[2.4.3] (S9) Manald Heal Builds + Mechanics

Wizard
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Gather 'round fellow wizards, it's a new year, and time for new builds. =)

Season 9 brings the Manald Heal ring (pff Manald, right? ...WRONG). Manald Heal can deal tremendous amounts of damage if used properly. GR builds with MH will be clearing in the 90+ range.

While I still think Paralysis chance should be adjusted a tad higher, and some item interactions could be better, overall I feel MH is a great improvement for the wizard class, introducing many new builds that are approaching FB archon levels of play.

Note: if you're looking for any Season 10 / MH Hydra related mechanics, I've started a new thread for those:
https://us.battle.net/forums/en/d3/topic/20753695205

Big thanks to anyone and everyone who assisted and researched manald mechanics or gave advice for making these builds better. Including but not limited to:

Vox - Malakai - GBrav13 - TinneOnnMuin - Christos - StoleOwnCar - MasterJay - aloc - Angry - Davlok - Adria - Wudijo - xTonyJ

Loves!

Without further - lets dive in.

Here is the playlist for my build videos if you'd prefer that method. Note there are some videos below that are not mine though.
  • https://www.youtube.com/playlist?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

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EDIT (8/28/2017): Check out also sVr's in-depth guide on MH Tal/Vyr:
  • http://www.diablofans.com/forums/diablo-iii-class-forums/wizard-the-ancient-repositories/228381

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Mechanics.

General list of Manald Heal (MH), Paralysis, and other related mechanics, mostly taken from the Manaldo thread:

https://us.battle.net/forums/en/d3/topic/20752207091

Edit (1/31/2017): Important testing just in:

These do not increase MH proc damage:
  • Elemental % damage on gear
  • Skill % damage bonuses
  • Furnace Elite damage
  • Powerful (BoP gem) Elite Damage

These do increase MH proc damage or Crit chance:
  • Powerful (BoP gem) Multiplier
  • Sunkeeper Elite Damage
  • Unity Elite damage
  • Strongarm Bracers
  • Audacity
  • Power Hungry
  • Bane of the Trapped
  • Zei's Stone of Vengeance
  • Starfire
  • Orb of Infinite Depth
  • Slow Time: Time Warp
  • Black Hole: Spellsteal
  • Taeguk, Magic Weapon, Sparkflint, Unwavering Will
  • Stone of Jordan Elite Damage
  • Bane of the Stricken
  • Deathwish
  • Pig Sticker - Beast Damage
  • Pig Sticker - Human Damage
  • Elemental Exposure
  • Bone Chill
  • Cold Blooded
  • Glass Cannon
  • Pinpoint Barrier (+5% CHC buff)
  • Conflagration (+6% CHC debuff)
  • Deep Freeze (+10% CHC buff)
  • Iceblink (+10% CHC debuff)
  • Broken Promises
  • Gem of Efficacious Toxin
  • Convention of Elements Lightning phase
  • Oculus ring spawns
  • Bastions of will set
  • Endless walk set

For more info on the tests I did to find the above, see these links:
https://us.battle.net/forums/en/d3/topic/20752649109?page=8#post-160
https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-203
https://us.battle.net/forums/en/d3/topic/20752649109?page=11#post-220
https://us.battle.net/forums/en/d3/topic/20752649109?page=14#post-264
https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-284
https://us.battle.net/forums/en/d3/topic/20752649109?page=15#post-285

All my d3planner links now updated, in general, try for AS or INT on amulet. Bracers updated to not have Lighting %, the exeption being Archon builds. These will still need to have Lightning % on bracer to tell the Vyr2 bonus to assume that type of damage when in archon.

Continuing with MH mechanics:
  • Paralysis applies on cast. MH damage appears to be applied on hit (based on testing, deals damage in line with spell damage ticks).
  • Paralysis is a static 15% chance to stun. Chance is NOT multiplied by skill proc coefficients.
  • MH can deal damage multiple times per Paralysis proc, assuming the player is channeling or continually attacking the target.
  • If Paralysis rolls "true" on cast: multiple spell ticks per attack cycle can be sent that will apply paralysis to any enemy hit.
  • Spells of speed coefficient = 1 can only proc MH from the first cast that procs paralysis. If that cast has the ability to tick or deal damage multiple times, MH can proc up to that many ticks from that cast. So, for example, with Spectral blade, MH will only proc on the first cast upon paralysis, but MH can proc up to 3 times from that one cast.
  • For spells of speed coefficient > 1: If an enemy is affected by paralysis, they can take damage from MH within 1.5s of time. Any spell damage tick that hits them can potentially proc MH, assuming that spell is allowed to proc MH. Note that MH does not proc on every tick. There exist gaps in time where no procs occur during a proc set window. For more info on these gaps, please reference this comment: https://us.battle.net/forums/en/d3/topic/20752649109?page=22#post-422
  • MH can only proc on targets that have had paralysis applied to them.
  • Damage from MH is applied instantly, from the same cast / tap of a spell that procs paralysis. You don't really need to hit twice to proc MH (though it can proc MH more times on targets already affected by paralysis for speed co > 1 spells).
  • MH can proc on different targets at near the same time. See: http://imgur.com/v6mDX6N
  • Paralysis passive or a hellfire amulet with Paralysis is required for MH to work.
  • Any skill that can proc Paralysis can proc MH (Note: does not include MW:Electrify). This means you must use lightning skills to deal MH damage, and the skills have to be cast by you. Additional damage from non-lightning sources does NOT proc MH any faster.
  • MH damage is applied even when Paralysis stun effect is ignored due to CC resistance ramp (Credit Vox and Adria).
  • CHC on gear and paragon will increase MH proc crit chance. Crit chance is not included in damage formula (Manald Heal can critically hit).
  • CHD on gear and paragon will increase MH proc crit damage.
  • CHD from Emerald in weapon will increase MH proc crit damage.
  • MH likely has no ICD in place.
  • MH does NOT proc area damage.
  • Skill damage on gear does not increase MH proc damage.
  • MH does NOT proc from Etched sigil casts.
  • AT:SD can proc Manald in sets of two at the same time, on the same target. See: http://imgur.com/cY1Txhx
  • Electrocute chains can proc Manald in multiples of two at the same time, on the same target. See: http://imgur.com/tHDwcSB. EDIT: After testing consecutive procs from AT:SD I found that the MH procs from AT:SD seem to average out over time to match tick rate of the spell, but this still makes damage more bursty.
  • Shame of Delsere AS bonus does affect (increase) the rate at which MH can proc.
  • Items that deal lightning damage do NOT proc MH. (Fulminator, Shard of Hate, Thunderfury, etc.)
  • Wreath of Lightning does NOT proc MH (but can still proc Pain Enhancer).
  • Wyrdward % chance to stun is multiplied by spell proc coefficients. Wyrdward % chance to stun does not apply towards increasing Paralysis chance, and does NOT assist in proccing MH.
  • Same thing with Zei's stun: multplied by proc coefficients. Does NOT help proc Paralysis. Does NOT assist in proccing MH damage.
  • Delsere 6 piece bonus will NOT increase the damage of MH.
  • Dovu Energy Trap does NOT increase the duration that MH can proc. (Credit Adria)
  • Mirror image spell casts cannot proc MH.

Still to confirm:
  • Using multiple paralysis capable skills, how do they interact with MH procs?
  • For 2.5: Hydras & ranged and pet buffs (gems / skills)

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The fact that MH can't proc Area damage means it may not scale into the highest of group GR. When you combine this with archon builds having a hard time getting stacks at the higher GRs, the wizard class might not make it into the group meta as a DPS role. This isn't to say it does terrible damage, I'm just saying the scaling of the damage is limited by these mechanics.

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Attack Speed & Most known suitable skill choices.

Since Paralysis is decoupled from proc coefficients, this makes skills with speed coefficients > 1 more appealing. This means, AT:SD, Electrocute, and Disintegration Wave (Archon) all are prime picks.

It also makes stacking AS to meet higher breakpoints incredibly appealing for both:
  • Proccing Paralysis more often.
  • Proccing MH damage more times within each Paralysis window.

MH can proc very rapidly at high attack speeds. In slow-mo vid testing, the lowest time noted between MH procs on the same target was .066 seconds (less than a tenth). This was from a Tal/Vyr archon test at the 15 ticks/s Breakpoint.

This is why all the builds listed below utilize attack speed. You'll want to hit max AS rolls on all gear required + Paragon.

Breakpoint tables and charts for speed co = 1, 1.5, 2, and 3 can be found here:
https://us.battle.net/forums/en/d3/topic/8770117237#post-11
Above post is by APO.

Breakpoint table for Shame + Fragment (or just Shame) can be found here:
https://us.battle.net/forums/en/d3/topic/20042886074?page=5#post-84
Above post is by Dolynick.

You can also use the wizard tools that are stickied on the forums:
https://us.battle.net/forums/en/d3/topic/10971757476
Post by Dolynick.

I use my own custom spreadsheet that I've built up over time. Just easier for me at this point. =)

As an aside, I think that it would be great if we had a disintegrate lightning rune of some sort, as suggested by RoneNeffect here:
https://us.battle.net/forums/en/d3/topic/20752207091?page=2#post-28
This would allow disintegrate builds to exist with MH that aren't archon based.

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Torment & Bounty Builds.

Your bread and butter, these are hopefully entertaining enough to keep you interested, while still making farming an easy task. If you're like me, and don't like archon as much for Torment farming and bounties, these might pique your interest.

[2.4.3 PTR] (TXIII) Tal Electrocute - Manald Heal + AW
  • http://www.d3planner.com/197686568
  • http://www.diablofans.com/builds/85734
  • https://youtu.be/dRhrQq3hNOg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Get close in to dense packs and proc Pain Enhancer with Frozen Storm and Chain Lightning. This will bump you up a breakpoint or two and get you quicker paralysis and MH procs. PE bleed helps take out low HP mobs as well.

Big multpliers from Tal6, Bastions of Will (F&R), Trapped, and Audacity. Power Hungry included as well for the off chance you get a proc at range.

All the crowd favorites for easy farming: Aether Walker for mobility, Nemesis Bracers for extra elite pack spawns with pylons, Goldwrap Hoarder for easy defense, and Corruption shoulders for increased pickup radius. Keep FN:Mists and EB:Chain Reaction on autocast, and coast through the rift, casting Teleport and Chain Lightning.

Shame of Delsere is Mandatory for AS bump and AP gains. Myken's is also required for the chain to same enemy effect.

Boot slot is fairly open. Nilfur's is a go-to, but you could opt for Ice Climbers if you prefer.

Keep homing pads on swap and make sure to bring out your cosmetic pet for additional gold pickup. Alternate Jewelry is Endless Walk + RoRG.

Typical solo clears for this build will be in the 2.5m to 4m range.

[2.4.3 PTR] Tal Electrocute Manald Heal Bounty Build
  • http://www.d3planner.com/780054573
  • http://www.diablofans.com/builds/85746
  • https://youtu.be/KF2axNupOMI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

For TX to TXIII bounty farming. Well balanced - can handle single target boss fights, or crowd clearing bounties equally.

The basic idea is to leverage multpliers and elemental damage bonuses to clear 4p games well. To handle bosses, engage them at range. To handle normal mobs / group clearing, engage close up. Similar to the build above, we use Frozen Storm + PE to get more MH procs when engaging groups of enemies.

Multipliers: Tal6, Endless Walk, Trapped, Audacity, Zei's, Power Hungry
Elemental Bonus: Starfire

Mykens for chain to same. Defense is provided by Ashnagarr's Blood Bracers + MW:Deflection + Galvanizing Ward.

Use Calamity to stun enemies as needed. Aether Walker for mobility. RoRG to meet 6 set bonus. When at range, Trapped is procced by Paralysis.

Test run as seen is performed on T13 solo, since it's on the PTR (not many people on doing publics). Picked a few randoms out of each act.

Handles T13 solo easily, even at my power (12.5k INT). Should be easily capable of 4p TX in early season. After you augment, and get better gear, expect to be able to clear up to T13 4p fairly handily.

I killed Malthael at the end just for funsies. Found a menagerist goblin during the run with the Friendly Gauntlet drop. Blast! Why??

[2.4.3 PTR] (TXIII) (650+ DB/hr) Tal Electrocute - Manald Heal + AW + Sage's
  • http://www.d3planner.com/243624048
  • http://www.diablofans.com/builds/85922
  • https://youtu.be/bdtnKUUIPSQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Death's breath farming build that can clear TXIII in 3-4 minutes. Average DB per run will typically be between 35 and 50.

In place of Goldwrap + Hoarder + Boot slot we place Sages + Wreath of Lightning. Energy Armor is used instead of Frozen Storm. I prefer the Pinpoint barrier rune for this one, but you can slot Force armor or prismatic if you want the defense.

Attack speed is slotted (as is Pain enhancer + Wreath of lightning) to give quicker paralysis procs. Enchantress is recommended.

Even with the ABB + GW combo, still a very touch and go build, so take care when engaging enemies.

[2.4.3 PTR] (TXIII - 200p @ 3min) {HC} Tal Electrocute Manald Heal + AW for Hardcore
  • http://www.d3planner.com/584412299
  • http://www.diablofans.com/builds/85928
  • https://youtu.be/WbL0Uvj06TI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Hardcore build for those who want more defense in their farming build. As seen, the clear speed is slightly slower on TXIII, but does include more defense for torment farming.

A few swaps compared to the SC TXIII rifting build:
  • Uses ABB + MW:D + GW to get massive shields.
  • Slots OID for added defense, especially needed when engaging elites and the RG.
  • Homing Pads for quick escape if you proc, or just at the end of the rift.
  • Ice Climbers so Frozen doesn't necessarily wreck you.
  • Black Hole for CC'ing monsters - especially good for swapping Nemesis bracers in for pylons, just pick up gold and cast BH before clicking the pylon. Keeps you from getting insta-gibbed.
  • Avarice Band for easy pickup. Still slots Goldwrap + Hoarder for huge defense when picking up gold.

Alternate Shoulder + boots combo is Firebirds for the extra second life.
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Greater Rifting (GR) Builds.
The main event so to speak, MH offers up many builds that can reach GR90+ with relatively low effort in gearing.

[2.4.3 PTR] (GR94+) Tal AT:SD Manald Heal + Aquila + Deathwish
  • http://www.d3planner.com/359733445
  • http://www.diablofans.com/builds/85735
  • https://youtu.be/GvUH_UsIkjg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows GR90 @ 12k INT

This build leverages the fact that AT:SD can proc MH twice on the same target at the same time. We slot high AS + PE like the Torment farming builds do to hit increased breakpoints.

Tal6, Endless Walk, Deathwish, OID, Mantle of Channeling, Trapped, and Audacity make up the bulk of your damage multipliers.

Taeguk is great for the extra damage boost. Typically MH doesn't proc immediately when engaging enemies, so dropping stacks isn't so bad of a thing. The idea is to clear the rift faster, spend a little more time on an RG (RG with adds like Saxtris would be king), but overall spend less time in the rift compared to having Stricken.

Aquila is placed in the cube for extra damage reduction. With OID, Tal4, Mantle of Channeling, and the Halo + APD combo this makes for a very tanky build. LoH on weapon / bracer adds nice recovery.

Resource is managed with many sources:
  • RCR on Shoulder, Paragon, Topaz, and (possibly) source.
  • APoC
  • MW:Conduit
  • +Max AP from paragon and source.

These allow you to keep up Aquila at all times, even on single target.

Blizzard: Snowbound is used to assist in PE procs, keep up the Tal4 bonus, and is great for helping proc Trapped at range. Feel free to sub whatever cold spell you prefer though, as this is fairly optional.

The RCR roll on source is not 100% required, VIT is a good alternative if you feel fine with Aquila buff uptime. Same thing with LoH on bracer vs VIT, I prefer the LoH for the good recovery.

Another potential swap is to go without MW:Conduit, and slot FN:Bone chill or ST:Stretch time. This would give more damage, but at the cost of having to need density to keep up your Aquila buff. So, this is more of an advanced option.

[2.4.3 PTR] (GR90+) Tal AT:SD Manald Heal DPS Group Build + Guide
  • http://www.d3planner.com/428954774
  • http://www.diablofans.com/builds/85948
  • https://youtu.be/5D0iIhlZCGg?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows a 2p GR85 clear.

This is a Tal6 AT:SD MH build for group. Core damage comes from MH / Paralysis with high AS gear / skills. Stacks as many multpliers as possible to achieve huge damage. Core play involves keeping your Tal bonus up, popping slow time when support pulls in density, casting Spellsteal for big buff in time for CoE lightning phase.

Works well with heal + pull support builds, since AT:SD allows you to stand in place.

For added damage, defense, and group utility, we use the OID and Crown of Primus with Slow time.

I think the Primus + OID combo offers more defense and group utility overall than a Hergbrashes + Furnace + Force Armor setup would be able to.

Elite damage on the furnace setup would be slightly higher (~8.3% according to sim), but overall the ST + OID combo provides more damage and utility for clearing the rift.

May not be the highest Damage build for a group compared to Firebats WD, but it's mighty fun, and works well at these GR levels.

Wudijo's Tal6/Vyr4 MH Archon Meta Guide - the "Lightning Wiz"
  • https://youtu.be/YSWV5xjk7yQ

Take a look at this video guide for more info regarding the current Tal6/Vyr4 MH archon meta builds (as of 2/15/2017).

The video description includes links for d3planner with Torment and GR speed farming variants, and the solo build.

Thanks to Wudijo for putting out this very detailed and impactful guide.

[2.4.3] (GR94+) Tal6/Vyr4 Manald - No Halo - APDs + Ice Reflect + Trapped/Zei's/Gogok
  • http://www.diablofans.com/builds/85740
  • http://www.d3planner.com/748302147
  • https://youtu.be/4uRRz4UrcPw?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy
  • https://youtu.be/B5iUz0LQyBk?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

(EDIT: 4/6/2017): Added this build back in.
This Aether Walker Zodiac build by Cratic is best described by Dragonfire:
04/06/2017 05:56 AMPosted by Dragonfire
Imo, this build has a big value for two reasons:
1. It is a very solid farmer for solo high gem upgrades.
2. It provides the necessary learning curve before a player switches to the CoE variant.

Dragonfire says Trapped works great up until about GR 92. He recommends replacing Trapped in my build above with Stricken if you want to push higher than that. He estimates stricken will get you up to about GR96 with this build.

It is recommended that you swap to the CoE variant (as listed below) if you are trying to push as high as you can go. As mentioned, the above build is a great way to get used to Aether Walker.

Tal / Vyr MH Archon CoE Solo Guide by xTonyj:
  • https://youtu.be/NhDecAZRcEU

Tal / Vyr MH Archon CoE Group Guide by xTonyj:
  • https://youtu.be/3qWsuWudnsc

Adding xTonyj's guides for CoE manald group and solo to the listings. These seem high damage, but pretty hard to play, and the solo build especially will require a lot of fishing. Solo CoE Aether appears to be more powerful than the zodiac variants.

[2.4.3] Firebird Archon Fire and Lightning Group Build (by StoleOwnCar)
  • http://www.diablofans.com/builds/86483
  • http://ptr.d3planner.com/510299188
  • https://www.youtube.com/watch?v=wMAYECGxv48
  • https://youtu.be/yyeHQ_SlIA0

While it is FB archon based, this variation for group by StoleOwnCar uses the Manald Heal ring to deal lightning damage. GR100 in first video. GR95 cleared in 9 minutes at ~1700p shown in 2nd video.

Skills MW:Ignite, Chantodos Wave of Destruction, and Mammoth Hydra are used to ignite elites for the 6 piece FB bonus. Mammoth Hydra continues igniting and dealing damage when you go into archon. CoE for even larger damage multiplier. AT:SD is also a high damage dealer in this build when outside of archon.

You need max CDR on every slot, and the ideal elemental % distribution will be 20% fire (on bracers), this is to give chantodos fire damage.

Attack speed is highly valued. If you find a pair of gloves with CDR/IAS/CHC/CHD, you're lucky. Weapon benefits from having IAS on it too. It will increase your manald bursts considerably with more IAS.

[2.4.3 PTR] (GR93+) FB AT:SD Manald Heal + Aquila + Deathwish
  • http://www.d3planner.com/987377148
  • http://www.diablofans.com/builds/85738
  • https://youtu.be/aVRXM0yZSLs?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows GR89 clear.

Similar to the Tal Rasha AT:SD Manald build, here is the FB version which is more tanky, but dishes out less damage. This is due to having a lower damage multiplier and lower base AS breakpoint than the Tal setup.

Suprisingly, being able to stand and channel longer due to the DR somewhat makes up for the lower damage. It's a little more clunky than the Tal build, less mobile, and less efficient, but it works.

Defense for the build is provided by FB6, Safe Passage, OID, Aquila, Halo + APDs, and Mantle of Channeling.

[2.4.3 PTR] (GR89+) Vyr6 Manald Heal :{Ranged}: Zei + Starfire + EE + Zodiac + AW + Crystal Shell
  • http://www.d3planner.com/510924647
  • http://www.diablofans.com/builds/85741
  • https://youtu.be/KqNx41mwCkY?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows gameplay - GR85 @ 11k INT. Lost this particular rift due to bad RG - but at 4-5m ahead of the timer, can easily clear once you get a good RG spawn.

This build uses Starfire + Zei + Power hungry with Archon beam attack to deal damage with MH at range. Primordial Soul + EE is used in place of UA to get even more damage at range.

DS: Crystal shell + Zodiac + Aether Walker are used to gain additional defense when outside of archon. APDs are also procced by Calamity when outside archon. When inside archon, Ice Reflect and Cold Archon attacks are used to freeze and proc APDs.

Planner shows two variations: high paragon and low paragon. I included LoH on weapon for both of these since I felt the recovery was needed. As far as gameplay goes, use the beam and make sure you are standing next to enemies whenever possible to get extra stack buildup from your blast attack. Attack the RG from range.

Make sure you have Cold (or arcane) damage on wand. Be sure to also use cold archon for the stuns (with lightning % dmg on gear). Ice armor is the Ice Reflect rune, not Crystallize. +Max AP is recommended on paragon, wand, source.

Potential swaps for Crystal shell include DS:Shards, ST:Exhaustion, and BH:Spellsteal. If you want to go more tanky, you can swap out endless walk for Halo of Arlyse + Hellfire with UA (or any of the other 4 passives & swap out that one for UA). Use Ice Armor: Crystallize with this swap. This will get you up to about GR80. Special thanks to Christos, TinneOnnMuin, and aloc for their help on this build.

[2.4.3 PTR] (GR91+) Tal Electrocute - Manald Heal + AW + EW
  • http://www.d3planner.com/438406970
  • http://www.diablofans.com/builds/85743
  • https://youtu.be/3z_P0FR1Dw8?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows GR87 clear.

With the increase to small mob progress on the PTR, Electrocute is pretty good at pushing higher GRs. This Tal build skips most elites. It's very much a melee electrocute build. Includes PE for higher breakpoints. Stricken is fairly mandatory for the RG with this build.

Halo + APD combo is the bulk of your defense, so you really have to look for good mob types. The double second life from Unstable anomaly and FB2 bonus come in handy for this reason.

Frost Hydra is placed to proc Trapped and the Tal4 bonus. Could be any cold spell (as preferred) though. Absolute Zero, Snowbound, and Frozen solid are also good options.

[2.4.3 PTR] (GR91+) FB Electrocute - Manald Heal + AW + OID + Aquila
  • http://www.d3planner.com/150952173
  • http://www.diablofans.com/builds/85744
  • https://youtu.be/IWm2dsvg7lU?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows GR87 clear.

Super Tanky FB electrocute build. Typical FB style of play - kite to density, consume the density with the elite giving FB6 buff, then possibly finish off the elite. Aether Walker for high mobility. Lots of defense to be able to ignite easier (have to get close to hit them with EB).

Cast Apocalypse only when needed, since it does cost significant amount of AP. Make sure you're channeling into density (for high AP returns) when casting.

Though they are close, I prefer this FB electrocute build over the Tal Electrocute build for GR. AW definitely makes it easier to find and ignite elites, and the defense is great.

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XP Speed / Gem Leveling Builds for GR.
Gems, gems, who has the gems?

[2.4.3 PTR] (GR75-85+) Tal AT:SD Manald Heal + Ranslor Gem/XP Speed
  • http://www.d3planner.com/973776741
  • http://www.diablofans.com/builds/85745
  • https://youtu.be/F5U09GwJZaQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows GR80 @ 6m.

This build can handily take on GR75-85+ for gems/xp. Timed 6m on a good run, but can take as long as 8.5m if you get a bad rift. Keep in mind you can always reduce your GR a few levels to increase your clear speed, if your gear is unoptimized.

Pain enhancer allows for quicker Manald Procs. OID + Esoteric + Halo/APD for defense, allows you to engage most elites. Ranslor pull is amazing for assisting in APD procs and quick trash kills, even with a bad mob type (shamans, wasps, etc.)

Aether Walker for increased mobility with Conduit + RCR on shoulder, paragon, and Topaz in helm to handle AP costs.

I've placed Illusory boots for positioning within enemy hitboxes and ability to run through waller, but you can opt for other boots, probably Nilfur's, if preferred.

[2.4.3 PTR] (GR60-75+) Tal Electrocute Gem/XP Speed w/ Manald Heal
  • http://www.d3planner.com/975016649
  • http://www.diablofans.com/builds/86592
  • https://youtu.be/lpt3-4E-D28 (4p GR 60 2m clears)
  • https://youtu.be/l_Ob2-8CnAc?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy (3.5m GR70 solo clear)

This build is quite adept for clearing lower GRs (even in group play) fairly quickly. The extra defense from ABB + GW + OID help to keep you alive to get that "no death" bonus gem roll.

Edit (1/17/2016): updated build to include FB 2pc from shoulder / boots. The double second life helps even more with staying alive during the rift.

Thanks to Malakai for core ideas. Altered his original build to be melee oriented (with PE). With the additional placement of Gogok, the build is very capable at getting Paralysis and MH procs in a timely fashion.

AS rolls are mandatory, and Enchantress is recommended. Wish I could have included nemesis, but the drop in defense was too much with that swap. Alternate gems to Gogok would be Zei's or Powerful.

[2.4.3] Tal Electrocute MH - Velvet Camaral + Black Hole (GR60-70 Speed Build)
  • http://www.diablofans.com/builds/87727
  • http://www.d3planner.com/937253882
  • https://youtu.be/IxepJ52VPCI?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

A fun speedy build for GR65 ish and below for those quick gem-ups. VC works well at these levels, however, RG kills, especially if you try and push higher than ~GR65 start to take a long time.

Video shows 1 GR65 run, and then 1 GR 60 run. Gear is at the end.

The Halo of Arlyse + APD combo along with the double second life (UA + FB2pc) help ensure you stay alive for that extra bonus gem roll.

I recommend you bring a friend to kill the RG for you if you want to run GR70 speeds. This build handles the trash at that level still fairly efficiently though.

Wanted to get this out as I know many of you have been asking what I would do if I would slot VC.

[2.4.3] Tal Electrocute MH - Velvet Camaral + EW (GR65-75) Speed Build
  • http://www.diablofans.com/builds/87819
  • https://youtu.be/PgaBvtEAbKQ?list=PLsBZISJpoL0I1rZLcEc1Q5jQ1QKzkW8qy

Video shows 2p GR 70 carry @ 5m. fun build, capable efficiently up to about 75 solo.
More glassy, but still agile, and more damage with the EW. Can use ABB instead of Nemesis if preferred.

-----

Here's to hoping these ideas help your wizard in the upcoming patch. Happy new year, and Good luck in season 9!
Great work! If I could give you more than one +1, I would!]

On behalf of all wizards, thanks for all the time you dedicated to this.
Thanks! I think I gained more paragon on PTR than on live, hah. Glad to help =)
Excellent guide Cratic, I'll definitely be trying out some of these! Nice to see that Manald is in fact giving us some very viable new builds. Always enjoyed the lightning skills and animations. Thanks to everyone for all the testing!
Any possible bubble arcane orb build with this ring or it would be substantially subpar?
Thanks for this write-up Cratic.

Quick question: does Ice Reflect cast runed Frost Novas if you've got it on your bar (like Halo)?
Also given that the tooltip for Ice Reflect indicates that it does deal damage ("...75% weapon damage as cold...") shouldn't it provide a Tals (6) cold stack on its own?
Very nice write up, Cratic. Thank you for taking the time to do all that for the community.

Also, if anyone is interested in LoN Electrocute Manald Heal builds, I was able to clear an 81 in a little over 11 minutes last night with this setup:

http://us.battle.net/d3/en/profile/Malakai-1265/hero/57405415

No Halo, no APDs, and no Unity, for those of you tired of using those items. Has a metric crapton of HP and thus Shielding, though, which allows for a decent amount of tanking. Ideally want more attack speed rolls, but haven't had luck getting trifecta LoN rings or gloves yet.

Obviously not a top tier build by any means, but it is a little different and fun trying to push it to the limits. Should be able to eek out another 2 or 3 GR levels once everything is augmented and with good rifts.

WTB gloves that say "Enemies damaged by Electrocute take 20% more Lightning damage for X seconds, stacking up to 10 times", PST.

Thanks again, Cratic. :)
ice reflect and not crystallize?

Anyway im missing the tal6/vyr4 ABB + force armor combo, that was pretty common on PTR 90+ lb.
01/05/2017 05:23 AMPosted by RuffRyder
Thanks for this write-up Cratic.

Quick question: does Ice Reflect cast runed Frost Novas if you've got it on your bar (like Halo)?
Also given that the tooltip for Ice Reflect indicates that it does deal damage ("...75% weapon damage as cold...") shouldn't it provide a Tals (6) cold stack on its own?


The answer to the first question is definitely no, since the spell cast at the location of the attacker is different than frost nova (even though it does freeze), and I think a no to the Tal6 stack as well, based on this same fact - I did not test this second one out though.

12/09/2016 10:48 PMPosted by Cratic
Just tested it and filmed a real quick segment. Mobs that are not cc resistant appear to be stunned for 3 seconds by the freeze. As listed by the spell tooltip, it is cast at the location of the attacker.

https://us.battle.net/forums/en/d3/topic/9679039002

According to this older thread though, the spell that procs is NOT the same as Frost nova from your bar, even though it does freeze. This means it does not assume any runes you may have on your bar.

https://us.battle.net/forums/en/d3/topic/20752207091?page=6#post-112
01/05/2017 05:32 AMPosted by Malakai
if anyone is interested in LoN Electrocute Manald Heal builds, I was able to clear an 81 in a little over 11 minutes

Nice! I wonder if it could make 90 eventually?

Maybe... Swamp land waders (those can roll lightning right?) and Andariel's visage, with a better lightning amulet would make the difference. Perhaps even Starfire in place of Aether walker? Use Illusionist on a Hellfire amulet, and you'd be good to go.

01/05/2017 01:30 AMPosted by Cmagik
Any possible bubble arcane orb build with this ring or it would be substantially subpar?

I did not test much with this combo - it felt less consistent than the speed coefficient spells though, did not proc MH as often. Feel free to explore more in this area! You'd have to use Tal or FB though, since Delsere doesn't buff MH damage.

01/05/2017 05:53 AMPosted by Notrius
ice reflect and not crystallize?

I know right? But it really works with APDs to get you through the rift. Since you attack at range, you just pray for a good pylon or a good RG that you can just whittle down from a distance. Give it a try, see if you like it. =)
Maybe... Swamp land waders (those can roll lightning right?)


You can't get lightning on them naturally. Doesn't matter what class you reforge them on, they always roll int and one of the 4 WD elements (fire, cold, physical, poison).

However, if you get a pair you can just enchant the element to any of the 7 elements, so you can just reforge to ancient then enchant to lightning or arcane. If you are on a non-wizard class and need lightning or holy, it sucks because they can't have both lightning/holy and str/dex. But we're fine since Swampies always roll int anyway.

(I've had a hell of a time trying to get an ancient pair with natural fire so I can reroll int to dex for my LoN LTK. 100+ reforges. On the bright side, I have a really nice 620+int/620+ vit/armor/secondary res pair for my wizard I can roll to any element :)
Maybe... Swamp land waders (those can roll lightning right?)


Last I checked you weren't able to reroll that affix on them. It was a while ago I tried, though, admittedly.


and Andariel's visage, with a better lightning amulet would make the difference.


Andy's means you lose VC, though. VC basically doubles the number of the MH procs per cast as long as you have 2 or more targets since Paralysis is on cast and not on hit. That's too much to lose. And Primus in cube with VC on head is > Andy's on head + VC in cube since ST with all runes is 10% attack speed, 15% additive damage, 25% DR, 20% attack speed reduction on mobs, and the extra stun is nice.


Perhaps even Starfire in place of Aether walker? Use Illusionist on a Hellfire amulet, and you'd be good to go.


Getting an Ancient Hellfire with a needed passive and all the right rolls still eludes me. Definitely something that's been on my radar, though, and should up the damage output considerably.
01/05/2017 06:31 AMPosted by Malakai
Last I checked you weren't able to reroll that affix on them. It was a while ago I tried, though, admittedly.


See my above post, Malakai. You can't get lightning naturally, but you can enchant them to lightning. So just get an ancient pair and roll them to lightning.
Thanks for the guide Cratic, can't wait to try out an actual Lightning Wizard (man its been a while hasn't it?)
Great work @Cratic!
01/05/2017 06:35 AMPosted by TinneOnnMuin
ee my above post, Malakai. You can't get lightning naturally, but you can enchant them to lightning. So just get an ancient pair and roll them to lightning.


Awesome! Good to know. Guess I'll be spending my shards on WD pants from here on out then. :)
01/05/2017 06:31 AMPosted by Malakai
Andy's means you lose VC, though. VC basically doubles the number of the MH procs per cast as long as you have 2 or more targets since Paralysis is on cast and not on hit. That's too much to lose. And Primus in cube with VC on head is > Andy's on head + VC in cube since ST with all runes is 10% attack speed, 15% additive damage, 25% DR, 20% attack speed reduction on mobs, and the extra stun is nice.

I think you are right with keeping VC for LoN. Was considering dropping the primus, but having that bonus is better. The cool thing about having Illusionist from hellfire is it would allow you to recast slow time quickly.

Wizard LoN seems to suffer from certain slots being near void of useful bonuses (pants, and sometimes gloves / shoulder) and other slots (helm / belt / bracer) being super crowded.

Perhaps even Starfire in place of Aether walker? Use Illusionist on a Hellfire amulet, and you'd be good to go.

Getting an Ancient Hellfire with a needed passive and all the right rolls still eludes me. Definitely something that's been on my radar, though, and should up the damage output considerably.

Yes, I think it would help, even with being near melee a lot of the time. LoN is harsh gearing.
I'm curious about lightning hydra - does paralysis check on initial cast of hydra only or on each attack over the 15 second duration? Would a dual lightning hydra with Tasker + Serpent Sparker + high AS/breakpoint be effective for proccing MH frequently? Would Arcane Dynamo add another multiplier to MH procced by hydras?

Also, anyone tested whether lightning skills cast by Mirror Images can proc MH?
01/05/2017 09:44 AMPosted by mcdundee
does paralysis check on initial cast of hydra only or on each attack over the 15 second duration?

Based on a small test, paralysis chance was being rolled for on the hydra's attack (not the entire duration).

Two main issues I can see with using hydra for MH:
  • Can't control who they target.
  • Often times attack the same target.

Which means your spread of paralysis would be very low, and making use of paralysis procs would be near impossible without another lightning spender.

Lightning hydra might help proc MH on single target situations, but is it worth putting on your skill bar for just that? You'd have to manually cast it since Etched sigil casts don't proc MH.

But who knows? might work well in a group build that needs extra damage on the RG.
01/05/2017 09:44 AMPosted by mcdundee
Also, anyone tested whether lightning skills cast by Mirror Images can proc MH?

Haven't tested this - would be good to know in case they ever fix / buff MI.
Just wanted to say a massive thanks to the hard work you guys have put into this.

I'm rolling a Wizard on EU after work tomorrow for season 9 and this thread has been extremely helpful.

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