Build Guide
This build has been tested in patch 2.6.1 on the PS4.
The build is a bit of a skewed variation on the Lightning damage Manald Heal build, forgoing the use of Arcane Orb and relying on Electrocute as a Stun and Lightning damage facilitator to trigger Manald Heal rather than using it for dealing damage outright. Between constant casts of Electrocute and Explosive Blast, casting Energy Twister maintains heavier, more direct damage and Magic Weapon and Storm Armor facilitate further Stun chances, Explosive Blast and Energy Twister both reducing cooldown on Slow Time via the 2 piece set bonus.
Electrocute with Chain Lightning boosts the max number of jumped targets to 10 per, and use of Myken's Ball of Hatred allowing it to jump back to previously hit enemies means that between any 2 enemies they could be hit up to 5 times apiece, and multiple enemies repeatedly struck by repeated casts. Shame of Delsere boosts the casting speed by 50%, and granting up to 12 Arcane Power per cast means the Wizard will be able to cast Explosive Blast and Energy Twister as often as possible without worry, and the constantly jumping Electrocute blasts having chances to Stun with Paralysis means numerous chances to proc Manald Heal's massive damage with minimal effort.
Explosive Blast with Flash cuts the cooldown to a mere 3 seconds, and Wand of Woh boosting it and making it trigger 4 times per cast means it should be dealing constant melee range damage and proccing stacks for Orb of Infinite Depth for better damage and damage reduction. Energy Twister with the Storm Chaser rune makes it so every Twister generates a Lightning Charge, up to 3 total at 196% damage each that combine as a piercing bolt cast whenever the Wizard next uses Electrocute for another Lightning damage source to proc Paralysis through Stunning and thus proccing Manald Heal. This ensures the Wizard has options that hit in melee, mid, and long range effectively, and against enemies affected by Slow Time, deals up to 3800% additional damage thanks to the 6 piece bonus.
Magic Weapon grants a 10% damage boost to the weapon's base damage, affecting all cast skills, and the Electrify rune gives all attacks a chance to proc an additional 61% damage effect as Lightning to up to 3 additional enemies, giving Electrocute smaller additional jumps and adding jump damage to all other skills to give even more chances to proc Paralysis and Manald Heal. This includes Storm Armor, using the Reactive Armor rune to proc itself upon melee and ranged attacks in addition to its usual proccing over time. With Halo of Karini, every proc past 15 yards grants another 80% damage reduction. Slow Time itself facilitates numerous advantages by Crown of the Primus in the Cube granting all runes to it, along with a 60% damage reduction effect when cast on enemies for defensive purposes via the 4 piece set bonus.
The passives reinforce every part of the build, Arcane Dynamo boosting any other non-Signature damage dealer by 60% after 5 casts of Electrocute, Paralysis granting Stun chances to all Lightning damage, Unstable Anomaly granting get out of death free effects every 60 seconds or so, and Galvanizing Ward granting health shielding for every 5 seconds not taking any damage.
In terms of alterations, Magic Weapon could swap Electrify for the Deflection rune for better health shielding, especially with use of Ashnagarr's Blood Bracers. Electrocute COULD be swapped with Shock Pulse for better use of the 6 piece damage bonus, recommended with the Piercing Orb rune. This would require using Orb of Infinite Depth directly as Myken's Ball of Hatred would have no use, and allow use of the Twisted Sword in the Cube.
The build has no real inter-reliance on party members or Followers, and thus is viable for both group and solo play.
Good day.
Tryed to do your build. Even tryed it in d3builder.
Am I doing smth wrong? I don't "feel" manald ring at all. Thanks.
https://www.d3planner.com/627682568
P.S. - when you open link - click to simulate. It will show current dmg to mobs.
Well to start, it's showing that you're using Wreath of Lightning, not Zei's Stone of Vengeance. There's no point to be adding another weapon damage percentage source, Manald Heal takes care of that by itself by a wide margin, you need Zei's for the flat Stun chance increase and the increased damage at range, you should be proccing Manald Heal every couple of attacks or so with all the Lightning damage being put out. Not to mention using Audacity with a Hellfire Amulet is just a waste, seeing as Electrocute and Energy Twister will just about always be moving more than 15 yards away from the Wizard when cast as often as they are for this build.
Also its showing you're using 600 Paragon, and not a single point is invested into Intelligence, so you have no damage increase outside of your gear. I list everything in the Paragon Priorities in order of how they should be fleshed out and why, you shouldn't be bothering with Maximum Arcane Power and Movement Speed until you have some significant build up in Intelligence and Vitality first, probably around 100-150 Intelligence to 50-100 Vitality before you start working on those two at 600 Paragon.