Build Guide
Death's breath farming build that can clear TXIII in 3-4 minutes. Average DB per run will typically be between 35 and 50.
In place of Goldwrap + Hoarder + Boot slot we place Sages + Wreath of Lightning. Energy Armor is used instead of Frozen Storm. I prefer the Pinpoint barrier rune for this one, but you can slot Force armor or prismatic if you want the defense.
Attack speed is slotted (as is Pain enhancer + Wreath of lightning) to give quicker paralysis procs. Enchantress is recommended.
Alternately, you can run with Hoarder gem in place of Wreath to get more gold drops, then slot Ice armor: Frozen storm in place of Energy armor.
For T11 farming, in addition to the above swap drop Endless Walk (run Goldwrap + Avarice Band) instead. This will give you better defense, and gold farming capability.
Even with the ABB + GW combo, still a very touch and go build, so take care when engaging enemies.
Looking for just a gold & key farming build? See the below.
For bounties:
This is the build I've been using most, works well up to 65 or 70 in group. For torment farming or bounties, I keep a few rows of swap items in the stash, just swap them and the cube out when needed.
[2.4.3 PTR] (GR60-75+) Tal Electrocute Gem/XP Speed w/ Manald Heal
For higher than that with electrocute, most of the Tal builds will be less defensive. Since you want a tankier build you might try out the Firebirds:
Note: I've updated the build to include the Force armor rune instead of Pinpoint barrier.
I tested this build on T11 using the Nemesis Bracers instead and it's a lot fun and works really good.
I like all the build variations that the Manald Heal has brought to the table. Unfortunately, I tried this build, and the WoHRasha's MH builds pretty much side by side. The WoH Rasha build is faster, focuses completely on elites and gives you gold in the process to empower all the GRs. All while not dying. I mean to each their own, but overall, I liked this build, not more than WoHRasha though. =(
I was curious as to why you have movement speed prioritized at all, and even the Wreath Lightning, but you already answered those questions.
My question is, why Corruption? It no longer has a Radius increase of 7 (for seasonal at least).
Though you would get some bonus from Zei - not quite as much as Trapped IMO, since you're still close to some enemies, even if your chain goes off to never never land. Remember anything stunned by paralysis will take more damage from Trapped. Zei wouldn't give as consistent or as high of a bonus in that situation.
On that note though, I think you're right about the Gogok. I've testing out PE / Gogok / Hoarder in my Torment build and it seems to be doing well (drop Trapped). The higher proc rate is more important than the damage for torments it seems. Could also be attributed to late season / early season difference in power though. Will require a bit more testing to make sure.
I think you misunderstood here, the 3 gems for the Ranged build, I'd likely take Trapped/Zei's/Gogok, with the swapping possibility of Gogok for Pain Enhancer. Then I'd likely try to stay within about a 20 yrd area of density to keep getting the bonus from PE, and when Electrocute chains through the pack, Zei's/Trapped will do more damage, could also wear the Hate and cube a Starfire for even more damage. Just a thought
I think you're right about the proc rate, as for the most part 4 stacks Tal's, and proccing will pretty much 1 shot everything that isn't a RG or yellow on T13. Using PE/Gogok to fish for more procs is just logical in that aspect, I don't think you need the multipliers from Trapped or Zei's until you reach higher GRs when the proc isn't instantly killing things. Then it's a choice between proc fishing and damage dealt.
I've tried a Stricken as well (high AS build) but it doesn't fair as well as other gems, but I could see it working out in a multiplayer build, with PE/Gogok for better fishing for procs while dealing more damage with each hit.
Really though, after playing this a bunch more, I still have more fun with EB/Woh, but this build has great synergy and works extremely well, I'd probably use it at the beginning of the season to farm for the rest of the WohRasha stuff. Also makes DB farming early season easy, As it does push T13 fairly early on, while WohRasha takes a bit of gearing (high CDR demand) to get to T13. Overall, I'd give this build a 9.5/10. The 0.5 is lost when I take into account the squishiness of Wizard in melee. Building up the PE stacks leaves you pretty vulnerable, but at the same time when you proc you destroy everything on the screen, so it works out well in most situations.
EDIT: Extra note: I've been toying with the skills a bit, and I've seemed to have had better results from running Teleport - Safe Passage, and replacing Magic Weapon - Deflection with Black Hole - Event Horizon. Overall it can take a much bigger beating, as it sucks up the ground effects/groups mobs for easy PE stacks, and provides 25% damage reduction 24/7. I just alternated using EB and FN while teleporting around to keep up Tal's.
You can change that in gameplay settings.
http://i.imgur.com/9czuXkD.jpg?1