Rating
+11

[2.4] (GR82+) DMO Non-Channel Energy Twister

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Skills

  • Teleport Safe Passage
  • Shock Pulse Power Affinity
  • Magic Weapon Conduit
  • Energy Twister Raging Storm
  • Ice Armor Crystallize
  • Slow Time Exhaustion
  • Illusionist
  • Audacity
  • Blur
  • Unstable Anomaly

Items

More Details
  • Legendary Gems

    • Pain Enhancer
    • Bane of the Stricken
    • Esoteric Alteration

Kanai's Cube

  • The Furnace
  • Ancient Parthan Defenders
  • Unity
  • Note: Several affixes list "or" in certain slots. These are meant to allow for variations on the build. I go more into detail on these below.

  • Head: INT / VIT / CHC / Socket (Amethyst)
  • Shoulder: INT / VIT / RCR / AD
  • Amulet: Arcane% / CHC / CHD / Socket
  • Chest: INT / VIT / %EliteRed or +Armor / Sockets (Topaz)
  • Gloves: INT / VIT / CHC / CHD
  • Bracer: Arcane% / INT / VIT / CHC
  • Ring1 (Compass Rose): RCR & RCR / AS or AD / CHC / CHD / Socket
  • Ring2 (Halo): RCR or AD / CHC / CHD / Socket
  • Belt: INT / VIT / Life% / LPS or +Armor
  • Legs: INT / VIT / +Armor / Sockets (Topaz)
  • Boots: INT / VIT / LPS or +Armor / ET%
  • Weapon: INT / AS / %Dmg or AD / Socket (Emerald)
  • Source: INT / CHC / RCR / APoC

  • Note: RCR on one ring roll is required for both high and low AS setups. With a high attack speed setup, AS on gear provides up to ~1.80 APS base. This is with AS on Paragon, Weapon, Ring, and at least one enemy affected by PE.
  • Low AS setup would rely more on PE and density for damage (less AS/RCR & more AD).

  • RCR rolls provide up to 35.52% from gear and paragon. 35.52% feels more fluid at higher attack speed. 29.92% is optimal at lower attack speed.

  • INT and +Avg Dmg are adequate for rings if you can't find some with the recommended affixes.

  • Secondary Resists and +CC% resistance are preferred.

  • Halo is the preferred ring to wear, but if you find a better Unity for whatever reason, you can wear it and cube Halo until a good Halo drops.

Paragon Priorities

Core

Movement Speed
Primary Stat
Maximum Resource
Vitality

Offense

Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction

Defense

Armor
Resist All
Life
Life Regeneration

Utility

Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

Max AP is optional. Makes the build easier to play, but the extra INT may prove more valuable when pushing if you are good at managing resource.

Build Guide

My main intent with this build was to produce a setup I could easily push into higher GR with.

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Summary:

  • This build leverages Twisted Sword + PE to get high, scalable APS. With Halo/APD, defense will also scale with density.
  • For damage we use Energy Twister (Raging Storm). Twisters combine to deal double base skill damage and gain increased AoE. Even after combining they still count as '2' twisters toward The Twisted Sword buff. Combining resets the duration of the twisters, which is great for increasing your stack count.
  • To be able to allow for consistent and scalable casting of Twister, even at increased attack speeds, I've slotted Conduit and APoC on source.
  • Shame of Delsere will return AP when other regen mechanics fail to do so (at lower density).
  • Power Affinity has a very high proc coefficient. Combined with the extra AP, this is a better option than Piercing Orb for low target encounters.
  • 10-12 Twisters is average during the rift, and with density, easy to push 15, but hard to sustain 15 or more. On single target RGs it can be hard to push out more than 8 twisters at a time.
  • Illusionist + Safe Passage + Cosmic Strand allow greatly increased mobility for the duration of the rift. On top of this, the on-demand DR from SP is huge, especially when fighting the RG.
  • Blur + Unity provide passive damage reduction. The passive DR allows you to take nastier hits when outside of slow time, such as when mobile.
  • When combined with DR, the bonus Esoteric provides is huge. It'll let you do things like tank arcane sentries, run through poison or frozen pulse.
  • PE, Stricken, and Esoteric are the legendary gems you want to use. While the bonus from Trapped is large (~40% multiplicative), offensively, PE is better with pushing out more Twisters. Without Stricken at higher GR, the RG will take too long to kill. Esoteric similarly is required because it allows you to survive.
  • Templar is primarily used for the increased life regen and healing abilities.Give him Thunderfury with Bul-Kathos' Wedding Band, Unity, and Overwhelming Desire. Stack follower items with CDR and attack speed.

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Alternates:

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Tips/Strategy:

  1. Ranslor's are great for proccing AD. Pull mobs in tight groupings or in alcoves to get maximum effect.
  2. Illusionist procs are pretty big for mobility and DR. If you need to move or you need to place slow time, take advantage of this proc.
  3. Casting Slow Time or Safe Passage will lower potential damage. If everything is set and you aren't taking damage, it may not be worth recasting.
  4. Monsters will eventually become CC immune. If you can, pull more in to counter this. Try hopping around the edges of groupings if you are fighting with a harder hitting pack. This will taper the CC resistance of the group and you'll always have some monsters that aren't CC immune.
  5. A quick note on Endless Walk. You will have to move in between packs, but when in combat with density, try to limit movement. In ideal combat conditions you want to have an 80%+ damage buff from EW at all times.
  6. Furnace in the cube allows you to target and kill elites when conditions are favorable. This is big because in 2.4 elites now provide more progression.
  7. Oh, and skip channeling pylons. =)

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Monster and RG Analysis:

  • Elite affixes that cause the most trouble are: Reflects Damage, Mortar, Frozen, Electrified, Shielding. Engage with caution or skip these.
  • Ranged elites are more of a bother, since they are harder to pin for stacked Twister and area damage.
  • Pulling in more density when an elite pack is almost dead is one of the best things you can do to finish them off.
  • RG's with adds provide more DR and will increase overall damage, due to the interaction of Halo / APD, PE, and Twisted Sword.
  • For RG's try to stay in melee if possible. Corner them or move to a corner and set up a twister stack, wait for them to come to you.

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Mention of Twister Mechanics for Clarity:

  • Attack speed will not increase tick rate or damage of an individual twister. However, attack speed will increase inherent damage of twisters as they are stacked up, and via the Twisted sword. (Source)
Energy Twister
DoT, 13 ticks over 6 seconds. Damage per cast is not affected by attack speed (Overall DPS however is, since you are casting new twisters faster). Every tick can crit (and proc APoC) individually. Damage applied 4 to 12 times per second and displayed once every ~0.8 seconds

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Special thanks to the following Diablo III players for their comments, help, knowledge, and time:

  • KhalARon
  • BDF
  • iAVITN
  • Umbra
  • HaOaH
  • apo
  • Malakai
  • Ximae

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Also check out my Hybrid Non-Channel/Channel shielding setup. It plays very similar:

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Thank you for reading! Please upvote if you like the build.