The Disintegrate Build [Guide]

Wizard
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The Disintegrate Build [Guide]
By Piehole#1628
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Arcane: http://us.battle.net/d3/en/calculator/wizard#RQNYSO!ZbUS!YZccZc
Fire: http://us.battle.net/d3/en/calculator/wizard#RQNYSO!ZbRS!aZYcZc
(or variations thereof)

The Disintegrate build is a simple and straightforward build. It is centered on the channeling skill Disintegrate as the major damage dealer and AP spender. If Resource cost reduction, APOC, and AP regeneration are properly allocated and balanced on your gear choices, then no active or passive abilities need to be used to support the disintegrate AP consumption; this keeps all of your abilities open for use. Newcomers to the build, or to the wizard class in general, will find is easy to gear around for low torment levels since no special legendary items are required. Mid torments gearing begins to require crafting or finding one of several legendary set items, weapons, or sources. High torments require the use of all of them. With the 2.1 patch, farming on Torment 6 is now certainly doable. Even Greater Rifts ("Grifts") of 30+ can be attained with this build. But no single item makes (or breaks) this build.
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Ia. Arcane Power (AP) Management - General
Ib. Arcane Power (AP) Management - Attack Speed Breakpoints
II. Gear Choices
III. Skill allocation
IV. Fire Build Alternative
V. Glossary

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Ia. Arcane Power (AP) Management
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They way in which you choose to manage your arcane power (AP) is crucial to the success of this build. As you put your gear together and choose your skills you must have a plan for recovering AP. This build does not use a Signature spell (free to cast) which means that when you get down to 0 AP….you are doing 0 DPS. There are several schools of thought on this topic. Some believe in “infinite channeling” – i.e. you recover AP at the same rate that you spend it so your AP is always full. Others tilt the other way and spend it as fast as they can burning down enemies with a higher power beam. Both of those I find unrealistic, so I sit in the middle: something like 12 seconds of disintegrate beam (in town) is just about right*. It allows you to channel long enough to fight off most elites without wasting resources channeling beyond that. Yeah….it won’t get you through a boss or Rift Guardian without kiting and waiting for you AP to fill….but that’s such a small portion of the game. That’s my tradeoff.
[*This works out to about a 15 s channel against Gohm and longer than that in-game where there are more enemies for the Chaos Nexus beams to proc off of and generate more AP.]
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-- There are several active and passive abilities which affect the length of time that you can channel. I list here the relevant ones:
  • Energy Armor (EA): decreases your max AP pool by 20. It’s just a fact of life. You need to keep this in mind because you will always be using it.
  • Magic Weapon (MW)/Conduit: Attacks have a chance to recover 3 AP
  • Familiar Arcanot: increase AP regeneration by 4.5 per second
  • Astral Presence: Increases your max AP by 20 and increases AP generation by 2.5 per second
  • .
    -- There are several affixes on items which affect your AP:
  • Wizard items (wand/staff, wizard hat*, sources, and some legendary rings) have an affix to add to your max AP. Typically you will be using a wand and source, but not necessarily a wizard hat. *i.e. Tal Rasha's Guide of Wisdom is a helm....not a wizard hat.
  • Resource Cost Reduction (RCR) decreases the amount of AP spent. It is found on shoulders, rings, amulets, weapons, and sources. It can also be allocated in the Paragon Points menu. While extremely useful, just remember that it does not scale with the number of enemies like APOC does.
  • Arcane Power on Crit (APoC) will generate AP on critical hits. This affix is found on helms and sources. Although not as powerful as it was before the ROS expansion, it still has the ability to scale with the number of enemies...unlike RCR.
  • Increased Attack Speed (IAS) will INCREASE the rate at which you spend AP. Minimize when possible.
  • .
    -- There are several set items which can be used to benefit channeling spells:
  • Tal Rasha’s Relentless Pursuit 3-piece set bonus increases your AP generation by 2 per second.
  • Captain Crimson’s Set (crafted) 3-piece bonus has a RCR of 10.
  • .
    - Paragon points can be allocated toward RCR. If you spend 50 points you get 10 RCR.
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    So…there’s a formula for how to calculate how much Disintegrate costs to cast…and one to calculate how fast you recover AP. Then you have to subtract them and divide by your AP. Screw that. Here’s a link to Dolynick’s spreadsheet that will calculate it for you. Download it, go to the APOC-LoH tab, and put in your information in the box in the upper left-hand corner. Look for Disintegrate below and notice the column for “Channeling Time”. You can make speculative changes to your gear and see the effect here. I kid you not, the estimation here is spot on, so trust it. If you want to prove it to yourself, channel on Gohm and record your channeling time. If it’s not +/- 1 second, you’re doing something wrong.

    http://www.olynick.net/d3/tools


    General things to consider:
    1) Try to minimize attack speed. Sure, it increases your DPS, but decreases your channeling time. If you want to add IAS try to balance it by adding RCR somewhere as well.
    2) Try to not use, in the end, any active or passive abilities to manage your AP (use items, sets, and RCR to do that). I think it’s better and easier to swap abilities for DPS and toughness than to also be worrying about swapping for AP management. At least try to keep that one thing constant.
    3) Play! Watch your AP globe and see how full (nor not!) it is. Everyone’s playstyle is different. If you keep running out of AP…then add RCR or decrease IAS to help. If it never runs dry (except on RG and bosses) then perhaps you could drop some RCR and squeeze in some more toughness or DPS.
    4) If you want to test gear choices, try channeling in town and record channeling time with a stopwatch. This is good for head-to-head comparisons. Just remember, if you have an item with APOC your channeling time will be longer when you are killing enemies. If you want a better test, then kill Gohm and record your channeling time. Also remember, your channeling time will be even longer in-game…where you are killing lots of enemies and your Chaos Nexus beam is critting a lot, and proccing APOC. So, ultimately, Play!...and adjust from there.
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    My recommendations as you start…or for low Torments:
  • Use your first 50 paragon points in Utility to get +10 RCR.
  • Craft Captain Crimson’s set for the bonus. All three if you have to. Or two plus Ring of Royal Grandeur.
  • Use a source with APOC.
  • .
    My recommendations for medium Torments (in addition to the above):
  • Look for RCR on at least 2 items. Definitely shoulders. Gloves, source, and wand are good also.
  • Start looking for Gesture of Orpheus (GoO)/Slorack’s Madness, At least 2 pieces of Tal Rasha’s set, and a Ring of Royal Grandeur (from Act one bounty cache).
  • Start stacking +arcane damage: bracers, ammy, ring (SoJ), maybe helm (Andariel’s Visage).
  • Start stacking +disintegrate damage: boots, helm (maybe source).
  • Start stacking +familiar damage: shoulders, maybe chest.
  • .
    My recommendations for higher Torments:
  • You should have GoO or Slorack’s Madness (preferably), 4 piece Tal set bonus, and craft 3 piece Captain Crimson’s bonus.
  • You should have either +damage from arcane/disintegrate/familiar appearing on nearly every item.
  • You should have RCR on 2 items and APOC on one.
  • Stack AR, armor, and single element resistances where appropriate. I’m not (at this time) going to make recommendations for toughness or AR or Armor here though.
  • .
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    Ia. Arcane Power (AP) Management - Attack Speed Breakpoints
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    Yes, yes....Attack speed breakpoints will always be with us. They have to do with.....lots of complicated mathematical stuff that I don't understand. [Check out apo's sticky on the front of the wizard page for specifics as well as Dolynick's discussion on page 2 and 3 of this guide for more in depth information]. What I do know is how to optimize for them and I'll present that information here.

    Just like in the old CM/WW build, damage/LoH/procs/etc are tied to Attack Speed Breakpoints. Being just under or over a specific attack speed garners advantages and disadvantage. For CM/WW it was tied to LoH, CM procs, and freeze strength and you needed to be just over the breakpoint. For Disintegrate, it is mostly tied to damage efficiency and LoH with the requirement to be just under the breakpoint.

    NOTE: Adding attack speed does not necessarily mean that you will channel for less time (as you see repeated on the forums). Whereas crossing a breakpoint results in a large decrease in channeling time, adding or subtracting attack speed within a breakpoint has no effect on channeling duration. You need to know where you are with respect to your breakpoint.

    There are things that happen not only just above and below a breakpoint....but within it as well. Luckily, one piece of advice sums it all up:

    ---->If adding IAS on an item pushes you over the breakpoint....then go all the way to the top of it.

    Here is what happens as you cross over a breakpoint:
  • Increased DPS (from the added IAS on your item)
  • Increased LoH (about 8% more)
  • Decreased channeling time (about 18-20% less)
  • .
    Here is what happens when you add IAS to reach the top of the breakpoint:
  • Increased DPS (from adding even more IAS. About 5-7% more (when comparing the bottom and top of the breakpoint)
  • Increased channeling time (About 2-3% more if using Chaos Nexus)
  • .
    Summary (TL;DR): Going up a breakpoint will cost you channeling time while increasing your LoH and DPS. You should add more IAS (using Paragon Points) to get to the top of the breakpoint since there is no penalty and will increase your DPS even more. If you want to maintain your old channeling time you will need to add more APOC/RCR/etc to make up the loss.
    Basically you have to balance whether or not an adding IAS for more DPS is worth it with respect to either a loss in channeling time or the gear affixes that you will have to add to negate that effect.
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    Breakpoints
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    ----------------------------------1.818 breakpoint----------------------------------
    Just under the breakpoint at 1.817 AS (+29.8% Attack Speed Increase)
    Just over the breakpoint at 1.668 AS (+19.2% Attack Speed Increase)
    ----------------------------------1.667 breakpoint----------------------------------
    Just under the breakpoint at 1.666 AS (+19.0% Attack Speed Increase)
    Just over the breakpoint at 1.540 AS (+10.0% Attack Speed Increase)
    ----------------------------------1.538 breakpoint----------------------------------
    Just under the breakpoint at 1.537 AS (+9.8% Attack Speed Increase)
    Just over the breakpoint at 1.431 AS (+2.2% Attack Speed Increase)
    ---------------------------------1.429 breakpoint---------------------------------

    How to use: Check to see what your “Attacks per Second” are in your details tab and see which breakpoint you fall within. Then add attack speed using Paragon Points until the “Attack Speed Increase” line in the Details tab matches the table below to just “Just under the breakpoint”.
    For instance, using a 1.4 AS wand and a Ring of Royal Grandeur (6 IAS) puts you at 1.48 AS. You need 3.8 more IAS from Paragon Points for a total of +9.8 “Attack Speed Increase” to get to an overall attack speed of 1.5372 which is “Just under the breakpoint”.
    To test it yourself: Check your channeling time in town when you are at the top of the breakpoint with a stopwatch. Add an additional 0.2 IAS using Paragon Points and check again. See how much your channeling time decreases!!
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    II. Gear Choices
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    The gear choices are pretty straightforward to begin with, but get more difficult (as they should) as you start to tackle higher Torments. Fortunately, there is no single item that is required for this build (i.e. +2 Mirrorball, WoW, etc).
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    Weapon:
  • Good: any weapon with an open socket (OS) and INT. Even RCR is good here. A wand is probably the best because of the +Max AP. However an axe, with slow attack speed, is just as good.
  • Better: Gesture of Orpheus – the 15-20% Arcane damage is best in slot (BIS).
  • Best: Slorack’s Madness – the 15-30% Disintegrate damage could net you 10% more DPS over a GoO.
  • .
    Sources: many are good here. Look for one with APoC.
  • Good: Any rare with INT, CC, APoC, and +disintegrate.
  • Better: Tal Rash’s Unwavering Glare - Versatile, since it could help you make Tal’s set & open gearing options elsewhere.
  • Better: Triumvirate - good for the extra elemental damage.
  • .
    Jewelry – this is pretty wide open since no specific item is required. For amulets, something with Arcane%/INT/CC/CD would be BIS (even rare possibly). Rings should have INT/CC/CD and maybe even IAS. An SOJ is nice here as well. RORG is almost mandatory in the end.
  • Good: a rare amulet with +arcane/INT/CC/CD. This is really nice, actually. Unlike its legendary counterparts however, the rolls in +arcane and INT are lower. Unless you have a legendary trifecta + arcane damage ammy, this combination will usually win out.
  • Better: Tal Rasha’s Allegience - hard to roll +arcane/INT/CC/CD. Even a bad one may be worthwhile if you need the set though. But only use a poorly rolled one if you need the set.
  • Best: Moonlight Ward (MLW) – This comes with +Arcane (up to 25%), CC and IAS. At worst you could reroll for a trifecta. This IAS isn’t exactly desired, but it’s a freaking MLW…deal with it. At best, your random primary roll will be CD, and you can roll off IAS for INT. Boom. GG. The extra DPS from the arcane energy proc is nice too, but requires you to be in melee range of the enemy.
  • Best: Stone of Jordan (SoJ) – this is pretty much BIS for most builds. Up to 20% arcane damage, up to 30% elite damage, INT, and reroll for either CC or CD. Yes, please.
  • Best: Ring of Royal Grandeur (RORG) – This ring eventually becomes almost mandatory in the end. There are potentially three different sets that you are going to be using…so it makes sense to have an RORG to help complete all of them. Even a bad one is worth it (just reroll something for CC or CD)...or try for trifecta.
  • .
    Helm or Wizard Hat: will vary, depending on what you find and what sets you need to fill out.
  • Good: The Swami/Dark Mage Shade/rare - anything, really…with INT/CC/+disintegrate damage (the last roll is up to you). If rare, look for a wizard hat with +Max Arcane.
  • Best: Tal Rasha’s Guise of Wisdom - for the set bonus, if needed here. No +Max arcane though (wth?! Its not a wizard hat...).
  • Best: Andariel’s Visage – this helm is the only one that you can roll +arcane damage on. In addition, it rolls IAS, and either CC or +disintegrate damage. The most you can get on other helms is two of those three (and never arcane). You can even talk your way into the IAS being good since that makes for more DPS (just balance the AP consumption out elsewhere). Your random roll is a choice between CC or +Disintegrate damage.
  • .
    Chest: no real go-to winner here.
  • Better: Aughild’s chest (crafted)…for the set bonuses.
  • Best: Tal Rasha’s Relentless Pursuit – I guess this could be the best, since it has 5 primary rolls. At worst, you could always Haybale the IAS roll for something else.
  • .
    Boots & Pants & Belt
  • Best (belt): Not sure what the “best” is for belt, it just depends on what gear you have and what combination you have that work. It’s possible you might need the belt from Tal’s set or craft Captain’s set in the slot for the set bonuses….so you might not have much of a choice. Ultimately, I’d say that Sting of Ears would be the best due to the melee reduction secondary roll. Other runners up could be Witching Hour or Harrington Waistguard.
  • Best (pants & boots): Captain Crimson’s Set (crafted) – The boots and pants fit pretty naturally here and qualify you for the 3-set set bonus (for RCR) if have a RORG. If not, you need the belt as well. There are several other belts that you probably want to slot in other than the Captain’s Belt really. The only requirements are that the pants have 2 OS’s and the boots have +Disintegrate.
  • .
    Shoulder & Gloves & Bracers - These pieces are mostly dependent on what sets you are trying to fill. Bracers should have +Arcane damage and CC. Shoulders ought to have RCR (and would also be a good place for +Familiar damage and maybe even Area Damage). Gloves could be trifecta (if you can handle the IAS) but another good option is CC/CD along with RCR or VIT (since it is a higher roll here).
  • Best: Aughild’s set (crafted) – typically I would use Aughild’s bracers and chest for the set (with RORG). If you are using Tal’s chest, then Aughild’s shoulders (or helm?) could be used to complete the set
  • Best: Ashera’s set (crafted) – (gloves and shoulders only) This is a good place for this set. It’s not the strongest set, but the All Resistance (AR) and %life bonus sure is nice. However, if you need to use Aughild’s shoulders then this set will not work (i.e. boots and pants are slotted for Captain’s set).
  • Better/Best?: Strongarm Bracers - Black Hole counts as knockback....so if you are using Black Hole then it can be a very nice damage buff.
  • .

    Set Items
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  • Tal Rasha’s set – This set gets a double nod. It has a 3-piece set bonus that grants an extra 2AP/second to be generated and the 4-piece set deals extra DPS in the form of meteors for each element that you are using in the build. The meteor damage gives you a little extra DPS to help with the higher torments and also acts as a monster damage defuff if you are playing in a group. The nice thing is that with an RORG you only need 2 Tal set pieces to get the AP generation buff (which is mostly what you are shooting for). When you find another piece then you’ll be ready for the higher MP’s with the meteor DPS buff.
  • Aughild’s Set (crafted) – This is mandatory for high Torment levels, but there’s no reason not to use it at all levels since it is a crafted set. The reduced melee/ranged damage and reduced elite damage is too good to pass up. You can start with crafted bracers (with arcane and CC) for sure. The second piece depends on what Tal pieces that you have…so work around that.
  • Ashera’s set (crafted) – this is a nice set to have, but not exactly mandatory. The 100 AR and 20% life from the 3-piece set is certainly nice though. Typically, you’d craft shoulders and gloves for the two piece set bonus (three with RORG). Like I said above, this set will not work if you have to have Aughild’s shoulders (since pants and boots are slotted for Captain’s set).
  • Firebird's Set (see below)
  • .

    Legndary Gems

  • Bane of the Powerful - 20% damage after killing an elite and 15% elite damage (at Rank 25) will certainly be useful.
  • Bane of the Trapped - Increased damage when enemies are under crowd control (including when slowed with the bonus at Rank 25) is going to be a very strong gem. You're certainly using Black Hole and maybe even Frost Nova.
  • Moratorium - Incoming damage is staggered over a period of time (or even cleared), is good defensively, just not as good as you maybe want it to be. Still good for a look.
  • Zei's Stone of Vengence - This would seem to be a natural for channeling builds...increased damage the further you are away from the enemy...and a chance to stun as well (at rank 25).
  • Gem of Effacacious Toxin - Has a 2000% DOT over 20 seconds...which is good, but not great. But the rank 25 gem includes +10% damage from all sources, which is pretty strong.
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    III. Skill allocation
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    The skills can vary widely depending on what Torment that you are running and what gear that you have. I will go through the 4 active skills and 3 passive skills I consider to be mandatory (with the best options for runes) and give a few options for the other active and passive skills.
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    --- Mandatory Active Skills (4)
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    Disintegrate – your main damage dealer and AP spender
  • Chaos Nexus – This is my favorite of the runes. The extra sidebeams lead to a higher proc rate when enemies are range. This leads extra damage, more APOC generation, and more LoH. Moar beams please?
  • Convergence: Damage changed to fire. See Fire Build Alternative below.
  • Intensify – This rune doesn't really give disintegrate the extra ooomph that you think that it might with the +15% arcane bonus....it actually does less DPS than Chaos Nexus. However, the beam does travel to the edge of the screen whereas Chaos Nexus's beam is much shorter. It also has a higher proc rate than Chaos Nexus's main beam. So, basically, it does less damage but lets you stay farther away from enemies while getting good proc rates as well. The bonus only lasts 4 seconds, so just reclick your mouse every 4 seconds to reset this.
  • .
    Teleport – because teleport. Many times you need to TP away and start channeling again.
  • Safe Passage: Provides 25% less damage for 5 seconds after teleporting. Nice.
  • Wormhole: Really good in group play. Helps you keep up with your team.
  • .
    Magic Weapon – synergy buff. The base is 10% increased DPS.
  • Electrify (lightning) – Some extra weapon damage as lightning. Will also proc EE/Tal set.
  • Force weapon (arcane) – increases MW buff to 20% now (which is buffed by your gear too).
  • Ignite (fire) - Some extra weapon damage as fire. Will also proc EE/Tal set.
  • Deflection (arcane) – Instead of a DPS buff, this adds a shield to absorb damage when you attack (which is all the time, really). Definitely useful if you need a toughness buff.
  • Conduit (arcane) – This will increase your AP regeneration.
  • .
    Energy Armor – Protection - Necessary for almost every wizard and every build
  • Pinpoint Barrier – if your mitigation is fine or you are speed farming, use this rune for the extra 5 CC and increased DPS
  • Prismatic Armor – you will clearly need this on T5 or T6 for the increased toughness
  • .
    [I do not consider Storm Armor/Power of the Storm to be viable for end-game consideration. It really provides no armor, so to speak. Even though it is great for channeling, really great actually, the fact remains that Energy Armor is the go-to for armor spells in high torments]
    .
    --- Possible Active Skills for the last slot (Choose 2)
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    Black Hole – This is almost mandatory. You are going to need crowd control (CC), especially on higher torments, to keep the enemies at bay as you burn them down from a distance.
  • Spellsteal (arcane) – I really like this one for the extra DPS. I try to heard a large group of trash together (hopefully near an elite) before casting it to get the largest damage % increase possible
  • Blazar (Fire) – Good fire damage. I use this mostly in coordination with the elemental exposure passive and to proc the Tal Set bonus. It is also a huge damage boost for the Fire alternative with Firebird's set.
  • Supermassive (lightning) – This one is fun on lower torments, just to pull together a group of trash from a wider area. Helps to clear faster. Will also proc EE/Tal set.
  • Event Horizon (Arcane) – Absorbs projectiles and nearby monster damage affixes. Useful, especially on higher torments to increase survivability.
  • .
    Frost Nova/Bone Chill - I've been very fond of this lately. You can use Black Hole for far away crowd control...but eventually the monsters will get closer. Pop Frost Nova/Bone Chill for the last bit of crowd control and 33% more DPS to finish the mobs off. Best of all is that it does not use an attack turn so you do NOT break your channel and lose the damage increase that you're build up. Love it!!
    .
    Familiar – synergy buff. A familiar fires 179% weapon damage against a single target. Does not hit every enemy in a mob…just the single one it hit. Good for bosses and Rift Guardians....and maybe elites. Keep this in mind.
  • Cannoneer (arcane) – Since this is arcane, and you have +arcane gear, this will buff that damage even more.
  • Sparkflint (fire) – Extra damage and will also proc EE/Tal set.
  • Icicle (cold) – Provides a 1 second freeze against a single enemy and will also proc EE/Tal set.
  • Arcanot (arcane) - Will also proc EE/Tal set. It will also regenerate 2 AP/second for you. Use it if you need to, though I suggest using item affixes and sets to manage your AP.
  • .
    Archon – I’m not an archon type of guy, but this can provide some burst damage as well as extra mitigation as well. It would synergize best probably with a GoO because of the +Arcane damage (the +disintegrate from Slorack’s would be wasted here). If you are savy, and have the right gear, you can even work in Vyr’s set along with Captain’s and Tal’s sets so you get the bonus of being able to use every rune of Archon. You'll also probably want to try to stack some Cooldown Reduction so that you can use it more often.
    .
    Slow Time – This one is kind of fun to play with if you have a GoO. There is no cooldown and you can repeatedly cast it.
  • Time Warp/Stretch Time - Both can be used to increase damage. The latter one buffs the group while the former just buffs yourself. Both decrease enemy attack and movement speed when in the bubble
  • Point of No Return - This is a nice utility spell for CC. Monsters are stunned when the enter or exit the bubble. Thus, if you position the bubble between you and the enemy they get stunned twice before the reach you. Nice while channeling. Useful on grifts when you need extra time to do damage.
  • .
    Hydra – I’ll throw this one out here just to make you think that you have more options than you really do. You could use the hydras for extra damage and to proc EE/Tal’s set bonuses.
    .
    --- Mandatory Passive Skills
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    Blur – Because Blur. You are going to need the damage reduction.
    .
    Unwavering Will – Increased DPS/Armor/AR when standing still. Which is what you do when you are casing a channeling spell. Use it.
    .
    Elemental Exposure – I like this one because it is a free 5% extra damage at a minimum. If you have a GoO that rolls an element other than arcane (cold, lightning, or fire) then it is a 10% damage increase. Eventually , for T6 you will need the extra DPS from the Tal Meteor 4-piece set proc. This synergizes perfectly and maximally with the Tal Set meteor proc since you will need active abilities from 4 different elements to proc all 4 meteors. That means 20% extra DPS for free.
    .
    --- Possible Passive Skills for the last slot
    .
    Dominance – this grants you a shield (stacks 10 times) when you kill an ememy. The kicker is that group members killing enemies also build stacks. This works great for a fast-moving group (that is always killing enemies) if you are in need of extra toughness.
    .
    Temporal Flux – I really like this one for crowd control…especially on higher torments. It’s gonna take awhile to burn down enemies, and this slows them down to give you the extra time to do it. The tooltip says enemies are only slowed for 2 seconds, but if you are using Chaos Nexus the side beams fire several times a second and refresh the debuff. Nice, eh?
    .
    Evocation - If you choose both Black hole and Frost Nova for 2 of your actives, then this passive might be a good choice to support it. It'll help both of them get off cooldown faster which in turn will lead to better crowd control and eDPS.
    .
    Glass Cannon – Gives you a 15% boost to DPS as the cost of 10% AR and Armor. The mitigation loss from GC can really never be made up by stacking more AR and Armor and be competitive on T5/T6. So stop trying...you'll just get yourself killed. Use it to have fun on lower Torment levels though.
    .
    Audacity – It’s an extra 15% damage…but only at close range. Need to be able to tank to use it effectively.
    .
    Astral Presence – I don’t really recommend this just because I think it’s best to gear for AP management. If you have to use AP here, then you can’t use any of the other possible options above.
    .
    Arcane Dynamo (AD) (and electrocute) – This is what you might need to really tackle T6. Disintegrate isn’t exactly efficient at T6…it’s just not enough DPS. If you swap out electrocute for MW or Familiar then you can use it to quickly build up AD stacks. When you do…fire Disintegrate for an extra 60% DPS. As soon as you move…the DPS bonus goes away and you need to rebuild stacks. Knockbacks reset the bonus. Moving because you’re standing in molten resets the bonus. Etc. So, I find it a little clunky and tough to use, but maybe if I LTP it would be really good. It may shine its best in groups where you can kite less if you friends are tanking.
    .
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    IV. Fire Build Alternative:
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    There are quite a few differences between the standard Disintegrate build and the Fire Disintegrate build utilizing the Convergence Rune.
    1) Using the Convergence rune turns all damage into fire. This now means that all of your items that have arcane% for extra damage now are not beneficial. Only items with fire% will now increase your DPS. Some items include Magefists, Cindercoat, Firebird Off-hand, Stone of Jordan, and any amulet or bracers. There are several fire% weapons....The Burning Axe of Sankis, Devastator (crafted Mace), and Maximus (2H sword). Of course, weapons with elite%, such as Furnace and Sun Keeper, are probably even more desired especially for Greater Rifts.
    2) Wearing a cindercoat is almost mandatory to wear. This item reduces the cost of fire skills by 23-30% as well as increasing fire damage by up to 20%. The cost reduction is HUGE - its like having four items that have 7% CDR each. This means that you don't need CDR on your Off Hand or Shouders and don't need to use Tal or Captains set. The drawback is that your roll for Cindercoat will likely be Fire%/3 Sockets/INT and either VIT or Armor or AR. However, you can easily make up for that on other items now.
    3) You lose the use of the Temporal Flux passive. No arcane damage....no 80% slow anymore. You'll have to balance standing still and kiting even more than before.
    4) You gain the Firebird Set bonus. This set becomes almost mandatory....You will kill things faster and will lessen the loss of the Temporal Flux Passive. You can use this either as the full 6-piece set or as a 5-piece set with the Ring of Royal Grandeur. Since your chest is Cindercoat, that leaves you with: Boots, Pants, Gloves, off-hand, and orb (if using RoRG). If you are not using RoRG then you must use shoulders as well.
    5) Other item choices. If you are using RoRG with the 5 items listed above, then that also allows you to use Aughild's set (shoulders and bracers) and get the set bonus as well. However, this means that you will not be able to use a Stone of Jordan (assuming that you and your follower are using a Unity). Dropping the RoRG for a SoJ means that you must use Firebird shoulders to complete the FB set (still using cindercoat, of course) and will lose the Aughild set as well (use Strongarm bracers instead). This will give you a much more offense minded build...but will be more squishy as well.
    6) Using the Firebird DOT. There are many articles in the wizard sticky about the FB DOT, so I won't go though it in detail. Basically, the 6-set bonus will amplify your damage in the ramp-up to the permanent DOT...and then continue to do damage after that until the enemies dies. Just look for the FB icon that appears on the head of the enemy. The DOT will continue doing damage until the enemy dies but only if you are within about 2 screens distance.

    --------------------------------------------------------------------------------------------------------------
    V. Glossary:
    --------------------------------------------------------------------------------------------------------------
    .
    AP = arcane power
    APoC = Arcane Power on Crit(ical Hit)
    AR – All Resistance
    BIS = best in slot
    CC = critical hit chance
    CC = crowd control
    CD = critical hit damage
    DOT = Damage over Time
    EA = Energy Armor
    EE = Elemental Exposure passive
    FB = Firebird
    GoO = Gesture of Orpheus
    Haybale – too reroll one of the set affixes on a legendary item.
    IAS = Increased Attack Speed or Attack Speed Increase
    LTP = Learn To Play
    MLW = Moonlight Ward
    MW = Magic Weapon
    RCR = Resource Cost Reduction
    SM = Slorack’s Madness
    SoJ = Stone of Jordan
    Trifecta = CC/CD/IAS on a ring, amulet, or gloves.
    WoW = Wand of Who
    Trifecta = CC and CD and IAS on a ring, amulet, or gloves.
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!
    [reserved]
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!
    Nice guide :)

    Btw, where you are mentioning APoC I think you should specify that it can be found on Wiz Hats not Helms. I have seen many questions regarding where is APoC and +AP on Tal's helm.

    Btw, I am RCR school wiz. I prefer flat reduction.

    Keep up good job PieHole. This guide was very much needed.

    Cheers

    Edit: Andariel's Visage is also helm not wiz hat :)
    06/23/2014 12:57 PMPosted by RoGeR
    Wiz Hats not Helms.


    Ah, yes. Fixed (I think). I tried to point out the difference, but used the terms interchangeably. Its better now.

    06/23/2014 12:57 PMPosted by RoGeR
    Btw, I am RCR school wiz. I prefer flat reduction.


    Yeah, maybe. But your comment reminded me of something very important.

    --> APOC scales with the number of enemies.

    In the calculations (Dolynick), 4 APOC = 6 RCR. So, basically...having APOC on an items is pretty equivalent to having RCR on an item....except APOC scales with enemies and can fill your globe pretty quickly with alot of trash around....and you're ready for that elite pack around the corner. RCR does not. But you can have it on many different items as compared to APOC which makes it very flexible.

    So...I say have APOC on one items....and RCR elsewhere.
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!
    You have done it. SNS Guide to Disintegrate Guide.
    First, this is exactly what I've been looking for. Excellent work.

    Second, I never considered Arcane Dynamo and I'm at work. I'm really curious, will the 60% damage buff apply for the duration of the Disintegrate channel? This could be effing awesome while I'm meandering around low torments with my friends.
    Ok, I got one Tal's source in my stash with 4 APoC, so I can compare with my current one with 8RCR as at the moment I am sitting with 30.7%RCR and 17.4APpS (single) or 16APpS (multi).

    The thing is as I am also using BH that flat reduction also gives me lower cost for casting it.

    But as I said, I will try your suggestion and see which one I prefer. At the end it is a matter of preference :)

    Here is the link to my wiz if you would like to take a look:

    http://eu.battle.net/d3/en/profile/RoGeR-2902/hero/30403170

    Cheers
    Awesome and thank you Piehole! In many ways, I think this could be an AT build guide also.
    Thanks for the guide PieHole.

    I really hope blizard gets the hint and makes this playstyle viable at t6 and beyond post 2.1
    06/23/2014 01:21 PMPosted by RoGeR
    The thing is as I am also using BH that flat reduction also gives me lower cost for casting it.


    Well, I never even considered the cost saving from BH. I mean, it's 20 AP every 12 seconds. The 8 RCR would save you 1.6 AP when you cast BH....which is only about an extra tenth of a second to spend on more channeling (based on your 1.7 APpS).

    Actually, its 8 RCR on top of all the other RCR that you have...so its probably less than what I calculated above. And I'm not going to fix it, lolol.

    I think you'll find a big boost in AP management if you switch your source over to APOC.
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!
    Also, don't weapons procs from TF, familar and Hydras generate more procs for APOC?
    06/23/2014 01:32 PMPosted by PieHole
    06/23/2014 01:21 PMPosted by RoGeR
    The thing is as I am also using BH that flat reduction also gives me lower cost for casting it.


    Well, I never even considered the cost saving from BH. I mean, it's 20 AP every 12 seconds. The 8 RCR would save you 1.6 AP when you cast BH....which is only about an extra tenth of a second to spend on more channeling (based on your 1.7 APpS).

    Actually, its 8 RCR on top of all the other RCR that you have...so its probably less than what I calculated above. And I'm not going to fix it, lolol.

    I think you'll find a big boost in AP management if you switch your source over to APOC.
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!


    What I meant was AP regen per sec, not Attack Speed. I am sitting at 1.4 attack speed (no IAS on gear and PP). And I am casting BH every 6.5 sec (44%CDR).

    What I can do is try to craft new gloves with int, chd, chc, rcr and put APoC on source. Then get rid of familiar for Frost Nova.

    Thanks for advice :)

    Cheers
    Very nice guide. I wish I had this when I was trying to figure my way through this build. At least now I have some ideas on where to go from here.

    Thanks.
    Nice guide.

    I'm not sure disintegrate is viable for soloing T6 torments, but it is fun.

    One fun combination is to equip Serpent Sparker wand and Tasker and Theo gloves. Replace Familiar with Arcane Hydra. When you enter combat, immediately place 2 hydras, then open fire with disintegrate.

    If mana gets low, or to keep enemies immobilized for the hydras I like using glacial spike. Unfortunately, it's hard to take glacial spike and still have room for archon.
    Doesn't feel like home without a guide from you, PieHole.

    _____
    -Melk
    At the end of the day, it's all A Love Story
    ~OG Wizard from an OG Forum~
    ~iRap, You probz don't~
    https://www.youtube.com/user/MikeyMayez
    Nicely done PH, nice to see you active !

    Questions:

    Why familiar + damage? Cannoneer that significant?

    Any way to decipher some of Dolynick's breakpoints to reach for disintegrate, yes this is getting into the specifics for the build, but if someone is dedicated channel, there must be a "TLDR" version to follow to maximize efficiency ? I know they are different for Torrent.

    Also try maybe combine Arcane Torrent into this guide since the same principles apply pretty much.

    GJ man
    Pride's Fall with Galvanizing Ward works wonders. Don't need any APoC if tuned right.
    06/23/2014 02:37 PMPosted by IllGill
    Pride's Fall with Galvanizing Ward works wonders. Don't need any APoC if tuned right.


    Yeah...I keep thinking about this...and also thinking about how much damage I take all the time, from all directions, lol. I mean, how realistic is it so continually avoid damage....or always stand at the fray of the fight...so that your resource costs and damage are reduced?

    Or am I thinking about it all wrong.
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!
    06/23/2014 02:30 PMPosted by Boozor
    Why familiar + damage? Cannoneer that significant?


    Um, deeps + moar deeps?

    What would you use instead of familiar? Or what familiar rune would you use?

    If I used /Arcanot it would allow me to drop RCR on one item....free up a slot on my shoulders for more mit or area damage. Or drop RCR on my source for.....something. I could drop Crimson's set and sub in a different boot pants combination (if I had interesting boots or pants!).
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!
    06/23/2014 02:37 PMPosted by IllGill


    Pride's Fall with Galvanizing Ward works wonders. Don't need any APoC if tuned right.


    I can't see this combination working on anything other then difficulties where your already beating the content very easily.

    Would consider Reaper's Wraps before this.

    06/23/2014 02:51 PMPosted by PieHole
    06/23/2014 02:30 PMPosted by Boozor
    Why familiar + damage? Cannoneer that significant?


    Um, deeps + moar deeps?

    What would you use instead of familiar? Or what familiar rune would you use?

    If I used /Arcanot it would allow me to drop RCR on one item....free up a slot on my shoulders for more mit or area damage. Or drop RCR on my source for.....something. I could drop Crimson's set and sub in a different boot pants combination (if I had interesting boots or pants!).
    ________________________________________________
    Diablo III Wizard MVP |My street cred is limited to the friendly confines of the wiz forum
    Piehole YouTube page: www.youtube.com/user/PieHole1628
    Danger: Please do not feed the trolls!


    I mean is +familiar damage that significant ?

    And yes I agree with Cannoneer 100%

    Would probably just take an eHP stat over +familiar but I might be underestimating the effectiveness of the cannoneer projectile ?

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