[2.6.1] Builds + Mechanics

1 2 3 9 Next
Hello adventurers! This patch we are not tricked, but treated instead with a huge assortment of balance changes. These balance changes bring most wizard builds into the GR105+ range, with a good choice of builds exceeding GR110+. These estimates are set conservatively at a mere 1400 paragon, which should be attainable if well motivated.

I think the wizard is in fairly good position. Wizard now has a variety of builds, and some of the highest pushing solo builds. That said, we're somewhat middle of the pack when it comes to solo speeds, with pretty good Torment farming capability.

With the emergence of FB Star pact, Wizard is also a great trash clearer in a group setting.


Many Thanks:

Dolynick, BDF, sVr, TinneOnnMuin, Dolen, haixinyan, Bluddshed, Wolfcryer, Horrax, Riv, Tougeznut, Vox, StoleOwnCar, Masterjay, Aloc, Apocc, Ged, fuczzang, Lo0Lo0, Malakai, Ravolos, Ryoko, Lexyu, Dropaduski, mcdundee, WorkWorkWork and thanks to anyone who was involved in PTR testing for 2.6.1. Big love for helping make the game better, and for preventing exploits.


Build Listings:

If you are looking for meta push build links, those are included in the Meta section below, after build descriptions.

Youtube Playlist:
  • https://www.youtube.com/playlist?list=PLsBZISJpoL0Lcra47gZI06V8NtDj8JYyp

Twitch Home Page (also has the build list with links and other helpful mechanics listings):
  • https://www.twitch.tv/cratic1321

Torment Builds:

(TXIII) Frozen Orb - Sage + AW - DB Farm » http://www.diablofans.com/builds/94765
(TXIII) Frozen Orb Bounty Build » http://www.diablofans.com/builds/95383
(TXIII) Infinite Blast Redux (EB / Woh / In-Geom) » http://www.diablofans.com/builds/94755
(TXIII) Vyr MH + Cosmic Strand » http://www.diablofans.com/builds/95526
(TXIII) Tal Electrocute MH » https://www.diablofans.com/builds/100458 » https://youtu.be/6wMn13WZsh8 » https://www.d3planner.com/381653034
(TXIII) Lightning Meteor » https://www.diablofans.com/builds/97713
(TXIII) Tal Lightning Meteor + Sage's » http://www.diablofans.com/builds/95480

Speed Builds:

(GR80-95+) DMO Frozen Orb Speed » https://www.diablofans.com/builds/98787
(GR80-95+) DMO EB Speed » https://www.diablofans.com/builds/98381
(GR80-95+) Tal Channel Meteor Speed » http://www.diablofans.com/builds/95583
(GR80-95+) Tal Meteor HC Pseudo Speed » https://www.diablofans.com/builds/100161
(GR75-90+) Tal Frozen Orb Speed » http://www.diablofans.com/builds/95608
(GR75-90+) Tal EB Channel Speed » https://www.diablofans.com/builds/97744
(GR70-85+) Vyr MH In-Geom Speed » https://www.diablofans.com/builds/100669
(GR75-90+) Vyr MH Zodiac Speed » http://www.diablofans.com/builds/94945
(GR70-85+) Tal Lightning Meteor Speed » http://www.diablofans.com/builds/95359
(GR70-85+) Tal AT:SD MH Speed » http://www.diablofans.com/builds/95352
(GR70-85+) FB6 / Vyr2 Archon Speed » http://www.diablofans.com/builds/95333

Solo Push Builds:

(GR112+) FB Meteor Etched Ignite » http://www.diablofans.com/builds/95151
(GR110+) Tal Meteor Shower » http://www.diablofans.com/builds/95421
(GR108+) Tal Meteor HC Push » https://www.diablofans.com/builds/100262
(GR111+) DMO Frozen Orb + OID » http://www.diablofans.com/builds/94704
(GR111+) DMO Frozen Orb + AW » https://www.diablofans.com/builds/99704
(GR108+) Tal Frozen Orb » http://www.diablofans.com/builds/94799
(GR108+) FB EB Etched Ignite Redux » http://www.diablofans.com/builds/94599
(GR114+) AT:SD MH Vyr6 Deathwish » https://www.diablofans.com/builds/100379
(GR109+) Vyr MH Chantodo » http://www.diablofans.com/builds/94869
(GR108+) Vyr MH - Pig Sticker + OID » http://www.diablofans.com/builds/94733
(GR108+) Vyr6 Deathwish Zodiac » https://www.d3planner.com/761408697 » GR107 Clear: https://youtu.be/qgH4cipTwpc
(GR106+) Vyr Cold Chantodo » http://www.diablofans.com/builds/94899
(GR108+) DMO Channel Twister » http://www.diablofans.com/builds/95446
(GR106+) DMO EB Flash » http://www.diablofans.com/builds/94856
(GR105+) DMO Orbit Redux » http://www.diablofans.com/builds/94577
(GR103+) DMO Orbit Classic by Quin69 » https://www.diablofans.com/builds/69933
(GR105+) FB AT:SD Manald Heal » http://www.diablofans.com/builds/95318
(GR104+) Tal AT:SD Manald Heal » http://www.diablofans.com/builds/95321

Off-Meta Group Builds:

AdamADisco's (GR100+) FB Meteor Group Build » http://www.diablofans.com/builds/95115
(GR110+) FB Meteor Off-Meta Group Build » http://www.diablofans.com/builds/95550
(GR110+) Vyr6 Deathwish CoE RGK Group » https://www.d3planner.com/447528611

"For Fun" Builds:

(GR95+) FB Twister » http://www.diablofans.com/builds/94543
(GR99+) DMO Twister (Wicked Wind) » http://www.diablofans.com/builds/94575
StoleOwnCar's (GR91+) Vyr6 Thorns » http://www.diablofans.com/builds/94968


Build Descriptions and Meta build links

Wizard Starter Builds:

Wizard Leveling Build and Leveling Tips » https://www.diablofans.com/builds/99090 » https://youtu.be/aQl5llg7xTU
Bluddshed's Wizard S15 starter video » https://youtu.be/BbW5XcCuYi0

For Season 15, I recommend spending the challenge cache blood shards on source (off-hand) at level 33 to get the Etched Sigil. Other options earlier on include either Heart of Iron or Ashnagarr's Blood Bracers.

Use the Etched sigil in combination with your preferred spender until you can gather more gear for your intended nephalem rifting build. Meteor, Arcane orb, and Twister are great choices.

Tal Frozen orb with Aether Walker will likely be the easiest farming build to transition into after this point, due to the higher chance of finding an Unstable Scepter while leveling, but there are many other Tal farming builds that can perform well while nephalem rifting, including but not limited to:
  • Lightning Meteor + Aether Walker
  • Explosive Blast / Woh / In-Geom
  • Chain Lightning Manald Heal + Aether Walker
  • Meteor Shower + Aether Walker

Nephalem (TXIII) Rifting:

(TXIII) Frozen Orb - Sage + AW - DB Farm » http://www.diablofans.com/builds/94765

Gathering DBs and collecting gems via Broken Crown will be important for rerolling and acquiring items for your builds in season. Having Aether Walker on this build makes it really fluid, as you don't depend on elite pack kills for mobility and damage.

I now use Karini and Avarice band with this build. These allow for higher defense and increased pickup radius, making the build even more fluid, especially as you level up in paragon and get better gear.

Focus and Restraint can be placed instead with some skill swaps for a more aggressive build. For groups, Stone of Jordan with Bane of the Powerful is also an option. Check the build out and play around with some of the swaps, as there are many variations that can work well.

(TXIII) Infinite Blast Redux (EB / Woh / In-Geom) » http://www.diablofans.com/builds/94755

Great build for farming Keys and Gold. It also requires some level of paragon to perform as expected, but can be quite enjoyable. Very fast paced, using In-Geom for damage and movement.

(TXIII) Vyr MH + Cosmic Strand » http://www.diablofans.com/builds/95526

Archon Manald Heal is often underrated as a nephalem rifting build, but it works quite well in this role. This version uses Cosmic strand to teleport rapidly across levels. Options for Hoarder and Avarice Band in swap.

(TXIII) Tal Electrocute MH » https://www.diablofans.com/builds/100458 » https://youtu.be/6wMn13WZsh8 » https://www.d3planner.com/381653034

Chain Lightning is easily one of the coolest looking spells in the wizards' arsenal. The chains here allow great reach for larger impact paralysis and Manald Heal proc. This build feels great for rifting, well balanced both offensively and defensively, but will likely be harder to gear out perfectly within the season (which can be a good thing as well).

(TXIII) Lightning Meteor » https://www.diablofans.com/builds/97713

Not as efficient of a build, but very fun to play. Uses Ranslor Twisters to pull in density for easy grouping with Meteors sealing the deal. High AS and RCR build. Defense and utility via Hoarder / Goldwrap / Avarice Band. Extra Run speed and mobility via Illusionist and Aether Walker.

TXIII Bounties:

(TXIII) Frozen Orb Bounty Build » http://www.diablofans.com/builds/95383

When taking on bounties, Frozen orb with Aether walker will be better than Archon or Woh based builds that rely on In-Geom procs for movement, IMO. Frozen orb also doesn't rely on archon stacks for offense or defense.

GR Speed:

A GR speed build in my mind is a build that can push higher than your torment build could if it were ported into GRs, but clears faster than your GR solo push build could at a lower difficulty. For wizard in season 12 this generally means builds that are about GR70-GR95, give or take a few GRs.

Unfortunately, the most powerful builds for wizard are hog tied by weapon slots. The weapon slots are required for these huge damage multipliers. Swapping one of them out for say, Aether Walker, one of our only mobility options in non-archon speeds, significantly reduces the damage of the build, and in many cases isn't worth going for.

I think a good speed build should be clearing a rift faster than 5 minutes. However, quite a few wizard speed builds will edge into 6 minute territory on the high end (on bad maps). Keep in mind that you can always run most solo push builds at 12 or so GRs below your top push capability, and still clear within 7-9 minutes. These will get you higher gem levels as well.

(GR80-95+) Tal Channel Meteor Speed » http://www.diablofans.com/builds/95583

Tal Channel Meteor. Slow moving, but super chill, and can tank and power through most any enemy, even at slightly higher GR as compared to other speed builds. There is something to enjoy about summoning those meteors and rejoicing in the craters after their descent.

Added Invigorating Gemstone to the build. Makes it really smoothe with having cc immunity. You can of course swap in Powerful if your group takes care of the CC immunity for you, or if you opt to gear with 3+ CC% reduction secondary affixes.

(GR80-95+) DMO Frozen Orb Speed » https://www.diablofans.com/builds/98787
Aether walker makes this DMO Frozen orb speed build as comfortable as can be, layered with defense, this build focuses on elites, and involves position for proper explosions from your frozen orbs. A solid choice for paragon and gem leveling.

(GR80-95+) DMO EB Speed » https://www.diablofans.com/builds/98381

The bubbles are real! A tanky, up close and personal (but still fairly mobile) build for those who enjoy explosive blast. Like Tal Meteor, a slightly longer clear time for this one, 4-6 minutes, but also similar to Tal meteor, it can push a higher GR speed.

(GR70-85+) Vyr MH In-Geom Speed » https://www.diablofans.com/builds/100669
(GR75-90+) Vyr MH Zodiac Speed » http://www.diablofans.com/builds/94945

Vyr MH is very quick moving, agile, and can pack a punch, but it's damage and defense scales dynamically with rift density, and is also a proc based build, meaning it's clear time ranges can be wider than the other speed builds. It's also one of the more challenging speed builds to play, but feels very rewarding to get right.

(GR75-90+) Tal Frozen Orb Speed + AW » http://www.diablofans.com/builds/95608

Tal Frozen orb is a very quick moving build that shreds enemies fairly effectively. More consistent than it's counterparts, it unfortunately does not hit as hard as some other builds. However, it makes up for this in movement. If you're looking for a non-archon Aether Walker build with some nostalgic D2 vibes that can still get you very efficient clear times, this is a great pick.

GR Solo Push:

(GR112+) FB Meteor Etched Ignite » http://www.diablofans.com/builds/95151

This Meteor shower build is fairly tanky, and hits pretty dang hard. Magic weapon ignite makes it extremely easy to ignite enemies and elites with the Firebirds' set bonuses. Timing, grouping, positioning, and ensuring you aren't interrupted while channeling are a big part of the strategy in play. A melee build, you have to seek out opportunities within density and whittle down elites.

(GR110+) Tal Meteor Shower » http://www.diablofans.com/builds/95421

Tal Meteor is arguably one of the easiest wizard builds to gear up, play, and push with. One of the safer options for hardcore as well, Tal meteor shower is a solid setup with quite a bit of freedom when it comes to choosing passives. For example, Elemental Exposure and Unwavering Will are often preferred alternates to Galvanizing Ward and / or Unstable Anomaly as listed on Bluddshed's build.

(GR111+) DMO Frozen Orb + OID » http://www.diablofans.com/builds/94704

This frozen orb push build includes both Teleport and OID, making it a very tanky, and more mobile build that offers a kiting playstyle that can be quite engaging. This build offers more opportunity to engage and kill elite packs as compared to other DMO FO push builds. The inclusion of nemesis bracer reinforces this.

(GR111+) DMO Frozen Orb + AW » https://www.diablofans.com/builds/99704

Fast paced and highly mobile, this Frozen orb push build allows you to position at will. Ranslor/Twister combo helps to pull in density, and the Crown of the Primus supplies some much needed stun capability and other vast utility. This build focuses in on trash clearing, only rarely engaging elites. Thanks to Ryoko and Malakai here. This listing is very similar to the builds they have tested and put out.

(GR108+) Tal Frozen Orb » http://www.diablofans.com/builds/94799

Tal Frozen Orb is very enjoyable. It offers higher attack speed, higher mobility, as well as the ability to slot both Black Hole and Teleport. The toolkit is high intensity, placing importance on positioning of your character and that of enemies, encouraging a kiting playstyle that is fast and frantic, and hard to pass up. This said, it is much weaker (in the least by 4GR) than DMO.

(GR108+) FB EB Etched Ignite Redux » http://www.diablofans.com/builds/94599

Explosive blast really shines in this Firebird variant. It's relatively simple to play, but somewhat difficult to master. The build emphasizes standing and channeling, whilst dealing damage to as many high priority targets as possible. Manipulating enemy position, prioritizing elites, and knowing when to tank favorable oculus spawns are a big focus when pushing.

(GR108+) DMO Channel Twister » http://www.diablofans.com/builds/95446

Twister can still be fairly good, and this build is an example of that. The inclusion of CoE boosts damage quite a bit, but requires skill choices to help balance defense. A neat side effect is that the build no longer requires being a certain distance, making the gameplay a little more fluid.

(GR109+) Vyr MH Chantodo » http://www.diablofans.com/builds/94869
(GR108+) Vyr MH - Pig Sticker + OID » http://www.diablofans.com/builds/94733
(GR106+) Vyr Cold Chantodo » http://www.diablofans.com/builds/94899

Vyr6 is more engaging than ever. The stacking mechanic and the challenge of maintaining those stacks on a good rift is fun. The dual melee / ranged components of Vyr MH Chantodo set it apart from any other archon build I've played. You have to position yourself for optimal stacking, but also optimal damage both up close via Chantodos, and far away with MH (though MH does do some damage up close as well). If you're not a fan of the Chantodos MH combo playstyle, I've listed some alternate Vyr6 builds above that are also a lot of fun to play, and still perform well.

(GR114+) AT:SD MH Vyr6 Deathwish » https://www.diablofans.com/builds/100379

Deathwish also works with Vyr6. This reverse MH archon style build will keep you engaged and collecting gear throughout an entire season. Damage is dealt outside of archon with AT:SD set to proc paralysis and MH. Full guide attached to the build listing, as well as a GR113 clear.

(GR108+) Vyr6 Deathwish Zodiac » https://www.d3planner.com/761408697 » GR107 Clear: https://youtu.be/qgH4cipTwpc

Deathwish Vyr6 with Zodiac. Quick resets, ranged build. This off-meta build by Apocc, Masterjay, and aloc. This build is also GR80-95+ speed capable.

With this build, we leverage the attack speed from Vyr4 to proc manald heal when outside of archon, while channeling Arcane torrent: static discharge. However, lingering too long outside of archon can result in severe stack loss upon your next rotation, so be careful.

The challenge when pushing is that stacks are harder to come by. Staying too long outside archon lowers possible stack count, and killing off density outside of archon also lowers possible stack count. That said, this build shreds RGs. If the rotation and RG are good, you can get some mean sub 1m RG kill times. Reference: https://us.battle.net/forums/en/d3/topic/20759330501

(GR105+) FB AT:SD Manald Heal » http://www.diablofans.com/builds/95318
(GR104+) Tal AT:SD Manald Heal » http://www.diablofans.com/builds/95321

Manald heal non-archon is just as fun as its always been, and the damage increase to Deathwish helps this build in a big way. FB will be stronger than Tal here by about 1GR. FB is ever so slightly more powerful, and more defensive. The build uses Pain Enhancer to gain higher AS, and proc paralysis and MH more often. Interestingly, the 60%+ Additive Damage from Taeguk is better here than having stricken. It allows faster rift clears, but does generally restrict high end clears to RGs with adds or those which spawn near a power pylon. The build feels very rewarding when played correctly. I feel like I've accomplished what was thought impossible when clearing GR100+ here.

(GR103+) DMO Orbit Classic by Quin69 » https://www.diablofans.com/builds/69933

Quin's classic Arcane Orbit has most definitely withstood the test of time. If you're looking for a fun, safe build to play, this is another good build to try, and my go-to when attempting hardcore. Note the build listing hasn't been updated since 2.4, but aside from increases to legendary and set bonuses, nothing has changed. If you're looking for ways to increase damage or potential progression at the cost of defense/utility, reference the swaps as listed on this guide: (GR105+) DMO Orbit Redux » http://www.diablofans.com/builds/94577

Group GR Off-Meta:

AdamADisco's (GR100+) FB Meteor Group Build » http://www.diablofans.com/builds/95115
AdamADisco's group variation is more defensive, using Karini + Witching hour. This makes it slightly harder to manage resource, but very tanky, and a highly capable build for group speeds. Meant to be used in a 4p group composition with zMonk, pull zBarb, and another DPS (possibly another FB meteor wizard).

(GR110+) Vyr6 Deathwish CoE RGK Group » https://www.d3planner.com/447528611

Apocc's companion version of the Vyr6 deathwish build that uses CoE for increased damage vs. the Rift Guardian in a 4p group setting. The idea is you stack stricken when in archon, then attack the RG at range when outside of archon using AT:SD, dealing massive damage.


Solo Meta Builds:

Meta builds haven't historically been my forte, so I encourage you to perform alternate research on these, however, hopefully this gives you a general idea of the options available.

(GR118+) Solo Star Pact Wizard » https://www.diablofans.com/builds/97267

Build by Lexyu. Alternate option for Unstable anomaly instead of Astral Presence. I highly recommend this swap if at ~1500-1900 paragon. I don't recommend playing star pact unless you plan on having at least ~1500 paragon. If below that amount, look into the meteor shower or other builds instead.

(GR116+) Vyr6 Frozen Orb with CoE, Strongarms, Absolute Zero.
  • https://www.d3planner.com/189474235
  • GR120: https://youtu.be/ZCMsUDL7DVI
  • GR121: https://youtu.be/IVbdwm3GgJk

An archon variant, this build uses the Vyr6 set to build archon stacks which boost the damage of spells when outside of archon, using the Swami legendary bonus. Careful timing must be made to both position your enemies as needed, and line up your attacks with the CoE rotation. Defense and damage outside of archon is also increased by the Orb of Infinite Depth.

The attack speed from Vyr assists in putting out as many Frozen orb attacks as possible within the short 4s CoE window. Rest of the time you'll be increasing stack count via the archon punch (or beam if on the move), or grouping for the next cycle. CDR is pretty strict with this build, and though it scales well with Area damage, it is pretty hard to fit Area damage in the build.

Note: d3planner above is a rough guide for affixes and spells, I did not put this build together. Thanks to Lo0Lo0 and Fuczzang.

(GR115+) DMO Frozen Orb with CoE, Absoloute Zero, Witching hour, Strongarms, and Illusory boots.
  • https://www.d3planner.com/227217528

Dropping Teleport makes it tough to manage positioning in this build, seeing as you still need to stand still to take advantage of Endless walk on CoE burst phases. Without Shame of Delsere, you also have much lower resource regen. AP management will also be a challenge. A large part of the RNG with this build is elite affixes. Any elite pack with vortex, knockback, Frozen, or waller can really ruin a good pull. Even with these, on the right rift, will push high if played by someone with skill and deep knowledge of the build mechanics.

Example d3planner is listed above. Astral Presence is the optional passive slot. This can be swapped out for many options, including Elemental Exposure, or Cold Blooded.

(GR114+) FB6 Meteor Shower with Karini, Ashnagarr's Blood Bracers, Deflection, Sparkflint to ignite, and CoE as the second ring, possibly witching hour also for the added CHD.

(GR114+) FB6 Meteor Shower with Halo, APDs, Deflection, Sparkflint, CoE.

The above builds revolve around fitting in and utilizing CoE, which make them less defensive than Unity, and really difficult to stand still and channel with. Sparkflint makes it much harder to ignite elites, and it can be frustrating when trying to ignite in high density. Even with these, on the right rift, FB6 CoE Meteor will likely be able to clear higher than Unity.

Horrax' Build is one example of this configuration, with Ashnagaar's:
  • http://www.diablofans.com/builds/95299

Here also is Blatty's GR113 clear at 1400 paragon, with Halo / APDs:
  • https://youtu.be/a1wn1-1lR00


Group Meta Build (Firebirds 4p Star Pact Wizard):

A lot of work went into testing out star pact and finding a viable trash clearing build. Thank you to anyone and everyone involved.

I had no hand in putting this together. I've posted here the d3planner for star pact wizard, and will link some gameplay. To be clear, the wizard is functioning as the trash clearer, replacing the witch doctor in 4p meta group composition.

Lexyu's Dfans Guide w/ links:
  • https://www.diablofans.com/builds/97080

Dropaduski's video guide:
  • https://youtu.be/qmHRraJLSw8

Dfans Link by Rob2628, details the rotation:
  • http://www.diablofans.com/builds/97220
  • https://www.twitch.tv/rob2628

This GR135 clear by Blackbirdd3 and team.
  • https://www.twitch.tv/videos/212050411
  • Video repost by Meta new: https://youtu.be/D77yTF2uKAc
  • https://www.twitch.tv/blackbirdd3

And here's an example d3planner. I went ahead and included a few variations based on leaderboard clears. Perfect gearing will be difficult, due to requiring quad rolled gloves and source (no INT on either). There are a few options, which the different d3planner listings attempt to show.
  • https://www.d3planner.com/874361013

Star pact thread and discussion is below. Thanks to mcdundee, Vox, WorkWorkWork and everyone for forming and following the builds.


Mechanics Shortlist:

Not many mechanics changes, however, there are some notable changes and information that has been researched by players.

Etched Sigil. An Etched Sigil ICD issue was reported and fixed during the PTR. Sigil AS and ICD breakpoints were retested by Dolynick. These are useful because they could save you time in between etched sigil procs, depending on your build. Click this post for full breakpoint charts and more information on the fix.

Meteor Shower Cast Rotation. Yes. You will want to manually cast meteor, even on a channeling build. This will bring down more meteors over time, and since we can channel during those impacts, this will bring more damage to the table than just channeling. However, you only want to manually cast meteor about once every 3 seconds.

Why 3 seconds? I timed both manually casting meteor shower and using meteor shower in combination with Etched Sigil + Arcane torrent (@ 1.54 APS).
  • Manually casted meteor took 138 to 141 frames to have all 7 meteors impact from the initial time of cast.
  • Channeled + manually cast meteor took 155 to 176 frames to have all 14 meteors impact from the initial time of cast.

Since 60 frames is equivalent to 1 second of game time, and 180 frames is 3 seconds, this puts the rotation for manually casting in between our channeled abillity at about once every 3 seconds.

  • Channel.
  • Immediately manually cast meteor.
  • Continue holding down your channeling ability.
  • Note that ES will continue to proc every second while holding down channeling.
  • Wait until Meteors from both your initial ES proc and your manual cast finish impacting.
  • Decide if you can stand and continue dpsing, or if you need to move your character (either dodge attacks, grouping, or for oculus) at this point.
  • Rinse and repeat.

Note that manually casting a second time (before 3 seconds have passed) will likely decrease your overall damage, as you wouldn't be benefiting from the multipliers of DW + ES as often during your meteor impacts. This is why it is very important to not manually cast too often either.

The impact time between the first meteor (out of the set of 7) and the last meteor (of the set of 7) was also notable. Two different tests showed 41 frames, and then 47 frames, meaning it takes up to about 50 frames for all of the meteors from the meteor shower rune to deal their damage once they start landing. This doesn't change the rotation, but it is worth noting, especially if you have to move mid rotation. You might be clipping some of the meteor impacts, and losing the DW + ES multipliers by stopping your channel to reposition.

Vyr6 Archon ICD/Breakpoint Mechanics - Beam Stack Rate Snapshotting. The mystery of the slow stacking beam has been somewhat put to rest by our good wizard, TinneOnnMuin. Tinne suggests that the beam stack rate is snapshot when entering archon. Only the stacks from the prior swami holdover and the new stacks from your Fazula count towards lowering your ICD. In a basic sense what this means is that higher AS upon entering archon will grant you faster stacking with the archon beam when inside archon, with 5APS on sheet when entering archon granting the fastest stacking possible.

The ELI5 version of this is: If you intend to use Archon beam, you will want 7% attack speed on weapon for Vyr6. With only AS from weapon and paragon, and assuming a 1.4 base AS weapon, such as a wand, you will want to have at least 174 stacks by the end of Archon. This will allow the fastest stacking possible from the archon beam. If you have fewer stacks than this at the end of archon, your overall potential DPS may take a hit. More attack speed from gear, items, and skills will lower this stack amount breakpoint, and may be preferred to limit the amount of rift fishing required for your build.

Read more about this here:

Vyr2 Freeze. Per PTR patch notes, the Vyr2 bonus now allows arcane strike and blast to freeze. This increases crowd control and CC of Vyr2 piece based builds. "Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen".

Hydra skill damage multiplier removed from MH proc damage. In 2.6.0 and prior, hydra formula included AS as a damage multiplier, but also included a skill damage multiplier of 255% within the formula. sVr's latest test shows that while the AS still scales as a damage multiplier, the skill damage multiplier was removed in 2.6.1. In a basic sense, this is a fairly significant decrease to MH Hydra proc damage. Read more about his testing and commentary here:

Frozen Orb. The base skill damage of the Frozen orb rune was increased to 950% damage as cold. The range on frozen orb was also increased to 40 yards. This allows for a more ranged playstyle, which I think will make the skill more enjoyable for most players. We hardly ever see base skill damage changes, so the increase on frozen orb is quite notable here.

Testing from Dolynick on the damage of frozen orb:
10/31/2017 12:36 PMPosted by dolynick
Frozen Orb is doing up to about twice as much damage as the tooltip indicates.

It's damage comes in three parts:
Shard AoE: 308.825%
Orb Pierce: 635%
Orb Explosion: 950%

If you hit with all three you get a grand total of 1893.825% per cast.

Drop chances increased. Rejoice! Many Legendary and Set items have had their drop chance increased. This means those hard to get items like Furnace and Wand of Woh should be easier to acquire in season.


BUFFS BUFFS where are the buffs?

Many items and sets had their power increased during the course of the PTR. I won't go over specific values, but will list out here the items and sets that have been changed.

Many multipliers from items, such as Unstable scepter and Wand of Woh, are now multiplicative, whereas they were previously additive with that skills' damage % on sheet. This is important because it means your additive % skill damage on items (source, chest, helm, shoulder, boots) are more valuable in 2.6.1 for these builds than they were previously.
  • Deathwish
  • Etched Sigil
  • Nilfur's Boast
  • The Grand Vizier
  • Orb of Infinite Depth
  • Halo of Karini
  • Unstable Scepter
  • Triumvirate
  • Ranslor's Folly
  • Wand of Woh
  • DMO6
  • FB6
  • Vyr6
  • Chantodo's Resolve

For information on these latest changes and more, see the 2.6.1 patch notes:


That's it for this patch. Have fun Adventurers!
HA, I got a shoutout! Ty again for a compendium Cratic. Bookmarked for future citations.
Saved this for future reference as well! (let's save this for our tomes of knowledge if we want to learn about the secrets of Hogwarts.... er, i mean wizardry)

Thank you again guys for all of the hard work on the ptr. I am really glad that the wizard got some dev love this patch. (Maybe meteors or frozen orbs can find their way into high pushes in 4 man?)

I have been "secretly" testing a lot of builds across all classes, but the wizard (aka NOT archon) feels very powerful and satisfying. I will see you guys in game as support, dps, speed, fun....whatever :)
Holy cow what a great recap! Literaly everything I need to know about wizard changes and builds in 2.6.1.

I have one question tough : Is there a list of items that has the drop chance increased?


I'm still on the lookout for a build video or guide on solo FB archon. With the buff to chantodos and Firebirds, it should be clearing about 108+. If anyone has tested the changes and has or knows of a good link to that sort of build, let me know. =)
10/26/2017 09:31 PMPosted by Davez
Is there a list of items that has the drop chance increased?

Not one that I know of. It should be reflected in Kadala blood shard cost averages, right? If someone re-tests that, and is in the sharing mood, please let me know also.
Thanks for putting this up! Hopefully I could easily adapt on the archon builds without AW. But still, awesome work!
Thank you again for this beautiful post.
10/26/2017 09:52 PMPosted by Cratic
Not one that I know of. It should be reflected in Kadala blood shard cost averages, right? If someone re-tests that, and is in the sharing mood, please let me know also.

They are if you compare 2.6.1 sheets to 2.5 sheets. I'm assuming kadala prices are actually data mined. As far as i know all drop rates are probability based. Which is why you typically upgrade rare weapons and gamble set items like pants or gloves.

One problem though is that because every legendary drop rate is a percentage of 100, if they reduce average blood shard costs of one item (increased drop rate) then other items need to have their average blood shard costs increased (reduced drop rate) for it to even out. Which means legendaries like blackthornes drop less and immunity amulets drop more.

But the drop rates were not all changed by the same amounts. Prior to 2.6.1 set pants were about ~1.7k average blood shards and hexing pants were ~7k. Now all pants are a flat ~2k average blood shards depending on class. Deathwish was ~25k and Shard of Hate (useless) was ~110k. Now both swords are ~32k.

So if you are gambling at level 70 and want a specific legendary, you're actually better off leveling to the correct level and gambling to reduce the total amount of legendaries for that slot. Assuming you cube the item.

If you want a level 70 version of that item chances are it's going to take slightly more blood shards/DBs to roll the item if it wasn't a "rare" droprate item.

Overall you end up spending less shards/DBs for an entire build. But individually you end up with way more legendaries that have no purpose.

For blood shard chances while leveling, it makes no difference. Both leorics and manald heal have the same "average drop chance" in 2.6.1 and 2.5. And since there are only 2 rings you can roll at level 27 the chance to get one or the other is identical. The difference is when you get to level 70 and rare items are added to the drop pool which raises the floor of all the common items by lowering the ceiling of rare items. The fire immunity amulet used to be 10 times rarer than any common amulet but now it's only 4 times rarer and has (theoretically) the same drop rate as any other immunity amulet.

Drop rates have been mostly equalized, so the more items you add to the drop pool (by leveling up) the less chance you have to get a specific item you want because they're mostly all the same drop chance now.
Ey, you could at least put my thorns build in there, in the "For Fun" section. I know it isn't LB viable, but still, it'll probably at least make it up to 90ish.


(Vid was before any of the buffs that Vyr received)

Your Chantodo MH was definitely better set up (and/or run) than mine so I'll totally concede that though.
Cratic, as always a great contribution.

I've been testing vyr mh OoID + pig sticker: https://eu.battle.net/d3/en/profile/alex-26372/hero/86438837

Some observations:

1) Parthans + autocast really make you invunerable in archon form. In order to survive normal form though, LoH is the most important roll in the entire build. Since I don't have good parthans with LoH, I opt for ABB and galvanizing ward for added survivability

2) Autocast is pretty much mandatory. You go from 200-250 to 330-380 stacks without and with autocast, respectively. If you don't want to autocast, then gogok becomes extremely important and you'll lose either damage or stricken. I understand that I miss some cdr (shoulders are 6%, compass rose is 6% and weapon is 9% - total of 5% missing here) but I doubt that it would get a lot better

3) I'm not sure if OoID is the best option for the build (at least for everyone). I never manage to get 4 stacks (always 3, due to AP). 60% (or 80% if you manage to get 4 stacks) dr barely comes into play since I turn to archon quickly and the damage bonus is really short lived, almost never the full 6 seconds - realistically, it's 2-3 seconds since it's not the last thing I do due to autocasting. I will try etched sigil when I find a good enough source, which will solve any AP troubles and allow me to have teleport instead of explosive blast.
10/27/2017 01:13 AMPosted by StoleOwnCar
thorns build

Yes, I forgot about your foray into thorns early PTR, definitely "fun" worthy, I'll put it in there.

I am forgetful like that ^-^ , so feel free to remind me.
10/27/2017 02:38 AMPosted by alex
vyr mh OoID + pig sticker:

I'll try to help. In general, CDR on amulet is required to hit as quick of an archon reset as possible (without having to slot Gogok). Max CDR rolls on gear are also very important here.

You can use gogok in the interim in place of your Trapped gem, but in the long run you'd want better gear there (sorry, primal Traveler's!).

As far as galvanizing ward goes, you shouldn't need it. Deflection + ABBs (if you go that route) when high AS from Vyr4 should provide a hefty 600k shield.
10/27/2017 02:38 AMPosted by alex
survive normal form though

That one second of transition, you have to be able to tank or dodge attacks until your EB can hit enemies. I prefer the Safe Passage rune for the added DR, and also because most of the time, enemies get CC immune due to the Vyr2 autocast, however, Calamity is an option there, and might help you get through the normal phase easier for a few GRs lower than your top potential. I really found the added DR best in combo with Vyr6 and the LoH though, in the end.

Keep in mind you'll only be surviving if getting hit outside archon during this transition on the rifts that give you highest stack counts, and on the tamer mob types, so lacuni huntresses, spearthrowers, and succubi obviously are troublesome when pushing.

Don't be afraid to use Teleport when outside archon to dodge attacks and reposition as well, even though it delays the zodiac procs from resetting archon as quick slightly, it's still a very useful tool.

Also use Black hole to your advantage. It can CC enemies, and prevent a large amount of incoming damage.
10/27/2017 02:38 AMPosted by alex
2) Autocast is pretty much mandatory.

Yes, autocast is very beneficial for Vyr6 here. Getting stacks up for top defense on those good rifts is invaluable for the aforementioned out-of-archon transitions, and for general tankiness. Damage from Vyr6 is also pivotal to completing the rift.
10/27/2017 02:38 AMPosted by alex
3) I'm not sure if OoID is the best option for the build (at least for everyone).

I prefer to cast EB once when right out of archon, to gain the defense from 3 stacks as quick as possible, and then cast it again manually, right before entering archon, if there is time to do so, this ensures that you get 4 stacks, and get a refresh while inside archon, giving closer to 7s uptime on OID while in archon. Sometimes archon resets faster (if you don't have to use Teleport), which is still a good thing, but you have to keep that in mind. In the video I miss several 4 stack OIDs, and end up with only 3 stack at 5-6s in-archon duration.

Etched sigil makes life easier, but won't give you the AS, extra affix, and multiplier that Pig sticker can. If you want to pick up ES, I'd drop Pig sticker, despite the loss in utility and damage there, since OID is the primary means of defense outside of archon for the build.


Once you get proper CDR for the build, try the transition with APDs again, and practice a bit more, they were the most comfortable for me with this build.
Thanks for the advice. I don't know if I have the courage to farm better stuff for this build, at least right now (with the possible exception of a source):

1) Compass rose has 5 affixes with guaranteed movement speed and no guaranteed socket. The fact that I got one with 4/4 useful rolls (not optimal though) including 6% cdr was hard enough
2) Pig sticker took quite a lot of rerolling for cdr/as/dmg/int. Is +1% cdr worth it so much? although better damage to beasts would be welcome
3) Shoulders are impossible. I've been rerolling and gambling for ages, it's impossible to get ancient int/vita and either +% life or +8% cdr (plus the mandatory all res). I'm tempted to settle for int/vita/res/8% cdr.

This means that my ceiling will be lower of course. I'll shoot for 100 and probably settle there.
Gaining bloodshards is sluggish as hell before 70, I think it's still just best to spam Nephalem Rifts 4p because of greater amount of elites. Other than that, 10/10 guide. Specially the challenge Rift trick to get a lv 70 weapon by level 40.
I have enjoyed your Youtube videos.

The Meteor builds look fun.

I can't believe my list of gear that needs augments increased by literally around 10x. So much stuff is viable now.
10/27/2017 06:14 AMPosted by gambler
Gaining bloodshards is sluggish as hell before 70

Yeah it's mostly meant for those blood shards you get from the challenge rift bag.
10/27/2017 06:14 AMPosted by gambler
Specially the challenge Rift trick to get a lv 70 weapon by level 40.

Thank Bluddshed, he's who I found this out from, specifically the sword being best. Big credits for that trick there.
10/27/2017 05:56 AMPosted by alex
I don't know if I have the courage to farm better stuff for this build

Thanks, yep, it's a pretty specific, somewhat difficult to gear build. While the shoulders with life% aren't mandatory, if you happen to land one that's really good, you can put them on. I'd go for CDR (max) with AR over CDR (not max) with life% though.

The weapon, you might be able to get by with only 9% instead of 10%. That's a fairly good pig sticker you have there. 8% and lower is iffy though. Pig sticker is one of the easiest to roll primal or very well rolled ancient though, seeing as it's a craftable dagger via upgrade rare recipe, and there are only 3 daggers possible in the pool.

Even though your compass is ancient, it isn't the best, I'd replace it when you can. Those extra crit rolls with a max CDR affix really help out.

EDIT: wow, how'd I miss that? Your fazula. Get a 49-50 stack ancient one. If you don't have an ancient with that stack count, use a 50 affix normal one. Very important.
10/26/2017 06:59 PMPosted by Cratic
After season opens, create or rebirth your seasonal character, enter at least one adventure mode game, then back out and complete the challenge rift.

Will they have a challenge rift right after season opening? I would have guessed that first someone actually has to finish a GR in season before they can put one up?

Thanks for the compendium btw. Never had so much builds to choose from since vanilla.
EDIT: wow, how'd I miss that? Your fazula. Get a 49-50 stack ancient one. If you don't have an ancient with that stack count, get a 50 affix normal one. Very important

I have an ancient with 50 stacks, not well rolled though. I'll keep rerolling, it's my first priority.

I don't have a better INT compass rose for now. I have to say though, according to d3 planner changing flat damage to 50% CHD keeps archon and manald damage to approximately the same level. 7% AS is useful due to the way vyr icd works. Intelligence could be CHC or CHD for some extra damage and ofcourse +2% cdr is important. All in all, I would say that fazula->shoulders are the top 2 priorities

Join the Conversation

Return to Forum