Rating
+37

Melee Tal Wizard

Regular
Hybrid
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Skills

  • Electrocute Arc Lightning
  • Teleport Calamity
  • Hydra Mammoth Hydra
  • Blizzard Frozen Solid
  • Magic Weapon Force Weapon
  • Ice Armor Crystallize
  • Arcane Dynamo
  • Elemental Exposure
  • Illusionist
  • Unstable Anomaly

Items

More Details
  • Legendary Gems

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

Paragon Priorities

Core

Primary Stat
Vitality
Maximum Resource
Movement Speed

Offense

Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction

Defense

Resist All
Life
Armor
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

Build Guide

This is based on Jaetch's melee Tal Rasha's Wizard mini-guide recently uploaded to his youtube. I have tried to write down most of his comments in the video, for the sake of reference here, so most of what you'll read below is a sort of quote on the video guide.

Description

A hybrid spec that excels both on melee and ranged scenarios, with high tankyness and capable of dishing out tons of damage, perfect for reaching high solo Greater Rifts. While it has the old-school Blizzard/Hydra combo at its core, its playstyle is more reminiscent like a CM Wizard. 

Skill Choices

  • The main source of damage is your Mammoth Hydra buffed by Arcane Dynamo's bonus damage, which will last for the Hydra's entire duration.
  • Tal's Meteors are the secondary source of damage.
  • To get the most out of Tal Rasha's buff, you need all 4 elements on your skill bar.
  • Electrocute procs the Lightning Meteor and ramps up Arcane Dynamo.
  • Teleport with Calamity procs the Arcane Meteor and is your only survival/repositioning skill.
  • Blizzard procs the Cold Meteor and is an added crowd control mechanism.
  • Illusionist and Unstable Anomaly are cookie cutter passives.
  • Arcane Dynamo and Elemental Exposure have strong synergy with the build.

Gear Comments

  • Get +Hydra or +Meteor Damage where possible. Chest and Helmet are important slots for that.
  • Tal's Source could roll +Hydra damage before Patch 2.2, but now it always rolls +Meteor damage (and it cannot be enchanted).
  • Serpent Sparker is the best weapon. It's optimal if it has a 1.7 attack-speed breakpoint, but that's not necessary unless you're aiming for high GR groups.
  • Frozen enemies also count towards the Ancient Parthan Defenders' effect.
  • Try to ramp up the Tal's bonus damage whenever possible (activating the elemental stack), not necessarily before putting down a Hydra. The Tal's effect doesn't need to be snapshot by Hydra, the way Arcane Dynamo does.

Legendary Gems

  • Bane of the Trapped is standard stuff
  • Zei's Stone of Vengeance bonus damage is calculated from the damage source, so even though you'll be in melee range almost always, the Hydras will benefit from the bonus damage
  • Esoteric Alteration adds lots of survivability against ranged mobs/elites

Follower - Templar