Wizard

May 5 TR Source: Vit or APoC ? Just got a decent source with CHC & Vit & AP on Crit. So either roll Vit or ApoC for CDR. I haven't found a thread for this question..so, sorry if there is one already. I know that you need APoC for the solo build. But do you need the survivability of the Vit at higher 4man-Grifts? Or is the APoC the best choice anyway?Lylli13 May 5
May 5 Lwiz Amulet - int or lightening damage Hi, I have a question and I am really confused about this. For lwiz, which is better on Tal-rasha amulet : intelligence stat or lightening damage stat? I see youtube videos done by veteran player. They say " manald proc is important so no need for extra lighting damage." My hypothesis is : if your damage is important, lightening damage should give more damage after a certain number of int stats. So, lightening damage is better. If your damage is not important, only manald proc does damage, then damage on paper is not important. And, as I know, this is wrong. Damage matters a lot. Otherwise, all wizards should have same power as long as they have same cdr and As etc. They don't need to make caldesan int if damage on paper doesn't matter. If wiz damage matters, %20 lightening damage on amulet should give more damage than 1000 int after 9000-10000 int stat. Where am I wrong? Could you help me to understand? ThanksKASIRGA12 May 5
May 5 zWiz main tank/support build? Anyone has a build that is very tanky and viable for the main support in duo or trio (usually Wiz + 2 DH dps) running GR80+? The ones I see are 2nd or 3rd support that needs monk and barb like the 2 links below. I'm looking for something very tanky to support my 2 DPS. I don't want to roll a zMonk because I want to focus on my Wiz and still get my Wiz drops for my main Archon build. http://www.diablofans.com/builds/82996-2-4-2-gr100-group-support-wizard http://www.diablofans.com/builds/85479-best-supwiz-build-endless-teleport-very-toughXrande17 May 5
May 5 Ghosts and lashers I'm wondering how people deal with these enemy types. Lashers grab you and mass jump on your head before you have a chance to really do anything about it, especially on open maps where they come in groups of 25-30. Ghosts drain your life and there's not a whole lot you can do about it. Especially, again, on open maps where there can be a dozen at a time. Evasion isn't really an option with these two enemies because of the nature of their attacks. Lashers you can keep moving, but eventually you either get caught or fall too far behind the timer from not killing anything. Any tactics would be appreciated. Playing a hydra/archon build.RichieDagger5 May 5
May 5 Show off your sexy primals! I'm unable to play diablo, as I'm currently abroad on a work trip. So in the meantime, make me jealous by showing off all your sexy primals!Christos66 May 5
May 4 What wand What wand should i use. The CDR not a big deal 8 or 10 im over 64% right now with 10 only drop to 63 somthing with the 8 https://imgur.com/a/yGMqRDreaper2 May 4
May 4 Tal Rasha Amulet Secondary Stat I have 2 TR amulet but I'm not sure if the resist is better than melee dmg reduction. I'm running a Lit Hydra/Archon build so assuming the stats are similar, which secondary stat is better? I have 8295 armor with 1649 poi resist (including amulet #2). Thanks! 1) 1000 INT - Reduce damage from melee attacks by 7% 2) 848 INT - 199 Poison resistancezeraphim4 May 4
May 4 Solo Speed Racer I'm trying to do a second conquest in order to get my stash tab. I play solo HC (other than grouping with a friend). Right now I'm geared for the speed racer conquest (https://us.battle.net/d3/en/profile/krustyfur-1890/hero/86083769) but I fail to see how this is remotely doable solo without some absurdly good luck or another speed buff I am missing. The best I have got is 1 hour through the start of Act 5. With better luck in finding the sub-dungeons in Act 1 & 2, I might be able to shave off about 2 minutes, but that still doesn't leave me close. I feel I have the mechanics of the kamikaze teleport down, but it's just not fast enough. Even with the speed buff from the armguards and the belt. Is this conquest realistic for a wizard playing solo? All the guides I have seen point towards a group. Should I be looking at the other conquests in order to get my stash tab? I'm not sure I have enough time to get all the gear necessary for a second class to do the 6 set to 55, or master 8 dungeons. Any advice from other soloers?krustyfur5 May 4
May 4 I feel squishy. Tal/Vyr MH Ditched my DMO build for the MH Archon. While I see others w the same build just TP around and skipping to just elites I'm lagging behind needing to kill a few massive packs in the way or I just get gibbed. Also seeing them completely ignore non elite/champs and survive, but if I try to keep pace just TP hopping and running past then I get destroyed in a few hits on the way How are they sustaining and not taking damage? I have Force Armor and Deflection up as well, just 3-4 hits and im dead or low so I cant just straight zerg or run past huge mobs @T13+ Then when in Archon mode theyre just straight facetanking everything in the middle of a huge mob totally surrounded, yet I have to position myself so I'm not standing in puddles or hurt otherwise I also die thenAstynax8 May 4
May 3 Tips for improving melee mage build? Hello everyone, who has suggestions to improve this build? Made a melee build currently existing of: -Tal Rasha's Guise of Wisdom (head) -Tal Rasha's Allegiance (neck) -Tal Rasha's Relentless Persuit (torso) -Tal Rasha's Brace (waist) -Tal Rasha's Unwavering Glare (off-hand) -Firebird's Pinions (shoulders) -Firebird's Talons (hands) -Depth Diggars (legs) -Nilfur's Boast (feet) -Ashnagarr's Blood Bracers (wrists) -Wand of Woh (1-hand) -Wyrdward (finger) -with Simplicity's Strenght -Manald Heal (finger) -with Wreath of Lightning For skills I took: -Electrocute-Arc Lightning -Disintegrate-Convergence -Explosive Blast-Unleashed -Teleport-Wormhole -Frost Nova-Frozen Mist -Storm Armor-Thunder Storm -Dominance -Elemental Exposure -Paralysis -Audacity I cubed: -Orb of Infinite Depth -Aquilla Cuirass -Ring of Royal Grandeur I'm currently playing on T9/43 without problems. The current build is focused on staying buff from thrashmob kills to keep Dominance up while damaging with Explosive blast and Electrocute almost all the time triggers stuns and damage reduction. I took the other damaging skills sololy for completing the elemental stacks on Rasha's, so I can still swap those for others. (I origanally started as a purely electrical mage, Rasha's was the best set I could combine the playstyle with) I have alot of fun with this melee mage, and would love to improve the build to play on a higher levels. Anyone has some tips? Thanks in advance.Corthys4 May 3
May 3 Legendary Property/Proc Mechanics Collection Figured I'd start a thread dedicated to these so we can get it all in one place. A lot of this stuff has already been hashed out, but much of it is spread out across multiple threads and various pages of the already very dense mechanics thread. I've tested a lot of this stuff on my own and am pretty sure of its veracity, other stuff I gleaned from forum research and may or may not be accurate. A few entries are present but I don't have any hard data on them yet. Please do contribute any observations you've made or knowledge you may have, even if it's just confirming/busting my own findings. Contributors are listed here: https://us.battle.net/d3/en/forum/topic/12187048616?page=1#2 If you added something and don't see your name there let me know, I probably just forgot to put you there because I forget things. Core stuff that applies to most item properties and procs unless their entry specifically states otherwise - Damage-dealing procs benefit from damage buffs (e.g. Magic Weapon, Sparkflint, Archon etc.), scale properly with crit, don't benefit from area damage, and have a proc scalar of 0. As of patch 2.1, all damage procs benefit from %element affixes. Internal cooldowns ignore CDR without any exceptions, e.g. individual Tal Meteors can never drop more often than once every 8 seconds, Pox Faulds will always have a cooldown of 15 seconds, etc. Procs never generate Life on Hit As of 2.1, damage-dealing procs are, for the most part, unable to proc other procs or certain debuffs like EE/Conflag/Temporal Flux/Cold-Blooded, or item procs of other types (for example, Stormcrow's fireball can't proc 4 piece Tal Rasha's meteor shower). Gems and certain procs seem seem to be exceptions to this rule; they don't count as attack turns and, as a result, can't proc %chance-on-attack effects, and can't proc effects that are tied to proc coefficient since they have scalars of 0, but they can proc effects that are guaranteed to occur upon dealing damage (Wizard debuff passives other than Paralysis, Tal Meteors, Toxin/Pain Enhancer, etc.). There are a handful of item procs that break this rule, as well; these items will have this called out in their entry, if this is the case. Proc buffs are typically additive with similar skills or passives, e.g. Strongarm Bracers or Harrington Waistguard's damage bonuses are additive with Glass Cannon/Magic Weapon/Archon/Cold-Blooded/etc. Certain legendaries have common blue-text affixes that don't normally appear on items of their base type or are in much larger increments than usual, e.g. Azurewrath and Burning Axe of Skankiness have +%element damage even though this affix normally only appears on bracers and amulets, Eye of Etlich and String of Ears have ranged/melee damage reduction in much larger amounts than normal. Aside from appearing in out of the ordinary places or in larger than normal amounts, these affixes function exactly as outlined in the mechanics guide. CC effects are subject to normal elite resistance rules If it's off cooldown, Unstable Anomaly takes priority over revive procs such as SK's pauldrons or Firebird's 4 piece. Certain damage-dealing procs, such as Odyn Son, scale with attack speed and crit mod in addition to normal damage stats. Such procs will have this called out in their entry. The forumla to determine the damage dealt by these weapons is as follows: proc mod * average weapon damage * primary mod * crit mod * total weapon aps > proc mod = the proc's damage coefficient, listed in the proc's entry > average weapon damage: ((minimum + maximum) / 2) > primary mod: (1 + primary attribute/100) > crit mod: (crit chance/100) * (1 + crit damage/100) + (1 - crit chance/100) > total weapon aps: (base weapon aps * weapon IAS + 0.xx legacy aps) * (1 + sum of attack speed increase / 100) Procs that scale in this manner do not benefit from +%elemental skill damage affixes, unless their entry specifically says that they do. Contributions are, of course, quite welcome. Please try to look over the majority, if not all, of the items in the above list before doing so, especially if you have findings that support/deny them. For those interested in contributing, a list of entries and some starter testing guidelines can be found on the second page: http://us.battle.net/d3/en/forum/topic/12187048616?page=2#21 Index - For those unfamiliar with this method of organization, hit ctrl+f and type in the search code that corresponds to the section you want. Gems - GemProps Sets - GreenProps Amulets - AmProps Rings - RingProps 1h Weapons - 1hProps Off-hands - OHProps 2h Weapons - 2hProps Hats - HatProps Shoulders - ShoProps Torsos - ChestProps Bracers - BrProps Gloves - GloProps Belts - BeltProps Pants - PantProps Boots - BootProps Follower Items - FlwProps Some of the entries here refer to core skill mechanics, buff/debuff pools, and proc coefficients. Certain entries use the term "scalar" instead of "coefficient;" the terms are interchangeable. More in-depth information and hard numbers on these can be found in apo's stickied mechanics guide and Void's thread on buffs and debuffs - Table of Contents: https://us.battle.net/d3/en/forum/topic/8770117237 Skill-specific mechanics and info: https://us.battle.net/d3/en/forum/topic/8770117237#7 List of proc coefficients: https://us.battle.net/d3/en/forum/topic/8770117237#10 Buff and Debuffs [Mechanics] - https://us.battle.net/d3/en/forum/topic/14058607023 --------------- Gems [GemProps] --------------- Bane of the Powerful - The on-kill damage bonus is additive with self-buffs from the A1 buff pool. The bonus vs elites added by the secondary is additive with other bonus vs elite affixes (e.g. SoJ, Furnace) from your gear. The on-kill effect can be procced by killing the clones created by illusionist elites. Bane of the Trapped - Can be activated by any non-knockback/forcemove movement-impairing effect, e.g. slows, chills, snares, freezes, stuns, etc. CC does not need to originate from you, i.e. a follower, Mirror Image, pet, or party member can crowd control an enemy and BoT will still increase your damage. Multiplicative with all other damage-increasing buffs, i.e. it has zero diminishing returns and simply always increases your damage by x% Currently bugged and does not increase the damage from most procs. Does work on Firebird's DoT, though. Boon of the Hoarder - Not affected by proc scalar. Can be procced off of pretty much all monsters and some weird stuff like waller walls destroyed via Kulle-Aid. Doesn't proc off of illusionist clones, breakable objects (e.g. barrels, wagons, debris, etc.), "live" objects (A4 corrupted growths, catapults from Fields of Slaughter, act 3 "pullers", etc.), rift guardian/act boss-specific adds (e.g. the blobs summoned by Ghom don't proc but the monsters summoned during the Azmodan or Siege Breaker fights do). The value of the gold piles is increased by %gold find affixes. Bonus movespeed can overcap, is additive with MS from paragon/gear and other MS-increasing skills, and does not stack multiple times - picking up gold before the duration expires refreshes the duration. Doesn't do anything if used inside of a greater rift. Enforcer - Additive with %element damage affixes and the bonus pet damage from Mask of Jeram. Damage bonus works on Hydra and Mirror Image, damage reduction works on Mirror Images. Gem of the Efficacious Toxin - Does not interact with proc scalar, the dot is simply applied the moment you deal damage. Multiple applications of the dot refresh its duration but do not stack the damage amount, i.e. it can never deal more than X / 10 damage per second. The secondary debuff is in the additive pool with other standard damage-increasing debuffs like Cold-Blooded, Time Warp or EE. Gogok of Swiftness - Bonus CDR is multiplicative with CDR from gear/skills. Bonus attack speed is additive with other attack speed bonuses. Proc chance is affected by the coefficient of the skill used. Proccing the gem while at max stacks refreshes the duration. Invigorating Gemstone - Damage reduction is multiplicative with all other damage reduction. The secondary does not appear to have an internal cooldown. Mirinae, Tear of the Starweaver - Proc chance scales with the coefficient of the skill used. Doesn't have an internal cooldown. Moratorium - The secondary and primary do exactly what they say on the tin. If you become invulnerable while affected by Moratorium's staggerdot, you'll stop taking damage, i.e. things like Serenity or Spirit Walk can effectively be used to manually clear staggered damage. If you have an annuity and you need to take damage now, call J.G. Wentworth, 877-GET-DIED. Pain Enhancer - Does not appear to be affected by proc chance, targets simply have the bleed applied the moment you get a crit on them. Multiple procs refresh the dot instead of stacking it. *The attack speed increase is additive with other attack speed buffs. Simplicity's Strength - Works on Wiz and WD signature skills. Is in the same damage buff pool as Depth Diggers (for classes that can use them, obviously) and +%skill damage affixes. The secondary works in much the same way LoH does in 2.1 - if you cast a primary skill and hit at least one enemy, you'll be healed for 2% of your maximum health. Isn't affected by proc scalar. Currently bugged with Electrocute - it heals you on the very first tick but does nothing after. Taeguk - The armor and damage bonuses from this gem are additive with traditional self-buffs that increase your sheet damage/toughness, e.g. armor paragon points/energy armor, magic weapon, glass cannon, etc. Any expenditure of primary resource will stack Taeguk. For example, repeatedly casting Energy Armor or Magic Weapon will still give Taeguk stacks. For Demon Hunters, only spending Hatred will stack Taeguk. Skills that are channeled or cast on secondary animation can't build stacks at a rate faster than 1/sec. Casting multiple secondary animation skills at once doesn't build stacks any faster than casting a single secondary animation skill. Wreath of Lightning - Proc chance is affected by coefficient. Doesn't have an internal cooldown; proccing Wreath multiple times doesn't create multiple bolts, it simply refreshes the duration of the original bolt. In other words, Wreath's proc can never deal more than 600 + (10 * gemlvl) % weapon damage per second. Ticks at a rate of 5 times per second. Damage per tick is equivalent to gemdamage / 5. Hits a maximum of 3 targets. Each target takes full damage. Zei's Stone of Vengeance - Damage is increased incrementally based on range - rather than giving a flat x% for every ten yards of distance between you and the target, the amount scales in proportion to the exact amount of yardage between you and your target. Damage dealt is determined on a per target basis, e.g. if you cast a spell that hits two enemies, one that is ten yards away and a second that is twenty yards away, the latter will take x% * 2 increased damage while the latter will only take x% more. Bonus damage is multiplicative with all other damage-increasing buffs and debuffs. When used with pets (or Hydra/Sentry), bonus damage from Zei's is based on the distance between your pet and its target. Yes, I'm sure. Stun chance from the secondary effect scales with proc coefficient. --------------- Sets [GreenProps] --------------- Tal Rasha's Elements - http://us.battle.net/d3/en/item/tal-rashas-guise-of-wisdom http://us.battle.net/d3/en/item/tal-rashas-brace http://us.battle.net/d3/en/item/tal-rashas-allegiance http://us.battle.net/d3/en/item/tal-rashas-relentless-pursuit http://us.battle.net/d3/en/item/tal-rashas-unwavering-glare Not affected by proc scalar; dealing damage of the appropriate type will fire the corresponding meteor every time so long as it is not on cooldown. Elemental damage on equipment (i.e weapon element or legacy "adds % as element" affixes) does not proc the meteors unless you are using basic attack. The meteors can be triggered by any skill that directly deals damage of the correct element, including attacks with 0 proc scalar (e.g. Shocking Aspect or Magic Weapon: Ignite), follower attacks and pets. With the exception of Wreath of Lightning and a handful of item procs, damage-dealing procs such as Thunderfury, Fulminator, or Rimeheart cannot proc the meteors. The meteors correspond with the following runes for the "real" skill and have the appropriate properties and weapon damage numbers to match, with the exception of proc coefficients which are set at 0 (i.e. the meteors don't trigger anything) - Fire = Meteor Shower Cold = Comet Lightning = Thunder Crash Arcane = Star Pact The meteors cost 0 AP and do not interact with legacy integer cost reduction (i.e. wearing a legacy meteor SoJ/Source wouldn't cause you to gain AP). In all other ways they behave as "real" meteors and benefit from passives and gear affixes meteor normally benefits from, e.g. Smoldering Core or +%damage affixes. The meteors do not eat Arcane Dynamo or stacks of Power Hungry. Star Pacts cast by Tal Rasha's base their damage on the amount of AP you had when you procced the meteor. tl;dr - Tal meteor's damage types and amounts correspond to the skill itself but, unlike normal meteors, they cannot proc LoH/APoC/etc. When procced, the game acts exactly as it would have if you had put meteor in your hotbar and manually cast it on the target you procced it on. Damage-dealing proc effects (e.g. Thunderfury, Firewalkers, etc.) can't proc Tal meteors. Tal meteors are able to proc applicable debuffs such as Elemental Exposure. They can also proc Pain Enhancer and the Gem of Efficacious Toxin. Chantodo's Resolve - http://us.battle.net/d3/en/item/chantodos-will http://us.battle.net/d3/en/item/chantodos-force Works only with limited-duration shields (i.e. Barrier Blades, Delfection, Dominance), only provides a heal if the shield runs its full duration and then expires. Heal amount is based on the remaining shield value. Example: A level 70 wizard with 2.0 aps attacks six times with Deflection, gaining 6 shields of 8253 health each. 3 seconds after the first shield stack was generated, assuming it hasn't taken any damage, it expires and heals the wizard for 2063 life. Every .5 seconds thereafter, the remaining shield stacks expire, each healing for 2063 life. Firebird's Finery http://us.battle.net/d3/en/item/firebirds-breast http://us.battle.net/d3/en/item/firebirds-down http://us.battle.net/d3/en/item/firebirds-eye http://us.battle.net/d3/en/item/firebirds-pinions http://us.battle.net/d3/en/item/firebirds-plume http://us.battle.net/d3/en/item/firebirds-talons http://us.battle.net/d3/en/item/firebirds-tarsi Death meteor - when killed, the screen grays out for a moment as the meteor prepares to land. On impact, the the screen recolorizes and you're fully healed, per the description. Any buffs/shrine/bonuses/etc. that you had upon taking fatal damage are retained after you're healed. If meteor is not on your hotbar, casts unruned meteor. If meteor is on your hotbar, casts whichever meteor rune you're using. Works in hardcore. Fire dot - Damage per tick = (30) * (0.8) * ((MinDmg+MaxDmg)/2) * (1+INT/100) * (1+CC*CD/10,000) * (Buffs) Damage ticks are displayed once every .8 seconds. Attack speed has no effect on the amount of damage the dot deals. The buffs multiplier is explained here - http://us.battle.net/d3/en/forum/topic/14058607023 Damage needed to go infinite = (90.90) * (MaxDmg) * (1 + Int/100) * (1 + CC*CD/10000) * (1 + Elemental%/100) * (A1_Buffs) In other words, to get the dot to go infinite you need to deal slightly more than 9000% weapon damage without letting the temporary dot fall off, i.e. at the bare minimum you need to deal fire damage once every 3 seconds until you reach the threshold. Damage threshold is based off your maximum weapon damage instead of your average weapon damage. Damage-increasing debuffs, affixes, and buffs that aren't displayed directly on your sheet dps (with the exception of %bonus fire damage affixes) will cause the dot to ramp faster since they don't increase the maximum amount of damage you need to deal. Damage-increasing effects from the A1, B and C pools are snapshotted the moment you apply the dot, i.e. Conflag never does anything for this build since it is applied after the dot. Debuffs from the A2 pool are snapshotted when the dot goes infinite at the 9k threshold. All other buffs/debuffs are updated dynamically. *Taeguk and Harrington's seem to be interacting with the dot inconsistently. The temporary dot currently double-dips on multiplicative damage buffs like Zei's or Bane of the Trapped. Using Apocalypse on a target while the infinite dot is active increases the tickrate and lowers the displayed numbers (derp), but has no effect on the actual amount of damage being dealt. * = needs more testing Vyr's Amazing Arcana http://us.battle.net/d3/en/item/vyrs-astonishing-aura http://us.battle.net/d3/en/item/vyrs-fantastic-finery http://us.battle.net/d3/en/item/vyrs-grasping-gauntlets http://us.battle.net/d3/en/item/vyrs-swaggering-stance Works exactly as it says it does. Archon form's element type and color is determined by the amount of +%element damage on your equipment, e.g. if you have more +%Lightning damage than other elements, Archon is lightning element. If you don't have any +%element affixes, Archon defaults to arcane element. If Arcane is your dominant element, the color of your attacks will randomly rotate between the different arcane-element Archon runes. Combustion's damage and element type is increased by %element affixes that correspond to the element of the Archon rune you're using, e.g. Combustion's damage can be increased with +%cold skill damage affixes if you use the Slow Time rune. *If you have equal amounts of different elemental damage types, Vyr's will use the element of the Archon rune you've selected. If you're using a rune that is different from the elemental damage types you have affixes for (for example, if you have 20% bonus cold and fire damage and are using a lightning rune) then Vyr's will prioritize its element type in this order: Arcane > Cold > Fire > Lightning *pending further testing Blackthorne's Battlegear - https://us.battle.net/d3/en/item/blackthornes-duncraig-cross https://us.battle.net/d3/en/item/blackthornes-jousting-mail https://us.battle.net/d3/en/item/blackthornes-notched-belt https://us.battle.net/d3/en/item/blackthornes-spurs https://us.battle.net/d3/en/item/blackthornes-surcoat Completely neutralizes the effects of the plagued, desecrator, and molten elite affixes (both the trail and the death grenade), as per its description. When-hit effects (e.g. Reactive Armor) that are normally procced by these elite affixes don't do anything against them when you have this set bonus. For all intents and purposes the affixes may as well not even exist while you're wearing this set, as they don't seem to interact with you in any meaningful way. Doesn't make you immune to poison enchanted, spider poison pools, accursed poison 'splosions, any non-desecrator/molten fire effects, etc. If your house starts on fire and you want to save your tower, Blackthorne's will not protect you. If your name is pensfan080 and you don't want your scary Witch Doctor to be 'sploded by non-elite poisons and fires, you will still be 'sploded by them because come on dude, it's right in the set bonuses. Krelm's Buff Bulwark http://us.battle.net/d3/en/item/krelms-buff-bracers http://us.battle.net/d3/en/item/krelms-buff-belt Bracers and belt do exactly what they say they do. In addition, the bracers prevent you from being vortexed. You also don't take damage when enemies attempt to vortex you. Bastions of Will http://us.battle.net/d3/en/item/focus http://us.battle.net/d3/en/item/restraint In progress Asheara's Vestments http://us.battle.net/d3/en/artisan/blacksmith/recipe/ashearas-custodian http://us.battle.net/d3/en/artisan/blacksmith/recipe/ashearas-finders http://us.battle.net/d3/en/artisan/blacksmith/recipe/ashearas-pace http://us.battle.net/d3/en/artisan/blacksmith/recipe/ashearas-ward Lasts for 30 seconds and has an internal cooldown of 30 seconds, i.e. maximum uptime is 50%. Summons all three of your followers (or simply summon the two you aren't using, in a single-player game) at once. This works in multiplayer. All three followers have all the equipment you put on them and any procs they have work as they normally would. You also benefit from all three followers' passive buffs (e.g. Enchantress armor/%vs missiles/aspd, Templar regen/resource gen, Scoundrel crit chance) if your follower has any such skills activated. Party members don't benefit from your followers' passives. Things like Gold Find, +XP gain, and other similar bonuses don't work with followers summoned by Asheara's. Unity does work with followers summoned by Asheara's. Followers summoned by Asheara's do not have their attack speed increased by Tasker and Theo. Not sure if their damage is increased by Mask of Jeram or Enforcer. ----------------- Amulets [AmProps] ----------------- Haunt of Vaxo - http://us.battle.net/d3/en/item/haunt-of-vaxo Can be procced by Paralysis, Calamity, or Point of No Return, Mocking Demise, stuns from equipment (including the secondary effect from Zei's Stone of Vengeance), and any stuns that your follower is able to apply via their skills or gear. Stuns from equipment affixes (such as Wyrdward) will proc this, as well. Shadow Clones' spells have the same coefficient as your own, e.g. Vaxo clone Piercing Orbs will deal 214% weapon damage. The effect does not have a proc chance; as long as the internal cooldown isn't up, stunning something will always summon the clones. They cast the following spells, regardless of what is in your hotbar - Spectral Blades - Thrown Blades Spectral Blades - Flame Blades Shock Pulse - Piercing Orb Energy Twister - Wicked Wind Slow Time - Time and Space Arcane Orb - Obliteration, Frost Nova - rune unknown? (probably either Cold Snap or no rune) Wave of Force - Static Pulse The clones' abilities benefit from +%elemental damage affixes on your equipment. I'm gonna start calling this item Mr Vaxobeat and you can't stop me. Moonlight Ward - http://us.battle.net/d3/en/item/moonlight-ward Very similar to Arcane Orbit. Creates four orbs when procced. The first orb detonates about ~.5 seconds after the orbs have been created, and the remaining three will detonate one at a time every .5 second after until they have been exhausted. Refresh chance doesn't seem to have an internal cooldown, but you can't detonate orbs at a rate faster than one every .5 seconds. MLW's proc chance is 1:1 with the proc scalar of the attack used. MLW's proc doesn't work during the final phase of the Belial fight because some jerk coded this event in such a way that Belial is considered farther than 15 yards from the edge of the arena. Absorb amulets - http://us.battle.net/d3/en/item/maras-kaleidoscope http://us.battle.net/d3/en/item/talisman-of-aranoch http://us.battle.net/d3/en/item/countess-julias-cameo http://us.battle.net/d3/en/item/the-star-of-azkaranth http://us.battle.net/d3/en/item/xephirian-amulet These all get one section since the affix seems to work in the same manner across all cases. The affixes do exactly what they say they do. Damage absorbed is determined after mitigation, e.g. lower mitigation vs element = larger absorption. Things like Reactive Armor are not procced by absorbed damage. Halcyon's Ascent - http://us.battle.net/d3/en/item/halcyons-ascent The radius is quite large, at least 20 yards if not more. Reasonably sure this procs the Strongarm Bracers' debuff. Doesn't work on elites, bosses, or enemies that cannot be knocked back/popped up/pulled. https://www.youtube.com/watch?v=-PSgiGnVIEg Kymbo's Gold - http://us.battle.net/d3/en/item/kymbos-gold Does what it says it does without any weirdness. The Ess of Johan - https://us.battle.net/d3/en/item/the-ess-of-johan Proc chance is affected by the scalar of the ability used. 20-second internal cooldown. Enemies within approximately ~25 yards of the target the effect is procced on are pulled as closely together as possible. Hellfire Amulet - http://us.battle.net/d3/en/artisan/jeweler/recipe/hellfire-amulet-of-intelligence The extra passive works exactly is if you'd manually put it into one of your four slots. If people try to inspect you in-game while you're wearing a Hellfire, the passive you're gaining from it will hide one of the passives that you have equipped. ----------------- Rings [RingProps] ----------------- Avarice Band - http://us.battle.net/d3/en/item/avarice-band-3qROK2 Does exactly what it says it does without any weirdness. Wyrdward - http://us.battle.net/d3/en/item/wyrdward Stacks multiplicatively with Paralysis, appears to be affected by proc scalar. The game rolls for a proc from Paralysis first. If Paralysis is not triggered, it then looks for stun chance on equipment from things like Wyrdward. Does not interact with Lightning Hydra or similar 0 scalar skills that Paralysis does work with. As far as I can tell the only difference between Wyrdward and the blue-text stun chance that can appear as a random roll on certain items is that Wyrdward's stun chance is considerably higher but only works with lightning damage. Rogar's Huge Stone - http://us.battle.net/d3/en/item/rogars-huge-stone Bonus life regen ramp correlates directly with missing life, e.g. a Huge Stone with a 100% roll will increase life regen by 1% for each 1% of health that is missing. Ring of Royal Grandeur - http://us.battle.net/d3/en/item/ring-of-royal-grandeur-3qRFop Reduces the number of items required to receive set bonuses by 1, e.g. 3 Tal Rasha's pieces + RoRG = 4 piece Tal's bonus. This property will work on multiple sets at once. Even with RoRG, you still need to have at least 2 pieces from any given set before you can get any bonuses, meaning the ring does nothing with 2-piece sets like Chantodo's or Legacy of Nightmares. Bul Kathos's Wedding Band - http://us.battle.net/d3/en/item/bul-kathoss-wedding-band Creates a drain aura approximately ~10-15 yards in diameter. Targets hit take 0.5% of their current health in damage every second. Damage is calculated once per second and then split over 5 ticks with 12 frames each. Heals you for 1% of your maximum health per second as long as you are damaging at least one enemy. The heal ticks once per second, and is fixed at 1% max health regardless of the amount of monsters hit or damage dealt by the aura. The damage this effect can deal is capped at 2000% of your weapon damage. Band of Hollow Whispers Looks like Witch Doctor Haunt, but is different in some weird ways. - 600% weapon damage as arcane (yes, I'm sure it's not cold) over 6 seconds. Can't crit, but does scale with aspd and crit mod, i.e. damage dealt is normalized. - Benefits from +%arcane skill damage affixes. -Procs once every 6 seconds (continuously active on a single target) and hits the nearest monster. - Range ~10 yards. - Does not jump to additional targets if the first one is killed. Unity - http://us.battle.net/d3/en/item/unity Works much like the Health Link elite affix. If two people are wearing it and one is damaged, the person being attacked with take half damage and the remaining 50% will be sent to the other person wearing the ring. This affix functions properly on followers. Hellfire Ring - http://us.battle.net/d3/en/artisan/jeweler/recipe/hellfire-ring Fire element. Covers an area of about ~22-25 yards. Proc chance seems to be 1:1 (or very close to it) with the coefficient of the skill used. Has an internal cooldown of about ~45 seconds. Ticks twice per second. Put it on your followers when you use Asheara's set, i.e. never ever use it because it sucks butthole. ----------------- 1h weapons [1hProps] ----------------- Serpent's Sparker - http://us.battle.net/d3/en/item/serpents-sparker Does exactly what it says on the tin. The extra Hydra behaves exactly as the first does. If combined with The Magistrate, both Frost Hydras will cast Frost Nova. Wand of Woh - http://us.battle.net/d3/en/item/wand-of-woh Additional Explosive Blasts inherit the rune you're using, e.g. casting Chain Reaction with Woh will create 3 additional Chain Reactions. Extra blasts begin after the first and are generated at a rate that scales with attack speed. Bonus explosions do not have a proc scalar and do not proc effects of any kind, including passives like EE. Aether Walker - http://us.battle.net/d3/en/item/aether-walker Cost can be reduced via RCR. When used with Wormhole, the first teleport costs 25 AP and the second is free. Not sure how what it does with Reversal. Works exactly as described with other runes. Teleport still retains a very short (.5 seconds) delay. This is an intentional feature intended to prevent accidental over-spamming. "This way, sir." - Men Tong, ageless gatekeeper of the Yshari Sanctum. Wizardspike - http://us.battle.net/d3/en/item/wizardspike Cold element. Has the same damage coefficient and mechanics as Frozen Orb. Does not appear to have an internal cooldown, as it will occasionally fire multiple times on one casting. Damage is increased by %Arcane Orb bonuses. Chance to cast is decoupled from proc scalar, i.e. there is simply a flat percent chance to cast Frozen Orb every time you use an attack of any kind. Is able to proc passive debuffs, when applicable. Is able to proc effects that have a guaranteed chance of occurring, such as the meteors from 4-piece Tal Rasha's. Thunderfury, Blessed Blade of the Windseeker - http://us.battle.net/d3/en/item/thunderfury-blessed-blade-of-the-windseeker Lightning element. [Thunderfury, Blessed Blade of the Windseeker]'s proc has a 60% base chance that is affected by proc coefficient. [Thunderfury, Blessed Blade of the Windseeker] also has an internal cooldown of 1/attacks per second. Does not proc Paralysis. Fulminator - http://us.battle.net/d3/en/item/fulminator Does not proc Paralysis. Base proc chance is 100% and scales with proc coefficient. Does not damage the target that it is procced on, i.e. the proc does nothing to enemies that are by themselves. Has no internal cooldown but also does not seem to stack multiple times on the same target; additional procs appear to refresh the duration. Ticks twice per second for a total of 12 ticks per proc. Each tick deals 83.5-111% weapon damage. Rimeheart - http://us.battle.net/d3/en/item/rimeheart Affected by proc scalar. Works on any type of enemy. Has a very short internal cooldown. Spine of the Father - http://us.battle.net/d3/en/item/shard-of-hate Proc chance is affected by the coefficient of the skill used. Has a chance to proc both on cast and on-hit. On-cast chance is checked the moment you use an ability. If the on-cast chance fails to proc Shard and the skill you used hit at least one enemy, the on-hit chance is then checked. Only one of Shard's spells can be fired at a time, i.e. you can't proc lighting, poison, and cold at the same time. None of the effects can be triggered via weapon element damage or damage-dealing effects like TFury or Pox Faulds, i.e. only your own skills can proc it. Base effect chance is 100%. Has an internal cooldown of 1 / attacks per second. Charged Bolt - Fires three projectiles that are similar in appearance to unruned Shock Pulse. Unlike Shock Pulse, it is possible for all three bolts to damage the same target. Frozen Skull - Small, piercing skull-shaped (derp) projectile Poison Nova - Other than doing more damage and being slightly brighter, looks and acts like the poison nova created by Andariel's Visage (i.e. roughly ~8-10 yards in size) Has a stupid name. Azurewrath - http://us.battle.net/d3/en/item/azurewrath Ticks once per second for the listed damage coefficient. Damage is not increased by +%holy damage affixes. Enemies that are taking damage from Azurewrath's aura pulse with a yellow light. Knockback occurs very infrequently, does not affect all enemies in range, and is not strong enough to knock back large-sized or bigger (e.g. Unburied) enemies. Sever - http://us.battle.net/d3/en/item/sever Killing blows are displayed as massive critical strikes. Slain enemies can't be raised from the dead. The damage increase is real, but can't be taken advantage of in many ways. Area Damage doesn't work on it, but Demon Hunters can use Death Mark: Grim Reaper to splash a portion of the damage. Here's a more in-depth explanation of Sever's damage, written/researched by Nubtro on the diablofans forums: "Slain enemies rest in pieces is a separate damage modifier that scales with both primary stat and critical hit damage. The modifier is ((1+ primary/100) * (1+ critical hit damage/100)). Note that this applies to a normal finishing blow, which is always "yellow". When you critically hit on the finishing blow, you also get the usual critical damage bonus on top of it. Example: 2500 strength, +400% crit damage 1. normal finishing blow = (1 + 2500/100 )* (1 + 400/100) = 26 * 5 = 130 times normal damage; 2. critical finishing blow = 650 times normal damage" Burning Axe of Skankiness - http://us.battle.net/d3/en/item/the-burning-axe-of-sankis Reduces damage taken by 50% for 5 seconds, as per the unruned version of the Barbarian's Ignore Pain skill. Proc chance seems to be around 15%~. Appears to have an internal cooldown, not sure how long of one though. I don't care what it says on the website or in game, that is not a typo. This is one skanky axe. Hack - http://us.battle.net/d3/en/item/hack No internal cooldown. Works as described, scales with proc coefficients, really does apply every attack. Doesn't seem to crit or benefit from +%element damage affixes, unsure whether it is increased by buffs like Overawe or Magic Weapon. Formula for damage dealt is (Primary Stat / 400 + 1) * (Sheet Thorns Value) * (Hack % Roll) * (Skill Proc Coefficient) Damage dealt scales with effects that would benefit normal thorns, e.g. most damage-increasing debuffs (Cold-Blooded, Elemental Exposure, etc.), with the exception of Audacity. Genzaniku - https://us.battle.net/d3/en/item/genzaniku Proc chance appears to be ~10-20%. Has an internal cooldown of approximately 10 seconds. It doesn't appear to scale with your mitigation and will typically die within a few hits if attacked. For some weird reason, its entire health pool is considered an absorb shield instead of normal life, resulting in "Absorbed" pop-ups whenever it gets hit. The Fallen Champion uses a fast basic attack and a slower wind-up attack, as per the actual monster. Basic attacks deal around 100% weapon damage, the bigger attack around 300%. About one in every four attacks will be a wind-up attack. Lasts for 15 seconds. At maximum duration the Champion will usually manage to attack around 10-12 times. Sky Splitter - http://us.battle.net/d3/en/item/sky-splitter Deals lightning damage. Applies a short stun that is roughly .5 seconds long. Has an internal cooldown of 4-5~ seconds. Proc chance is further affected by the scalar of the ability used. Deals 150-180% weapon damage and scales with attack speed and crit mod. Odyn Son - http://us.battle.net/d3/en/item/odyn-son Lightning element. No internal cooldown. Base chance is further modified by proc scalar. Has a short bounce range, roughly comparable to electrocute. Bounces up to three times. If there is only one target, all three bounces will hit that target. If there are two enemies, the enemy Odyn Son is procced on will be skipped and the second will take all three bounces. With three or more, the first will be skipped and the bounces will then be divided between the other viable bounce targets. Odyn Son scales with attack speed and crit mod, and has a proc mod of 100-120% Mad Monarch's Scepter - http://us.battle.net/d3/en/item/mad-monarchs-scepter-2F34bH Works as it says it does. The poison nova originates from your position and hits everything within its 30-yard area almost instantly. Has a kill-counter buff bar icon that resets upon reaching 10. ----------------- Sources/Shields [OHProps] ----------------- Myken's Ball of Hate - http://us.battle.net/d3/en/item/mykens-ball-of-hate Does nothing with Arc Lightning or Lightning Blast. Needs at least two targets for this bonus to two anything; Electrocute will not repeatedly chain on a lone enemy. Bonus bounces from Velvet Camaral will interact with this item's passive. [Thunderfury, Blessed Blade of the Windseeker] and Odyn Son and procs similar to it don't benefit from this item. Cosmic Strand - http://us.battle.net/d3/en/item/cosmic-strand Does exactly what it says it does. Doesn't work if you put Wormhole (obviously) or Reversal on your hotbar. With Calamity, a nova is added to each teleport. Multiple castings of Safe Passage refresh its duration. Fracture clones are dispelled and replaced with fresh ones, when used with this effect. Mirrorball - http://us.battle.net/d3/en/item/mirrorball Bonus missiles are the same as whatever MM rune you're using, e.g. you will receive 1-2 extra Glacial Spikes if you're using Glacial Spike. As of 2.1, all missiles carry their full proc chance, e.g. using Seeker with a +2 ball would give three missiles, each with a 1.0 proc scalar. This bonus doesn't increase the amount of AD stacks or Prodigy AP you receive per cast; even with Mirrorball MM still only counts as one action and will only give a single flash of insight/+5 Prodigy AP. Light of Grace - http://us.battle.net/d3/en/item/light-of-grace Does exactly what it says it does. The beam will damage targets that come close without having to actually touch them, in much the same way Disintegrate does. The very tip of the beam retain's RoF's 5-yard AoE effect. RoF also retains its target-locking behavior. Winter Flurry - http://us.battle.net/d3/en/item/winter-flurry Always casts unruned Frost Nova, even if you have a runed version of FN on your hotbar. Not affected by proc coefficient. *Doesn't seem to have an ICD. *pretty sure about this but need to test it again The Oculus - http://us.battle.net/d3/en/item/the-oculus No strange behavior, does what it says. ----------------- 2h weapons [2hProps] ----------------- The Furnace - http://us.battle.net/d3/en/item/the-furnace RIP crushing blow. Smoldering Core - http://us.battle.net/d3/en/item/the-smoldering-core Taunts enemies that get within a few yards or so of where your meteors will land. Only works on white enemies. Valthek's Rebuke - http://us.battle.net/d3/en/item/valtheks-rebuke Exactly what it says on the tin. Wicked Wind is unaffected. Also seems to increase Twister's speed slightly. Schaefer's Hammer - http://us.battle.net/d3/en/item/schaefers-hammer Seems to proc every time you're hit. Lightning damage. Being hit when the effect has already been procced refreshes the duration. Radius is approximately ~20 yards. Scourge - http://us.battle.net/d3/en/item/scourge Per other "when attacking" proc effects, this effect is decoupled from scalar and simply has a flat chance of occurring every time you attack that does not scale up with the amount of targets hit. Has a 3-4~ second internal cooldown. Creates a roughly 10-15 yard AoE that is centered around you. Damage type is fire. Does not seem to benefit from +%element affixes. Scales with attack speed and critical hit damage and has a proc mod of 1800-2000%. Maximus - https://us.battle.net/d3/en/item/maximus Summons a demon that is attached you with a Fire Chain. Lasts for ~18 seconds and has an internal cooldown of ~12 seconds. Seems to have a base proc chance of around ~25%. Proc chance is affected by the coefficient of the skill used. The demon can be killed if it takes enough damage. The Demon's melee attacks deal 100% weapon damage, and it swings at a speed .625 aps. Neither of these figures are modified by your aps. The Fire Chain deals fire damage and ticks 5 times per second. Each individual tick can crit. The fire chains scale with aspd and crit mod and have a proc mod of 100-130%. Maloth's Focus - https://us.battle.net/d3/en/item/maloths-focus A 2-hander so bad, monsters run from it. The proc is a skull symbol popping up over your head in 15 seconds intervals. (starting when you first equip it) When this happens, all monsters within ~25-30 yards are feared for 2.5-3 seconds. The same monster can't be feared twice. Soulsmasher - http://us.battle.net/d3/en/item/soulsmasher-6EmZ3 "The first 2hander that kind of didn't suck. Because it rolled strength. So I can use it on my Crusader." - apo X% of your life per kill, not modified by any char sheet stats. Damage can be further increased by monster debuffs but not by player buffs. Doesn't seem to be able to crit, doesn't seem to proc anything. ----------------- Hats [HatProps] ----------------- The Magistrate - http://us.battle.net/d3/en/item/the-magistrate Frost Novas are cast at ~4.5 second intervals, starting approximately 5 seconds after casting Hydra. Dark Mage's Shade - http://us.battle.net/d3/en/item/dark-mages-shade Diamond Skin is cast at your level and is unruned regardless of whether a runed version is on your hotbar. The Swami - http://us.battle.net/d3/en/item/the-swami No internal cooldown. When Archon form ends, the damage buff is converted into a static additive damage buff that lasts for 10-15 seconds. The buff does not continue stacking on kills, i.e. if you have 50 damage stacks when Archon ends, the stacks you gain from Swami will stay at 50 regardless of the amount of kills you get. If you get Archon's cooldown low enough that you are able to cast it before your damage stacks from Swami wear off, the buffs will exist independently of the fresh set of Archon stacks and will still expire 10-15 seconds after your previous casting of Archon. Stormcrow - http://us.battle.net/d3/en/item/storm-crow Deals fire damage. Like Wizardspike, appears to be unaffected by proc scalar. Chance to proc occurs on attack, meaning chance to proc is always 20-40% regardless of whether you hit anything. Has a 4-second internal cooldown. Does not interact with Arcane Dynamo. Scales on attack speed and crit mod with a proc mod of approximately ~120-130% weapon damage. The ball itself doesn't proc effects of any kind, including Wizard passives like EE. Velvet Camaral - http://us.battle.net/d3/en/item/velvet-camaral Proc scalar and additional effects such as Surge of Power's +1 AP per target are not reduced. Additional bounces interact with Ball of Hate's bonus. Archmage's Vicalyke - http://us.battle.net/d3/en/item/archmages-vicalyke Per the description, the effect only triggers if your images are killed by enemies before their duration expires. When the effect triggers, it creates two additional images where the original image died. Bonus images are of the same rune type, e.g. you will get bonus Mocking Demise images if you're using Mocking Demise. This effect can chain multiple times, Xzibit style, e.g. you cast images, both are killed and trigger this effect, giving you four images which are all also able to spawn a set of two images when they die. This affix does nothing if you're using Duplicates. Need to test the proc chance more, based on what I've seen so far I'd estimate that it is around 10-15%~ Andariel's Visage - http://us.battle.net/d3/en/item/andariels-visage Doesn't have any interactions with Wizard skills or passives. Proc chance is 1:1 with whatever skill you use it with. Based on my super-scientific measurement method of putting my fingers on the screen where it procced and then comparing to other effects, I'd say the Nova travels about 10~ yards (it covers almost the exact same amount of area as a Meteor impact) but probably only damages things that are within 8~ yards. About the same as MLW range, so basically point-blank. Damage dealt is increased by +%poison damage affixes. Pride's Fall - http://us.battle.net/d3/en/item/prides-fall-pgClp Works as standard resource reduction, e.g. is applied multiplicatively with other sources. Absorb shields allow you to take damage without losing this effect, but only if they are strong enough to keep the damage from getting through to your life pool. Certain traps and ground effects in Act 5 (blood pools and some Bogan traps) seem to break the regen effect even if you have shields up. Desecrator, Jailer, and Plagued don't break the buff. Pre-explosion (giggity) damage from frozen mines and ground damage from Molten may not, either. Leoric's Crown - http://us.battle.net/d3/en/item/leorics-crown ------------------ Shoulders [ShoProps] ------------------ Death Watch Mantle - http://us.battle.net/d3/en/item/death-watch-mantle In progress Pauldrons of the Skeleton King - http://us.battle.net/d3/en/item/pauldrons-of-the-skeleton-king-2AGH0r Happens immediately and works similarly to Unstable Anomaly, i.e. it happens instantly. Relatively low proc chance, somewhere in the area of ~5%. ------------------ Torsos [ChestProps] ----------------- Cindercoat - http://us.battle.net/d3/en/item/cindercoat Applied in exactly the same manner as normal cost reduction. Is multiplicative with other sources of cost reduction. Legacy integer reduction is applied before this bonus. Example: Meteor with Cindercoat, 10% cost reduction from PPs, and flat -5 meteor cost from legacy SoJ would be (40 - 5) * 0.7 * 0.9 = 22.05 AP per cast. *thanks to Aphraell for beginning my descent into madness. Goldskin - http://us.battle.net/d3/en/item/goldskin Does exactly what it says it does. Only procs off your own attacks. Base proc chance appears very low, somewhere in the 1-5%~ range if I had to estimate. Affected by proc scalar. The piles seem to roll within a fixed range that does not interact with Gold Find. ----------------- Bracers [BrProps] ----------------- Custerian Wristguards - http://us.battle.net/d3/en/item/custerian-wristguards Gold -> XP bonus appears unaffected by all increased experience bonuses other than the +25% from Pools. Possible bug? *thanks to ChangBooster for discovering this, which serves as yet another reason that D3 = unrealistic, as everyone knows picking up gold is numero uno way to level up IRL Ancient Parthan Defenders - http://us.battle.net/d3/en/item/ancient-parthan-defenders Damage reduction does not diminish with number of targets hit, e.g. Parthans with a 10% roll will give 10% DR for hitting 1 target, 50% DR for hitting 5 targets, and 100%(!) for hitting 10. Damage reduction is multiplicative with other sources and is applied after all other forms of damage reduction. Strongarm Bracers - http://us.battle.net/d3/en/item/strongarm-bracers Works with anything that force-moves enemies. For Wizards, this means Impactful Wave, Force Weapon, Arcane Strike (aka Archon melee attack), and Black Hole. Followers can proc the debuff if they use a skill or proc that force-moves enemies, but Mirror Images seem unable to. The debuff does not have a particle effect or indicator icon to show when it has been applied. Works as other debuffs and increases damage from all sources (e.g. teammates, followers, etc.). Multiple people using Strongarms can stack the debuff, i.e. if four different Wizards with this item all Black Hole something it will take up to an additional 120% damage for 5 seconds. Doesn't work on enemies that can't be knocked back. Due to Black Hole's mechanics, the proc is applied the moment targets begin being pulled by Black Hole rather than at the end of Black Hole's duration. Nemesis Bracers - http://us.battle.net/d3/en/item/nemesis-bracers Works exactly as it says it does. Summoned monsters are based on the mob types that populate the area the shrine is in. Warzechian Armguards - http://us.battle.net/d3/en/item/warzechian-armguards Gives a flat, additive 50% move speed boost for five seconds boost every time you destroy any kind of breakable object. Destroying additional objects before the speed steroid expires will refresh the duration. Trag'Oul Coils - http://us.battle.net/d3/en/item/tragoul-coils Works exactly as described without any noticeably strange behavior. Doesn't seem to have an internal cooldown. Reaper's Wraps - http://us.battle.net/d3/en/item/reapers-wraps Does what it says it does. If a party member grabs a health globe and you're within range to receive healing, your resources will still be restored. Sanguinary Vambraces - http://us.battle.net/d3/en/item/sanguinary-vambraces-1385JU Damage dealt is equal to (sheet thorns) * 10, i.e. damage dealt by this proc does not scale with mainstat or %element affixes. ----------------- Gloves [GloProps] ----------------- Frostburn - http://us.battle.net/d3/en/item/frostburn Like Wyrdward, is affected by proc scalar. Freeze chance stacks multiplicatively with chance to freeze from skills, e.g. skill freeze chance is checked, then Frostburn freeze chance is checked. Not sure how it interacts with the non-orange freeze chance from rares or Azurewrath. St. Archew's Gage - http://us.battle.net/d3/en/item/st-archews-gage Does not interact with the set bonus from Chantodo's set. Works like a normal absorb shield in all other respects. *thanks to Mystikal for busting Chantodo's interaction. *Not* thanks for causing a hurricane in my closet via the butterfly effect, which he also did. Uncool. Gladiator Gauntlets - https://us.battle.net/d3/en/item/gladiator-gauntlets Drops 3 gold piles. The amount and total value of the piles appears to be the same regardless of massacre size, e.g. a 10-kill massacre will result in just as much bonus gold as a 200-kill massacre. Gold amount doesn't scale with gold find. Gloves of Worship - Supposed to increase vanilla shrine (+25% DR/aspd/MF/MS/etc.) duration to 10 minutes, per its description. Doesn't work on Rift Pylons. If you remove the gloves after grabbing shrines while wearing them, the shrine buffs will be removed. Tasker and Theo - https://us.battle.net/d3/en/item/tasker-and-theo Increases the attack speed of Mirror Image, Sentry basic attacks (should increase the frequency of spitfire rockets, as well), WD pets, Hydra (reduces the gap between volleys), Elemental Ally, Vaxo Clones, skeletons summoned by Gorget/Legacy of Nightmares, Companion, Ancients, Fallen Champion, Maximus demon basic attacks. With M6 Sentries, reduces the cooldown between spender uses. Can't tell if the tickrate of Maximus fire chains or Chains of Torment is increased. For a more in-depth analysis of attack speed and Sentries, refer to The Tao of Sentries: https://us.battle.net/d3/en/forum/topic/12945884471 ----------------- Belts [BeltProps] ----------------- Jang's Envelopment - http://us.battle.net/d3/en/item/jangs-envelopment After Black Hole ends, enemies damaged by it are slowed by the listed amount. No slow is applied during the Black Hole effect. Harrington Waistguard - http://us.battle.net/d3/en/item/harrington-waistguard Damage bonus is additive with MW/Sparkflint/Cold-Blooded/etc., per the damage buffs section of the mechanics guide. Aside from treasure chests, the buff can also be applied by looting corpses, floor tiles, bookshelves, and other similar clickables. Goldwrap - https://us.battle.net/d3/en/item/goldwrap Gives 1 bonus armor for each 1 gold picked up. Duration is refreshed each time you pick gold up. Thundergod's Vigor - http://us.battle.net/d3/en/item/thundergods-vigor Lightning element. Like Death Watch Mantle, ground poops and similar effects don't proc it. No internal cooldown. Does not interact with Paralysis. Fires 3 charged bolts per proc, direction is random. It's possible for all bolts to hit the same target. Razor Strop - http://us.battle.net/d3/en/item/razor-strop Has no internal cooldown. Explosions are centered on you, rather than around the health globe that was picked up. The proc is actually triggered when a health globe heals you, so globes picked up by party members can trigger explosions on you if you're within range. Similarly, you can create explosions on your party members (even if they don't have the belt) if they are close enough to you when you pick a globe up. Damage is increased by +%fire damage affixes. Sebor's Nightmare - http://us.battle.net/d3/en/item/sebors-nightmare Much like Harrington's, this procs not just on chests but also from flipping corpses, vandalizing weapon racks and so on. Does not work with breakable things like urns or barrels. Doesn't seem to have a cooldown but is, of course, gated by how many clickables you can interact with during combat. Works exactly as an unruned version of the Witch Doctor's Haunt skill. Cord of the Sherma - https://us.battle.net/d3/en/item/cord-of-the-sherma Base proc rate is 5% which is further modified by proc coefficient. Has an internal cooldown of approximately 10 seconds. ----------------- Pants [PantProps] ----------------- Depth Diggers - http://us.battle.net/d3/en/item/depth-diggers Only works on basic resource-generating skills for Barbarians, Crusaders, Demon Hunters, and Monks. Does not ever work with Wizard or Witch Doctor signature skills, even if you find ways to make those skills generate resource. Similarly, Demon Hunters using Kridershot don't gain bonus Elemental Arrow damage. Adds damage as 80-100% bonus skill damage. Is in the same buff pool as Simplicity's Strength, +%skill damage bonuses from gear, and traditional additive self-buffs. Pox Faulds - http://us.battle.net/d3/en/item/pox-faulds The cloud stays in the location it is procced at. Has an internal cooldown that is displayed on the buff bar. Doesn't appear to have any special interactions with non-damage buff skills or passives. Damage is not increased by +%poison damage affixes. Hexing Pants of Mr Yan - https://us.battle.net/d3/en/item/hexing-pants-of-mr-yan Switches over to the debuff the instant you stop moving, i.e. the only way to benefit from these pants is to use skills that allow you to attack while moving such as Explosive Blast or Arcane Orbit. Also works with Hydra and (supposedly) Blizzard, since their damage is updated dynamically rather than snapshotting. Damage bonus is in the same buff pool as Harrington/Glass Cannon/MW/etc. and shows up on your sheet dps. ----------------- Boots [BootProps] ----------------- Fire Walkers - https://us.battle.net/d3/en/item/fire-walkers Seems to tick at a rate of about once per second. The trail will linger for about a half second before dissipating. Enemies standing within about 5~ yards of you will be damaged by this effect, even though it does not seem to be touching them visibly. The fire trail also seems to damage enemies slightly before they come into direct physical contact with it. Its damage is increased by all fire-related passive and active buffs/debuffs, e.g. Flame Blades, Gale Force. Damage is increased by +%fire affixes. The fire trail can proc passive debuffs like EE or Confag, and the Meteor Shower from 4-piece Tal Rasha's. It does not proc gem-related effects, procs that are tied to attack animation, or procs that do not have a 100% chance of occurring. Ice Climbers - https://us.battle.net/d3/en/item/ice-climbers Cold damage reduction is multiplicative with all other forms of damage reduction, including Blur. Orange text does exactly what it says on the tin. Jailer effect still deals damage but won't immobilize you. Similarly, Frozen explosions still deal damage but no longer freeze. In addition to immunity to freeze and immobilize, these also confer immunity to snare, slow, and chill effects. Irontoe Mudsputters - https://us.battle.net/d3/en/item/irontoe-mudsputters Bonus movespeed ramps in the same manner as Rogar's Huge Stone, e.g. at 3/4 life you gain 6.25% MS, at 1/2 you gain 12.5% MS, at 1/4 18.75%. The full bonus is applied at 1% health instead of 0% for reasons that should be obvious. Illusory Boots - http://us.battle.net/d3/en/item/illusory-boots-29WYI0 Works as described and lets you ignore collision detection on monsters. Also lets you wall through waller walls. Boots of Disregard - http://us.battle.net/d3/en/item/boots-of-disregard-29WPmn Does what it says on the tin. Movement or repositioning of any kind breaks the regen stacks immediately. -------------- Follower Items [flwProps] -------------- http://us.battle.net/d3/en/item/hand-of-the-prophet http://us.battle.net/d3/en/item/smoking-thurible http://us.battle.net/d3/en/item/ribald-etchings http://us.battle.net/d3/en/item/skeleton-key http://us.battle.net/d3/en/item/enchanting-favor http://us.battle.net/d3/en/item/relic-of-akarat The skill-enabling ones work exactly as they say they do and are quite simple - your follower is able to use all 8 of their skills, instead of only 4. The "follower never dies" property obviously prevents your follower from dying, but it does so by totally neturalizing all incoming damage against them, instead of allowing them to take damage but never letting their life drop below 1 as one might be lead to believe. Functionally this doesn't make a huge difference in most cases, except with Unity; 50% of the damage you take is routed to your follower who then takes zero damage since they're invincible, and your follower cannot rout any damage to you since they aren't taking any. In other words, you get 50% damage reduction without any drawbacks if you wear Unity and equip your follower with Unity + an Invincibility item ____________________________________________________________Kanjihack333 May 3
May 3 Manald heal and Vyrs So I tested out manald heal with Vyrs archon today. The results where a little disappointing to tell the truth. The damage seems to be there. It's not as high as firebirds archon (obviously) but it does seem like a healthy damage boost up. The issue is that the procs themselves are so sporadic and. Most importantly, in order to utilise the ring properly you need to drop halo. It's s huge defensive loss. I tried the build with both blood bracers and APD (procing with stuns) Tried with high hp and galvanising ward, and I just couldn't survive easily at all. Even with defensive gems. I know vyrs archon on live with galvanising ward and blood bracers has cleared 84 (EU) with CoE so perhaps it's just my play style and the terrible ptr lag that let me down. Ultimately howeve I found that APD was the way to go. I almost cleared gr80 and played terribly throughout so it's definitely possible. I've cleared a max of 83 on live with Vyrs and do feel this build is stronger so I should be able to hit 83-85 with practice. The build is here http://us.battle.net/d3/en/calculator/wizard#megQSf!Vihb!bYZccZ http://ptr.d3planner.com/755511187 The only way to stay alive is to jocky between packs of stunned mobs, it's very active and aggressive in comparison to halo Vyrs where you'd remain in the thick of packs and soak up the damage thanks to mitigation. You have to keep on teleporting between packs. Calamity rune in teleport is an absolute must. AW or some other form of teleport reset is needed also, as you'll need to teleport between packs as soon as archon drops to keep APD up and to keep alive. But the damage does seem to be there. Archon blast is also meant to be freezing mobs with Vyrs but doesn't currenttl (it's a bug that I've raised here. http://us.battle.net/forums/en/d3/topic/20752367339 If you care about Vyrs archon please raise awareness for this bug, as the extra freezes will help this build immensely) If someone with more skill and less ptr lag then me (im from uk) would like to test this build out further and provide feedback that would be much appreciated.Christos105 May 3
May 3 New Wiz - Help me with build beyond T2 Hi, I would like to ask the wizards here who have experience a couple questions: 1. based on my current gear, which build should I be targeting myself for? Is there a help link for the build that shows what gear / stats I should aim for? 2. What should be my next focus for upgrading my gear? I have blood shards and some mats I can look to upgrading gear, but not sure if I should aim to do that with my amulet / helmet first or another piece. link to wiz: https://us.battle.net/d3/en/profile/Renegade-1707/hero/88462231Renegade4 May 3
May 3 Why is Evocation passive not working? It doesn't decrease the cooldown of my skills. Is this happening with any kind of cd reduction stuff?phosTR2 May 3
May 2 Holy Crap (Meteor/Archon Spam Build) Hey guys, So just wanted to share with you a random series of lucky events that lead to me completely breaking the game, on Torments up to 6 at least with my Wiz, who was barely struggling T2 before all this. TLDR for the lazy = getting Oculus effect + some legendaries focused around Meteor + spamming lightning meteors & focusing on cooldown passives/paragon/helmet = completely bloody broken Archon/Meteor spam build. So, first I found the belt that gives you 47 archon stacks.. thought, ok, holy !@#$, Archon is pretty damned awesome .. must work it into the rotation. Eventually got my hands on +200% meteor damage boots (something's boast) and started spamming the lightning meteor ever since.. great in synergy with Lightning Blizzard, all good. Focused everything on resource regen etc, worked nice. THEN, I get that nice staff (Grand Vizier, I think) which further makes Meteor better by reducing casting cost -and- increasing damage.. at this point, I kinda realize that Blizzard is pointless, Storm Armor makes spamming Lighting Meteor easier, Energy Armor gives more survivability etc etc. Now, the real deal comes from getting a lucky drop on the Oculus Ring.. holy frigging %^-*.. with enough Astral Regen and cost reduction you can spam Lightning Meteors all day long and that means you get your Archon back in no time flat.. it's really kind of broken. So, I slot Kanai's with Leoric's power and give myself a big fat Royal Diamond in the helmet and boom.. combined with Meteor Spam you're barely out of Archon form, which, btw is totally OP anyway. Finally, I give my random 2 handed mace to my barb, hoping to maybe get Furnace, but instead I get something possibly better - that hammer with the crazy lightning-infusion every time you cast a lightning skill. So yeah, in addition to my meteors being instant doing a ton of damage, not costing all that much and proccing Archon really rather quickly, they also now add practically a constant flat +600% weapon dmg, making them hit even harder than Archon possibly. Now, do please note, I'm by no means an expert player, nor have I done crazy stuff like T10 rifts (nor do I have the gear for it realistically) but I just wanted to share how these items, which I pretty much randomly got in succession, combined together around a very simple build can make something that tears through GR25 in like no time. If anyone has any suggestions/advice how else to optimize this baby, do lemme know :) Currently running with a bit of Cain's set for the XP/MF and some yellows (which is basically all crap but haven't found anything better) , thinking I might work in some items from that other set that gives +15% dmg vs Elites, since I got the beautiful set item reduction ring, so both that + Cain could work till I find a better set. Ideally, I'm thinking maybe that Archon focused set, though not really sure Archon needs any more buffs, but can't go wrong, right?Nexarath2 May 2
May 2 Offhand's damage in b-net profiles bugged? Hey, just noticed that my profile reflects my offhand damage incorrectly. Is it a common bug? What is my real damage, one on my screen, or in b-net profile? Do people see incorrect orb damage in-game as well when they look at my inventory?Mad1Lee4 May 2
May 1 Questions regarding hydra archon setup Hi all, This is my non-seasonal archon/hydra sorc: https://eu.battle.net/d3/en/profile/alex-26372/hero/86438837 I enjoy the hydra variation since it melts elites while I'm getting back to archon and they're really effective vs guardian. Currently running g85 with ease. I'm actively trying to find a new belt (life instead of resistance) and ancient gloves and amulet. Also I'm about to augment bracers (a bit low legendary power) and shoulders. My sheet cooldown is 61.8% without gogok (don't know why it shows a lower value here, only non-perfect roll is shoulders 6% and no cooldown on amulet but have cd on both rings). The third gem is trapped, currently on another toon. My end goal is running around grift 90 solo. I'd like some feedback on: 1) what to roll on the weapon (attack speed vs intelligence or damage?) 2) desired attributes on amulet 3) desired attributes on gloves 4) which one to exclude, galvanizing ward or unstable anomaly, for power hungry? I chose to not keep APoC since I never run out of AP when channeling ray of frost for ORotZ ticks before entering archon again. Also, I tried and am not interested in the top leaderboard configuration (aether walker/calamity), possibly due to lack of skill from my part (nid to git gud probably). Thanks!alex3 May 1
May 1 I just saw a wiz with 9/10 primals I just saw a wizard with 9/13 primals also time played only 200 hours I dont think know if it's legit or frawdLexington1 May 1
Apr 30 An Ode to Vyr's I'll miss your T10 speed runs: https://www.youtube.com/watch?v=DNDead4kbck I'll miss your solo GR farming runs: https://www.youtube.com/watch?v=2ffQU8Ux9gE I'll miss pushing GRs with you: S4: https://www.youtube.com/watch?v=ZqUXFGm_mmY S6: https://www.youtube.com/watch?v=5WidfxcRfO8 I'll miss dinging paragon milestones with you: S4 Paragon 1100 HC: http://i.imgur.com/CfLeGwA.jpg S6 Paragon 1000 HC: http://i.imgur.com/8WkL1VZ.jpg S6 Paragon 1000 SC: http://i.imgur.com/dJsUjq7.jpg S6 Paragon 1200 SC: http://i.imgur.com/c2XW0kb.jpg I'll miss writing simulators to min-max you: http://us.battle.net/d3/en/forum/topic/20043316635#5 http://us.battle.net/d3/en/forum/topic/20745264616 I'll miss your massive Black Hole pulls: http://i.imgur.com/05PJPyU.jpg I'll miss your massive stack counts: http://i.imgur.com/va7fu4o.jpg But most of all, I'll miss you. But don't worry, I won't forget you. We'll be reunited someday... ----- RIP Vyr's, S4-S6.TinneOnnMuin19 Apr 30
Apr 30 Question Delsere's Magnum Opus build I want to know what's the current idea and thought as the optimal build for this set? Weapons/gear preferred status to prioritize? I would really appreciate the help to help a friend of mine. (as you can check my profile I play a DH)Valdez17 Apr 30
Apr 30 Disintegrate Lightning rune Dear Blizz, can you please add a lightning rune to disintegrate. It would be a pleasant change from having to use arcane torrent all the time.Draeko3 Apr 30
Apr 30 Archon Keybinding Is there any way to change the keybinding when in archon mode? Instead of teleport on 3, move it to right mouse button which is where I have my teleport in non archon mode so I dont spam my TP as soon as archon ends. Also dont like melee on Left MB and explosion on 1. Want to move melee to 1 and explosion to 2, slow time 3. This doable? I especially hate TP on 3Astynax5 Apr 30
Apr 29 my wiz got kicked from a gr 95. Lol I got kicked on my wiz from a gr 95 group after 3 runs just because the RNG on last boss on the third run. First 2 runs where fine RG went down asap but the last one was that stupid lizard one that moves all the time with small adds hydra wasn't hitting the boss when CoE was up it it was bad. So I got kicked because they said I didn't know how to play thru a bug. So what I did is I took my time read and watch the video. Zanji made arguing with some other wiz talking about beam or not beam lol I'm like wtf is this shet it's like 1/2 the people say this and the other 1/2 say no no do it like this. It's almost to the point I just want to go back to my season 9 build and use my pig sticker and just lazor beams. It's like playing games twister build all over again. How you guys feel about it ?draco7 Apr 29
Apr 29 Broken Build, Help So my friend is claiming his build is broken and when he proc's Archon his beam is not blue its red and he claims it isn't doing lightning damage. Also, he says nothings getting stunned. Here is is battle net anyone have ideas? https://us.battle.net/d3/en/profile/MAJORPAIN-1861/hero/88065639KhaotiK2 Apr 29
Apr 29 Teleport Rubber-banding Is anyone else getting some really bad rubber-banding when using teleport too many times while in Archon? I will teleport and not move anywhere; and then it rubber-bands and I end up teleporting twice in the same spot or I end up a teleport behind.AnimalMan3 Apr 29
Apr 29 Lightning Archon is just sick I finally got enough of the set to drop last night that I managed to put a build together, pretty much the standard build, still missing the Aether Walker, damn thing won't drop... I have to say after running a WoW, EB build for the first 300 paragon levels that the Lightning archon is ridiculous, the damage is incredible and it plays like a wiz should feel while playing, incredible damage but if you get caught you die... Just one question, is perma-Archon possible or even recommended? Seems like you need the out of archon state to get the buffs running for the Tal set, just curious… Character link --> https://us.battle.net/d3/en/profile/Dirtyjello-1100/hero/87337993Dirtyjello2 Apr 29
Apr 29 Dead end meteor build? https://us.battle.net/d3/en/profile/Worldoflies-1835/hero/80198830 I really want to make a metor build work, i'm not expecting to reach GR100 or anything. I'm at GR45 and it's really difficult, i either just barely clean up or die within victory. My question is if it's a lost cause to try to eek out progress from a build that's not an obvious success like lightning or fire archon? I mean there are metor items and the fire bird set. When i play as the multishot DH i feel like it's just made everything obsolete.Worldoflies11 Apr 29
Apr 29 Hydra worth it? I'm stuck at GR 89 with the standard Hydra build and I've seen people talking about the Aether Walker CoE playstyle and wondering if it's worth trying out. Any advice? Maybe my gear/paragon just isn't enough for 89 yet but I've tried the AW/CoE build a few times and it hasn't been as effective as Hydra in my experience. Of course, I realize it's a high skillcap playstyle and maybe I just suck at it but I would really appreciate any advice. Thanks brosAbysia0 Apr 29
Apr 28 Archon has 5 skills, Add 6th skill So I'm sure most of you know by now that when wearing 4 piece Vyr you gain access to all runes for Archon. Why does Archon only have 5 skills and an empty skill slot? My suggestion is add a 6th skill to the build, perhaps a skill that shows you the remaining cooldown of Archon while in Archon form. And being able to activate it in Archon form to allow to stay in permanent Archon if possible; this would only be possible if using In-Geom or you had Cooldown Pylon. What do you guys think?AnimalMan12 Apr 28
Apr 28 Need help fine tuning my gear So, I haven't played d3 since the auction house and came back for this season. I've got a basic Idea on how to build my char but would like some opinions on what I should do as I die really easily on group gr 75+. Also I think my archon beam is bugged or something because randomly it just starts doing very low amounts of white damage for like 10 seconds and then goes back to doing crits/normal damage.Blank3 Apr 28
Apr 28 vyr3+5 tal rasha,archont problem archon wrong dmg .https://eu.battle.net/d3/pl/profile/oralcobra-2333/hero/79186738 mine wizz from few days doing dmg made of fire and ray of archont is orange,but should be lightning dmg and ray should be purple/blue . what is wrong.oralcobra1 Apr 28
Apr 28 My DMO feels weak Finished my barb and working on wizard now. I have every single piece of wizard armor set so I have a few options. Missing Manald Heal for the archon build though which I'm looking forward to Looking at my DMO set right now and I feel tanky but weak in damage. I can do T10 but struggling to kill stuff at T12 even though I can stay alive. Thoughts on my options? I have very few weapon and cubed weapon options. Alt rings include a CoE and zodiac ring, both wearable and cubed versions. Ideally would like to play DMO and vyr/tals archon ThanksAstynax1 Apr 28
Apr 30 Oldies, lurkers, come out and tell me. What other games have you been playing lately if you no longer play D3 wiz? I play Clash Royale and CoC. I know a lot of you went onto play Overwatch. I unfortunately can't play 1st person shooter game b/c I get dizzy. Share. I want to know.yodatoy11 Apr 30
Apr 26 Can't get past GR70 Here's my gear: https://us.battle.net/d3/en/profile/PixelPete-11289/hero/60810722 I'm not understanding how a wizard is supposed to stay alive past GR 65+, literally everything kills me in one shot. Because of this i've resorted to taking my time using the hydra build from 65-69, but 70 seems impossible as I don't kill things fast enough while using hydras to inch my way through a rift. Also I can't seem to let go of ingeoms in the cube. I've tried aether walkers and chain freezing to proc apd during non-archon but kept running out of AP and dying next to a pack of mobs. This is extremely frustrating as I've gotten close to clearing 70, but I lose so much time dying and waiting for the timer.PixelPete7 Apr 26
Apr 26 +10%DPS or +7As on weapon ? With 100+ Archon stacks in archon/vyr MH build, do we realy need +7%AS on weapon ? Same question for +7%AS on glove Vs +50%CHD. note : I'm not using hydra...SuperFrog11 Apr 26
Apr 26 Is there a non-Archon build on leaderboards? I'm looking for a non-archon build on the leaderboards. I've been combing through the wizard leaderboards and can't find one. Does anyone know of one?ockhamdesign4 Apr 26
Apr 26 help with build. So im trying to go spectral mage, i finally have the wand of woh do i just try to roll ancient on my items now? or what do you think i should change on my gear? and what is the best skills / passives?battleBro12 Apr 26
Apr 26 Paralysis Proc Question I re-rolled my damage on my in-geom to lightning. Will this proc Paralysis? How can you tell if it's procced?JWNZ2 Apr 26
Apr 25 Help my Channeling Firebird please Hello Wizarding Community. I am at a point in my life where I sorta fall into the casual category of gamer. I get to play twice, at most 3 times, a week. I've been onboard since day 1, but would love to play more. Check out my profile - specifically Avienda. She's my Fire Woman. I can do GR 62. Like about everyone else, I'd like to hit GR70 so I can have a chance at finding a Primal. Just because.... I don't play in groups. I'm solo only. I don't even know what the latest / greatest builds are. I just know that I really like playing my channeling build. I typically play with Disintegrate+Convergence. Slow time was just me playing around last time I played. That's usually Blizzard+Apoc It's easy to set enemies to burning and move on. The problem is surviving now. I know I know I need to keep grinding for Ancient gear and I need to keep grinding to get the gems upgraded. Other than the "Learn to Play" suggestion, which I fully expect to see, any thoughts / tips on where I should go? I appreciate anything you may have for me!DragonReborn7 Apr 25
Apr 25 Why do top Wizards use Aether Walker? There's a few things I don't understand about the top solo Wizard builds on the leaderboards. I'm hoping for some explanation. The basic build is here: www.diablofans.com/builds/89700-top-solo-wizard-gr-105 My initial variation used Galvanizing Wand (a somewhat fragile option) instead of Power Hungry, Arcane Torrent/Static Discharge instead of Black Hole/Spellsteal, Shock Pulse/Explosive Bolts instead of Magic Missile/Glacial Spike, and Ashnaggar's Blood Bracer instead of APD. (Call this the T-build.) Personally, I still use In-geom instead of Aether Walker, and Zodiac instead of CoE. (The S-build.) So, on to my questions: 1. Why Aether Walker? How does it feature in play? 2. Why not use Familiar/Sparkflint for a universal 10% damage bonus (and a second element while in Archon) instead of Black Hole? 3. The alternative T-build uses a Lightning-based Arcane Power spender (that procs Zodiac) and a Cold-based Signature Spell to trigger Tal Rasha's Cold meteor. But why not use Ray of Frost (with Numb or Cold Blood) to replace both? After all, the idea is that all Archon Powers will do Lightning damage. 4. Is APD really better than Ashnaggar's? 5. When running neither In-geom nor Zodiac, what to do during the Archon cooldown interval? I should say that, when I was running the alternate build (with about 40% CDR), I was getting kills from the AP-spender during Archon cooldown (someone explained it's basically double damage, though I can't see why). This allowed me to reach GR70, but I was very fragile during Archon cooldown. When I got some gear with better rolls (65% CDR, which is only a 1% roll away from the max possible), I started doing very little damage during Archon cooldown, but killing a single elite mob is enough to negate the rest of that cooldown. Without Ashnaggar's, I do feel more fragile under Archon, though. But I don't dare drop both In-geom and Zodiac, hence question 5. Expert thoughts are very much appreciated. I'm trying hard to become an expert myself.Starlite5 Apr 25
Apr 25 Upgrading wands for woh or chantodo? Been trying to get a Wand of Woh or a Chantodo wand (since like 99% of builds seem to center around those two) but after 40+ upgrades, I've gotten nothing but the same 5 or 6 garbage insta-salvage wands. Literally, I've counted 11 of those "laughs at your death" wands now. Should I keep wasting materials on this or...?Joey2 Apr 25
Apr 25 lightning wizz stat priority I am left confused about what stats to roll. So i understand that one needs 64% cooldownreduction flow your achon togheter with COE. But for a build that doesn't use COE (i use one with ring of the zodiac, so archon is always on a few seconds cooldown), do i need so much cooldown reduction or is it better that i invest in crit hit chanse and damage or attackspeed? Or where would the cooldown breakpoint be? Disclaimer: i understand COE is meta and has the potential to have loads more damage, but i clear 85 screens right now without it so i don't need it particullary. -a nooby wiz-HIMYM1 Apr 25
Apr 25 Please explain how In-Geom works I am confused by the tooltip. The way I read it skills like teleport on an 11 second cooldown would be reduced to 1 second for 15 seconds after killing an elite pack. Does this benefit archon at all? Are you hoping for an elite pack to kill while out of archon so you can get back in faster?KillerElite1 Apr 25
Apr 25 Stuck at GR91 I'm playing a lightning archon wiz and feel like it's impossible for me to go any further at this point https://us.battle.net/d3/en/profile/nightshark-6285/hero/87620965 I just can't seem to do enough damage to beat GR91. Trash takes too long to die so I am unable to get many stacks -> can't kill much. The highest amount of stacks I seem to get is ~150 when added together from the swarmi hat. I know I can augment some of my gear better than it is, but I feel like with my gear I should be able to clear higher. My cubed in-geom almost doesn't get used due to the fact that I rarely have the damage to kill an elite pack without falling far behind the timer, so I tried swapping out to the furnace or aether walker but neither seem to help. I'm also not sure why bane of the trapped is switched out for bane of the stricken by many of the top players, it seems like bane of the stricken takes far too long to wind up and the 40% damage reduction from not having bane of the trapped is absolutely not worth it except for the grift boss clear. However, I'm rarely even able to make it to the boss without the timer running out on 91. Any advice?nightshark7 Apr 25
Apr 25 Next set after 6pc Vyr? I took about 2 years off and decided to start a fresh wizard, so I don't know much about the class. I got my 6pc Vyr and managed to clear a single T13 GR60 but every other GR60 I've started I've quit out of frustration. I just can't live for more than a second or two outside of archon. I never get 20 stacks of my chantodo's because I die if I spend that much time outside of archon getting the stacks, which makes me think I'm spinning my wheels in a dead end set of gear and spec. Can somebody please recommend what I should be shooting for next? I can probably scrounge up a full set of Tal Rasha and/or Firebird. Seems like the top guys are doing some combination of Tal Rasha/Vyr, but my gear is entry level legendary, not perfectly rolled primal ancients with 3k+ MH weapons... Thanks! EDIT: directly link to my wizard https://us.battle.net/d3/en/profile/SilentMike69-1275/hero/78383092SilentMike6913 Apr 25
Apr 24 Upgrading wands for woh or chantodo? Not sure how this double posted...weirdJoey0 Apr 24
Apr 24 Halo of Arlyse vs Double Unity (edit - Double Unity shared with follower) Thoughts on these 2? I'm up to GR62. Was flying through GR63 yesterday until I hit the spear chunkers and others that shoot fire at you. Anything "projectile" becomes one shot city for me. Melee seems to be no problem thus far.DragonReborn2 Apr 24
Apr 24 Swami reroll question I got a good Swami drop and I wonder why people seem to prefer AP on crit over vit? I don't see why AP on crit would be overly useful except if you use something like Arcane Torrent + Zodiac ring. My Swami is a primal ancient with socket, AP on crit and 15% life.Buttran3 Apr 24
Apr 24 Recently returned, unsure how to progress I played this game pretty heavily in vanilla, but quit before RoS. Decided to come back, with the necromancer patch being soon and all. I'm playing a wizard right now, with the Manald Archon Hydra build. I have the build fully complete, pretty much identical to the icy veins page. Here's a direct link to my wizard: https://us.battle.net/d3/en/profile/Aughy-1218/hero/88063764 I'm currently able to clear up to T12 rifts no problem, but on T13, I literally do no damage and get killed 1 one shot. I'm not really sure how to prgoress at this point either, and what I should be focusing on. Any help would be greatly appreciated.Aughy1 Apr 24
Apr 23 What's a good kill time on a 4man GR 95 RG.. with lightning hydras? I'm just starting to run 4-man 95's consistently on season, and I'm not sure how well I'm doing vs the RG.. I actually think I stink a bit, especially with CoE. For instance, I just faced a Coldsnap RG.. one of the best for L Hydras. I was using ORotZ. It took roughly 2 minutes for me to kill him in a typical group (FB WD + 2 supports + me). 2 minutes is about as fast as I'm getting on these RGs. In addition to the topic question, which setup do y'all think is better for faster clears on high-ish GR's - ORotZ or CoE? How are you using that ring - ie, bursting elites, clearing trash, or mostly just killing the RG fast? Side question: are DH's better for 4-man high-ish GR's than LWiz's?Agency3 Apr 23