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:
- Aether Walker is a good option. Wear AW and swap Furnace with Twisted Sword in the cube. Also swap out Illusionist for Unwavering Will.
- Nemesis, Primus (cubed), or Witching Hour are good if you don't like Ranslor's. Wear APD with these swaps.
- For group play, swap out Unity for CoE or Oculus Ring.
- Frost Nova is a great damage complement to the build. If you feel OK on resource, consider dropping Conduit for Deep Freeze or Bone Chill.
- Mirrorball + MM (especially the seeker rune) can be a good combo for additional AP. This is likely a better swap when using AW.
- Orb of Infinite Depth can be placed instead of Cosmic Strand. You'd have to drop Conduit or your Generator for EB though.
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Tips/Strategy:
- Ranslor's are great for proccing AD. Pull mobs in tight groupings or in alcoves to get maximum effect.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Could you explain the reasoning behind the use for Cosmic Strand? It seems to me, with the Illusionist passive, that there are several other sources that would serve you much better. I understand that improves mobility, but in higher grifts, wouldn't more damage or survivability be a better choice?
Other than this, it's a very good build. +1
I think Cosmic Strand will be the best option because of the increased mobility, not only in between packs, but when in combat. You can dodge more attacks and if you happen to Teleport in a location that becomes compromised quickly, you can reposition without having to get hit again. CS also improves the uptime of your Safe Passage, especially on RG's that don't attack too quickly (but can wreck you with just a few hits).
Other wizard sources are possible, namely Orb of Infinite Depth, but this also requires a skill swap. I've included this in the Alternates section.
I started out the season with this build, and was easily able to get GR70+ with it. I've been testing out a Hybrid no-channel/channel variation. I'll post a guide for that build once we get it nailed down. It plays very similar, mostly manually casting the twisters.
Edit (1/30/2016): Tested Primus a bit more. You can gain an APoC roll when wearing it, but this is not the best since you'd need to use RoRG and give up a ring slot. Cubing Primus and slotting Unity, CoE, or Oculus would be the better way to fit it in.
Both Primus and Nemesis are good options if you're dropping Ranslor's. These are also great options for group play.
Another good swap might be wearing Witching Hour, and cubing Shame of Delsere instead. This would give you an extra AS and CHD roll.
Updated guide with link to the Hybrid no-channel/channel build I've been testing out. Playstyle is very similar. It's pretty fun too - check it out:
Updated guide with Aether Walker as a recommended option based on the latest solo Twister meta. I had tested AW on the PTR but couldn't get past GR80 without killing the elites, hence the furnace. I assume as you acquire better gear and get to the point where you need the perfect rift anyway, AW becomes more viable at the top end.
I have to admit I couldn't get it to work back then, but I do love the playstyle. MM:Seeker + Mirrorball is also a good combo with the AW.
I'd love to try out a non channeled setup similar to the meta (which is basically what this build is when you swap in AW) - so I'm including AW as a recommended item.
Thanks! I'll work on editing the build so it is shorter, and easier to read.
From a pure DPS perspective, the fire version is good, but won't get quite as high as the raging storm rune, even with the extra elemental damage. The double damage from Raging Storm is still better than the RCR you might get from Cindercoat. Having to cube RoRG (with DMO) also means you are out a ring slot, which is a big hit.
Dropping the generator and picking up OID with EB is likely the only way you'd be able to get the defense required for higher GR, and thankfully the RCR would allow you to do that, easier than the arcane version. See an example of this setup I did on the PTR here:
The damage from OID is multiplicative (@1.2X), but still would not get the fire quite as high as a raging storm setup.
Dropping Magic Weapon and swapping in Flame Blades would also be an option, but I'm thinking it would be less optimal, since you'd have to stop casting Twister to regain the buff. MW:Conduit or FN:Deep Freeze or possibly MW:Deflection or DS:Enduring Skin (if you're going shielding) would likely still be better for this skill slot.
I tested fire twister DMO on the PTR and got it into the mid-70's. I bet if you optimized such a setup, you might be able to push close to GR80 with it.
Fire does have a lot of utility and ele% items, which allow it to work out fairly well with an LoN setup. Check out this video @GR75 by HaOaH:
Updated affixes secton. Shifted RCR roll off weapon to ring2 and/or source. AS / %Dmg will give better damage overall IMO. AD is still adequate for weapon. Also modified recommended ring roll to prefer AD over INT or +Avg Dmg.
Also updated with color coding to easily show both high and low AS setups.
Shame won't triple unfortunately, but the extra missiles from Mirrorball have full chance to proc APoC and Conduit, in addition to the primary missile. This means with say, the Seeker rune, you have 100% proc coefficient X3 hits. This is very good for the RG or finishing off a single elite.
With AW since you already have greatly increased mobility, using MM:Seeker makes the RG fight more fluid. In a perfect match you'd want an RG with pets (and wouldn't need the signature as much), but sometimes the adds don't spawn quite in time to sustain the Twisters throughout the entire fight.
Unless you happen to hit a channeling pylon near the RG spawn (or you're wearing nemesis), there isn't really a reason to click them. Map should be dense enough to sustain casting, especially at 30-35% RCR with Conduit and APoC. If the map isn't full enough for this purpose, you'll likely just need a different rift to progress.
Skipping a pylon means you can possibly get different pylon spawns as you move through the rift. Conduit, Speed, or Power pylon would be much more beneficial. Illusionist already resets slow time and teleport, so there really is no other benefit to clicking them.
Updated Guide: Swapped out Shock Pulse rune to use Power Affinity instead of Piercing orb. Power affinity has a higher proc coefficient than piercing orb, and can return extra AP. While it won't proc as often on groups of mobs as piercing orb, we're tailoring our signature for the worst possible scenario, which is on a single elite or RG. Power Affinity wins out in that situation.
The loss of a ranged attack is not as good for some RGs (thinking Voracity) but should be better for most others, since you'll be close up a lot of the time.
Also updated follower setup. Running double heal instead of Inspire since healing is needed more than the 1.4 AP/s. Make sure you are stacking CDR and AS on all follower items that can support them.