Jan 25 [2.4.3] (S9) Manald Heal Builds + Mechanics Gather 'round fellow wizards, it's a new year, and time for new builds. =) Season 9 brings the Manald Heal ring (pff Manald, right? ...WRONG). Manald Heal can deal tremendous amounts of damage if used properly. GR builds with MH will be clearing in the 90+ range. While I still think Paralysis chance should be adjusted a tad higher, and some item interactions could be better, overall I feel MH is a great improvement for the wizard class, introducing many new builds that are approaching FB archon levels of play. Note: if you're looking for any Season 10 / MH Hydra related mechanics, I've started a new thread for those: https://us.battle.net/forums/en/d3/topic/20753695205 Big thanks to anyone and everyone who assisted and researched manald mechanics or gave advice for making these builds better. Including but not limited to: Vox - Malakai - GBrav13 - TinneOnnMuin - Christos - StoleOwnCar - MasterJay - aloc - Angry - Davlok - Adria - Wudijo - xTonyJ Loves! Without further - lets dive in. Here is the playlist for my build videos if you'd prefer that method. Note there are some videos below that are not mine though. https://www.youtube.com/playlist?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy ----- EDIT (8/28/2017): Check out also sVr's in-depth guide on MH Tal/Vyr: http://www.diablofans.com/forums/diablo-iii-class-forums/wizard-the-ancient-repositories/228381 ----- Mechanics. General list of Manald Heal (MH), Paralysis, and other related mechanics, mostly taken from the Manaldo thread: https://us.battle.net/forums/en/d3/topic/20752207091 Edit (1/31/2017): Important testing just in: These do not increase MH proc damage: Elemental % damage on gear Skill % damage bonuses Furnace Elite damage Powerful (BoP gem) Elite Damage These do increase MH proc damage or Crit chance: Powerful (BoP gem) Multiplier Sunkeeper Elite Damage Unity Elite damage Strongarm Bracers Audacity Power Hungry Bane of the Trapped Zei's Stone of Vengeance Starfire Orb of Infinite Depth Slow Time: Time Warp Black Hole: Spellsteal Taeguk, Magic Weapon, Sparkflint, Unwavering Will Stone of Jordan Elite Damage Bane of the Stricken Deathwish Pig Sticker - Beast Damage Pig Sticker - Human Damage Elemental Exposure Bone Chill Cold Blooded Glass Cannon Pinpoint Barrier (+5% CHC buff) Conflagration (+6% CHC debuff) Deep Freeze (+10% CHC buff) Iceblink (+10% CHC debuff) Broken Promises Gem of Efficacious Toxin Convention of Elements Lightning phase Oculus ring spawns Bastions of will set Endless walk set For more info on the tests I did to find the above, see these links: https://us.battle.net/forums/en/d3/topic/20752649109?page=8#post-160 https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-203 https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-220 https://us.battle.net/forums/en/d3/topic/20752649109?page=14#post-264 https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-284 https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-285 All my d3planner links now updated, in general, try for AS or INT on amulet. Bracers updated to not have Lighting %, the exeption being Archon builds. These will still need to have Lightning % on bracer to tell the Vyr2 bonus to assume that type of damage when in archon. Continuing with MH mechanics: Paralysis applies on cast. MH damage appears to be applied on hit (based on testing, deals damage in line with spell damage ticks). Paralysis is a static 15% chance to stun. Chance is NOT multiplied by skill proc coefficients. MH can deal damage multiple times per Paralysis proc, assuming the player is channeling or continually attacking the target. If Paralysis rolls "true" on cast: multiple spell ticks per attack cycle can be sent that will apply paralysis to any enemy hit. Spells of speed coefficient = 1 can only proc MH from the first cast that procs paralysis. If that cast has the ability to tick or deal damage multiple times, MH can proc up to that many ticks from that cast. So, for example, with Spectral blade, MH will only proc on the first cast upon paralysis, but MH can proc up to 3 times from that one cast. For spells of speed coefficient > 1: If an enemy is affected by paralysis, they can take damage from MH within 1.5s of time. Any spell damage tick that hits them can potentially proc MH, assuming that spell is allowed to proc MH. Note that MH does not proc on every tick. There exist gaps in time where no procs occur during a proc set window. For more info on these gaps, please reference this comment: https://us.battle.net/forums/en/d3/topic/20752649109?page=22#post-422 MH can only proc on targets that have had paralysis applied to them. Damage from MH is applied instantly, from the same cast / tap of a spell that procs paralysis. You don't really need to hit twice to proc MH (though it can proc MH more times on targets already affected by paralysis for speed co > 1 spells). MH can proc on different targets at near the same time. See: http://imgur.com/v6mDX6N Paralysis passive or a hellfire amulet with Paralysis is required for MH to work. Any skill that can proc Paralysis can proc MH (Note: does not include MW:Electrify). This means you must use lightning skills to deal MH damage, and the skills have to be cast by you. Additional damage from non-lightning sources does NOT proc MH any faster. MH damage is applied even when Paralysis stun effect is ignored due to CC resistance ramp (Credit Vox and Adria). CHC on gear and paragon will increase MH proc crit chance. Crit chance is not included in damage formula (Manald Heal can critically hit). CHD on gear and paragon will increase MH proc crit damage. CHD from Emerald in weapon will increase MH proc crit damage. MH likely has no ICD in place. MH does NOT proc area damage. Skill damage on gear does not increase MH proc damage. MH does NOT proc from Etched sigil casts. AT:SD can proc Manald in sets of two at the same time, on the same target. See: http://imgur.com/cY1Txhx Electrocute chains can proc Manald in multiples of two at the same time, on the same target. See: http://imgur.com/tHDwcSB. EDIT: After testing consecutive procs from AT:SD I found that the MH procs from AT:SD seem to average out over time to match tick rate of the spell, but this still makes damage more bursty. Shame of Delsere AS bonus does affect (increase) the rate at which MH can proc. Items that deal lightning damage do NOT proc MH. (Fulminator, Shard of Hate, Thunderfury, etc.) Wreath of Lightning does NOT proc MH (but can still proc Pain Enhancer). Wyrdward % chance to stun is multiplied by spell proc coefficients. Wyrdward % chance to stun does not apply towards increasing Paralysis chance, and does NOT assist in proccing MH. Same thing with Zei's stun: multplied by proc coefficients. Does NOT help proc Paralysis. Does NOT assist in proccing MH damage. Delsere 6 piece bonus will NOT increase the damage of MH. Dovu Energy Trap does NOT increase the duration that MH can proc. (Credit Adria) Mirror image spell casts cannot proc MH. Still to confirm: Using multiple paralysis capable skills, how do they interact with MH procs? For 2.5: Hydras & ranged and pet buffs (gems / skills) ----- The fact that MH can't proc Area damage means it may not scale into the highest of group GR. When you combine this with archon builds having a hard time getting stacks at the higher GRs, the wizard class might not make it into the group meta as a DPS role. This isn't to say it does terrible damage, I'm just saying the scaling of the damage is limited by these mechanics. ----- Attack Speed & Most known suitable skill choices. Since Paralysis is decoupled from proc coefficients, this makes skills with speed coefficients > 1 more appealing. This means, AT:SD, Electrocute, and Disintegration Wave (Archon) all are prime picks. It also makes stacking AS to meet higher breakpoints incredibly appealing for both: Proccing Paralysis more often. Proccing MH damage more times within each Paralysis window. MH can proc very rapidly at high attack speeds. In slow-mo vid testing, the lowest time noted between MH procs on the same target was .066 seconds (less than a tenth). This was from a Tal/Vyr archon test at the 15 ticks/s Breakpoint. This is why all the builds listed below utilize attack speed. You'll want to hit max AS rolls on all gear required + Paragon. Breakpoint tables and charts for speed co = 1, 1.5, 2, and 3 can be found here: https://us.battle.net/forums/en/d3/topic/8770117237#post-11 Above post is by APO. Breakpoint table for Shame + Fragment (or just Shame) can be found here: https://us.battle.net/forums/en/d3/topic/20042886074?page=5#post-84 Above post is by Dolynick. You can also use the wizard tools that are stickied on the forums: https://us.battle.net/forums/en/d3/topic/10971757476 Post by Dolynick. I use my own custom spreadsheet that I've built up over time. Just easier for me at this point. =) As an aside, I think that it would be great if we had a disintegrate lightning rune of some sort, as suggested by RoneNeffect here: https://us.battle.net/forums/en/d3/topic/20752207091?page=2#post-28 This would allow disintegrate builds to exist with MH that aren't archon based. ----- Torment & Bounty Builds. Your bread and butter, these are hopefully entertaining enough to keep you interested, while still making farming an easy task. If you're like me, and don't like archon as much for Torment farming and bounties, these might pique your interest. [2.4.3 PTR] (TXIII) Tal Electrocute - Manald Heal + AW http://www.d3planner.com/197686568 http://www.diablofans.com/builds/85734 https://youtu.be/dRhrQq3hNOg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Get close in to dense packs and proc Pain Enhancer with Frozen Storm and Chain Lightning. This will bump you up a breakpoint or two and get you quicker paralysis and MH procs. PE bleed helps take out low HP mobs as well. Big multpliers from Tal6, Bastions of Will (F&R), Trapped, and Audacity. Power Hungry included as well for the off chance you get a proc at range. All the crowd favorites for easy farming: Aether Walker for mobility, Nemesis Bracers for extra elite pack spawns with pylons, Goldwrap Hoarder for easy defense, and Corruption shoulders for increased pickup radius. Keep FN:Mists and EB:Chain Reaction on autocast, and coast through the rift, casting Teleport and Chain Lightning. Shame of Delsere is Mandatory for AS bump and AP gains. Myken's is also required for the chain to same enemy effect. Boot slot is fairly open. Nilfur's is a go-to, but you could opt for Ice Climbers if you prefer. Keep homing pads on swap and make sure to bring out your cosmetic pet for additional gold pickup. Alternate Jewelry is Endless Walk + RoRG. Typical solo clears for this build will be in the 2.5m to 4m range. [2.4.3 PTR] Tal Electrocute Manald Heal Bounty Build http://www.d3planner.com/780054573 http://www.diablofans.com/builds/85746 https://youtu.be/KF2axNupOMI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy For TX to TXIII bounty farming. Well balanced - can handle single target boss fights, or crowd clearing bounties equally. The basic idea is to leverage multpliers and elemental damage bonuses to clear 4p games well. To handle bosses, engage them at range. To handle normal mobs / group clearing, engage close up. Similar to the build above, we use Frozen Storm + PE to get more MH procs when engaging groups of enemies. Multipliers: Tal6, Endless Walk, Trapped, Audacity, Zei's, Power Hungry Elemental Bonus: Starfire Mykens for chain to same. Defense is provided by Ashnagarr's Blood Bracers + MW:Deflection + Galvanizing Ward. Use Calamity to stun enemies as needed. Aether Walker for mobility. RoRG to meet 6 set bonus. When at range, Trapped is procced by Paralysis. Test run as seen is performed on T13 solo, since it's on the PTR (not many people on doing publics). Picked a few randoms out of each act. Handles T13 solo easily, even at my power (12.5k INT). Should be easily capable of 4p TX in early season. After you augment, and get better gear, expect to be able to clear up to T13 4p fairly handily. I killed Malthael at the end just for funsies. Found a menagerist goblin during the run with the Friendly Gauntlet drop. Blast! Why?? [2.4.3 PTR] (TXIII) (650+ DB/hr) Tal Electrocute - Manald Heal + AW + Sage's http://www.d3planner.com/243624048 http://www.diablofans.com/builds/85922 https://youtu.be/bdtnKUUIPSQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Death's breath farming build that can clear TXIII in 3-4 minutes. Average DB per run will typically be between 35 and 50. In place of Goldwrap + Hoarder + Boot slot we place Sages + Wreath of Lightning. Energy Armor is used instead of Frozen Storm. I prefer the Pinpoint barrier rune for this one, but you can slot Force armor or prismatic if you want the defense. Attack speed is slotted (as is Pain enhancer + Wreath of lightning) to give quicker paralysis procs. Enchantress is recommended. Even with the ABB + GW combo, still a very touch and go build, so take care when engaging enemies. [2.4.3 PTR] (TXIII - 200p @ 3min) {HC} Tal Electrocute Manald Heal + AW for Hardcore http://www.d3planner.com/584412299 http://www.diablofans.com/builds/85928 https://youtu.be/WbL0Uvj06TI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Hardcore build for those who want more defense in their farming build. As seen, the clear speed is slightly slower on TXIII, but does include more defense for torment farming. A few swaps compared to the SC TXIII rifting build: Uses ABB + MW:D + GW to get massive shields. Slots OID for added defense, especially needed when engaging elites and the RG. Homing Pads for quick escape if you proc, or just at the end of the rift. Ice Climbers so Frozen doesn't necessarily wreck you. Black Hole for CC'ing monsters - especially good for swapping Nemesis bracers in for pylons, just pick up gold and cast BH before clicking the pylon. Keeps you from getting insta-gibbed. Avarice Band for easy pickup. Still slots Goldwrap + Hoarder for huge defense when picking up gold. Alternate Shoulder + boots combo is Firebirds for the extra second life. ----- Greater Rifting (GR) Builds. The main event so to speak, MH offers up many builds that can reach GR90+ with relatively low effort in gearing. [2.4.3 PTR] (GR94+) Tal AT:SD Manald Heal + Aquila + Deathwish http://www.d3planner.com/359733445 http://www.diablofans.com/builds/85735 https://youtu.be/GvUH_UsIkjg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR90 @ 12k INT This build leverages the fact that AT:SD can proc MH twice on the same target at the same time. We slot high AS + PE like the Torment farming builds do to hit increased breakpoints. Tal6, Endless Walk, Deathwish, OID, Mantle of Channeling, Trapped, and Audacity make up the bulk of your damage multipliers. Taeguk is great for the extra damage boost. Typically MH doesn't proc immediately when engaging enemies, so dropping stacks isn't so bad of a thing. The idea is to clear the rift faster, spend a little more time on an RG (RG with adds like Saxtris would be king), but overall spend less time in the rift compared to having Stricken. Aquila is placed in the cube for extra damage reduction. With OID, Tal4, Mantle of Channeling, and the Halo + APD combo this makes for a very tanky build. LoH on weapon / bracer adds nice recovery. Resource is managed with many sources: RCR on Shoulder, Paragon, Topaz, and (possibly) source. APoC MW:Conduit +Max AP from paragon and source. These allow you to keep up Aquila at all times, even on single target. Blizzard: Snowbound is used to assist in PE procs, keep up the Tal4 bonus, and is great for helping proc Trapped at range. Feel free to sub whatever cold spell you prefer though, as this is fairly optional. The RCR roll on source is not 100% required, VIT is a good alternative if you feel fine with Aquila buff uptime. Same thing with LoH on bracer vs VIT, I prefer the LoH for the good recovery. Another potential swap is to go without MW:Conduit, and slot FN:Bone chill or ST:Stretch time. This would give more damage, but at the cost of having to need density to keep up your Aquila buff. So, this is more of an advanced option. [2.4.3 PTR] (GR90+) Tal AT:SD Manald Heal DPS Group Build + Guide http://www.d3planner.com/428954774 http://www.diablofans.com/builds/85948 https://youtu.be/5D0iIhlZCGg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows a 2p GR85 clear. This is a Tal6 AT:SD MH build for group. Core damage comes from MH / Paralysis with high AS gear / skills. Stacks as many multpliers as possible to achieve huge damage. Core play involves keeping your Tal bonus up, popping slow time when support pulls in density, casting Spellsteal for big buff in time for CoE lightning phase. Works well with heal + pull support builds, since AT:SD allows you to stand in place. For added damage, defense, and group utility, we use the OID and Crown of Primus with Slow time. I think the Primus + OID combo offers more defense and group utility overall than a Hergbrashes + Furnace + Force Armor setup would be able to. Elite damage on the furnace setup would be slightly higher (~8.3% according to sim), but overall the ST + OID combo provides more damage and utility for clearing the rift. May not be the highest Damage build for a group compared to Firebats WD, but it's mighty fun, and works well at these GR levels. Wudijo's Tal6/Vyr4 MH Archon Meta Guide - the "Lightning Wiz" https://youtu.be/YSWV5xjk7yQ Take a look at this video guide for more info regarding the current Tal6/Vyr4 MH archon meta builds (as of 2/15/2017). The video description includes links for d3planner with Torment and GR speed farming variants, and the solo build. Thanks to Wudijo for putting out this very detailed and impactful guide. [2.4.3] (GR94+) Tal6/Vyr4 Manald - No Halo - APDs + Ice Reflect + Trapped/Zei's/Gogok http://www.diablofans.com/builds/85740 http://www.d3planner.com/748302147 https://youtu.be/4uRRz4UrcPw?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy https://youtu.be/B5iUz0LQyBk?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy (EDIT: 4/6/2017): Added this build back in. This Aether Walker Zodiac build by Cratic is best described by Dragonfire: ... Dragonfire says Trapped works great up until about GR 92. He recommends replacing Trapped in my build above with Stricken if you want to push higher than that. He estimates stricken will get you up to about GR96 with this build. It is recommended that you swap to the CoE variant (as listed below) if you are trying to push as high as you can go. As mentioned, the above build is a great way to get used to Aether Walker. Tal / Vyr MH Archon CoE Solo Guide by xTonyj: https://youtu.be/NhDecAZRcEU Tal / Vyr MH Archon CoE Group Guide by xTonyj: https://youtu.be/3qWsuWudnsc Adding xTonyj's guides for CoE manald group and solo to the listings. These seem high damage, but pretty hard to play, and the solo build especially will require a lot of fishing. Solo CoE Aether appears to be more powerful than the zodiac variants. [2.4.3] Firebird Archon Fire and Lightning Group Build (by StoleOwnCar) http://www.diablofans.com/builds/86483 http://ptr.d3planner.com/510299188 https://www.youtube.com/watch?v=wMAYECGxv48 https://youtu.be/yyeHQ_SlIA0 While it is FB archon based, this variation for group by StoleOwnCar uses the Manald Heal ring to deal lightning damage. GR100 in first video. GR95 cleared in 9 minutes at ~1700p shown in 2nd video. Skills MW:Ignite, Chantodos Wave of Destruction, and Mammoth Hydra are used to ignite elites for the 6 piece FB bonus. Mammoth Hydra continues igniting and dealing damage when you go into archon. CoE for even larger damage multiplier. AT:SD is also a high damage dealer in this build when outside of archon. You need max CDR on every slot, and the ideal elemental % distribution will be 20% fire (on bracers), this is to give chantodos fire damage. Attack speed is highly valued. If you find a pair of gloves with CDR/IAS/CHC/CHD, you're lucky. Weapon benefits from having IAS on it too. It will increase your manald bursts considerably with more IAS. [2.4.3 PTR] (GR93+) FB AT:SD Manald Heal + Aquila + Deathwish http://www.d3planner.com/987377148 http://www.diablofans.com/builds/85738 https://youtu.be/aVRXM0yZSLs?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR89 clear. Similar to the Tal Rasha AT:SD Manald build, here is the FB version which is more tanky, but dishes out less damage. This is due to having a lower damage multiplier and lower base AS breakpoint than the Tal setup. Suprisingly, being able to stand and channel longer due to the DR somewhat makes up for the lower damage. It's a little more clunky than the Tal build, less mobile, and less efficient, but it works. Defense for the build is provided by FB6, Safe Passage, OID, Aquila, Halo + APDs, and Mantle of Channeling. [2.4.3 PTR] (GR89+) Vyr6 Manald Heal :{Ranged}: Zei + Starfire + EE + Zodiac + AW + Crystal Shell http://www.d3planner.com/510924647 http://www.diablofans.com/builds/85741 https://youtu.be/KqNx41mwCkY?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows gameplay - GR85 @ 11k INT. Lost this particular rift due to bad RG - but at 4-5m ahead of the timer, can easily clear once you get a good RG spawn. This build uses Starfire + Zei + Power hungry with Archon beam attack to deal damage with MH at range. Primordial Soul + EE is used in place of UA to get even more damage at range. DS: Crystal shell + Zodiac + Aether Walker are used to gain additional defense when outside of archon. APDs are also procced by Calamity when outside archon. When inside archon, Ice Reflect and Cold Archon attacks are used to freeze and proc APDs. Planner shows two variations: high paragon and low paragon. I included LoH on weapon for both of these since I felt the recovery was needed. As far as gameplay goes, use the beam and make sure you are standing next to enemies whenever possible to get extra stack buildup from your blast attack. Attack the RG from range. Make sure you have Cold (or arcane) damage on wand. Be sure to also use cold archon for the stuns (with lightning % dmg on gear). Ice armor is the Ice Reflect rune, not Crystallize. +Max AP is recommended on paragon, wand, source. Potential swaps for Crystal shell include DS:Shards, ST:Exhaustion, and BH:Spellsteal. If you want to go more tanky, you can swap out endless walk for Halo of Arlyse + Hellfire with UA (or any of the other 4 passives & swap out that one for UA). Use Ice Armor: Crystallize with this swap. This will get you up to about GR80. Special thanks to Christos, TinneOnnMuin, and aloc for their help on this build. [2.4.3 PTR] (GR91+) Tal Electrocute - Manald Heal + AW + EW http://www.d3planner.com/438406970 http://www.diablofans.com/builds/85743 https://youtu.be/3z_P0FR1Dw8?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR87 clear. With the increase to small mob progress on the PTR, Electrocute is pretty good at pushing higher GRs. This Tal build skips most elites. It's very much a melee electrocute build. Includes PE for higher breakpoints. Stricken is fairly mandatory for the RG with this build. Halo + APD combo is the bulk of your defense, so you really have to look for good mob types. The double second life from Unstable anomaly and FB2 bonus come in handy for this reason. Frost Hydra is placed to proc Trapped and the Tal4 bonus. Could be any cold spell (as preferred) though. Absolute Zero, Snowbound, and Frozen solid are also good options. [2.4.3 PTR] (GR91+) FB Electrocute - Manald Heal + AW + OID + Aquila http://www.d3planner.com/150952173 http://www.diablofans.com/builds/85744 https://youtu.be/IWm2dsvg7lU?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR87 clear. Super Tanky FB electrocute build. Typical FB style of play - kite to density, consume the density with the elite giving FB6 buff, then possibly finish off the elite. Aether Walker for high mobility. Lots of defense to be able to ignite easier (have to get close to hit them with EB). Cast Apocalypse only when needed, since it does cost significant amount of AP. Make sure you're channeling into density (for high AP returns) when casting. Though they are close, I prefer this FB electrocute build over the Tal Electrocute build for GR. AW definitely makes it easier to find and ignite elites, and the defense is great. ----- XP Speed / Gem Leveling Builds for GR. Gems, gems, who has the gems? [2.4.3 PTR] (GR75-85+) Tal AT:SD Manald Heal + Ranslor Gem/XP Speed http://www.d3planner.com/973776741 http://www.diablofans.com/builds/85745 https://youtu.be/F5U09GwJZaQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows GR80 @ 6m. This build can handily take on GR75-85+ for gems/xp. Timed 6m on a good run, but can take as long as 8.5m if you get a bad rift. Keep in mind you can always reduce your GR a few levels to increase your clear speed, if your gear is unoptimized. Pain enhancer allows for quicker Manald Procs. OID + Esoteric + Halo/APD for defense, allows you to engage most elites. Ranslor pull is amazing for assisting in APD procs and quick trash kills, even with a bad mob type (shamans, wasps, etc.) Aether Walker for increased mobility with Conduit + RCR on shoulder, paragon, and Topaz in helm to handle AP costs. I've placed Illusory boots for positioning within enemy hitboxes and ability to run through waller, but you can opt for other boots, probably Nilfur's, if preferred. [2.4.3 PTR] (GR60-75+) Tal Electrocute Gem/XP Speed w/ Manald Heal http://www.d3planner.com/975016649 http://www.diablofans.com/builds/86592 https://youtu.be/lpt3-4E-D28 (4p GR 60 2m clears) https://youtu.be/l_Ob2-8CnAc?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy (3.5m GR70 solo clear) This build is quite adept for clearing lower GRs (even in group play) fairly quickly. The extra defense from ABB + GW + OID help to keep you alive to get that "no death" bonus gem roll. Edit (1/17/2016): updated build to include FB 2pc from shoulder / boots. The double second life helps even more with staying alive during the rift. Thanks to Malakai for core ideas. Altered his original build to be melee oriented (with PE). With the additional placement of Gogok, the build is very capable at getting Paralysis and MH procs in a timely fashion. AS rolls are mandatory, and Enchantress is recommended. Wish I could have included nemesis, but the drop in defense was too much with that swap. Alternate gems to Gogok would be Zei's or Powerful. [2.4.3] Tal Electrocute MH - Velvet Camaral + Black Hole (GR60-70 Speed Build) http://www.diablofans.com/builds/87727 http://www.d3planner.com/937253882 https://youtu.be/IxepJ52VPCI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy A fun speedy build for GR65 ish and below for those quick gem-ups. VC works well at these levels, however, RG kills, especially if you try and push higher than ~GR65 start to take a long time. Video shows 1 GR65 run, and then 1 GR 60 run. Gear is at the end. The Halo of Arlyse + APD combo along with the double second life (UA + FB2pc) help ensure you stay alive for that extra bonus gem roll. I recommend you bring a friend to kill the RG for you if you want to run GR70 speeds. This build handles the trash at that level still fairly efficiently though. Wanted to get this out as I know many of you have been asking what I would do if I would slot VC. [2.4.3] Tal Electrocute MH - Velvet Camaral + EW (GR65-75) Speed Build http://www.diablofans.com/builds/87819 https://youtu.be/PgaBvtEAbKQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Video shows 2p GR 70 carry @ 5m. fun build, capable efficiently up to about 75 solo. More glassy, but still agile, and more damage with the EW. Can use ABB instead of Nemesis if preferred. ----- Here's to hoping these ideas help your wizard in the upcoming patch. Happy new year, and Good luck in season 9!Cratic448 Jan 25
Jan 24 Elemental Exposure I see that most Tals pushing builds use Elemental Exposure. However, my weapon does not have elemental damage on it. Does this make the buff useless / less effective?Torquemurder6 Jan 24
Jan 24 Elemental damage% vs intelligence Elemental % vs intelligence question, i createted a lon cold wiz, borrowing some gear from lon sprit barrage wd, now, i have 76% to cold, gloves pants helm and bracer, and I also have primal blackthorn amu Intel crit crit, so question is since i already have 76% cold is there any use switchin that amu to another amu cold crit crit, also considering The fact The amu i use is 1000-100-10intel crit crit.?xanian1 Jan 24
Jan 24 Blizzard/Hydra - attack speed and damage Hello, I haven't been playing for few years, now I play a bit in a current season and I was wondering is anything changed in damage calculations? Atm. I have fun with tal rasha blizz/dual hydra build. I know it is not the most efficient one but I like it :) My questions are: 1. Does Attack Speed affect Blizzard and Hydra damage (Mammoth Hydra)? 2. If no, should I always go for cc/cd in jevelry and skip AS? 3. Best combo for gloves are Tasker and Theo (for hydra) and Frostburn (for Blizz?) - one on me and one in kanai cube? 4. And amulet question, I use Tal Rasha now, not re-rolled yet. It got cold damage, critical damage, critical hit and int. I need socket for gem. I am thinking about re-rolling int or cold damage. Is 20% cold damage better then int bonus? Or maybe sacrifice cd or cc? 5. And last question. Armors should have Blizzard +15% damage (I think that one) or Hydra + 15% damage? Or maybe better go for something else like armor or res all? ThxKalais3 Jan 24
Jan 24 Best Wiz Builds for S16 Hey all, Been a while since I've started a new seasonal character, and it seems as the VYR's set seems underpowered when I am playing with other wizards... What are the best sets this season for high GR's and quickest for clearing T13 farming?DOBBIN3 Jan 24
Jan 23 % Weapon Damage over AD? Tal-Meteor Build Hi guys if you check my gear i have AD rolled on my ring and shoulder but question is. is it worth to re-roll the 10% weapon damage on my Ancient Deathwish for AD? and does AD proc on Meteor Shower Rune? https://us.diablo3.com/en/profile/ilov2violate-6297/hero/82119843 Thanks!ilov2violate6 Jan 23
Jan 23 Vyr's. Why use Taeguk? Looking through suggested builds I see for Vyr's people say to use Taeguk but I'm wondering why? Taeguk doesn't work when in Archon form. Also, this might be related, but I see people saying that you are stronger in non-Archon form. Can someone elaborate a little more on what and how to use this reverse Archon build?xXTamagoXx5 Jan 23
Jan 22 Wiz Builds Im Using Attached will be the builds that I will be utilizing for wizard this season. I will add more builds that are fun to utilizae and change up the playstyle so that boredom does not set in for now these are the builds that I will be utilizing. *Take Note* Some of these builds are intended for Well optimized gear in order to run efficiently and fun. Meteor Wiz for Group Speed 90-110s https://www.diablofans.com/builds/102169-meteor-wiz-speed-90-110s Frozen Orb Sage Bounty/Key/Deaths Breath Farm https://www.diablofans.com/builds/102166-sage-orb-torment-bounty-build Archon Key/Deaths Breath Farm https://www.diablofans.com/builds/102164-archon-t13-key-farmer-vyr-version Explosive blast GR 1-80 Speeds (Gem ups etc) https://www.diablofans.com/builds/101859-rasha-woh-80-speed-grs-season-16-specific *Al builds can be seen in action at Twitch.tv/wildbill_tv*WildbillTv1 Jan 22
Jan 19 looking for a group to start season 16 with hey looking to join up into a group to play this out in 5 mins when the season startsStalmen0 Jan 19
Jan 18 Day 1 150 4man build Can anyone explain how the build is working for wizard 4man in eu? I know it seems clear that 1) its a bug, and 2) its to do with mirror images and sever. But im interested on why / how it actually works. Are the images procing area damage on the sever damage despite the normal procs cannot proc procs rule? Do the pets actually just do good damage? (I highly doubt it). Does the wizard actually do damage or is he tickling the mobs while the necro or other player actually kills to trigger the effect? All those sorts of things I hope people know the answer to.Legendairy31 Jan 18
Jan 18 Start into the Season an Farm Builds Hey guys, sorry for that topic Name but i really dont know any better one. This is my first season start (Switch, stopped playing on pc in 2013) and I wonder how I should start. I would absolutly love to play a wizzard with 2 Builds (one for speed t13 and one for gf or speed gf around 100). So I choose the Speed Tal Frozen Orb Build from Bluddshed and a Meteor Build for gf (or is there any other speed Build for gf?) But i think headrics gift is for the wizard is a little bit weak and I consider to start with a barb for a more speedy way into the Season and farm shards and gear for wizard, or is it to slow and I would be faster with starting a wizard? Thanks for any help I appreciate that.soxy3 Jan 18
Jan 18 Recommended DPS/Toughness per Difficulty Anyone care to share their recommended DPS / Toughness per Difficulty level? Currently, my main wizard is at 250K DPS and 2mil toughness and I can only farm Expert comfortably. Right now I just use some general indicators that I'm at the right difficulty: I know my DPS is good enough if I can kill goblins before they get away. I know my EHP is good enough if I can tank 1 fallen maniac with a sliver of life left (I don't know if the 2nd indicator is still valid. From what I observed, even at lower difficulty levels, the environment matters now and it's stupid to try and tank everything) So I guess I just need to survive unavoidable damage, and I can use movement / teleport / oh $#!+ skills to avoid the rest I'd like to have some numbers to shoot for, to be able to farm Torment 1 at a comfortable level using this lightning wiz build: http://us.battle.net/d3/en/calculator/wizard#bQkNPj!VdcS!ccbaaZ Hopefully we can fill out this table (sorry don't know how to format): Normal min DPS?, min EHP? Hard min DPS?, min EHP? Expert min DPS?, min EHP? Master min DPS?, min EHP? Torment 1 min DPS?, min EHP? Torment 2 min DPS?, min EHP? Torment 3 min DPS?, min EHP? Torment 4 min DPS?, min EHP? Torment 5 min DPS?, min EHP? Torment 6 min DPS?, min EHP?DomonKassui56 Jan 18
Jan 18 black hole of a star pack wizard I found that D3 2018 4P leaderboard, the most top star pack wizard is used black hole spellsteel in replace of arcane torrent frame ward. Ppl said that this skill is for high level gr pushing. I want to know how to play with black hole in star pack wizard? How to ignite mobs ?adrianmak3 Jan 18
Jan 17 Arcane Power Regeneration Guide Hello and Welcome. TL;DR version skip to conclusions. As an effort to help the Wizard community, I decided to do some math regarding Arcane Power Regeneration and increases to Max Arcane Power provided from some Wizard skills. In this post I am going to show how several skills compare with each other using a hypothetical scenario. First, I will provide an overview of the skills I will be comparing. Then will be some hopefully easy to follow math. Followed with conclusions. Arcane Power Regeneration Skills: Prodigy: This passive skill unlocked at level 20 allows you to gain 4 Arcane Power any time you successfully deal damage with a signature spell. Astral Presence: This passive skill unlocked at level 24 allows you to regain 2 additional Arcane Power per second and adds 20 to your max AP Magic Missile+Attunement: Magic Missile runed with Attunement, unlocked at levels 1 and 42 respectively, grants you 4 Arcane Power whenever you hit a target with Magic Missile. Familiar+Arcanot: Familiar runed with Arcanot, unlocked at levels 22 and 50 respectively, allows you to regain 2 additional Arcane Power per second. Energy Armor: Unlocked at level 28 will increase your armor but reduce your maximum Arcane power by 20. If runed with Energy Tap unlocked at level 48 it will instead increase your Arcane Power by 20. Time for some math! First things first, we need to establish a scenario. Our goal is to gain the most Arcane Power in 10 minutes. After learning how much Arcane Power we gain over 10 minutes we want to find out how much was usable, so for the sake of simplicity we are going to see how many Arcane Orbs runed with Tap the Source can be cast at 20 Arcane Power each. For the sake of the scenario we are using a 1.4 weapon speed wand and a 1.00 weapon speed staff. We will turn all of the regeneration statistics into what percentage of attacks you are increased over the Base. Effectively converting Arcane Power regeneration into a percent damage increase statistic based on standing and casting as long as we stay within our maximum range for weapon speed. Using our upper limits we will figure out how many signature spells vs. Arcane Orbs are cast and calculate an optimal conditions percent of total weapon damage. Base Figures: 10 minutes = 600 seconds Max Arcane Power = 100 Arcane Power Regen = 10 AP/1 sec = 1 AP/.1 sec 1.40 Weapon Speed = about .7 seconds/1 attack [upper limit of 857 spells in 600 sec] (.714 for the sake of simplicity I rounded, please note without rounding this will make a difference in the long run) 1.00 Weapon speed = 1 attack/sec [upper limit of 600 spells in 600 seconds]ßeta45 Jan 17
Jan 17 Best SpeedFarm Build I just started hc, and i started as a wizard, i've been hearing that tal'rasha is the best starter set, to speed farm, what is the best build, i see a lot of variations on the forums and pages, and can't really find the best way to fly off with the char, thanks in advanceluifer4484 Jan 17
Jan 17 offbrand fb build.. been done like this? https://us.diablo3.com/en/profile/prFly-1247/hero/58842992 thoughts?? opinions?? ideas?? i can explain more how i play ‘em if it’s not clear from the gear setup, passives etc..prFly12 Jan 17
Jan 17 Sever LoN Exploit back? Seen on general and reditPrology0 Jan 17
Jan 16 LON Meteor question just want to ask whether the meteor shower with 140% fire dmg better than starpact?magefist(old version magefist on glove and magefist in cube)+andariel+cindercoat+swamp land pant+amulet and bracer,coe in cube maybe too squishy..ths.Speedy7 Jan 16
Jan 15 Help a new player out? Hello! I'm pretty new to Diablo 3 and haven't played any of the other games, so I've mostly been following builds online I've found for Wizards, been having a great time playing this and Witch Doctor mostly, except I've run into a problem. My Wizard (I'm using the firebird set, I'll link images to show all my gear and stats and stuff) is really, really fragile. The damage is okay, burning things with meteors is fun, but if I take a hit on a torment higher than nine or ten I instantly die. Am I doing something wrong, am I just positioning badly, or are Wizards just really, really fragile? I should probably also say I haven't rerolled any of my gear at all because honestly I don't really understand it, and I'm scared of !@#$ing up and ruining that piece of gear, so any help there would be appreciated as well. Images promised: https://imgur.com/a/AOz41feDreadlow3 Jan 15
Jan 13 Etched Sigil Proc Mechanics (AS & ICD) There was a 2.6.1 PTR bug with Etched Sigil's ICD that was uncovered and fixed: ... ... After the bug fix, our good Wizard Dolynick tested, and confirmed the following formula below, which is given with some advice: ... Note: this formula is the same as: ... Generally this means you'll want to gear at attack speeds that correspond with Frames/Tick rates that are 60 frame divisors. Use the charts to help guide you as to what the best breakpoint for your build will be. Breakpoint tables with corresponding fSigil rates, again courtesy of Dolynick: Tick/Speed Coefficient 3 (Arcane Torrent, Disintegrate) Min APS Max APS Tick/s Frames/t fSigil 4.000001 5 15 4 60 3.333334333 4 12 5 60 2.857143857 3.333333333 10 6 60 2.500001 2.857142857 8.571428571 7 63 2.222223222 2.5 7.5 8 64 2.000001 2.222222222 6.666666667 9 63 1.818182818 2 6 10 60 1.666667667 1.818181818 5.454545455 11 66 1.538462538 1.666666667 5 12 60 1.428572429 1.538461538 4.615384615 13 65 1.333334333 1.428571429 4.285714286 14 70 1.250001 1.333333333 4 15 60 1.176471588 1.25 3.75 16 64 1.111112111 1.176470588 3.529411765 17 68 1.052632579 1.111111111 3.333333333 18 72 1.000001 1.052631579 3.157894737 19 76 0.952381952 1 3 20 60 0.909091909 0.952380952 2.857142857 21 63 0.869566217 0.909090909 2.727272727 22 66 0.833334333 0.869565217 2.608695652 23 69 0.800001 0.833333333 2.5 24 72 0.769231769 0.8 2.4 25 75 0.740741741 0.769230769 2.307692308 26 78 0.714286714 0.740740741 2.222222222 27 81 0.689656172 0.714285714 2.142857143 28 84 0.666667667 0.689655172 2.068965517 29 87 0.64516229 0.666666667 2 30 60 0.625001 0.64516129 1.935483871 31 62 0.606061606 0.625 1.875 32 64 0.588236294 0.606060606 1.818181818 33 66 0.571429571 0.588235294 1.764705882 34 68 0.555556556 0.571428571 1.714285714 35 70 0.540541541 0.555555556 1.666666667 36 72 0.526316789 0.540540541 1.621621622 37 74 0.512821513 0.526315789 1.578947368 38 76 0.500001 0.512820513 1.538461538 39 78 0.487805878 0.5 1.5 40 80 Tick/Speed Coefficient 2 (Ray of Frost) Min APS Max APS Tick/s Frames/t fSigil 4.285715286 5 10 6 60 3.750001 4.285714286 8.571428571 7 63 3.333334333 3.75 7.5 8 64 3.000001 3.333333333 6.666666667 9 63 2.727273727 3 6 10 60 2.500001 2.727272727 5.454545455 11 66 2.307693308 2.5 5 12 60 2.142858143 2.307692308 4.615384615 13 65 2.000001 2.142857143 4.285714286 14 70 1.875001 2 4 15 60 1.764706882 1.875 3.75 16 64 1.666667667 1.764705882 3.529411765 17 68 1.578948368 1.666666667 3.333333333 18 72 1.500001 1.578947368 3.157894737 19 76 1.428572429 1.5 3 20 60 1.363637364 1.428571429 2.857142857 21 63 1.304348826 1.363636364 2.727272727 22 66 1.250001 1.304347826 2.608695652 23 69 1.200001 1.25 2.5 24 72 1.153847154 1.2 2.4 25 75 1.111112111 1.153846154 2.307692308 26 78 1.071429571 1.111111111 2.222222222 27 81 1.034483759 1.071428571 2.142857143 28 84 1.000001 1.034482759 2.068965517 29 87 0.967742935 1 2 30 60 0.937501 0.967741935 1.935483871 31 62 0.909091909 0.9375 1.875 32 64 0.882353941 0.909090909 1.818181818 33 66 0.857143857 0.882352941 1.764705882 34 68 0.833334333 0.857142857 1.714285714 35 70 0.810811811 0.833333333 1.666666667 36 72 0.789474684 0.810810811 1.621621622 37 74 0.769231769 0.789473684 1.578947368 38 76 0.750001 0.769230769 1.538461538 39 78 0.731708317 0.75 1.5 40 80 0.714286714 0.731707317 1.463414634 41 82 0.697675419 0.714285714 1.428571429 42 84 0.681819182 0.697674419 1.395348837 43 86 0.666667667 0.681818182 1.363636364 44 88 0.652174913 0.666666667 1.333333333 45 90 0.638298872 0.652173913 1.304347826 46 92 0.625001 0.638297872 1.276595745 47 94 0.612245898 0.625 1.25 48 96 0.600001 0.612244898 1.224489796 49 98 0.588236294 0.6 1.2 50 100 0.576924077 0.588235294 1.176470588 51 102 0.566038736 0.576923077 1.153846154 52 104 0.555556556 0.566037736 1.132075472 53 106 0.545455545 0.555555556 1.111111111 54 108 0.535715286 0.545454545 1.090909091 55 110 0.526316789 0.535714286 1.071428571 56 112 0.517242379 0.526315789 1.052631579 57 114 0.508475576 0.517241379 1.034482759 58 116 0.500001 0.508474576 1.016949153 59 118 0.491804279 0.5 1 60 60 Thanks again Dolynick for the testing, BDF for the advice, and sVr (just cuz'). ----- Will leave the rest of my original post to preserve post history. Note that some of the below information is incorrect or inaccurate, namely that channeled skills only attempt to proc etched sigil once every so often, this is false. However, Etched Sigil was taking 20-30 extra frames to proc, and that was true during the 2.6.1 PTR. ----- EDIT (10/1/2017): ORIGINAL POST BELOW (INFO might be false or inaccurate) In regards to Etched Sigil, channeling skills are only attacking (and attempting to proc it) once every attack cycle. Arcane Torrent and Disintegrate are speed coefficient = 3 spells (ticking 3 times at 1 APS). These will only attempt to proc Etched Sigil once every 3 ticks. The implications for timing your Etched Sigil properly are worth noting. For full channeling builds, you might have to account for this gap of time (several ticks' worth in duration), and possibly optimize your Attack Speed so as to limit the amount of time wasted. EDIT: after looking at results, it looks like the 12 Frames / Tick BP is best. This BP happens to also be the easiest to gear for (with a 1.4 AS weapon, only need AS from paragon to meet it). It also happens to be the BP most builds that require this type of full-on channel behavior have been gearing towards for quite some time. Below will be an analysis of Etched Sigil, and the effects attack speed have on proccing this item in regards to channeling. NOTE: The scenario described below only applies to full channel (never stopping). It does not account for interweaving manual casts of your spender (such as Meteor) between your channel. Note that EB can be cast manually without interrupting channeling, which is one of it's strengths, but for EB you also have to account for the CDR reducing your etched sigil EB procs (which is a different calculation altogether). ----- Other Notes: Times in seconds were taken from the video clips, as such they serve only to mark the difference in time. Times are approximate. My video software was keyframing, so these are a rough estimate. After some other charting, I figured out the slight variances for the odd numbered Frame intervals. Basically, for 11, 9, and 8 frames / tick tests, there are partial ticks that are being wasted in addition to the listed number of ticks wasted. For example, on the 11 frames / tick listing, we would expect 22 frames wasted, but there are alternating partial ticks of 6 and 4 frames each. These get added in to the 22 frames, to give 28 and 26, respectively. ----- Video of Testing (tested on PTR): https://youtu.be/o4KXa0Y6dYU PTR PATCH 2.6.1 - v2.6.1.47251 I've only tested speed co = 3, since I felt those were the most relevant. I can go back and test speed co = 2 (Ray of Frost), if needed. The results below are in relation to Speed co = 3. 20 Frames / Tick | 3 Ticks / s | 0.95239 to 1 AS Time(s) Time Between Time Wasted Ticks wasted Frames Wasted 0.35 1.633 0.633 2 40 1.983 1.65 0.65 2 40 3.633 1.667 0.667 2 40 5.3 1.683 0.683 2 40 6.983 1.683 0.683 2 40 8.666 2 40 12 Frames / Tick | 5 Ticks / s | 1.53847 to 1.66666 AS Time(s) Time Between Time Wasted Ticks wasted Frames Wasted 39.733 1.45 0.45 2 24 41.183 1.35 0.35 2 24 42.533 1.4 0.4 2 24 43.933 1.4 0.4 2 24 45.333 1.417 0.417 2 24 46.75 1.4 0.4 2 24 48.15 2 24 11 Frames / Tick | 5.45455 Ticks / s | 1.66667 to 1.81818 AS Time(s) Time Between Time Wasted Ticks wasted Frames Wasted 20.35 1.416 0.416 2 28 21.766 1.467 0.467 2 26 23.233 1.483 0.483 2 28 24.716 1.467 0.467 2 26 26.183 1.483 0.483 2 28 27.666 2 26 10 Frames / Tick | 6 Ticks / s | 1.81819 to 2 AS Time(s) Time Between Time Wasted Ticks wasted Frames Wasted 39.55 1.45 0.45 3 30 41 1.5 0.5 3 30 42.5 1.5 0.5 3 30 44 1.516 0.516 3 30 45.516 1.5 0.5 3 30 47.016 1.484 0.484 3 30 48.5 3 30 9 Frames / Tick | 6.66667 Ticks / s | 2.00001 to 2.22222 AS Time(s) Time Between Time Wasted Ticks wasted Frames Wasted 20.716 1.484 0.484 3 30 22.2 1.516 0.516 3 30 23.716 1.5 0.5 3 30 25.216 1.484 0.484 3 30 26.7 1.5 0.5 3 30 28.2 1.55 0.55 3 30 29.75 3 30 8 Frames / Tick | 7.5 Ticks / s | 2.22223 to 2.5 AS Time(s) Time Between Time Wasted Ticks wasted Frames Wasted 35.4 1.45 0.45 3 27 36.85 1.45 0.45 3 24 38.3 1.483 0.483 3 27 39.783 1.467 0.467 3 24 41.25 1.466 0.466 3 27 42.716 1.467 0.467 3 24 44.183 3 27 Cratic96 Jan 13
Jan 13 Give Archon another ability Archon has 5 skills and 1 open slot. Lets try and be creative and come up with a good 6th skill and try suggesting it to Blizzard. Edit: Or if it's easier, choose another skill from the Wizard class and make it the 6th skill. I personally would like to see Black Hole or Arcane Orb as the 6th skill.AnimalMan9 Jan 13
Jan 12 reverse archon problem i mostly play barb and one of the few other class/builds i really enjoy is Vyr's set. Now as you all probably know this set is stronger when you are out of archon form then it is while transformed into archon. im pretty sure it is not designed that way. They did not intend to make it work like that. when patch notes came out i was a bit disappointed because it "only" received double damage (from 50% to 100% per stack) and even more so after updated patch notes based on one week of ptr testing. No changes were made. since they did take reverse archon builds into account, they didnt want to increase damage further because they probably believe its fine like that. In my opinion, normal archon build definitely needs more dmg but because of the current situation with set, it would require a complete rework in order for them to make any changes. just an idea of mine for possible solution. Why not make Deathwish also work with Disintegration wave (archon form beam).Thanagor4 Jan 12
Jan 12 New Wiz - Anyone have a leveling/skill guide for 1-70 with a 4man group? Or what to gamble for at level 1? Stuff like that. Any advice would be appreciated! -KidKidyen2 Jan 12
Jan 12 Non-Season Tal's StarPact Friends, What is the best way to build this, and how should it be played? For starters, I cannot quite understand how to stack the 4 elements, and the signature=spell belt (name escapes me) seems foolish in the Cube.Negator2 Jan 12
Jan 11 Help Help I need someone to Help me boost me and get better gear.. and Also upgrading my legendary gems.. Any chance og luck? Someone who wants to help me ??Crazycatlady2 Jan 11
Jan 11 Firebird dead after patch? Firebird @ 4000% (max stacks) DMO @ 8500% Tal Rasha @ 12000% (max stacks) So is there a reason to use the most finnicky to stack damage bonus after the patch? Seems like it'll be trash tier. Considering it's already the worst set for speed runs and killing trash... now it'll be the wost set for GRs too.Eirhead13 Jan 11
Jan 11 Storm Armor Rune I was wondering why people use Shocking Aspect rather than other runes.Fullbringer7 Jan 11
Jan 10 Can Frost Hydra Trigger Rimeheart??? topic^^robbebol16 Jan 10
Jan 9 Paragon Points Question Does it matter what I put paragon points into? I use frost hydra, ice Armor, black hole, electrocute and disintegrate.CeruleanBlue3 Jan 9
Jan 8 Twister Damage Question NevermindWheels0 Jan 8
Jan 6 Frozen orb DMO speed build question Here is the build https://www.diablofans.com/builds/98787-2-6-1-gr80-95-dmo-frozen-orb-speed With the new patch what would be the best item : frostburn or crown of the primus ? If someone know this build have an idea i'd love to have the answer, thank you !Léon9 Jan 6
Jan 6 Wizard Shield Bubbles I've been playing a few months and read different mechanic posts, but I didn't see much on the mechanics of the various shield bubbles. 1) If I use UNITY with my companion and Galvanizing Ward, does any damage the companion take stop me from resetting the shield (since it requires 5 seconds of no damage)? 2) Say I also use Dominance along with Galvanizing Ward. Which shield gets drained first? I would hope Dominance would since it is much more temporary, but I don't see any information on it and hoping someone knows for sure. 3) Finally, let's say you have Blur and Galvanizing Ward along with the Storm Armor 80% damage reduction proc from the ring Halo of Kanari. Does the damage reduction from the ring and Blur take place prior to reducing my shield health, or after? It seems dumb to do it afterwards, but I don't know and if it is afterwards I need to rethink things. I appreciate any helpful replies. Been having fun with Diablo the last few months but not knowing this specific issue has been bugging me.Moondragon2 Jan 6
Jan 5 Stuck at 112 solo (SP) I have 4.1M sheet dmg, p2100. Can't seem to be able to beat 114 :( need advice.. Maybe not enough fishing.. but I can't seem to make enough progress during rift to kill RG. My best so far is getting to RG around 1:30 left and RG fights is just a disaster :( What am I doing wrong here..Andrey2 Jan 5
Jan 4 Firebird / Desintegrate & igniting elites Playing HC for a change and I know I the preferable skill is Arcane Torrent - Flame Ward, but since this whole HC is a new for me anyway and I've always liked Desintegrate I've stuck, for now at least, with this. I've got the full FB set and using MW - Ignite and let it rain meteor (shower) with the help of Deathwish and the usual compliment items. Now I'm still in the process of gearing up (T10 is about it and I trigger my cheat death there somewhat regularly), feel still quiet squishy and I'm very cautious (need to unlearn my habit of jumping in the middle of stuff) but I can hardly get 20 stacks I notice. I do see it sometimes, but I get the impression that when I ignite an elite they die almost instantly. Looks like my damage, when ignited, is leagues above my survival capabilities then? Also can somebody answer this: the faster you can channel (your AS is) does that also mean the faster the meteors come down?Sardaukar3 Jan 4
Jan 4 any ideas on making this chick BETTER??? https://us.diablo3.com/en/profile/prFly-1247/hero/61199580 if u look at my account wiz is BY FAR my favorite class, & the link listed is my most formidable wiz (but not the strongest [as far as sheet dmg]) other than finding p rolled primals & upping leg gems, i’m kinda stuck on how to advance.. i’m hovering solo gr 91-92.. it’s hit or miss depending on the run.. i pretty much play alone, & leeching off gr runs isn’t my thing.. any ideas for me??prFly2 Jan 4
Jan 4 Wiz doing little damage I was playing in a 4 man with a P3000+ wiz, Firebird build, Deathwish etc, with 4M sheet DPS, at GR85. I figured he'd just one shot everything and we'd get a free ride, but it took forever to complete the rift, he seemed to do much less damage than I'd anticipated. I'm wondering if it was a bot. Any ideas?Scourge10 Jan 4
Jan 2 Try this build: TalRasha+AcaneOrb? As title, does anyone try this build in PTR? if it's available https://ptr.d3planner.com/389854331QuangVu6 Jan 2
Jan 2 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.StoleOwnCar26 Jan 2
Dec 28 Questions about this DMO FO build https://www.diablofans.com/builds/99704-2-6-1-gr111-dmo-frozen-orb-aw This is posted in the builds topic here, and I was wondering if it is still up to date, and what my stat priorities are on the gear? Also does it run out of arcane fast? I’d like to do bounties for fun with it too. All I have so far is the DMO set, triumverate, and two of 3 powers cubed (Unstable sceptre and crown of the primus)GoosePants8 Dec 28
Dec 28 Star Pact Vyr with RoRG buff? Did anyone attempt a Star Pact Vyr build during PTR? With RoRG buff it would be possible to wear/cube Nilfur's boots and wear/cube the Swami. I doubt it would compete with other Star Pact builds, but it still might work well enough to be an amusing alternate to play around with.KingCheetah10 Dec 28
Dec 28 Mechanics And Game Information Compendium ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █████████████████████▌​​​​ ​​​​MAGIC ▐████████████████ █████████▌ Mechanics And Game Information Compendium ▐███████ ████████████████████▌ Patch 2.0.6 ▐██████████████████████ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █▌ Table of Contents █▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ General Introduction Thanks to TL;DR Game Mechanics & Info ► https://us.battle.net/d3/en/forum/topic/8770117237#2 Elemental Damage Increased Damage to Elemental Skills Area Damage Bleed Damage► https://us.battle.net/d3/en/forum/topic/8770117237#3 Damage Calculation Crowd Control Proc Coefficients► https://us.battle.net/d3/en/forum/topic/8770117237#4 Monsters with Elemental Resistances Attack Speed Calculation Tick Rates and Breakpoints - Basics► https://us.battle.net/d3/en/forum/topic/8770117237#5 Tick Rates and Breakpoints - Advanced Channeled Spells and AP cost Damage Ticks & Crits in Channeled Spells► https://us.battle.net/d3/en/forum/topic/8770117237#6 Nephalem Glory Skill Animations Ruby or Emerald? Hints for Theorycrafting► https://us.battle.net/d3/en/forum/topic/8770117237#7 Skill-Specific Mechanics and Info Unsolved Mysteries ► https://us.battle.net/d3/en/forum/topic/8770117237#9 SA Proc Rates Chaos Nexus Beams Appendix ► https://us.battle.net/d3/en/forum/topic/8770117237#10 Proc Coefficients List► https://us.battle.net/d3/en/forum/topic/8770117237#11 Item Information Toolbox Breakpoint Tables and Charts► https://us.battle.net/d3/en/forum/topic/8770117237#12 Changelog ▼ First Post of Discussion https://us.battle.net/d3/en/forum/topic/8770117237#13 ▼ █▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █▌ General █▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █▌ Introduction █▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Hey guys. I decided it was time to build up some kind of Wizard's knowledge base. That means write up all important information, in depth details on (hidden) game mechanics, results of testing and theorycrafting. No link collection, all in one place. Part of my motivation is that we're constantly faced with the same questions. The answers may be common knowledge for most of the seasoned players, but can't be easily understood by newcomers. So here's the post I can link to, instead of explaining elemental damage for the 23rd time. In addition to that, at this point in the game, we have uncovered so many complicated to borderline irrational game mechanics, that even for active theorycrafters it has become hard to keep track of everything. Even if we know or believe to remember something, we may not be able to come up with a link or provide details, in case anyone asks for them. At least that's how I feel. And last but not least, I myself learned a lot by just writing this. During testing and verifying what I believed to know, I stumbled upon several things I didn't know or remembered incorrectly. So even if nobody reads this, it still had it's purpose ;-) The examples I use are all Wizard related and I don't go into details on things that don't apply to Wizards. But it will also cover general game mechanics that can be applied to other classes as well. It is by no means supposed to be a solo project. I want and I need your help to make this great. So if you have any corrections, additions or general feedback regarding what I've already written, or if you feel another topic should be added (no matter if you want to write it up yourself or if I should do it), please post and I will do my best to include it. Of course I don't expect anyone to search this wall of text for misplaced commas (of which there will be plenty). But if by chance you see any typos or grammatical mistakes that make you cry inside, please post. I'm eager to learn. I'm willing to maintain and update this thread for quite some time. I don't see myself quiting the game any time soon. And even when that day comes, it doesn't mean I won't be available anymore. I have a strong habit of sticking around forever once I'm comfortable in a community. So this post will not be abandoned, leaving future generations of Wizards wondering if the data is still accurate in patch 1.27. Unfortunately the feature set of this forum is rather limited. If you have ideas how the post could be made prettier or more clearly arranged, or how to improve navigation - please post. I'll try to avoid abbreviations without at least once having used the full name before. If you still encounter a term you are not familiar with, please refer to this awesome Diablo III [Urban] Dictionary by Jaetch: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/30729-diablo-iii-urban-dictionary PS: If anyone has a better idea for a thread title, feel free to post. I'm open to any suggestions, as long as they make at least a little sense and result in a funny acronym. Acronym takes priority. █▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █▌ Thanks to █▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ I have worked on or tested most of this stuff myself and I'm writing this post from scratch. Whenever I link to or copy from other people's work (which I will try to avoid), I will of course give credit. And before I begin, I'd like to thank a few people who have spent a large amount of time researching things we don't understand and teaching things we do understand. Without you, none of this would have been possible: - BDF - dolynick - Guybrush - Kanjihack - Loroese - Nubtro - Shandlar - TekkZero Of course, there are countless others who have helped the community in one way or another. If you are not listed above, that doesn't mean I don't value your efforts. It's just that there are so many great people here, I can't list everyone. Thanks to all of you! █▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █▌ TL;DR █▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ As of right now, this whole thing is almost 60k characters long (Update: 100k). To be honest, it turned out much larger than I thought when I started writing. I guess I got a little carried away... So it's pretty obvious most of you will look at this huuuuge wall of text an think "WTF? I'm not gonna read that!". So here's the deal: You are not supposed to. This is not meant to be a guide you read from top to bottom. It's a reference. You can of course read it all, but I'd rather recommend you do the following: Look at the table of contents and find the topic you want to know more about. Read the TL;DR. If that doesn't answer your question or provide the detail you need, read the whole chapter. If that still doesn't answer your question, please post. My last proof-reading took around 45 minutes (Update: Yeah... When it was half as long as it is now). So if you are really going to read it all, you should bring some time. [TL;DR] - look for a TL;DR at the end of each chapter ▲ Back to Index https://us.battle.net/d3/en/forum/topic/8770117237#1 ▲apo734 Dec 28
Dec 26 About Spectral Blades aniamtion It turns out to be I was going to make a magic knight aka wizard. There are skill/s that is good for close range in the wizard skills. Now what I did not know is that the Spectral blade animation was awkward, the character keep its weapon when you use this primary skill.Midori2 Dec 26
Dec 22 Struggling with Arcane Power - Meteor Build Hi Guys! I've played D3 off and on for years, but I've only recently had any interest in endgame progression. I'm currently pushing PG300 and I'm running Torment X on farm. I raised to Torment XI for bounties, and I'm finding it really difficult to keep Tal Rasha's 4 stacks up. There are a couple of pieces I'm still missing - Unity, Deathwish, Karini, and the belt. I'm also looking for another Tal Rasha neck since I ruined the first one attempting to reroll it for a socket. I chose the wrong stat. *Facepalm* In any event, based on what I've been told, I should be able to run T13 at this point and stay alive. Unfortunately for me, I cannot. I'm finding it excruciatingly hard to keep 4 stacks and maintain >90% arcane power at the same time. In fact, it's almost impossible for me at this point. Anyone have any advice? Will this change once I get more PG and the rest of the BiS gear, or am I just doing it wrong? Thanks in advance.Deidrah6 Dec 22
Dec 22 HALCYON'S ASCENT I just been struck by an idea.... When I first saw Halcyon's Ascent https://us.diablo3.com/en/item/halcyons-ascent-Unique_Amulet_109_x1_210 I dismissed it, due to the insane Archon cooldown. But since then I did some build which had, like a 2~3 seconds offtime with Archon. So, this would give me 8 seconds out of 24 where monster just jump around! :o This can be pretty handy, don't you think?! Particular when one use Archon for the first time and doesn't have double Archon stack bonus yet!... I haven't played Diablo in a while but I was planning to push GR with the improved Archon set for season 16, might try that out! :DLloyd0 Dec 22
Dec 21 Squishy against ranged attackers I just started playing again after a 4-5 year break from D3 2 days ago. They've definitely added a lot to the game, but I was also a little surprised with how much some stuff also stayed the same (a lot of the sets that I collected were still relevant). The most exciting thing for me, was how similar the top-tier build was to the way I played the game previously too. Definitely way more ridiculous now with these OP 1000% damage modifiers. Meteor shower spam all day every day - I love it. Anyhoo, I've gone with the firebird set, and as soon as I collected the last pieces and put the build together by the book, it all really started to work as advertised. Melee damage against me doesn't worry me in the least, but ranged attacks f me up a bit. I'm just wondering what you guys think I should focus on upgrading first to eliminate this ranged squishiness. My gear obviously has a long way to go, but should I focus on +vitality +armor +resist all +life-on-hit? I'm guessing because I'm an intelligence class, maybe it should be armor and vitality? Because my damage doesn't seem to be a problem at GR75, but my toughness definitely is at and above that.Eirhead6 Dec 21
Dec 21 Manald Heal Manald Heal In the past, before manald heal was nurfed, archon with manald heal was the one of the most fun, coolest builds to play. When aiming at a monster, it was hitting the monster every time. After the nurf of manald heal, aiming at the monster would leave to 25% less hits. It felt like an "empty gun" and really subtracted from the joy of the gameplay with archon. It was one of the worst changes I've seen with diablo, and something I think about every time I play D3. I wrote about this a few years ago to blizzard. The counterargument from blizzard at that time was that the wizard was able to utilize both tal ralsha and vyr equipment in a single build, something unique to any other class. Utilizing two different sets made the wizard more powerful than other classes. This argument, however, no longer holds water as each build, except manald heal, as been buffed. For enjoyment purposes, can you please consider changing the manald heal to its former glory. Thank youdocjoe91115 Dec 21
Dec 19 Twister does more damage than Starpact? Why do console players not use a starpact wizard in their 3 and 4 man teams? I understand that twisters is better on console than pc due to being able to cast twister while channeling, but does it actually do more damage than starpact? They cannot clear 150 the like pc can. It seems to me that they could push much higher using sp like pc does, but my instinct tells me that if it were better, people would be doing it, as console players are competitive in nature just like anyone pushing on pc. The reasons i can think of include: -because mob density is less, perhaps sp cannot frequently pack enough mobs in close to make it useful (maybe)? -because it does less damage (although i highly doubt it) -because its too difficult to drop meteors where you want them to drop due to the limitations of not having a mouse (more likely i think) Ideally someone who pushes could explain why they dont use sp wiz **i should probably ask in the console channel, moving this**Legendairy14 Dec 19
Dec 18 What do you think is better? An ancient (2750 damage) deathwish with 250% legendary power or A normal (2150 damage) deathwish with 325% legendary power Obviously an ancient with as close to 325% will be best but I'm not there yet. This is for Tal meteor GR push. Any opinions? Thanks :)SuperCuddles2 Dec 18
Dec 18 Infinite Archon? I had a friend telling me about some sort of infinite Archon build, but he admits it was some 10 seasons ago. Is there a build for infinite Archon? That seems like it would just be fun to do.Eguzky5 Dec 18
Dec 18 Thoughts on current PTR numbers? Right now we have two builds dominating leaderboards: TR meteor shower and FB starpact. Having played both extensively this season (gr115 4p/gr105 solo) FB appears to be far ahead of TR in groups (probably around 50x damage due to density scaling). It is much less clear cut in solo, where solo leaderboard is dominated by TR (with a few exceptions). This is probably due to the higher skill level required to play FB well. In current PTR notes (that will likely change) TR got 4x bonus... What do you make out of it? Seems like it will leave FB in the dust for solo but won't make a dent in group meta. Any other thoughts?Andrey10 Dec 18