Build Guide
Groups: Halo to CoE, Ice Armor to Energy Armor or Spellsteal
Maybe it's possible to go range in Groups (PE to Zeis, Audacity to Power Hungy, Pig Sticker to Starfire)
Solo: Still testing whats better, Bone Chill or Spellsteal
This is a Signature spell. Signature spells are free to cast.
Summon a spectral blade that strikes all enemies up to 15 yards in front of you for 168% weapon damage as Arcane.
Each enemy hit increases the damage of your Fire spells by 1%, up to a maximum of 30%, for 5 seconds.
Cooldown: 120 seconds
Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities, your damage is increased by 30%, and your Armor and resistances are increased by 150%.
Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
Decrease the cooldown of Archon to 100 seconds.
Archon abilities deal Lightning damage instead of Arcane.
Cost: 20 Arcane Power
Cooldown: 6 seconds
Gather an infusion of energy around you that explodes after 1.5 seconds for 945% weapon damage as Arcane to all enemies within 12 yards.
Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing 520% weapon damage as Fire.
Cooldown: 11 seconds
Blast nearby enemies with an explosion of ice and freeze them for 2 seconds.
Enemies take 33% more damage while frozen or chilled by Frost Nova.
Cost: 25 Arcane Power
Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes.
Attacks have a chance to burn enemies, dealing 300% weapon damage as Fire over 3 seconds.
Cost: 25 Arcane Power
Surround yourself in a barrier of ice that reduces damage from melee attacks by 12%. Melee attackers are either Chilled or Frozen for 3 seconds. Lasts 10 minutes.
Only one Armor may be active at a time.
When you are struck by a melee attack, your Armor is increased by 20% for 30 seconds. This effect stacks up to 3 times.
You deal 30% additional damage to enemies within 15 yards.
Reduce all cooldowns by 20%.
When you receive fatal damage, you instead gain a shield equal to 400% of your maximum Life for 5 seconds and release a shockwave that knocks enemies back and Stuns them for 3 seconds.
This effect may occur once every 60 seconds.
Lightning spells have a 15% chance to Stun all targets hit for 1.5 seconds.
+85–108 Dexterity
+85–108 Strength
+85–108 Intelligence
+85–108 Dexterity
+85–108 Strength
+85–108 Intelligence
+24–29 Dexterity
+24–29 Strength
+24–29 Intelligence
+220–349 Dexterity
+220–349 Strength
+220–349 Intelligence
+(28–34)–(34–43) Arcane Damage
+(28–34)–(34–43) Poison Damage
+(28–34)–(34–43) Lightning Damage
+(28–34)–(34–43) Holy Damage
+(28–34)–(34–43) Cold Damage
+(28–34)–(34–43) Fire Damage
+(28–34)–(34–43) Damage
+128–163 Dexterity
+128–163 Strength
+128–163 Intelligence
+49–60 Dexterity
+49–60 Strength
+49–60 Intelligence
+37–48 Dexterity
+37–48 Strength
+37–48 Intelligence
Maximum Resource |
Movement Speed |
Primary Stat |
Vitality |
Cooldown Reduction |
Attack Speed |
Critical Hit Chance |
Critical Hit Damage |
Life |
Armor |
Resist All |
Life Regeneration |
Resource Cost Reduction |
Life on Hit |
Area Damage |
Gold Find |
Groups: Halo to CoE, Ice Armor to Energy Armor or Spellsteal
Maybe it's possible to go range in Groups (PE to Zeis, Audacity to Power Hungy, Pig Sticker to Starfire)
Solo: Still testing whats better, Bone Chill or Spellsteal
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