact Firebird"-build. But what is a good build for speed ? (T13 bounties/rifts)(Solo).Nerf2 Apr 27
Apr 27 Capped at 87GR no Templar. WOW, When i decided to use a Templar and gear him decent I destroyed 87 with 8 minutes left. Never been a fan of Mercenaries but now i see the usefulness. Im just waiting on 2 Unitys now to really GR push.Ranluf2 Apr 27
Apr 26 Mirror Images and FO speed Hi all. Thought I would share my favorite farming build for rifts and low GR speeds. I'm currently using Tals with FO and recently I decided to try out mirror images to see what they could do with the build. Surprisingly, they do really well if you get a decent routine rolling! They clear trash well, and can even kill elites. In solo the elite kills are surprisingly quick. Not so much in group play. I tried many different variations with aether walker versus in-geom. It's kind of a toss up. I like in-geom with a focus on move speeds skills. In solo resource isn't an issue, but it can be in group. Also, has anyone had any luck with the mirror images wizard hat, Archmage's Vicalyke? I can't get the thing to proc hardly at all. One time I got up to 6 duplicates when I used the duplicates rune, but I have not been able to recreate that. Last thought: Death Wish. Duplicate MIs do 20% of your dmg, but with the DW buff they do about 85% dmg. With two of them out that means your MIs FOs do about 170% of your dmg total. So using DW with FO and Mirror Images could be real solid. Sadly, Del's set DOES NOT WORK WITH MIs!!!! Why..... They should at least give half the set dmg bonus as long as MIs are present! Would be an amazing QoL improvement for the speed of this set. Please change the MIs wizard hat, Archmage's Vicalyke, so that MIs have a 50% chance to multiply, and cap it at 10. Also, make it so that all dmg is increased by 7-10% for each active MI. cheers!aloc0 Apr 26
Apr 24 Cratic, RE: DMO EB. Long time, no see... err, talk. :) Hope all is well. So I'm subscribed to your YouTube channel and noticed that you just recently made a new video about a DMO EB build. This is also a build that I've been using for quite some time, as it's been my main source of D3 Wizard entertainment since it's something that most people have overlooked and that I think has good potential (not chart topping by any means, but should still be able to get up to 110 or so maybe). This is my character: https://us.diablo3.com/en/profile/Malakai-1265/hero/48713352 I also spent all weekend gathering footage for a video to show the build in higher GRs which I should be able to have done in the coming days if I still decide to post it. I have one put together already of a GR100 clear in under 10 minutes that I just need to upload, but I really want a good one of a GR105 clear to upload instead. I'm really picky about the footage I get because I tend to choose the music I want to use first, and then try to get footage that goes along well with it, and that's proving to be difficult right now. heh. Anyhow, I know that your video mainly talked about speed farming with it in the mid 80's to mid 90's (which you did a great job demonstrating), but I wanted to discuss higher GR solo clears regarding the build. There are a few things I disagree with in your video, but most of it I agree it. 1)- Event Horizon. It's definitely one of the better runes for higher GRs, especially since survivability becomes the biggest factor once you get into the GR100 range. Being able to eat up all the nasty affixes around you helps tremendously, and especially against certain RGs. EH is what I use to clear GR100-105 with and it's a godsend. 2)- Unity. You really don't need it at the GR85-95 range at all. I've cleared up to GR105 without it, instead opting for ORotZ (and sometimes CoE) for the higher damage output. I do want to experiment more with Spellsteal + Unity for higher GRs, though, as it's not a combo that I have tested out a whole helluvalot. I did use Spellsteal + CoE or ORotZ a lot in the past, however, but mainly on 90-95 stuff, which the combo is great for. 3)- APoC. Not needed either surprisingly. With 10 RCR from Paragon, one other RCR roll on gear, Power of the Storm, and a good channeling belt (mine has 63%) I'm able to dps for very, very long periods of time without running dry, even when using ORotZ. This allows for shoulders with INT, RCR, +EB, and CDR, and then a source with INT, CC, +EB, and CDR. If you find yourself manually casting a lot of BHs, though, you'll definitely need APoC, but I don't ever find myself doing that often at all. You'll also need APoC if you use the Flash rune for obvious reasons. 4)- LoH. You'll definitely need to roll it on an Ancient weapon if you're going for higher GRs since the bracer roll is much lower and there's no room for shielding in the build. Otherwise you get wrecked, or have to move way too much due to re-positioning and lose DPS time. 5)- Bracer slot. I prefer to use Strongarms for the extra multiplier over Nemesis when going higher GRs. It allows for more consistency since you don't always get a bunch of Pylons, and Nemesis does nothing for RGs whereas the Strongarm debuff works even if the mobs aren't pulled by BH. 6)- Energy Twisters. Another option I like to use when doing lower GRs is to use the Twister bracers and use Gale Force or Wicked Wind instead of Black Hole. This lets you round up a ton of trash mobs and blow them all up really, really fast with the pull. Plus the extra Fire damage from Gale Force is nice. Twisters get buffed by the bracer, Deathwish, and Sigil, too, so it's some nice extra dps added. 7)- Arcane version. There's also a good Arcane-based setup that you can use that utilizes Unleashed for EB and Arcane Attunement rune on WoF instead of BH or Twisters. You lose the pull that BH or Twisters offer, but for the lower GR range when you're able to round up ridiculous number of mobs it can be quite devastating while not relying on another cooldown. 8)- Frozen Solid. It's another option to use instead of BH, Twisters, or WoF, and then going with APDs for another layer of defense. 9)- T13. You can actually do T13 decently well with the build by dropping Deathwish for Aether Walker, use the Wormhole rune (to save on AP when Teleporting), use Astral Presence instead of UA, but you'll definitely need APoC and some more RCR as well (one of my AWs has RCR on it). I basically teleport around and just go Elite hunting on T13 with it if/when I decide to use the build there (which is rare, I'd rather use my LoN Frozen Orb build for that). Losing Deathwish damage is perfectly fine there since our multipliers are so huge now. Anyhow, just wanted to add my 9 cents to the mix since it's also a build that I HIGHLY enjoy (keeps you on your toes a lot and isn't as "lazy" as the TR Meteor Shower build when doing higher clears) and one that I've been using ever since they buffed Sigil, WoH, and Deathwish. I hope that Blizzard does something to buff the build a little bit so that it can be added to the ever growing list of viable builds at the higher end of the solo GR climbing spectrum. Take care, and I hope to hear your thoughts on things soon. :)Malakai13 Apr 24
Apr 24 Firebird Meteor Build T13 bug of somewhat? I’m one shooting everything immediately on t10 (everything) using firebird build with the exact pieces from icy veins build may the best but still, I tried t13 and things don’t ignite, when they do they die immediately of course but they just aren’t, I died on last hardcore wiz with same build actually worse gear due to lag but now I can’t even solo 15 tiers lower than before . Please help is there a bug right now or something, I would use tal rashes but I need the cheat death because I’m bad. ThanksVarquent3 Apr 24
Apr 24 Which Etched to use... ... for a Tal/meteor storm build. I have two options at the moment, both ancient: 413-520 damage 947 intelligence CC 8.5 APOC 3 Meteor 14% (rolled) 125% spender damage 471-584 damage 998 intelligence 975 vitality CC 8.5 APOC 4 (rolled) 142% spender damage I'm still looking for something better, but in the meantime would the 142% vs. 125% outweigh the meteor %?Greer12 Apr 24