Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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In-geom
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Goldwrap
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Ring of Royal Grandeur
Affixes
- Head: INT / VIT / CHC / Socket (Diamond)
- Shoulder: INT / VIT / CDR / EB%
- Amulet: Fire% / CHC / CHD / Socket
- Chest: INT / VIT / EliteRed% / EB% / Sockets (Topaz)
- Gloves: INT / CDR / CHC / CHD
- Bracer: Fire% / INT / VIT / CHC
- Belt: INT / VIT / Life% / AR or LPS
- Legs: INT / VIT / +Armor / Sockets (Topaz)
- Feet: INT / VIT / AR / +Armor or LPS
- Ring1: INT or +Avg Dmg or CDR / CHC / CHD / Socket
- Ring2: INT or +Avg Dmg or CDR / CHC / CHD / Socket
- Weapon: INT / CDR / Dmg% or VIT / Socket (Emerald)
- Offhand: INT / CHC / EB% or APoC / APoC or CDR
- 50% CDR is the required minimum. In short, this is due to having to reduce the remaining cooldown of Teleport while In-Geom is active (11s-10s=1s*50%=.5s=Teleport's ICD). Rings and source are the preferred locations to exclude CDR rolls, since you can roll %EB, INT, +Avg Dmg on those pieces. I've colored these optional CDR rolls in green above.
- Note: I do not recommend Taeguk for this farming build, but I wanted to leave it as an option, since it does provide a good amount of offense / defense. 62% CDR is preferred if you slot Taeguk. This is so you can keep up the stacks even if In-Geom is down. ~60% CDR is the required minimum if slotting Taeguk, otherwise you'll start dropping stacks more often.
- Secondary Affixes that are highly desired:
- +Pickup (Globe) Radius
- +Single Resistance
- +Pickup Radius is a boon, especially if you are using Hoarder + Goldwrap. You can roll up to +16 radius on gear (+1-2 per piece of armor). Get as much as possible.
- Avarice Band is not worth the swap. Avarice band + Hoarder is great utility, but you sacrifice too much damage (losing out on F&R or Sage). It's better just to gear for more pickup radius.
- AR is preferred on some pieces of gear to make up for the loss in +Single Resistance.
Paragon Priorities
Core
Movement Speed
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Primary Stat
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Vitality
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Maximum Resource
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Offense
Cooldown Reduction
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Critical Hit Chance
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Critical Hit Damage
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Attack Speed
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Defense
Armor
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Resist All
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Life
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Life Regeneration
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Utility
Resource Cost Reduction
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Area Damage
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Life on Hit
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Gold Find
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Build Guide
In the video, I gathered 63 DB. DB per run is usually between 45-60. Even @ just 45 DB average, assuming 3 minute runs, 30s in town, and 15s for level transitions, you'd still get at least 750 DB/hr. When you also factor in possible goblin packs, IMO 750+ is a fair estimate.
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Cosmic Strand is a huge boost to mobility. This item will make one out of every two of your Teleport casts free of an ICD. This improves movement significantly. Since you're skipping between elites, it fits in well with the playstyle of the build.
Corruption shoulders are a huge boost to pickup. At 3 base, and with up to 16 on gear, the 7 from these shoulders allow up to 26 yard pickup.
Consider keeping Nemesis on swap (equip Warzechians).
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Defensive options:
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For End Game, once you are fully optimized, consider swapping Powerful for Wreath of Lightning. Run with:
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If you don't want to gold farm (or if you want to drop Goldwrap only):
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See my related Swift Burn Wizard TX Speed build for other relevant suggestions and tips.
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A quick thank you to diablo player Ericles for suggesting the Corruption shoulders.
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Thank you! Please upvote if you like the build.
Does Cosmic Strand add enough on top of In-Geom to warrant the loss of Avarice? You could swap in Tals orb and cube Avarice without losing (I feel) very much on mobility.
The Oculus source has a built-in Teleport cooldown reduction of between 1 and 4 seconds. If you get a 2+ second roll it would allow you to gear for Area Damage instead of CDR and still keep your Calamity rune.
Dyonivan how will that work? he needs 3 piece bonus of sages.
CDR in this build is more meant to give you some level of damage even without In-Geom active. I feel that a minimum of 50% + cosmic strand will give faster clear speed than with 0% + Oculus.
I would not slot AD though. Last I heard from the 2.4 PTR was that area damage doesnt appy to the extra woh blasts.
Edited build title and summary mention. Forgot to factor in the 30s you have to spend in town with my calculations. Still a lot of DB to be had.
Updated guide to include Orb of Infinite Depth as an alternate option for defense. Due to random drops and not having a lot of mats, I'll be starting this build out with OID + Hoarder + Broken Crown in cube (instead of goldwrap or cosmic strand).
Great guide!
I have 2 itens with lightning damage. So i get 40% lightning damage, but i cant reforge to get fire damage.
So it's worth changing explosive blast to lightning damage?
Thanks, glad you like it.
EB:Flash has a 3s base cooldown, this makes it much harder to manage AP. Plus it applies damage at a slower rate. It would be sub-optimal, that's why I don't recommend it on the guide. The biggest problem with flash + high CDR is AP management when In-Geom is down. You'd likely have to either drop CDR (run w/ oculus) and/or slot APoC. Another problem is Tal rasha elements. You may have to dedicate an additional skill slot to place an AP generator (of lightning or arcane type) with a Flash setup. Teleport already grants the Arcane, and Flash already grants the lightning. This would also be sub-optimal.
I suggest you run Chain Reaction until you get fire bracers and / or amulet. Yes, you aren't using the Lightning% but you need to think about gearing for this build long term if that's what you want to be running anyways. It's better to start gearing for 50%+ CDR then having to swap it up mid-season. You can always dial down the difficulty as needed until you find adequate gear.
I might be missing something obvious so forgive me if I am. But, I have 54% CDR right now and no in-geom. I have attempted to just see how the build feels in general despite not having the in-geom cubed. But, I have quickly seeing that outside of in-geom it seems impossible to keep Taeguk active the whole time. Even if I hold down Explosive Blast the whole rift, just periodically using other skills like Nova or Teleport messed with the simultaneous key presses and delays the explosive blast just long enough for it to not continuously stack.
I don't see how maintaining Taeguk 100% of the time would be possible, even if I did have in-geom cubed considering there would be downtime inbetween procs. Especially since I am just now starting my endeavors into TX and not just attempting to fine tune it for speed. So my question is whether or not I am playing this wrong or to get clarification that I -need- 62% CDR in order to maintain Taeguk because I feel like I wouldn't be able to reliably run this without having that. I only have like 1 ancient piece and several pieces aren't exactly optimized for the build but I would love to make it work if possible.
I noted that closer to 62% is better for Taeguk in the affixes section, but i did not specify that it was needed if slotting Taeguk, I'll update that right away.
Ease of farming is the reason I primarily excluded Taeguk from this particular build. I wanted to keep it as an option though, since it does give a good boost to both damage and defense. If you don't want to run with Taeguk, just gear for 50% CDR and slot a different gem.
A quick note on edits: I've updated the guide's estimated DB per run to include 15s of time on level transitions and loading screens.
I am having some issues with this build. I have 5 ancient pieces with good stats and every slot filled out properly, Paragon 565, but still seem to die a lot on t10 rifts. When in combat i have over 300mil toughness and over 3k resist all. I do not understand why I am going down so quickly as my primary build has about half that toughness and resist yet i take 0 dmg in GRift 63 with it. Any advice would be greatly appreciated.
Also note that while the Tal Rasha 6 pc will refresh just from using or alternating two abilites once at max stacks, the 4 piece bonus will not. If you feel you need more defense when engaging elites, make sure you use all 4 elemental abilites to keep the full 4 piece bonus resistance active.
Use your stun and cc abilites when appropriate to interrupt mobs. Also take another look at the defensive swaps section of the guide, you can place GW and OID for even more defense.
What about Primordial Soul off-hand http://us.battle.net/d3/en/item/primordial-soul
"Elemental Exposure's damage bonus per stack is increased to 10%."
It seems like a big damage increase, since Elemental Exposure would provide 40% more damage (instead of the default 20%).
Why is it never used?
When you compare the damage bonus provided from primordial soul (20% debuff that has to be stacked on) with OID (20% multiplicative & 60% DR), it's just more efficient to run with the base EE and pick up the extra defense or mobility from this item slot.
When you're killing enemies so fast, you're lucky if you can get 3 stacks of EE on them anyways. It's still one of the best options for damage, that's why it's included. The only other passive I can think of that would have a comparable damage bonus is Conflagration.
As you level up paragon and get ancients that are augmented, you may not even need the damage from this passive anymore. Hope this helps.
I play with a friend who always uses Nemesis Bracers, so my Bracer slot is free.
Is there any way to make Strongarm Bracers work with this build? (enemies hit by knockback suffer 30% more dmg for 5 seconds)
Are there any other bracers that could be useful, since i do not have to use the Nemesis Bracers?
How do i not run out of energy? What's basic combo? I use Teleport+Diamind skin+EB, but should i spam EB? Or how much should i press this button?
Is autocast banable? (i personaly think its not, but still, who knows woot blizzord programmers made)
I've been using the numlock method since I started playing wizard with EB. Haven't heard of anyone getting banned for using it either.
I don't see how using a macro that does near the exact same thing as numlock would be bannable - but if you don't want to chance that, then I'd stick with the numlock. With numlock, use force stand to teleport or bind force move to something like scroll wheel.
The only real advantage a macro would give in this situation is more precise casting of EB/DS (slight increase in damage - we're talking about a gap of about .3s here) - which is not 100% required at TX in 2.4.