[2.6.5] (S17) Changes + Builds

Wizard
Greetings! The S17 Season of Nightmares is upon us, giving the LoN set bonus by default, and freeing up 2 jewelry slots with LoN builds. With patch 2.6.5 come some fairly nice QoL changes, and a damage increase for the Chantodo's set.

I'll first be covering the changes and notable bugs from 2.6.5. I'll then cover season start, and move onto summarizing builds for Wizard.

Note: This season I won't be directly linking any builds on this post. This is to make it so that if any edits are required, I have to only edit in one place, rather than two or more. Since the shutdown of diablo fans, the build tool I've been using is D3planner. D3planner links will be included on the spreadsheet below.

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Quick Links:

[2.6.5] Builds, Bugs, Mechanics, Videos, Guide, Links Spreadsheet:
  • https://docs.google.com/spreadsheets/d/1TqwYtDPwGh5YpL4pf0I8LyJNGXgD-1vUiuqlK9jy6AE/

Vyr Cold Chantodo's Solo Push Guide (+Deeper look at mechanics with Vyr Chantodo):
  • https://www.reddit.com/r/Diablo/comments/bn70xo/vyr_cold_chantodo_solo_push_guide/

D3resource (info on difficulties, season journey, season journey tracker):
  • http://d3resource.com/

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[2.6.5] Notable Changes

Full notes are here, for reference:
  • https://us.diablo3.com/en/blog/22976066

QoL changes I am most excited about include:
  • Stash search capability
  • Stash Space (+1 tab! w/ season journey)
  • Marker for RG kill when Nephalem rifting
  • Cheat Death buff display for party members
  • The progress bar for GR is visible to all players in game

Changes that pertain to leveling or progressing:

Material rebalance for challenge rift cache.

This is what I received from the cache on PTR:
  • 15 of each bounty material
  • 475 Blood Shards - Note: adjusted blood shards down, since those were doubled on PTR.
  • 35 Deaths Breath
  • 5.1 Million Gold
  • 370 Reusable Parts
  • 351 Arcane Dust
  • 127 Veiled Crystals

Ancient or Primal Puzzle ring now opens a portal to the ancient vault.

The ancient vault is filled with goblin packs. This can be especially useful if you find an ancient or primal puzzle ring earlier in the season.

New Torment levels:

T14, T15, T16 have been added.

What this means is that if we are able to farm higher difficultly at the same efficiency with our builds, then we can benefit from the increased reward from gold, legendary drop, and increased key drops.
I was keeping an eye on some testing in this regard for the PTR, and early testers found a key drop rate of 3 keys guaranteed + 50% chance for a 4th key on T16. Many thanks for this testing!

Also: check out the d3resource as this site contains more information regarding the difficulties:
  • http://d3resource.com/difficulties/

Sage's Set:

Now doubles the amount of Death’s Breaths that drop

While the Sage's change is important and beneficial to a lot of death's breath farming builds, I feel that for highest efficiency, we will still want to not allocate this set, at least earlier in the season. That said, there are a few builds that are capable of farming death's breath on T16 with Sages. I'll get into those below.

Chantodo's Resolve:

Damage per stack increased from 1000% to 4000%.
Wave of Destruction damage now scales with attack speed. This damage scaling caps out at 5 APS equivalent.

Damage scaling cap test by sVr and Rob:
https://us.battle.net/forums/en/d3/topic/20771336971?page=7#post-137

With the Chantodos damage increasing from 1000% per stack to 4000% per stack, and the AS damage scaling capping out at 5 APS, we can expect a total of 20 times increase in damage vs. Chantodos in [2.6.4].

This is an estimated ~19.08 GRs increase over the same Vyr Chantodos build in [2.6.4]:
https://us.battle.net/forums/en/d3/topic/20771336971?page=8#post-152

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[2.6.5 PTR] Vyr Chantodo Rune Mismatch Elemental% Damage Bug
  • https://youtu.be/XsYd0oQbECg

Vyr Chantodo Rune selection mismatch with max elemental% on gear causes your Chantodo's damage to not benefit from that elemental% damage. The Vyr 2 piece bonus gives all archon runes but doesn't provide the same damage for Chantodo's if you select the wrong rune.

Tested 2.6.5.58296. Though, no mention of this bug being resolved in the [2.6.5] patch notes. I highly recommend selecting the right rune for your Vyr Chantodo's build.

Q: Does this bug still occur for the multi-element Vyr Chantodo's build?
05/21/2019 01:07 AMPosted by LouLou
The bug still exists. With the fire/lightning build :
-During COE fire you get 49% elemental damage (19% fire from gear and 30% fire from flame blades)
-During COE lightning you get 19% elemental damage (19%fire from gear, yes fire while chantodo wave is lightning, nice bug :) )

You don't benefit at all from the 20% lightning from gear, it's only used to swap element for COE, but you still benefit from the 19%fire from gear during the lightning COE because of the archon combustion.

To summarize, chantodo wave element type is defined by your highest elemental damage.
The chantodo wave element damage calculation depends on the archon rune you have selected no matter what the highest elemental damage you have on gear.

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Season Start:

Firebirds is our Haedrig's for S17. Aside from the fact that this set has damage on the 4pc, FB is a fairly slow starter set. This being the case, I recommend starting Legacy of Nightmares Frozen Orb.

This starter video will detail why I think LoN FO is the best route to take if you are starting Wizard, as well as detail what to do after 70:
  • https://youtu.be/TcQUx2Sw0V0

As mentioned in the video, I recommend rolling blood shards on Belts at level 20-30 to possibly get Goldwrap and / or Shame of Delsere.

As also mentioned in the video, there are a lot of other steps that can be opted for while leveling to gain advantage, including (but not limited to):
  • Take weapon from Vendor or Follower at level 1
  • Bounty cache on Master difficulty (Magdha or Zoltan Kulle) from level 1
  • +Avg Dmg rings at about level 10
  • Opting for kill streaks (if that's your preference, these are hit or miss as far as far as best way to progress, IMO)
  • Level 70 rare weapon with Reduced level requirement

Excepting kill streaks, I recommend these, as they are easy ways to help get you to max level quicker.

Linked below is the general Wizard leveling walkthrough posted by Venaliter. I think this is a good simple list to follow while leveling, and also conforms with my preferences for the most part:
https://us.battle.net/forums/en/d3/topic/20771546991

There are also some new options available that come with the increased materials count this season from the challenge rift bag. These include:
  • Option for upgrading a rare level 70 weapon at level 1, and cubing it.
  • The possibility of crafting level 70 items for a chance at more ancients (once you get to 70).

These I do not recommend. I'll get into why in a minute.

I'll also link a video from Filthy Casual that I feel goes over many of the previously mentioned methods and options fairly well, and more in detail. Keep in mind this video also includes methods I don't recommend performing, but are worth knowing about, IMO.
  • https://youtu.be/nGYJlWjcCAk

Now that you have a good idea of the possibilities the new materials the cache can provide, understand that I do not recommend upgrading rare at level 1 and / or crafting items at 70 to chance an ancient. Here is why:

Upgrading a rare level 70 item at level 1.

First consider the low chance at getting a usable legendary wand or ancient wand (I know, ancient wand wouldn't be helpful without -requirement, but you could save it until you reach 70).

We have Unstable Scepter (10% chance) and Wand of Woh (10% chance). Plus the potential for an ancient (10% chance). Aether Walker (10% chance) is also a possibility, but it would be very hard to benefit from this item without having Shame of Delsere, and that is also subject to chance (via blood shards).

Consider next the amount of veiled crystals we get from level 1. We only get ~125, and the cube recipe costs 50. This would leave us with only ~75 veiled crystals (less chance) to both craft and reroll our level 70 two hander with reduced level requirement.

As we know, it can take a lot of rerolls to get a proper -Level requirement weapon with an 24+ affix (as close to 30 as possible). We need as many crystals as possible to increase the chance of crafting a proper weapon. With also considering the low gold amount, you may also have to recraft the two hander, several times over even, if you have not had as good of luck, to the tune of -15 veiled crystals per craft, -3 per reroll.

I have experienced and seen other players strike out from rerolling their level 70 weapon with a good (-) level requirement affix at season start. It can happen, and I fear next season will be a prime example of this for many players.

In short, I think the resource cost is too great to risk for this low of a chance with the wand pool. Plus, there's still a pretty fair chance we will find the Unstable scepter while leveling. For other classes this method may be more worth going after, but I can't see how it's as worthwhile on wizard.

My recommendation is to save the materials that you would spend on an upgrade rare and instead put these towards cubing more items, and ensuring a well rolled reduced level requirement weapon.

Crafting level 70 items for extra chances at acquiring an ancient (after hitting level 70).

While yes, you increase your short term chance at an ancient legendary, the whole point of skipping the journey is so that we won't have to pursue bounties or other activities that take us away from nephalem rifting and GR farming, for as long as is possible.

Remember that any potential ancient can force you to cube the opposite item that your build needs. For example: Aether walker and Unstable scepter. If you find an ancient unstable scepter, you'd likely want to wear it first thing in S17. This would force you to cube the Aether walker, but if you don't have bounty materials, guess what? you have to go bounty farming with a build that is less than adequate for bounties, challenging either a lower Torment level at a quick clear, or higher torment without the mobility from the Aether Walker.

Bounty materials aside, the cost of the level 70 item craft is still very expensive, requiring up to 30-50 veiled crystals and 15-20 reusable parts and arcane dust (other normal materials).

These are normal materials we could instead be putting towards upgrading rare wands and / or rings, pants to help acquire a Vyr build. The bounty materials we could instead be putting towards more cube uses (both LoN Frozen Orb and Vyr Chantodo will require many cube items).

With all the above said, the reason I've presented all of this is so that you, the Wizard player, can make an informed choice. If you want to risk it all, and think the reward justifies that risk, then by all means, have at it!

After all, we're only talking about optimizing a very small portion of game time as compares with the season. It'll take at most a few hours play, we're going to get to 70, acquire ancients. It'll be a ton of fun with LoN this time around I think. =)

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After level 70:

I recommend you watch the later portion of my starter video, as it touches upon upgrading rare wands (Aether Walker / Unstable Scepter / Chantodo's Will), blood shards for sources (Triumvirate / Chantodo's Force), and what to do thereafter. Hint: upgrade rare rings for Karini (if not found yet) and Obsidian Ring of the Zodiac. Blood shards on bracer, belt and helm for Nemesis Bracer, Fazula, and Swami.

Not required to get going with Vyr Chantodo's Nephalem build, but very helpful: Avarice Band (Note: Act 3 Bounty Item), Endless Walk set: Traveler's Pledge and Compass Rose.
  • https://youtu.be/TcQUx2Sw0V0?t=417

Hopefully at this point you have acquired enough Vyr pieces either randomly such that if you were to use the reroll set item cube recipe, you could have a 6 piece Vyr set.

However, if this is still not the case, dedicate your upgrade rare materials to upgrading rare pants at this time, and thereafter using the reroll set item cube recipe to get the Vyr 6 piece.

As mentioned in the video, if you happen to not get your Vyr Chantodo's build configured as quickly, don't fret, because the LoN FO setup is fairly scalable, and will still perform fairly well for acquiring materials at this point in season.

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Builds:

Relinking spreadsheet, this is the same as linked in the Quick Links section near the top of the post.

[2.6.5] Builds, Bugs, Mechanics, Videos, Guide, Links Spreadsheet:
  • https://docs.google.com/spreadsheets/d/1TqwYtDPwGh5YpL4pf0I8LyJNGXgD-1vUiuqlK9jy6AE/

Aside from the main listings, I have many builds that are either untested or not fully assembled on the spreadsheet under "In testing". I hope test some of these in season, and finish or confirm them, but eh, we'll see.

After Vyr Chantodo's is assembled, blast Nephalem rifts and GRs as much as possible. The reason I'm recommending the Vyr Chantodo build for T16 and early GRs as compared to some other build is because no other build came as close to Vyr Chantodo in clearing T16 effectively upon season start.

[2.6.5] (TXVI) Vyr Cold Chantodo

I love this build because it allows high mobility without having to separately attack (no manual user action other than possibly holding right click for the beam). You often end up right next to the DBs or items that need to be picked up.

The Aether Walker allows for increased mobility. Start by using Calamity and channeling AT:SD at the beginning of the rift to stack up chantodos for your first rotation. After 8-10 stacks, enter archon. Note: Optimal rotation will also cast Slow time on the ground before entering archon, however, now that the Chantodo's AS damage scaling is dynamic in nature, this is less of a concern.

Once in archon, always apply your slow time, as this will give extra attack speed that helps you hit breakpoints and gives extra damage via the Chantodo's set.

Resource in this build is balanced via APoC, +Max AP, Power of the Storm, and Astral Presence.

Deflection is placed for extra shielding throughout the rift. There is synergy here with the high attack speed of the build.

Hoarder with Avarice band allows for large range of pickup, and with proper Gold% seconday gearing, you can make a decent Gold gain, even with a set based build, while Nephalem rifting no less.

NOTE: While Cold is recommended as the best affix (for chill / Trapped Synergy), it is not required that you run this rune and element in early season. If you happen to find a good amulet and bracer of another element, slap those items on and run the other elemental type. Early season any element should work without too much difference. Just make sure your archon rune element matches the element you are using. See the bugs section for more detail.

For all of my Vyr Chantodo builds I recommend an autocast to handle the blast attack. While the build can be played without an autocast, I feel it is both more fluid with one, and it saves your hand and wrist much wear and tear by doing so.

The archon blast attack helps to stack up Vyr archon stacks and also freezes enemies. Set up archon on the first skill slot so that your blast attack will be spammed whilst inside archon, and outside, your archon skill will be automatically be cast when it comes available.

Place teleport on the third skill slot. This is so it will align with your Archon Teleport skill (which cannot be reconfigured). Keeping your mobility skill on a consistent slot is imperative for optimizing muscle memory and reflex. This ensures mobility throughout the rift is as swift and purposeful as possible.

Note also the Group alternate I've listed for this d3planner. If you find yourself in a group that is going faster than you are, and therefore placing you often with no enemies with which to reset archon via the Zodiac bonus, run the Diamond Skin Prism as suggested, and place this skill in the fourth slot on autocast too. Even if it takes longer to reset, at least you will be assured you are able to teleport and keep up with the group.

[2.6.5] (GR85-GR100+) Vyr Cold Chantodo Low GR

This build is designed as a quick adaptation from the T16 Nephalem rifting setup. The main purpose of the build is quick speed GRs of about 2-2.5 minutes time that are good for leveling legendary gems, while also returning a decent amount of XP.

The main features of this build are Aether Walker and ST:Time Warp. AT:SD and TP:Calamity are used to both stack Chantodo's quicker and proc Zodiac for quicker archon resets. Aether Walker again here ensures the cooldown for the archon teleport is at the GCD, and also allows continued mobility throughout the rift.

Time Warp combined with the passive Cold Blooded allows for more debuff damage. You can cast outside of archon on top of elites, but that isn't required for this build, as you should be clearing quickly regardless. This strategy may be more advantageous for your first cycle though.

The main difference is that this build gears with +Pickup Radius secondaries (though doesn't require them if you're just getting going). These make the build more fluid, more efficient at clearing. We also run Bane of the Powerful instead of Hoarder as the third gem. We also swap out Avarice band for Halo of Karini in the cube for the extra toughness.

Most noteable are the archon stacks acquired via the on-kill bonus in a speed GR setting. You will notice that your on-hit stacking will suffer a tad, but that your on-kill will thrive, and even be supplemented by your allies killing enemies, if in a group setting.

If you are undergeared for attack speed, you can run Stretch time instead, or if you want, run the alternate variant with EB:Flash and Astral Presence. A lot of options for low GR speed, especially solo.

Sage's Builds:

Depending on cadence: a day to a few days into season, after you've acquired a base of gold, and materials, you can think about putting together a Sage's build and / or a bounty build.

For Sage's I'm going to recommend one of the following (depends on preference).

[2.6.5] (TXVI) Tal Chantodo Sage

Is the strongest Sage build, and the most likely to clear T16 effectively, Unfortunately, this build requires 3 legendary gems to function properly, two of which are there to help increase the base attack speed of the build. This means there is no room for Boon of the Hoarder. Additionally, because there is no room in the build for Avarice Band (toughness issues - Karini is the best option), the build requires +Pickup as secondary on gear (meaning no Gold% secondaries).

Interestingly, I opted to use only 3 out of 4 Tal 6 piece activations. This is because I felt there was enough damage with only 3. The build lacks defense and utility more than damage. The setup I run allows a refresh of the 3rd element right before entering archon, so it can at least use the 7-8s of the higher bonus.

I preferred Aether Walker with this build more than In-Geom, as even though Aether Walker requires a slightly longer reset as compared to In-Geom, it fares better on Nephalem rifts that are less dense or are very long, and allows for a much more easygoing playstyle.

However, if you don't like this aspect, or simply enjoy In-Geom more than Aether Walker, please also check out the inspiration for this build: a composition from EagleHD, as is noted in that video's description.

[2.6.5] (TXVI) Tal Frozen Orb Sage

Is the most well rounded Sage build, allowing use of both the Hoarder gem and Gold% secondaries. Also can fit in Avarice band for easy pickup, however, cannot clear T16 effectively early season. It simply doesn't have the damage that early on. At best, T15 capable early season, and with paragon or augmentation, T16 capable mid season.

Bounty Builds:

[2.6.5] Vyr Cold Chantodo Bounty

Best build for early season bounties. Can push the highest while still performing excellent. Similar recommendations as to the Nephalem rifting setup, but a few differences on gearing. This build gears higher base attack speed. This is because bounties you are killing and hitting significantly less enemies. This is why I've recommended quad gloves and both rings with attack speed (yes even sacrificing CHD there), as well as the skill Stretch Time, slow time.

We are spending a lot of resource to teleport when outside of archon. This is why I've selected the combination of: RoRG + Pride's Fall + MW:Deflection + Galvanizing Ward + ABBs, for both resource and toughness.

Pride's Fall is key here in allowing resource to cast Calamity outside of archon. This ensures that even if there are no enemies nearby, you will be able to continue mobility.

Minor annoyances with this build include:
  • Having to reset archon when trying to engage enemies.
  • Archon ending can sometimes interrupt town portal and bounty item clicks.

[2.6.5] LoN Frozen Orb Bounty

Strongest and most convenient build overall for the Wizard with bounties. The biggest issue with this build is that acquiring the full LoN bonus will take quite a while. In addition, to perform well at T16 in group, will likely require paragon and augmentation too. That said, in testing I was able to clear the swiftest with this build. Includes both a defensive variation and a utility variation (doorbuster with frozen storm). If I were running, I'd probably opt for the defensive variation, as even though the doors are annoying, the loss in toughness and resource with the doorbuster variation is more annoying.

Having to keep up Triumvirate is less annoying with this build as compared to a Nephalem rifting or speed build, because you don't have to keep it up at times. Letting the bonus drop is okay if you know you're traveling, and it will take awhile to get to your destination. That said you may still have to recast for Shame of Delsere procs every now and again to keep up arcane power.

Speed GR:

These builds are designed to push the limits, clearing as quick as possible and as high as possible to return the most legendary items and XP in season. One key thing to remember is that if you play the same class in nephalem rifting or bounties, you will have a pool stack (pool's of reflection bonus experience) once you start to reach higher and higher paragons. Being able to use this pool stack up without dying is also a focus of the speed builds.

[2.6.5] (GR95-GR110+) Vyr Cold Chantodo GR Speed

Similar to the Low GR setup, we are going to use +Pickup secondaries. The difference is this build favors the higher pickup even more, considering we aren't running Aether Walker, and also therefore teleport slower in comparison.

One of the biggest damage increases will come from using Black Hole: Absolute Zero. The pull from Black Hole is amazing to both group enemies and keep them crowd controlled while cycling archon. On top of that, the cold rune allows extra Cold elemental % damage that scales with density, and lasts well into archon. Black hole can both stack up Chantodo's and also can proc your Obsidian ring of the Zodiac, so it's a very efficient pick for cycling archon as well.

Calamity is chosen for more Chantodo's stacks.

We run Furnace for higher damage vs Elites. This allows us to clear higher while still in a speed capacity. Karini provides that layer of toughness, though arguably is required now that we are pushing up to 10 GRs higher than the low GR build.

Since we don't need the extra resource, we drop Astral Presence for a damage passive. Considering there is such low total damage increased by skills, or damage debuff here, opting for a passive that provides that would help considerably. This is why I've opted for Cold Blooded.

I rarely if ever opt for this bonus, but in this case it makes sense. Low additive pool, plus easy application, plus highest impact when on the move, which this build is doing more often than it's solo push counterpart.

The Wave of Destruction Chills. This chill also applies before the damage instance. Thanks to sVr for testing this second point.

See here for the Chill Test:
  • https://youtu.be/Ze2WwGYN4HE

See here for sVr confirming chill applies before damage instance:
https://us.battle.net/forums/en/d3/topic/20771336971?page=7#post-131

Even though Cold blooded makes the most sense for this build, there are still some really good alternate options. Consider also:
  • Astral Presence (for resource)
  • Unwavering Will (damage and toughness when stationary)

Playstyle wise for this GR speed build: Stack up the first rotation in full with the archon strike (punch). After that I typically just use the punch on elite packs that I know are going to take awhile, otherwise I use the archon disintegration wave (beam).

The beam is snapshot upon entering archon, but your punch is dynamic, increasing attack rate as your AS hits higher breakpoints.

Fastest stacking would be to punch until single stack swami ends, as we typically do on the push build, but that can get a little hard on the hands.

What I recommend doing is if you want to optimize, use the punch for the healthy packs of density or elites. Otherwise simply use the beam for lazy playstyle.

If you want to be really lazy, just punch the first rotation, then use the beam the rest of the rift.

Note that while I recommend INT for the speed variation, you can opt for Life per hit if more recovery is preferred, or if you want to line up your weapon the same as for solo push (we mostly use LoH on weapon instead of INT for Solo push).

Ultimately I decided the variant with Teleport was best, providing more toughness and mobility, being the most flexible to any and every rift (better vs less dense rifts), even if it lacked damage in comparison in certain cases.

I do list some alternate speed configurations there.

One alternate has ST:Time Warp in place of Teleport, still using Karini. This version was stronger vs dense rifts, but lacked mobility vs less or medium density. Also, level transitions were harder to perform without losing stacks.

Another alternate allocates CoE instead of Karini, and swaps OID in place of Furnace in the cube. This build ended up being more bursty and more damage vs dense rifts, but overall ended up dying more often than with Karini.

While I built this with solo in mind, It should also perform well in an group speed capacity.

[2.6.5] (GR128+) Vyr Cold Chantodo Push

I'm excited for the return of this push build. One of my favorites, and it has not been viable for a long while. It should be capable of GR 128 at about 1600 paragon, fully aug'd, etc. in season.

I highly recommend looking at the guide (also linked in quick links), as it goes into detail with all of the mechanics you will need to learn and gameplay style you will attempt to master.
  • https://www.reddit.com/r/Diablo/comments/bn70xo/vyr_cold_chantodo_solo_push_guide/

As quoted from the guide I authored:
I like that this build is simple enough to pick up and play, but still has enough nuance to make it interesting on a high end push. It's easy enough to clear fairly high with, but to excel you will need to configure the build correctly, approach the rift with a certain mindset / playstyle, and of course, get that godlike rift spawn. =)

The build can also take on many RGs, getting some mean sub 2 minute RG kill times, making RG RNG less of an issue. I think this will make the build more appealing for many wizards as compared to other high clearing builds.

On top of this, the build also has many other variations that support other styles of play: Nephalem rifting, Bounties, Solo GR speeds, Group GR speeds. The potential is nigh endless.

One of the only negatives is that this build now outshines many other builds that were previously competitive with the Season of Grandeur bonus. My hope is that these other builds will be rebalanced to make them more competitive.

[2.6.5] (GR130+) Vyr Fire / Lightning Chantodo + Primus Solo Push
  • GR138: https://youtu.be/gKo15zGilB4
  • GR136: https://youtu.be/YKjeLFVxgxQ
  • https://www.d3planner.com/891116093

This multi-element variation of the Chantodo's Solo Push requires more advanced skill to play properly, but may end up pushing higher than the Cold build by about 2 GRs, also assuming a good rift spawn.

I've estimated GR130 at about 1600 paragon, simply to be equivalent with my other estimations, however:

It's recommend that you run this build at higher paragon, preferably 2500+, as having a higher base toughness will benefit this build more. Note: likely GR133+ @ 2500+ paragon.

Build by Lo0Lo0 / LouLou. Here is the author's description of the build:
The purpose of the build is to benefit from 2 differents COE element : fire and lightning. You play with 19%fire and 20% lightning, flame blades gives you 30% fire so your first chantodo wave will be fire during coe fire then the blades buff expires and you are back to more lightning damage and your chantodo wave deal lightning dmg during lightning coe.

Crown of primus is a really good addition because slow time stacks with archon slow time. So we get 20% attack speed/30% additive dmg/50% reduc dmg when we are in archon under a slow time placed outside of archon.

Rotation :
  • Stop using blades 1sec before coe fire (blades duration buff is 5sec)
  • Cast black hole and slow time right before coe fire
  • Enter archon right before coe fire

I will add that CDR is fairly strict with this build as you have to have enough to sync up with the CoE rotation.

Point of no Return + Ancient parthan Defenders provide toughness both inside and outside archon. While the same is true with OID, OID will only last 6-7s into archon. As mentioned, the double Exhaustion rune is also very beneficial for survival here.

The idea is to both deal tremendous burst from the Flame Blades + OID + Spellsteal + Primus stack during Fire CoE, and benefit from synced up CoE cycles and the additional damage from Lightning CoE.

This is because Chantodo's damage type dynamically updates based on the max elemental % on gear. Gear is set up with a base 19% fire, 20% lightning, so that we are guaranteed to change the element type to fire when using flame blades.

Note also the choice of Combustion on the archon rune, so that we boost Chantodo's damage with the better of the two elements. Chantodo's won't benefit from any of the Lightning% on gear because of the bug (see bug's section for details).

Spectral Blade will also help stack stricken faster on the RG when outside Archon.

[2.6.5] (GR132+) LoN Star Pact Push:

A variation of LoN star pact will most likely be the meta push build for wizard next season, but not by much (a few GRs higher than Vyr Cold Chantodo). Consider also that these clears will most likely be from highly skilled, dedicated players. While the same can be said on the top end with Vyr's, I think that most players would do better to try and push with Vyr Chantodo's rather than try and push with LoN Star Pact.
Note: This section to be updated later as required. Estimating GR132+ at 1600 paragon.

If interested, I recommend watching the below guide from Lexyu, reviewing clear videos as required, and reading into the below in-depth guide from sVr.

LoN Star pact Guide from LexandCes:
  • https://youtu.be/rC27Ow4Tc18

GR127 S16 clear from Lexyu:
  • https://youtu.be/VTJgxKY65TU

sVr's | In-Depth Star Pact & Bazooka Wizard:
  • https://www.reddit.com/r/Diablo/comments/atpfnc/an_indepth_analysis_and_guide_on_star_pact/

[2.6.5] (GR117+) Vyr XP Speed Meta (4p Group)

sVr, clan, and friends theorycrafted and tested the following 4 player composition on the PTR as an attempt at the Vyr XP speed meta. Note: still ~3-4 tiers less than LoN Skeletal Mage XP speed meta, however, the Vyr composition will likely be much easier to both acquire and run in season, especially closer to season start.
05/14/2019 08:55 PMPosted by sVr
Here are the d3planners we ended up with:

Wiz: https://www.d3planner.com/957012580
zMonk: https://www.d3planner.com/808162826
zNec: https://ptr.d3planner.com/482152513

Video Guide by Lexyu:
  • https://youtu.be/x7NGMkTW-dM

A general description of the setup:
  • One wizard uses Stetch time and EE, the other uses Time Warp and CB.
  • Both Wizards run Strongarms (w/ knockback secondary) - amazing because of the low additive pool and absolute zero.
  • Flash for the quicker resets on archon and stacking of Chantodo's.
  • Monk for Transgression, Sanc, heals, and Cyclone pulls.
  • Necro for Brittle Touch, Frailty, Brigg's Wrath pull, and Globe healing.

Swapping out the zNecro for an RGK Shadow Impale DH is an adequate swap, especially if you are not as precise in your speed runs.
You can also slot a third wizard, but this may result in slower RG kill times.

A note also on multiple Wizards and the slow time buff, by sVr:
05/16/2019 09:48 AMPosted by sVr
05/15/2019 04:21 PMPosted by mcdundee
Has anyone recently tested slow time bubble stacking mechanics from multiple wizards in a party?
Yes. It's a bit convoluted though; here is the short version:

  • Archon Bubble and Slow Time Bubble are completely separate Buffs. While Archon Bubble will give the same effect of the rune selected on Slow Time, the buff itself is not the same.
  • Each Wizard/Target can be affected by the same buff exactly once.
  • Those are the rules. Archon Bubble IAS + Slow TIme Bubble IAS is stacking on all units, because it's two different buffs (but they have the same effect); having a second Archon Bubble IAS or a second Slow Time Bubble has no effect.

    I'd advise for each Wizard to run a unique Slow Time rune, if multiple Wizards are in the group (and if you are expected to be always within 1 screen of each other). If you splitfarm, go for the self-centered IAS Bubble.

    LoN Wizard Builds:

    I mean to play most of these at some point in the season. The T16 builds will be nice to run as an alternate to Vyr's - something different to play while keyfarming.

    Excepting the LoN FO Speed Build, these are very interesting, and most allow for unique playstyle, or skill or item options that would only be available due to the S17 bonus.

    [2.6.5] (TXVI) LoN Frozen Orb

    Of the LoN T16 builds for wizard, this is the most capable, due to having the more capable item and skill multipliers, requiring the least setup, and allowing for the most additional bonuses. This allows for a smoother T16 run, even at a lower power level compared to other LoN builds. Will still require paragon or augments to rock T16. Biggest negative is having to refresh Triumvirate, IMO.

    Includes Broken Crown for higher normal gem collection. Also has room for gold find items, should you opt for those, though the base build runs Tal Chest for the AS. Uses Goldwrap with Avarice and Hoarder for toughness, gold, pickup. Karini for extra toughness. Gloves of worship for extra duration with Shrines. Being less defensive than some other LoN T16 builds, I've opted for Calamity for the extra control.

    Act 2 Bounty Items: Illusory Boots, Gloves of Worship.
    Act 3 Bounty item: Avarice Band.

    [2.6.5] (TXVI) LoN EB

    High mobility via run speed with this build. LoN allows us to take advantage of both Sleek shell and Scramble. Spellsteal assists the build with a pull and damage increase. Really smoothe for an In-Geom based build. No goldwrap, yet still very steady defense with having both OID and Karini, this allows for Wormhole on teleport for extra mobility. Includes Broken Crown for higher normal gem collection. Gloves of worship for extra duration with Shrines.

    Act 2 Bounty Items: Illusory Boots, Gloves of Worship.
    Act 3 Bounty item: Avarice Band.

    [2.6.5] (TXVI) LoN Lightning Meteor

    High damage from the meteors but does require longer set up in comparision, considering you have a smaller attack and no way to quickly group enemies aside from Twister and Ranslor. Twister and Calamity work to proc Pain Enhancer, providing bursts of attack speed (and therefore DPS) when attacking with meteors. Includes Broken Crown for higher normal gem collection. Gloves of worship for extra duration with Shrines.

    Act 2 Bounty Items: Illusory Boots, Gloves of Worship.
    Act 3 Bounty item: Avarice Band.

    [2.6.5] (GR85-GR100+) LoN Frozen Orb Speed

    While this build functions, and performs better than it's Tal counterpart, it is still fairly squishy even with the Unity, and clears slower than the Vyr Low GR speed build can.

    Build includes Frostburns and Witching hour for some extra AS, CHD, and Cold%. Leoric's Crown is the optimal choice for RCR, considering the high cost of the build. Also, while Andariel's could fit in well, it is difficult to get a good ancient Andariel's, whereas almost any ancient Leoric's should work fine here, and bring more VIT for toughness.

    The amulet chosen is Rondal's Locket. While Hellfire amulet could work here too, it's very difficult to get +Pickup secondaries on gear with LoN. This is also why the Firebird's shoulderpiece was chosen: pickup radius.

    [2.6.5] (GR95-GR110+) LoN Meteor Shower Speed

    I'm most interested to run this as an alternate for solo GR speeds. Performed almost as good (up to 1 min slower) than the Vyr Speed Build, arguably easier, lazier with the meteor shower channeling setup, and oh so satisfying to play.

    Unique playsyle vs Tal Meteor. We run sleek shell, Scramble, and Wormhole for high mobility. Partial CDR allocation via Diamond in helm, Amulet, Shoulderpiece, and the Evocation Passive. This CDR makes sure your teleport and diamond skin come off cooldown that much faster, even when there is not much density to help proc your illusionist.

    Pivotal placement here is the Ess of Johan. While we do sacrifice an Elemental % affix here with this choice, the impact is huge. It's a fairly large pull that affects elites and doesn't soak Etched Sigil, and you don't even need to actively cast it.

    Elemental % is not as important here because of the placement of Magefist and Swamp Land Waders (note: Witch doctor item).

    Invigorating gemstone allows immunity to Crowd control effects, making it super smoothe.

    Ashnagarr's Blood Bracer's (ABBs) for the extra shielding and toughness. Deflection and Diamond Skin (with the CDR base) provide more than enough when you consider the ABBs. VIT is a valuable affix where possible, especially on Source, Gloves, and Weapon for this reason.

    Other toughness provided via double Unity and follower cannot die token, Halo of Karini, and Aquila, with a balance of resource: Hergrash's Binding, RCR on shoulder, +Max AP from source, paragon, and APoC on source.

    -----

    So Cratic, why the large focus on Vyrs!?! You aren't even planning to use LoN with Wizard that much!

    Vyr Cold Chantodo will allow the smoothest and quickest acquisition of Paragon in season. It's also a build style I happen to love. Also, as historically shown, any season / patch can potentially rebalance items. I intend to use Vyr as a staple this season to gain experience and paragon, and level gems with. I will enjoy the LoN bonus for GR speed and push with other classes.

    What? Other Classes!?!

    Yes, other classes DO exist. I will opt for Witch doctor and Crusader next season. This is so I can run Dagger of Darts and Blessed shield. Both of these builds have not been prevalent in quite some time, are going to be buffed with the [2.6.5] patch, and benefit uniquely via the S17 season of nightmare's bonus.

    Both of these builds have been historically difficult to play due to toughness issues, so having the potential benefit from Unity and Justice Lantern will be great. Fitting in CoE with ease on these builds will also feel great.

    Trying out Witch Doctor will also be nice because this is the class that drops Swamp Land Waders (required ancient for a lot of LoN builds). WD is also INT based, the same as Wizard, so there are likely a lot of shared items.

    I'm excited for next season!

    -----

    Credits:
    • Filthy Casual
    • Venaliter
    • EagleHD
    • Lexyu / LexandCes
    • sVr
    • Rob2628
    • MarwanD3
    • Lobo
    • Framez
    • Lo0Lo0 / LouLou / LooLoo
    • Rob
    • Riv
    • Bagstone
    • Rudi1337

    To all Wizards discussing Chantodo's in the PTR Chantodo thread:
    https://us.battle.net/forums/en/d3/topic/20771336971

    and to those that tested PTR, thank you!

    -----

    Changelog:
    • 5/13/2019: Initial Version.
    • 5/13/2019: Added small section after informed decision to note the minutia and revel in the season.
    • 5/14/2019: Added and then removed Goldwrap / ABBs bloodshard w/ lvl1 char option. We should be getting these even if we didn't find them otherwise by rolling blood shards at 70 for fazula / nems, etc. While rolling a second character is a trick I've used in the past, with ancient items being so valuable next season, I don't think going that method will be worthwhile. Stay on target.
    • 5/15/2019: added section for Vyr XP speed meta.
    • 5/16/2019: Added link to LoN Starpact S16 GR127 clear by Lexyu.
    • 5/17/2019: Added section for [2.6.5] Vyr Fire / Lightning Primus Chantodo Solo Push, a multi-element Chantodo's build by Lo0Lo0. Edited estimate for LoN archon star pact at 1600.
    • 5/17/2019: added note for Impale RGK with Vyr XP setup. Added quote from sVr on the multiple wizard slow time rune interactions.
    • 5/22/2019: Revised vyr cold low gr build to have Time warp + CB instead of Flash
    • 5/22/2019: Added lexyu group video guide link
    • 5/26/2019: Added quote to bug description for answer to multi-element. Added GR138 clear video link by LouLou.
    • 5/26/2019: Expanded description for LoN FO Speed build.
    Nice dude!
    Good read. See you all in s17!
    I'm not sure what I'm being thanked for; I'm like a roomba, crashing into walls until I figure out the shape of the room. But I'll take it :P

    I did do some experimenting with rerolling +reduced lvl requirement. It's incredibly difficult to roll. I think I did one 70 times before getting -27. I'm not sure when the time to re-craft another weapon is necessary. You'll likely be limited by Gold first. I plan to do seasons in a group and hope at least 1 person out of 4 gets a carry-worthy weapon.
    Cratic, can you please offer some builds for a couple of wizards in this season. I play together with my wife, we prefer to play with the same class. It would be great if one build could make the other more effective.
    05/13/2019 09:39 PMPosted by Venaliter
    I'm not sure when the time to re-craft another weapon is necessary.

    Typically when I start to see 200k-250k gold cost per reroll I re-craft the level 70 two hander. IDK though, how does everyone else treat it?

    That's an interesting point though, since if you DO opt to spend the 50 veiled on an upgrade, you'd more likely be limited on materials, not as much on gold as in the past.
    05/14/2019 06:26 AMPosted by Cratic
    Typically when I start to see 200k-250k gold cost per reroll I re-craft the level 70 two hander. IDK though, how does everyone else treat it?


    Something like that. I usually keep an eye on my gold/mats, and once I've depleted about half I'll try another craft.

    I didn't see it mentioned, but if anyone wasn't aware, it's also worth crafting a couple level 70 two-handers until you get one with "x.x% chance to ...".

    There are 12 possible secondary affixes on a level 70 2-hander (life per kill, level reduction, durability loss, xp per kill, [fear, stun, blind, freeze, chill, slow, immobilize, knockback]). That's not very good odds of getting level reduction.

    But wait! 8 of those affixes are status effects, and they are mutually exclusive. So if the other secondary is a status effect, you'll only be rolling from a pool of 4 affixes (life per kill, level reduction, durability loss, xp per kill).

    You can reduce down to 3 possible affixes by getting life per hit as a primary, which removes life per kill from the pool as well.

    So ideally, you'll craft a couple two-handers until you get one with a status effect as a secondary, and possibly also life per hit as a primary (definitely prioritize status effect over life per hit though).

    There's a bit of a balance between how many to craft trying to get status effect as a secondary vs. when you just give up and start rerolling. But it's a lot easier trying to reroll level reduction on something with a status effect as the other secondary, so it's worth trying a few crafts to get that.
    How far behind is Vyrs Chantodo than Necro for speed runs? Both well geared of course.

    Anyone have a group speed build to share? Seems like wizards have quite a few skills that could bolster their damage, but we rarely use them. Maybe with a znec freezing everything we could opt for them. Glass cannon, pinpoint barrier, FN:DF, force weapon, etc... 75% cc before Iceblink and monster debuffs is pretty impressive. I'm guessing you could sit around 100% crit chance pretty much the whole time.
    I honestly don't know how good the LoN Skeletal Mage runs will be.

    Last I saw of the 4p Vyr Chantodo's testing from ZE and friends - they managed a GR120 in under 4.5 minutes? on nonseasonal PTR. My memory is rusty on that one.

    Here's the setup:

    One wizard uses Stetch time and EE, the other uses Time Warp and CB. Both use Strongarms (w/ knockback secondary) - amazing because of the low additive pool and absolute zero. Flash for the quicker resets I suppose.
    Monk for Transgression, Sanc, heals, and pulls.
    Necro for Brittle Touch and Frailty.

    sVr (svr_90) has the current d3planner listings for the 4 man comp. under his stream chat. Use the command !vyrXP
    Drop a follow too while you're at it. =)
    Great post, nice job, thanks!
    05/14/2019 09:17 AMPosted by aloc
    How far behind is Vyrs Chantodo than Necro for speed runs? Both well geared of course.
    3-4 Tiers behind in S17. Slightly ahead on NS.
    05/14/2019 11:57 AMPosted by Cratic
    Necro for Brittle Touch, Freeze, and Frailty.
    Necro actually plays non-Frozen-Lands-LotD - but you nailed the rest. Here are the d3planners we ended up with:

    • Wiz: https://www.d3planner.com/957012580
    • zMonk: https://www.d3planner.com/808162826
    • zNec: https://ptr.d3planner.com/482152513
    05/14/2019 08:55 PMPosted by sVr

  • Wiz: https://www.d3planner.com/957012580
  • [li]zMonk:


    Why Flash instead of Force Armor? Won't you be a bit too squishy, for no real reason? Doesn't it eat Zodiac procs? I could see it if you had OoiD in there, but you have Furnace instead.
    Hi :)

    Iam normally a WD/Necro main but planing to play wizard in S17 together with a sup monk on hardcore. I think iam a bit to lazy to learn (or macro?) starpact wizard. Is Chantodo viable for 2 or 3 player hardcore speeds/pushes or am i "forced" to play star pact? How much worse in terms of GR lvls ist Vyrs Chantodo compared to starpact LoN?

    Maybe here someone also has an idea how WD Carnevil LoN is placed compared to wiz builds?

    thx :)
    05/14/2019 08:55 PMPosted by sVr
    Necro actually plays non-Frozen-Lands-LotD

    Thanks for the correction!

    When I have time, I'll include the planners on the OP under a Vyr XP meta listing of some kind.
    05/14/2019 11:57 AMPosted by Cratic
    sVr (svr_90) has the current d3planner listings for the 4 man comp. under his stream chat. Use the command !vyrXP
    Drop a follow too while you're at it. =)

    Subbed sVr_90's youtube channel. I'm already subbed to Cratic's channel. I barely touch twitch and the chat command requires a login. All of you guys who make time to test, experiment, theorycraft, and share your work, you guys are awesome! Thanks and keep up the good work.
    05/14/2019 09:17 AMPosted by aloc
    How far behind is Vyrs Chantodo than Necro for speed runs? Both well geared of course.
    3-4 Tiers behind in S17. Slightly ahead on NS.
    Necro for Brittle Touch, Freeze, and Frailty.
    Necro actually plays non-Frozen-Lands-LotD - but you nailed the rest. Here are the d3planners we ended up with:

    • Wiz: https://www.d3planner.com/957012580
    • zMonk: https://www.d3planner.com/808162826
    • zNec: https://ptr.d3planner.com/482152513

    Ouch... getting the 5.1% chance to knockback on hit, on the Storngarm Bracers, will not be easy lol. I did that for my Lance Necro once and not only do you have to get perfect rolls naturally, but rolling the knockback chance is as hard as getting something like elite damage reduction on chest, or rolling off damage into IAS on a Little Rogue for example. I'm guessing a non-ancient with chacne to knock back will be better than an ancient without.

    Question: Do you get the rune selected for the skill "slow time" on the Archon bubble? If not, what do you snapshot it before going into Archon? That might be tricky. Otherwise, how is this skill best used?
    05/15/2019 03:39 AMPosted by Melancholy
    Hi :)

    Hi Melancholy!

    I think Vyr will be arguably the most efficient route for speeds, especially early to mid season.

    That said, Vyr can be especially vulnerable in a push situation, or even on speeds (if running CoE) at the beginning of the rift.

    If I were on hardcore, I would run Karini and safe passage with Vyr (no CoE).

    This configuration also has benefit of not requiring quite as much coordination.

    Vyr Chantodos can also be more easily replaced than the LoN starpact build should you die.

    As far as what to go with on push. Really it depends on how high you care to go or be competitive.

    Vyr will still push really high but most likely will not top the LB. Especially if you stick with Karini on your push. Even with CoE and the risky version, Vyr is currently pegged as a lower ceiling next season (by ~4 grs?), but an easier playstyle, and likely more fun time pushing. It really depends on you and your 2s partner's level of dedication, skill, and goals.

    If you do opt for star pact, i would do so later in season. You could gear out the LoN star pact to run speeds or push with. With the two ring slots, this build will have more toughness than in the past, and will have less one shot potential with a support monk on hardcore as compared to Vyr.

    However, it would require you have mastered the rotation and coordinate with your monk very closely.

    Another downside of pushing the star pact is the fishing for rift guardians. Often you get to RG spawn but have to leave because there are so many bad RGs.

    That said, It will be incredibly strong next season.

    Consider these thoughts with reservation as I dont group that often. I just understand the build.

    Edit: revised guess for star pact lon power. ~4grs?
    05/14/2019 09:48 PMPosted by Venaliter
    05/14/2019 08:55 PMPosted by sVr

  • Wiz: https://www.d3planner.com/957012580
  • [li]zMonk:


    Why Flash instead of Force Armor? Won't you be a bit too squishy, for no real reason? Doesn't it eat Zodiac procs? I could see it if you had OoiD in there, but you have Furnace instead.


    lol, am I missing something really obvious? Still curious about this build.
    05/15/2019 12:27 PMPosted by Cratic
    05/15/2019 03:39 AMPosted by Melancholy
    Hi :)

    Hi Melancholy!

    I think Vyr will be arguably the most efficient route for speeds, especially early to mid season.

    That said, Vyr can be especially vulnerable in a push situation, or even on speeds (if running CoE) at the beginning of the rift.

    If I were on hardcore, I would run Karini and safe passage with Vyr (no CoE).

    This configuration also has benefit of not requiring quite as much coordination.

    Vyr Chantodos can also be more easily replaced than the LoN starpact build should you die.

    As far as what to go with on push. Really it depends on how high you care to go or be competitive.

    Vyr will still push really high but most likely will not top the LB. Especially if you stick with Karini on your push. Even with CoE and the risky version, Vyr is currently pegged as a lower ceiling next season (by ~4-5 grs?), but an easier playstyle, and likely more fun time pushing. It really depends on you and your 2s partner's level of dedication, skill, and goals.

    If you do opt for star pact, i would do so later in season. You could gear out the LoN star pact to run speeds or push with. With the two ring slots, this build will have more toughness than in the past, and will have less one shot potential with a support monk on hardcore as compared to Vyr.

    However, it would require you have mastered the rotation and coordinate with your monk very closely.

    Another downside of pushing the star pact is the fishing for rift guardians. Often you get to RG spawn but have to leave because there are so many bad RGs.

    That said, It will be incredibly strong next season.

    Consider these thoughts with reservation as I dont group that often. I just understand the build.

    Edit: revised guess for star pact lon power.


    Thx cratic for your kind and helpful answer :) I always enjoy your posts on ptr forum and your youtube channel :>

    I did some trys today. Carnevil is pretty cool but for me Vyr is incredible fun to play. I totally forgot there is a wiz ring with 80% dmg reduction, lol, thx for the tip^^ We are decent players but not willing to farm paragon all season long for really high pushes, if lon star pact can go 5 GRs higher when mastered iam okay with it, it sounds fair. I will go for Vyrs (no coe) for S17, ty =)

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