Wizard

Aug 24, 2011 Welcome! Please Read Welcome to the wizard forum! This forum is here to provide you with a friendly environment where you can discuss all aspects of the Diablo III wizard class with your fellow players. Community forums work best when participants treat their fellow posters with respect and courtesy, so we ask that you take the time to read through the forum Code of Conduct and guidelines before posting. Code of Conduct: http://us.battle.net/en/community/conduct Posting Guidelines: http://us.battle.net/d3/en/forum/topic/3074657442#2 Important Reminders: Search The search function at the top of the community site is extremely effective and robust. Before you create a new forum topic, please be use it to search for similar topics, blog posts, or web pages that may contain the answer for which you are looking. Making a new thread on an existing subject can result in your thread being deleted or, if you continue to re-post the same content, the loss of your forum privileges for spamming. Rating The forum rating system can be used to promote positive discussion, demote unhelpful comments, and even report posts that violate the forum Code of Conduct. By hovering over a post you'll be presented with several options, including a "thumbs up" (Like) and a "thumbs down" (Dislike) icon. Clicking the "thumbs up" icon will rate the post up. If enough people like a post, it will gain a Highly Rated status and appear at the top of related search results. Highly Rated posts will also have a highlighted background. Clicking the "thumbs down" icon will expand a drop-down menu which will include "Dislike," "Trolling, "Spam" and "Report" options. "Dislike" will rate the post down. If enough people dislike a post, it will be darkened, and with a lot of dislikes it will be hidden completely. You can also quickly report a post as trolling or spam, or use the report function to fill out a more comprehensive description of a violation. Please note that you can only rate each post once. Use your power wisely to help foster a positive and helpful forum community.Daxxarri1 Aug 24, 2011
May 16, 2012 Vetting a Hero: the Wizard It can be difficult to choose which hero you want to take into battle against the legions of the Burning Hells. To help inform your decision we’ve compiled all of the gameplay and story information you need broken down by class. Barbarian Demon Hunter Monk Witch Doctor The Wizard Wizards are renegade spellcasters who use their bodies as vessels for arcane energy, forsaking the more careful path favored by other magic users. They manipulate all manner of forces to disintegrate, burn, and freeze their foes, and they can control time and light to teleport, create powerful illusions, and deflect oncoming attacks. Wizards grip wands and staves to focus their less potent magics, blasting at their enemies while gathering the energy or time necessary to destroy them in a dazzling hail of arcane might. With few exceptions, wizard attacks are conducted at a distance, away from danger. As living artillery, wizards are well suited to relying on long-range destructive power. Videos Darkness Falls, Heroes Rise - Wizard story and gameplay pre-launch preview Skill Rune Preview - An example of how skill runes augment an ability like Ray of Frost Wizard Reveal Trailer - The wizard class is revealed at BlizzCon 2008 Diablo III Gameplay Preview - Worldwide Invitational 2008 Diablo III first-ever gameplay trailer featuring the barbarian and witch doctor Gameplay Active Skills Passive Skills Skill Progression Skill Calculator Items Images Artwork Screenshots Character Background ... ...Zarhym0 May 16, 2012
Aug 23 RoS Wizard Tools (updated for v2.4.2) 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. -dolynickdolynick241 Aug 23
15m TR/Vyr Lightning Wiz reroll questions Hey guys, need some reroll and gear advice on few items. http://i.imgur.com/6JoiDio.jpg 1. Starfire - reroll 8% dmg to 7% attack speed? OR reroll 950 int to 7% attack speed? 2. Gloves - use TR gloves or VYR gloves(also got 4.4% stun)? - if i use TR gloves, keep 8% cooldown or get 7% attack speed? 3. Boots - reroll movement speed to armor? OR reroll meteor to armor? (if I reroll armor to meteor then its gonna be almost identical to my current ones) I get: 1.82 aps(1.86 with enchantress), 58.89% cooldown with TR gloves(with 8% cooldown) 1.92 aps(1.96 with enchantress), 58.45% cooldown with VYR gloves But my aps will increase once Starfire is rerolled oc. http://us.battle.net/d3/en/profile/OV3RL0RD-1135/hero/84425922 Thanks in advance. :)OV3RL0RD8 15m
46m MANALD HEAL BUILDS LON Build anyone? Is there MANALD HEAL Lon Build?? I don't know if that's possible thanks for your help/tikibomb1 46m
1h Teleport responsiveness and other changes Hey guys, Ive been seeing a few things in game and want to know if you have as well. First: Teleport seems a lot less responsive than it used to. Delays between clicking the skill and the actual teleport, occasional non activation, etc. This is something I noticed on the PTR and posted on the bug forum. (Note, 64 bit client only) Second: How about all those ranged mobs! What a fantastic change to greater rifts.Gbrav1337 1h
1h [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. 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 Loves! Without further - lets dive in. Here is the playlist for all build videos if you'd prefer that method. I will list out links for each build below as well. https://www.youtube.com/playlist?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy ----- 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 (1/21/2017): Important testing just in: Elemental % damage on gear DOES NOT increase MH proc damage. Elite % damage DOES NOT increase MH proc damage. Starfire DOES increase MH proc damage. For more info on the test I did to find the above, see this link: https://us.battle.net/forums/en/d3/topic/20752649109?page=8#post-160 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 Vyr 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. Per target, 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 (more on this below). 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 does proc MH more times on targets already affected by paralysis). 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: this includes lightning hydra, 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. MH damage increases when you slot more CHC and CHD. Convention of Elements Lightning phase increases the damage of MH procs. 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 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. Still to confirm: Does Dovu Energy Trap increase paralysis duration, therefore increasing the window of time for MH procs to 1.875s (assuming a 25% Dovu)? lightning skills cast by Mirror Images can proc MH? ----- 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/234617571 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. [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] (GR94+) Tal6/Vyr4 Manald - No Halo - APDs + Ice Reflect + Trapped/Zei's/Gogok http://www.d3planner.com/748302147 http://www.diablofans.com/builds/85740 https://youtu.be/4uRRz4UrcPw?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy https://youtu.be/B5iUz0LQyBk?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy Videos show GR90 @ 11.5k INT and GR88 @ 11k INT. My preferred variation of Tal6/Vyr4 MH. No Halo of Arlyse, instead uses Zodiac ring for quicker archon resets. AS on gear + Gogok is used to hit the 12 t/s BP when in double stack swami. Trapped / Zei / Gogok is used for max damage during the rift, and quicker resets. Basically means you take longer on the RG (no Stricken), so better pray for a shielding, power pylon, or good RG spawn. Ice reflect is used with APDs to help survive when in archon form. Out of archon you use Calamity with Paralysis and Zei's. Use Templar with Intimidate. AS rolls on gear need to be perfect + at least a 49 Fazula. Make sure you have your highest elemental damage % as lightning (from bracer ONLY). This determines your archon element. No need to roll high on this as MH currently doesn't get buffed by elemental % damage. [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. ----- Here's to hoping these ideas help your wizard in the upcoming patch. Happy new year, and Good luck in season 9!Cratic189 1h
4h 1st world MH Archon problems TL;DR-MH Archon is OP Played Monk mainly for the last 3 seasons i think. Seen how powerful Wiz was on PTR so i jumped on the wiz band wagon in S9. I thought LON LTK was strong in t13 but MH Archon just blows it away, it makes it look like child's play. Why does it feel like every-time i join a t13 pug rifting group as my MH Archon im carrying everyone, or when another MH Archon user joins i feel absolutely useless and just walk around collecting loot because he/she is blowing them up before i can even get to them. You can argue why not just play alone?, but who TF wants to play alone when you can play with others...I rarely see any other class blowing up elites in 1-2 seconds t13 pugs other than a REALLY! geared sader or wd. Thats the thing, a poorly geared MH Archon user can blow up elites faster than 90% of the top builds of all classes. I feel like the power creep is catching up to t13 again, soon it will be like t10 before t13 came out, and t6 before t10 came out. I also end up carry a lot of pug GRs sub 80. Nobody's damage comes close to MH Archon except for a firebirds wiz, and a FB wiz dps on trash mobs is utterly junk.HokGnav5 4h
6h Returning, need wiz help Have been gone from the game for I think a couple of years. Always had fun with magic missile build, can that be viable with improvements to my wiz? I can solo gift only up to lol 23 at this point. Just lost on what path to take now. Thanks everyone.brindle1 6h
7h Manald Heal procs bugging out? Has anyone else noticed that sometimes in Archon form, manald heal won't proc for upwards of 10+ seconds? I first noticed it a few days ago but today it's been absolutely horrible. Normally i run through rifts and kill elites in under 2 seconds but i just died 7 times in a 5 minute rift clear because for the entire duration of archon none of my abilities would proc Manald Heal more than once or twice every few seconds. That's with 4 sheet APS. I even went and tested it on trash mobs that should be 1 shot by manald heal and i consistently had to channel archon beam on trash mobs for upwards of 6-8 seconds just to get a single MH proc. And they didn't have any stun DR on them. First i thought it was my templar bugging out with TF/CCs. So i disabled him but it kept happening. Then i tried changing archon rune to lightning but it still kept happening. I know the proc is RNG but with high attack speed there should never be any significant amount of time with zero procs happening. The only time i was actually killing anything was when i dropped out of archon and suddenly AT proced a bunch of MH damage.CoffeeMaid22 7h
14h firebird ignite not working for me? So I'm using the firebird set and I'm having trouble getting the permanent ignite to apply consistently. Here's what I do: First, I hit a group of enemies with Electrocute: Forked Lightning a few times. I'm using Myken's Ball of Hate, so it's easy to hit all of them. Next I hit them with Disintegrate: Convergence. This also automatically casts Blizzard: Apocalypse since I'm using the Etched Sigil in the cube. That should immediately ignite them all but it only ignites some of them, and I can't tell the difference between the ones it worked on and the ones it didn't. It seems completely random. Someone help me out here please? Here's my character: http://us.battle.net/d3/en/profile/draconicman-1125/hero/83411833draconicman24 14h
19h Need some advice Need some advice on my seasonal whizzy gear check plz and how should I go on about optimizing ?? I did gr65 in like 8 minutes how can I improvefocuzz018 19h
21h I wanna play Vyr-Archon! I dont wanna play FF Archon, nor Tal Archon, I wanna play Vyr-Archon. But it suck like crap!Astig3 21h
22h Question from a noob wizard I'd spent most of my D3 time on DH and decided to try out a wizard. Last time i tried a wizard was 3 years ago. My question is about builds. Is there a single build that can do all 3 of these things? -speed rifts -solo grifts -group grifts Or do I need to make separate builds for each? I won't be trying to top the charts, but I still want to be able to push reasonably high.Primate3 22h
1d Speed 70 Electrocute MH Build. I don't recall seeing anyone posting this build so I'm posting it for those who are interested. This is a speedy fun electrocute build that's focus is on buffing manald heal from attack speed and increasing all possible damage to the proc through (F&R, Orb) ect... Currently the build is a tank when played correctly, but its also feels extra squishy if you get screwed by the teleport bug. If played correctly you'll be bale to keep up all your ehp buffs (orb, bracers, Goguk) which will prevent you from being 1 shorted and works well in conjunction with low life with high life per hit (or life per second if you prefer that gem) with force armor. If you don't keep up your EB orb buffs you will find your self being 1 shotted a lot and this is why I choose to use 2 cheat deaths because of the teleport bug and electrocute ias stacking bug. If you loose your orbs stack while fighting an elite move onto trash and get your 4 stacks then merge the trash with the elites for faster kills. The key to this build is to concentrate on trash and always stay within 15 yards of your enemies because of audacity and teleport in place every second to gain a defensive buff from Ancient Parthan defenders. Build link and video link. ... The build is quite fun and speedy when your not being cheated by the teleport bug. I average between 4mins-5mins a grift, but if I get bad map rng and end up with caves/keeps it ends up in the 5-6min mark and sometimes it could go higher if you run into the juggernaut affix and not realize it and your teleport fails to work and you loose both cheat deaths and still die. With full arguments and high end gear I could easily see this doing speed 75's or higher depending on paragon level/gem/argument levels. If you haven't seen the teleport bug or electrocute 2.4.3 bugs check out this thread. https://us.battle.net/forums/en/d3/topic/20752470380 If anyone has any questions feel free to post and ask.Jumpman7 1d
1d Elemental Skills + colored Bubble mechanic Does anyone remember the Delsere's + Tal Rasha's build with the Aether Walker and Nilfur's Boast build? You could Teleport around, creating Bubbles everywhere, raining Meteors on your enemies' heads almost non-stop? I used that build a lot during Season 4. However, I do remember a very specific thing, a "mechanic" with that build. It was as follows: whichever dominant Elemental Skills damage type you had (for example if it came - and usually did come from - the Bracers' own Elemental Skills roll) would in turn result in you creating Slow Time bubbles of THAT particular Elemental type. For instance, Fire Skills damage would result in the creation of orange Bubbles, and enemies inside them would take Fire damage (you'd actually see them burn with flames on their body). If you had Cold Skills damage, you'd create pale/light blue-colored Bubbles, and enemies inside them would take Cold damage. The same applied with Lightning, and the Bubble looked different, had different 'shading' to it and would be of darker, mariner-style blue. I think those were the three variants though, because as far as I can remember there was no variant for Poison nor Physical either (and that would make sense too). Now here's the thing... The reason as to why I bring this back to ya'll memories (because that build on its own hasn't been talked about for... a long time) is because I clearly remember that the mechanic in question I described above was NOT always there for the Wizard, or at least not when a Wizard would specifically go with those items that formed the build in question. Then, it was newly introduced for I think one to three Seasons max, and then it was removed. Because, yes, perhaps some of you Wizards don't quite remember by now but that mechanic doesn't exist anymore. However, it has been removed many months ago. By either Season 5 or 6 it was already gone (I think it wasn't there anymore as early as S5 but I might be mistaken). So, main questions (and the gist of all this): 1) Does anyone actually remember exactly when that specific mechanic was - in fact - introduced to start with? Was it for Season 3? 4? I for one know I've used the build and saw that mechanic for the entirety of Season 4 but it might have been there earlier (I just happened to try the Wizard for that Season so I wouldn't be aware if that build along with its mechanic was there already for earlier Seasons). 2) Does anyone actually remember exactly when, and more importantly WHY was that mechanic removed? I'm asking this because (and it's also why I made this thread) I just checked my Wizard (non-Season) a moment ago and realized that she was still wearing everything I had during Season 4 for that specific build. So I took the opportunity to test the Bubbles and the Elemental Damage types but the mechanic is clearly still gone (Cold Skills damage on Bracers, but the Bubble appears as 'default' color, orange, which wasn't the case during Season 4 when that mechanic existed). The thing is that build, to be honest, has been the BEST, most fun build I ever played for the Wizard, ever (and I've tried a good bunch over the years). It was able to clear respectable GRift levels for solo'ing too (at the time I mean). And one could use it to help for some group GRift pushing (up to a certain point of course, it was a fun build, but not a very powerful one past a certain point you'd just hit a kilometer-thick wall). And it was super fun to grind in Torments with it (at the time I think we still had a Torment X limit though). But unfortunately not only was that build not played by most Wizards I knew (it was kinda generally popular at the time yes, but not in my Clan) but the fairly unique mechanic with the Bubbles and the corresponding Elemental damage type wasn't quite "defended" by the Wizard players (I.E. I don't recall people claiming how fun it was nor that it was a good idea from Blizzard nor if people actually wanted it to stay, etc). I'd love to see that build back to glory. But the main thing I'm curious about is why in the Grand Heck was that Bubbles mechanic removed?Lyrondor4 1d
1d Bug? Ashnagarr doesn't boost Molten Gizzard? Molten Gizzard creates a shield.. Why doesn't Ashnagarr increase it? Or does it only apply to the shields granted by Wizard's spells?Andrey5 1d
1d Ancient Starfire Reroll Need reroll advice please! Ancient starfire base dam: 1326-1637 (very low) INT 22% AD (not very useful stat) 6% CDR (low CDR roll) I get 15% dps gain just raising base dam. AD to IAS is useful. or 6%->10% CDR is good. Suggestions?Shooter1 1d
1d Starter build for (just) 6 pc Firebird set Thanks to Haedrig seasonal players will get their full Firebird set pretty early. But at this point they're unlikely to have all/any of the other required support items to make the standard Firebird Archon build viable. I'm wondering if anyone has found a build they like that makes good use of the just the 6pc Firebird set bonuses, without the other gear to back it up yet?Briala2 1d
1d Frost/Cold Wizard Any one know of a decent build in this patch with cold spells, or some way to make frozen orb decent. Doesn't have to be god like just decent enough to use in group play.hekumzx7 1d
1d Question for Returning Wizard Decided to install D3 again, I haven't played since S4. Seems like this season wizards are probably doing the best. Is the manald heal build and lightning builds the top builds for this season? is one build easier to gear than the other?Chinners1 1d
1d Chain Lightning Build Help The reworked Manald Heal has finally made my favorite wizard skill a viable build: chain lightning. The build I'm aiming for primarily uses CL with suplimental damage from Tal's. I've only gone as high as 65 though I think 70 is possible with some tweaking and more augments. I just had some questions: - are Depth Diggers helping in this build? - is the damage from Tals meteors enough to warrant the Nilfurs Boast? - aside from Skeleton Kings Pauldrons what other options on shoulders? Other general tips would be greatly appreciated. http://us.battle.net/d3/en/profile/zoothe-1918/hero/17110888zoothe13 1d
1d Coming back, need some help Hello All - I just starting playing again after a long hiatus. I feel my Wizard has very decent gear and I run archon build. I'm able to run up to Torment 10 L 46 rifts. I was wondering what I need to do to go higher. This is as high as I can get. Any advice appreciated.TheGilliom3 1d
1d Help with Lightning Wizard So I am terrible at playing Lightning Wizard and I feel like he dies so digustingly easy, it's obnoxious. Any pointers on that?Darkinsanity14 1d
1d 2 New Concepts for Wizards So I'd like some feedback from the community about 2 things I think might make the Wizard a bit more interesting. To be perfectly honest there are a lot of Wizard skills that are never used just because the damage values have been butchered and no one has bothered to rework them in years. The changes to the game in the past years has made a rework for the wizard skills almost a necessity. Sure I'm sure everyone loves seeing 1 million and a half Archon builds every season now using relatively the same build every season for the last 3 or 4 seasons proving that there is no play your way, BUT I digress. The 2 concepts I'd like to breech are as follows. Firstly what would you guys say to making the wizard skill Mirror Images actually usable? For example we all know that the skill is basically dead in the water. There is only one legendary item that I know of that does anything with them and no one uses it, and to top it off there are only a select few skills that they can cast as is. Plus they don't last long (Skill Time-wise) and the die WAY too fast. Now what if for example the MI cast the exact same skills that you do WHEN you do? Granted at a lesser damage value but what if there were a new set or legendary item based on MI that can mitigate that lesser damage value? I have more ideas but I'll leave this up for debate my second concept though is something I think would change the Meta somewhat. Second Concept, I'd like to see a particular channeling skill to be augmented slightly. Whether or not its a rune augment or new legendary piece or set bonus, but what I'd like to see is Frost Rays - Sleet Storm ability being unhindered. AKA While channeling Sleet Storm you can still move as you normally would instead of being rooted to the spot. I believe if this were introduced into a legendary item, lets say boots since its an unhindered effect, that this alone could change a very large portion of how people play the wizard. So what are your guys thoughts as a community on these two concepts.Aarius1 1d
2d Getting Ancient gear? Just a quick questions, as I must be doing something wrong. Whats the best, method for getting Ancient Weapons: 1. Use the Kube to roll a rare into a legendary (Reasonably cheap) 2. Reforge a Legendary into (fingers crossed) a Ancient version. (Not cheap at all) 3. Prey an Ancient version drops from rifting In regards to armour: 1. Gambling blood shard? 2. Reforging in the Kube 3. Upgrading rares in the kube (Not sure if you can do this or not) My current build (http://us.battle.net/d3/en/profile/FrogSkin-1511/hero/84387698) seems capable of putting out the DPS I need, however I am now to squeshy to progress past GR52. I finish it under 10 minutes, but die a number of times, often from a single hit. Things Im currently working on: a. Replacing the Vitality gems in my chest and ensuring their all flawless royals b. Getting and Ancient Main hand and off hand version of what I have c. Replacing my armour with Ancient versions. (Hence the reason for my question, as I seem to be lucking out on finding the right Ancient gear). Anyway, appreciate the help if someone can offer some.FrogSkin7 2d
2d Explosive blast does not proc tal's? Hello been trying to set up a build with EB, AT:SD, Teleport:Calamity and glacial spike. It seems that EB cannot proc the 4th element is it working as intended?edmund2 2d
2d Need some wizard help so since cousin cant post for some odd reason im here to ask for help on his behalf lol. heres his current wizard http://us.battle.net/d3/en/profile/Redemption-11756/hero/78080391 any advice on what gear to hunt for and how? certain spells and gems and so on? the build hes wanting is a time slow build or an archon build. thanks all for any advice you can give and happy hunting!DrSexy1 2d
2d I Feel Squishy in 2.4.3 When Nothing Changed My Wizard never squishy in 2.4.2, but for some reason I feel squishy in 2.4.3 when I didn't change anything on my wizard. I didn't touch any of my Items, skills, runes, passives, gems ect... Something really feels off and Even force armor now feels worse and I've noticed that my life regeneration feels like it's no longer instantly healing but taking a short 1-2 second break after being hit before kicking in. It feels as though monster damage was changed from burst to dot damage and it now ticks down our health in chunks instead of one big hit which could explain why it feels like I'm being instantly killed with force armor without being 1 shorted like it's dot damage or ticking damage. What do you guys think? Did blizzard cause a bug? Or did blizzard make a secret change to the way damage is dealt that it has caused wizards to be less effective at the same level of ego as we were before inprevious patch( like the dot idea I just mentioned) when nothing else changed on my character at all? I used to tank T13 and go all day without ever dieing once and now I've noticed that I'm dieing at least once a rift and sometimes more than once in normal rifts which never happened before. Id test with another class but ive only ever played a wizard enough to recognize that something feels different. Has any other wizards noticed this? If so, did you notice the same thing with other classes when not one item on your character changed?Angel17 2d
2d Are Wizards really as bad as they say? I just got one to 70 and with fresh gear, so I decided to do a Torment II adventure mode since I leveled up in Torment I just fine (though some bosses did take a few tries). I could not kill Siegebreaker in 5 tries while it was I believe not buffed by the barb that joined mid fight the 5th try. The last try I did get the fight down but the enrage killed me. Then the barb probably being geared killed it in 10 seconds and then said it was my fault for rolling the weakest class. That guy is probably just a douchebag that didn't account for the fact that I was only 70 for less than an hour, but is there some truth to wizards being bad now?Zman12 2d
2d Manald mobs vs solo, is it me or .... I'm currently somewhat messing about with a build from Cratics thread. ... I'm not sure but at times I would stake money on the fact that this a lot more effective when you're dealing with a group then when dealing with a single target (like the RG). What I think I see at times is when I am tangling with a group and all of them are hit by lightning (because of Myken) and I get a MH proc on ONE of them, MH applies the damage to ALL of them. Am I just imagening things here?Sardaukar13 2d
2d Unstable Scepter and Scorch rune Does it work? With the scorch rune the orb does not explode, it just flies through enemies.Torm2 2d
2d ABB vs APD tal/vyr Saw a huge difference in survivability switching from APD to ABB+galvanizing ward. I was proccing about once a rift on GR55-60 and now I'm up to GR63 and haven't procced once yet. Just a FYI for people who are having survivability issues with their lightning builds. Give it a shot. http://us.battle.net/d3/en/profile/emazing-1156/hero/83705357emazing2 2d
3d Thorny Archon? Since Archon must be used in every viable pushing spec... Why isn't thorny Archon a thing, either in Tal6 or FB6 with Fragment, Hack, Shame, Fazula, Swami, FnR? Can't use COE since no phys phase, but can nearly make up the difference with RoRG+Aughilds+OOID/Phys Andy or Phys SoJ. I'm no thorns or Archon expert, but it seemed to me in reviewing Frenzy Barb that Wiz has global (thorn) multipliers that crush theirs.Vox6 3d
3d Lightning wiz - gear check Hey Cleared gr 75, tried 80 like 6-7 times, no luck. I could use some help from more experienced players. Stats : Paragon 736 Vitality : 5500 Intelligence : almost 11k Damage : 1,437M Toughness : almost 16M Recovery : Almost 700k Chc : 58% Chd : 420% Area Damage : 50% CDR : 61.82% Lightning damage : 19% Here's the build : http://eu.battle.net/d3/en/profile/Dem0n-2492/hero/88096079 Thank youDem0n11 3d
3d DMO manald I am thinking of a Manald DMO build, I don't have the full DMO set yet, so before I go farming for it, I'd like to know whether this is effective. Can manald proc inside Slow Time? The build I'm thinking of is using spectral blade to proc manald, stacking AS using Shame of deseree and Fragment of destiny, and also taking advantage of the 2800% damage boost from DMO slow time. Maybe also throw in depth digger. So the main damage will come from both SB and manald.mofocheeto6 3d
3d Best set/build for a returning plater Hi everyone I didn't played since almost 2 years.(1.5++).. I've both full three set non ancient. I don't have any new items for patch 2.2+ l've focus/restraint/unity/roh/swami/furnace l've a normal woh and ancient devastor. l'm thinking about tal rasha set but not sure... Thanks to help a lost guy...Maas0 3d
3d Easiest to gear wiz build Whats the easiest build to gear for T10 viable rifting?Lasty7 3d
3d Hydra build Can someone point me in the right direction for a Hydra build? ThanksTerdburgler0 3d
3d Stuck on Torment 7 Hi everyone, I know I have a few pieces yet to obtain, but I am really stuck on that Torment 7 range. I feel extremely squishy without Archon up and running. Lately it feels like elite packs are spread way too far apart to really get my In-geom buff rocking. That causes me to spend a good chunk of time running around Frost Nova and Spectral blading and I just die. The second Archon comes off CD, I'm good again. But the packs are so far apart that it's killing me. Thoughts on what I can do better? http://us.battle.net/d3/en/profile/JohnYeWest-1534/hero/84530587JohnYeWest2 3d
3d Ray of Frost - Supporting items. I've been playing WD this season and I've seen everyone using the Firebats - Cloud of Bats rune. now, I know that Ray of Frost has a rune that gives the same mechanic in a wider area and i was thinking: can we have items that support this playstyle? short answer: of course. it's all up to Blizzard. as far as what they can do, you can update the existing item Light of Grace and add a bracer or a weapon to go along with it. Light of Grace - Currently, makes Ray of Frost pierce, which makes it just like Disintegrate. nice, but not that useful. you can Change it up to "Ray of Frost deals X% increased damage to enemies hit by {placeholder skill}". that in itself will make Ray of Frost - Sleet Storm a viable LoN build. what do you think?KushiSensei5 3d
3d Let me paint you a picture of T10 rifting. You join your first game only to see every other class one shoting everything. Some of those classes are even one shoting everything and rocketing around the map while doing it. So you look at their gear and notice that they have an average set, an ancient weapon, and their rings/Amulets have good damage rolls. So you think, "Ok, I need to get better gear". You get better gear and what do you find? You still aren't one shoting anything. You are still squishy. And you move as slow as the viscosity of dripping tar. All you can do is equip an Aether Walker and play follow the other classes, because trying to get to the same level of DPS involves turning into a class canon without wheels that takes 5-6 seconds to charge up. Nothing about that is fun. Why is this a thing? Why hasn't the cooldown on teleport been removed? I can understand the polarity of wizard in that you have to trade off toughness for DPS and vice versa, but why does mobility have to also be an additional element that also has to be traded for toughness or DPS. Why?LoBsTeRfOrK9 3d
3d wizard worst enemy well by my experience it is all white ranged mobs especially spearman and lacuni type .....i dont get it elites cant do IK to me but bunche of spearmans maybe 2 is enough can kill my at one shot .....whats your experience and is it some kind of defense agains these s h i t s ?Janosik6 3d
4d Del'Rasha CC Blaster build (Arcane Orb) I play in Asia, since I got back to China, with the great firewall of China, its such a pain to still stay in US servers. please note that this is not a power build, but can perform pretty well. Anyway, lets start. The game is full of archon wizards and flashfire wizards, it will be fresh to see some new variations, after some testing, so I came up with this: the CC Blaster. A build can CC the entire screen and hit really hard while teleport around untouched with 5 times of your life shield on! Sound to good to be true ;) Read on. Build url: http://www.diablofans.com/builds/86602-2-4-3-delrasha-cc-blaster-build-arcane-orb ---------------------- Skills: Primary: Magic Missile: Conflagrate Secondary: Arcane Orb: Obliteration Button 1: Blizzard: Frozen Solid Button 2: Black Hole: Supermassive Button 3: Teleport: Calamity Button 4: Slow Time: Point of Return Passive: Galvanizing Ward; Arcane Dynamo; Evocation; Unstable Anomaly; (Teleport: Reversal is also an awesome rune, but it is really bad for travel and easily messed up when in dire situation making panic error happens a lot, if you perform well, Reversal can makes you pop out from nowhere and gone for the mobs with infinite teleports 1 second CD, seeing mobs mindless chase you back and forth, especially with Slow time to Slow/stun and making enemy missile slow motion, managing the battle field ) You hit pretty hard with Obliteration rune, can 2-shot anything in TX including Rift Guardians, most will die in one hit. -------------------------- Tal Rasha 6 set proc with the following skills: {Fire} Magic Missile: Conflagrate {Arcane} Arcane Orb: Obliteration {Cold} Blizzard: Frozen Solid {Lightning}: Black Hole: Supermassive {Option Arcane}: Teleport: Calamity ------------------------ Gears: [Tal Rasha 5 sets] with [Royal Ring] for full set bonus [Delsere 3 sets] with [Royal Ring] for up to 4 set Bonus [Bastion will Ring set] for signature spell & spenders alteration damage increase. [Unstable Scepter Wand] for Arcane Orb double trigger. [Triumvirate Source] for 600% Arcane Orb damage increase. [Ashnagarr's Blood Bracer] for 520% life of shield increase (Note: tal belt & tal amulet must be taken, as it is a un-conflicting slot; others are by choices as long as the two sets bonus goal is achieved, tal armor also need to be taken for the IAS roll) --------------- In Cube: Mirrorball (3 conflagrate missile) The Shame of Delsere (AP Rege & Faster Speed of Magic Missile) Ring of Royal Grandeur (make wearing two sets possible) (you may use the aether walker teleport no cd in weapon slot. but with so many spell u need to cast and rotate, its pointless to have a no-cd teleport in most situations. also, since you cast so many magic missiles so might as well increase its damage potential. in-geom is not needed, since spawn cc will have diminishing returns, and you can't use teleport too often with spells need to rotating. The Furnace in the other hand is a good choice if you need more elites damage.) -------------- Gem: Molten Wildebeest's Gizzard (200% life shield) Simplicity's Strength (increase signature damage and reliable heal) Gogok of Swiftness (for IAS & CDR) ------------------------------ Basic function layout as below: Offense (with Gogok Gem IAS) 1. Arcane Orb: Obliteration 2. Magic Missile: Conflagrate /with Mirrorball & Simplicity Gem 3. Tal set meteors 4. Arcane Dynamo Passive & Triumvirate Souce Combo 5. Bastion Will Ring Set. Defense 1. Tal set 4 set bonus 2. Tal set 6 set bonus 3. Del set 4 set bonus 4. Galvanizing Ward with Blood Bracer 5. Molten Wildbeest Gem with Blood Bracer Mobility 1. Teleport with CDR & Gogok Gem Life Rege 1. LoH with fast IAS 2. Life Rege with not taking damage (Molten Wildebeest Gem) 3. Magic Missle with Simplicity Gem CC 1. Freeze CC with {Blizzard: Frozen Solid} 2. Disable CC with {Blackhole: Supermassive} 3. Stun CC with {teleport: Calamity} 4. Slow CC with {Slow Time} 5. Stun CC with {Slow Time: Point of No Return} With all five CC you can make the whole screen disabled! ------------------------ Build favors Cooldown reduction & Attack Speed IAS makes your AP Rege super fast, and making magic Missile a viable AOE skill, and you can move out your location faster. CDR makes your an acceptable teleport cooldown and can span blackhole to gather for Arcane Orb Obliteration kill. Obliteration also is the fastest travel rune. That concludes the guide, I'm on low paragon level and can not test beyond TX Rift. If anyone interested, can test it out on high GRs for end game performance. So far it is a fun build to play. Just keep in mind that you are a ranged Blaster build, need CC to survive. You will be crashed if you go into Melee range. So be careful with your teleport as it still has close to 4 secs CD with CDR. If you need to teleport on top of mobs to disable mob skill, followed by blizzard freeze is recommanded. Any feedback is welcome.Lavarose13 4d
4d Lightning Vyr/Tal help Have gear minus Halo and Starfire, but Archon is doing fire every time and not proc'n Manald. I tried changing runes and having no rune on Archon and not getting anything. HELPGtyre11 4d
4d Blizzard unrelenting storm Hi all, Ever since Diablo 3 came blizzard has been a spell that you can only cast once, and i found that really odd and as new xpac and patches come along i always hoped they would change that but so far nothing so i'm suggesting it again if any blue is reading this to pass it to the devs please. Currently this rune reads as " blizzard deals 1810% over 8 seconds" I wanted to suggest a change to this rune to be " your blizzard spell deals 2000% weapon damage over 4 seconds and blizzards now stack" I'm not asking for new sets or legendary items for blizzard all i want is that change, i do understand i will probably not be able to do high GRs with it but tbh i don't mind i just miss my blizz sorc from diablo 2 and i wish i can play it in diablo 3. Anyone else wants to play a blizz wiz ? :)abdo8 4d
4d New Wizard Player Hi! Recently, I started playing Diablo with a friend, but I'm always confused on what gear I should be using. I just equip the best things that usually drop. I'm only level 38, but are there optimal setups that I should be using before reaching adventure mode? Thanks! http://us.battle.net/d3/en/profile/Vaysteria-1441/hero/83416451Vaysteria1 4d
4d Unstable Scepter + Mirror Image Does the legendary power from Unstable Scepter affect the Arcane Orbs cast by Mirror Images? Unstable Scepter power: "Arcane Orb's explosion triggers an additional time." I've tried to test it a few times but there is just too much graphic noise happening at once to tell. -JJJimmyJames0 4d
4d Question with FB set and Spectral Blade Why do everyone use spectral blade when pushing GR? I have been following the top leader board, and had some success with FB set (pushing gr 88 now). But with new patch and thousands of range units at high greater rifting, I was wondering why spectral blade would be the best choice (vs. magic missile or some other ranged attacks). After all, all the damage is done in archon form, and spectral blade (or any other primary attack) doesn't do any damage. It is solely to stack 20 stacks of Chantodo wand, and stacks additional damage for 5 seconds that we get from spectral blade seems negligible. Can anyone explain why every FB leaderboard uses Spectral Blade? Am I missing something here?NeoLegend4 4d
4d MH archon range & dmg Hi I have done a little picture about dmg and range and just want to share it with the community :) http://imgur.com/S5IfFAG gl&hfmarsoon4 4d