Build Guide
build up gogok stacks. use archon just before coe hits lightning.
melt mobs. rince and repeat.
primary attack (cold) can be interchanged with anything you like most.
This is a Signature spell. Signature spells are free to cast.
Launch a missile of magic energy, dealing 230% weapon damage as Arcane.
Cast out a shard of ice that explodes on impact, causing enemies within 4.5 yards to take 175% weapon damage as Cold and be Frozen for 1 second.
Enemies cannot be Frozen by Glacial Spike more than once every 5 seconds.
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: 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.
An explosion erupts around you when you transform, dealing 3680% weapon damage as Fire to all enemies within 15 yards.
Archon abilities deal Fire damage instead of Arcane.
Cost: 25 Arcane Power
Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes.
When you perform an attack, gain a protective shield for 3 seconds that absorbs 4% of your Life in damage.
Cost: 20 Arcane Power
Cooldown: 12 seconds
Conjure a Black Hole at the target location that draws enemies to it and deals 700% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.
Enemies hit by Black Hole deal 10% reduced damage for 5 seconds. Each enemy hit by Black Hole grants you 3% increased damage for 5 seconds.
Cooldown: 11 seconds
Teleport through the ether to the selected location up to 50 yards away.
For 5 seconds after you Teleport, you will take 25% less damage.
As long as you have not taken damage in the last 5 seconds you gain a protective shield that absorbs the next 60% of your Life in damage.
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.
+416–500 Dexterity
+416–500 Strength
+416–500 Intelligence
+330–524 Dexterity
+330–524 Strength
+330–524 Intelligence
+220–349 Dexterity
+220–349 Strength
+220–349 Intelligence
+85–108 Dexterity
+85–108 Strength
+85–108 Intelligence
+416–500 Dexterity
+416–500 Strength
+416–500 Intelligence
+416–500 Dexterity
+416–500 Strength
+416–500 Intelligence
Increases Cluster Arrow Damage by 10–15% (Demon Hunter Only)
Increases Multishot Damage by 10–15% (Demon Hunter Only)
Increases Elemental Arrow Damage by 10–15% (Demon Hunter Only)
Increases Strafe Damage by 10–15% (Demon Hunter Only)
Increases Chakram Damage by 10–15% (Demon Hunter Only)
Increases Rapid Fire Damage by 10–15% (Demon Hunter Only)
Increases Impale Damage by 10–15% (Demon Hunter Only)
Increases Whirlwind Damage by 10–15% (Barbarian Only)
Increases Seismic Slam Damage by 10–15% (Barbarian Only)
Increases Ancient Spear Damage by 10–15% (Barbarian Only)
Increases Hammer of the Ancients Damage by 10–15% (Barbarian Only)
Increases Meteor Damage by 10–15% (Wizard Only)
Increases Disintegrate Damage by 10–15% (Wizard Only)
Increases Energy Twister Damage by 10–15% (Wizard Only)
Increases Arcane Torrent Damage by 10–15% (Wizard Only)
Increases Wave of Force Damage by 10–15% (Wizard Only)
Increases Arcane Orb Damage by 10–15% (Wizard Only)
Increases Ray of Frost Damage by 10–15% (Wizard Only)
Increases Acid Cloud Damage by 10–15% (Witch Doctor Only)
Increases Spirit Barrage Damage by 10–15% (Witch Doctor Only)
Increases Zombie Charger Damage by 10–15% (Witch Doctor Only)
Increases Sacrifice Damage by 10–15% (Witch Doctor Only)
Increases Firebats Damage by 10–15% (Witch Doctor Only)
Increases Tempest Rush Damage by 10–15% (Monk Only)
Increases Exploding Palm Damage by 10–15% (Monk Only)
Increases Wave of Light Damage by 10–15% (Monk Only)
Increases Lashing Tail Kick Damage by 10–15% (Monk Only)
Increases Phalanx Damage by 10–15% (Crusader Only)
Increases Blessed Hammer Damage by 10–15% (Crusader Only)
Increases Blessed Shield Damage by 10–15% (Crusader Only)
Increases Sweep Attack Damage by 10–15% (Crusader Only)
Increases Fist of the Heavens Damage by 10–15% (Crusader Only)
Increases Shield Bash Damage by 10–15% (Crusader Only)
+37–48 Dexterity
+37–48 Strength
+37–48 Intelligence
+24–29 Dexterity
+24–29 Strength
+24–29 Intelligence
cube: the swami
all possible CDR rolls max! on every piece of gear! (yes also neck)
Zeis or Trapped.
Movement Speed |
Primary Stat |
Vitality |
Maximum Resource |
Cooldown Reduction |
Attack Speed |
Critical Hit Damage |
Critical Hit Chance |
Life |
Armor |
Resist All |
Life Regeneration |
Life on Hit |
Area Damage |
Resource Cost Reduction |
Gold Find |
build up gogok stacks. use archon just before coe hits lightning.
melt mobs. rince and repeat.
primary attack (cold) can be interchanged with anything you like most.
you benefit from it during the lightning coe cycle with double archon stacks (that's all that counts dmg wise).
your toughness is also through the roof in the first few seconds in archon.
the difference between the current top build is that you trust yourself on not dying without an ather walker and gain 20% more damage. I play on with ather walker build and have tried yours. Instead of equipping the walker and teleporting into enemy packs for stun and damage reduction, I teleport myself to get far from the pack when archon almost runs out and then wait for archon to cool. The thing is, I still die from so many things even I am away from the crowd and I dont get the infinite teleport to select/skip group of enemies. The orb does for sure adds impressive damage and defense when in Archon, but out of archon I become really squishy (but this out of archon window is short).
Thanks for your feedback.
Both variants got pros and cons for sure. I dislike the fact that you make mobs kinda immune before even popping archon due to the teleport spam to survive.
There are some tricks to survive: cast black hole immediately when dropping archon on a small separated pack, to get +25 all res from tal 4piece, in addition to the lingering lightning and the constantly up fire+cold all res buff during the non-archon phase. This way you can stack up orb of infinite depth easily, too + use teleport immediately. don't let the teleport buff fall off but also use it wisely to not get stuck in a pack of mobs where you cant sustain yourself.
I get over 300m toughness like that (the -25% DR from teleport isn't even showing in the charscreen)
Now the main thing is to keep your 120% shield buff (galvanizing ward) refreshing every 5 seconds. You spam your primary with tons of attackspeed which gives you 8% shield on every attack. If you drop your shield once it's kinda hard to refresh galvanizing ward and almost impossible to survive at that point. The shields are kinda like the sustaining tool of this build and it's the first time I actually really miss a visible shield globe so I can actually track my current shield values...
Sure too many soul lashers / ghosts are kinda impossible to handle. But every build has a weak spot
regarding the missing teleport for skipping enemies. hm, I still have so much time to spare inside archon before it runs out and I do no actual damage. So there you have your time for skipping groups you dislike