Rating
+4

Minnesota Winter Wizard (LoN Ray of Frost)

Seasonal
Hybrid
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Skills

  • Familiar Sparkflint
  • Ray of Frost Snow Blast
  • Frost Nova Bone Chill
  • Teleport Wormhole
  • Magic Weapon Force Weapon
  • Ice Armor Frozen Storm
  • Unstable Anomaly
  • Audacity
  • Unwavering Will
  • Glass Cannon

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Taeguk
    • Gogok of Swiftness

Kanai's Cube

  • Deathwish
  • Boots of Disregard
  • Convention of Elements

Note: The gloves need to be Frostburn w/ ideal rolls in INT, Attack Speed, CHC and CHD. For whatever reason diablofans build creator didn't have Frostburn as a glove option, although they are in game. Also the Hellfire Amulet needs to be rolled with Cold Blooded.


Every piece of gear needs to be Ancient.


On your helm, if you have enough RCR to swap the gem in the helm, a diamond would help your teleport/frostnova out.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Attack Speed
Critical Hit Chance
Critical Hit Damage
Cooldown Reduction

Defense

Life
Armor
Life Regeneration
Resist All

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

Core:

-25% cap your run speed

-Int and Vit to flavor, shouldn't be a need for resources


Offense:

-Pretty much everything is useful here, although CDR is possibly the least useful, but it will help with teleport and frost nova


Defense:

-Again everything is pretty useful here, skill to your priorities.


Utility:

-Resource Cost Reduction is going to be useful up until the point that Ray of Frost can be ran forever without dipping the Arcane power lower than our Aquilia Curiass wants it to be at. Otherwise everything else is useful with priority to Area Damage, Life on Hit, and lastly Gold Find (because let's face it if you have all the ancient items to make this build work, you're doing fine on gold unless you have a gambling problem in which case seek help.

Build Guide

This is a Ray of Frost based LoN Wizard build, which I've been calling the Minnesota Winter Wizard build.

This is my first D3 build to contribute to the community. We don't often see LoN wizards as its tough to get the same or better numbers out of a LoN wizard build as we get with the existing meta.


Frost Nova - with Bone Chill will help amp up the damage especially on higher difficulties, otherwise Cold Sanp's reduced CD is nice for more situational escapes.

Teleport - Wormhole is merely for situational kiting and emergency re-positioning.

Ice Armor - rune can be adjusted to taste, Frozen storm is nice for bounties/rifts and Crystallize comes into play for GR pushes.

Magic Weapon/Familiar are in the build as is to increase the damage output, if survivability becomes an issue, Magic Weapon can be re-runed to Deflection.


Update: Changed bracer to Ancient Parthan Defenders, as enemies frozen will proc as "stunned" for the damage reduction per enemy frozen within 25 yards. It can still roll with elemental damage, of which should be cold, INT/VIT, and CHC are the other ideal rolls for the bracers. Because your damage reduction while channeling ray of frost is already enhanced by the mantle of channeling and aqulia cuirass, procing the legendary affix of ancient parthan defenders over a series of enemies (and we discussed our simulated data indicating chance to freeze at 80.04%) frozen, means that our damage reduction without blur will scale from 82%-98.60% assuming a range of 0-20 targets frozen, with blur we cap out at 98.84% damage reduction. I would believe that this addition likely allows this wizard build to claim to have the strongest possible tank on a wizard assuming mob density and freeze procs.


Update: Given some comments, I've included Andariel's Visage and Swamp Land Waders as recommended gear alternatives. This gives you a potential cold damage bonus of 120% as opposed to 80%. The drawback is some HP, and Ray of Frost costs slightly more but still able to keep Aquila Cuirass up at a 99.96% uptime during simulations. Damage calculations causes Ray of Frost to soar upwards quite a bit because of the elemental damage modifer multiplicative buff. Thanks for the suggestions so far.


D3planner.com build link: http://www.d3planner.com/705508253


Naturally, because this is a LoN build, all items ideally need to be ancients, otherwise you're crippling yourself.


I haven't been able to test this in game as I don't have all the gear, but in d3planner we end up with a 80% cold damage increase, +30% to ray of frost, with all the gems and items procing around ~99% multiplicative damage increase on top of the 1300% from having each item being ancient.

It can be ran continuously without draining the arcane power pool giving 100% up-time on Aquila Cuirass, the build I linked, seems to have ray of frost hit for 7.5-24 billion as everything procs and is applied. Also in simulation, we're looking at an average of 80.04% time that enemies will be frozen, which takes into consideration adaptive cc protection for npcs. This means that targets frozen are targets that are not attacking back, thus another form of damage mitigation plus they are sitting ducks if they need to be whittled down with your ray of frost.


Having every item be ancient gives a 52% damage reduction due to LoN, the AC is 50%, channeling ray of frost gives another 25%, blur is 17%, adding that all together and factoring in diminishing returns brings you to 85.04% overall damage reduction. Swapping Blur to Unstable or say Power Hungry for long range snipes brings the damage reduction down to 82%, so I think there's a lot of merit to using that 4th passive as a swappable skill based on your individual needs (I'm thinking Power Hungry might do nicely here for that extra 30% damage on long range targets). Elemental Resistances are basically at the softcap sitting around ~84.5%. With boots of Disregard either worn or cubed, you'll be standing still with tons of life regen, and illusory boots worn/cubed able to run freely to where you need to when you need to, so no excuses for standing in that pool of poison. Then again, as I mentioned in the last paragraph, the majority of the time engaged enemies are going to be either at full health, frozen, or dead if the simulations I've ran are reflective of actual gameplay.


I caution you however, as I warned this is an entirely untested build, which I would like to test once I get the items, but if you have the gear feel free to give it a whirl. Just hope there's no enemies that are cold immune for this build to work. As is I have no experience actually playing the build, but looking at the math on the d3planner link, it looks extremely promising.


One thing to note however about that build on the d3planner link is that the items are rolled with absolutely perfect stats, so actual RNG will be less than that which will reduce the amount of damage output of the maximized build. Actual performance may vary.