Rating
+3

WIP TimeShock Wizard (2.6.1 Delsere's Magnum Opus Set Build)

Seasonal
Hybrid
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Skills

  • Electrocute Chain Lightning
  • Explosive Blast Flash
  • Energy Twister Storm Chaser
  • Magic Weapon Electrify
  • Slow Time Time Shell
  • Storm Armor Reactive Armor
  • Arcane Dynamo
  • Paralysis
  • Unstable Anomaly
  • Galvanizing Ward

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Zei's Stone of Vengeance
    • Esoteric Alteration

Kanai's Cube

  • Orb of Infinite Depth
  • Crown of the Primus
  • Unity

Full 6 piece set for Delsere's Magnum Opus, with a Topaz in the Helm, all Topaz in the Torso and either all Topaz for offense or all Diamonds for defense in the Legs. Secondary affixes should focus on boosting Lighting damage percentage and Maximum Arcane Power total.


A Hellfire Amulet with Unwavering Will or Glass Cannon would work well, or Ess of Johan for increased chance of grouping up enemies. Rings are Manald Heal for Lightning damage on Stunning with Paralysis, and Halo of Karini for damage reduction via Storm Armor. Wyrdward could also be used to boost effectiveness of Manald Heal, either worn directly or Cubed.


Legendary Gems are Bane of the Trapped to proc increased damage in melee and long range, Zei's Stone of Vengeance boosting said ranged damage but also adding a Stun chance to all skills, and Esoteric Alteration for elemental resistances. Esoteric could be swapped for Molten Wildebeest's Gizzard for healing and additional health shielding, though with use of Electrocute, Simplicity's Strength would work as a very effective healing source.


Ranslor's Folly boosts Energy Twister damage and grants a grouping effect on lesser enemies, whereas Nemesis Bracers work for speedrunning Rifts and Ashnagarr's Blood Bracers improve health shielding.


Shame of Delsere increases casting speed by 50% for Electrocute, and grants up to 12 Arcane Power per cast, whereas Witching Hour is a well rounded offensive boost.


For Weapons, Wand of Woh boosts Explosive Blast up to 400% and triggers it 4 times in a single cast, with Myken's Ball of Hatred allowing Electrocute to jump back to previously hit enemies. Twisted Sword could be used for higher Energy Twister damage, and a maxed affix/Ancient/Primal Ancient Orb of Infinite Depth could be used directly.


Cubed items are Orb of Infinte Depth for max affix on the outgoing damage increase and incoming damage reduction from Explosive Blast, Crown of the Primus for all runes on Slow Time, and Unity for damage reduction. Unity could be swapped with Wyrdward for better Stun chance, and Myken's Ball of Hatred for Orb of Infinite Depth if the latter rolls with better stats/maxed affix.

Paragon Priorities

Core

Primary Stat
Vitality
Maximum Resource
Movement Speed

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction

Defense

Life Regeneration
Armor
Resist All
Life

Utility

Life on Hit
Resource Cost Reduction
Area Damage
Gold Find

Paragon of 1000 and above is required to push past GR70, focus on Intelligence and Vitality at a 10 to 5 spending ratio, with Maximum Arcane Power and Movement Speed to be fleshed out when able.


Attack Speed is key to get out as many spells as fast as possible, with Critical Hit Chance and Damage rounding out damage capability. Cooldown Reduction isn't quite required due to the 2 piece bonus affecting Slow Time, but it does shave down Explosive Blast to a minimal cooldown.


Life Regeneration for healing, Armor and Resist All for defense and then Life total.


Life on Hit for healing, Resource Cost Reduction for better use of Arcane Power, and Area Damage to overlap spell damage. Gold Find isn't applicable to the build.

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.