Rating
+21

[2.6.1] (GR111+) DMO Frozen Orb - Karini + OID

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Skills

  • Teleport Safe Passage
  • Shock Pulse Piercing Orb
  • Explosive Blast Chain Reaction
  • Arcane Orb Frozen Orb
  • Storm Armor Power of the Storm
  • Slow Time Time Warp
  • Power Hungry
  • Illusionist
  • Unwavering Will
  • Unstable Anomaly

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Zei's Stone of Vengeance
    • Bane of the Stricken

Kanai's Cube

  • Triumvirate
  • The Shame of Delsere
  • Halo of Karini

https://www.d3planner.com/236020738

  • Head: INT / CHC / AO% or VIT / Socket (Topaz)
  • Shoulder: INT / VIT / Life% / AD
  • Chest: INT / VIT / EliteDmgRed% or +Armor / Sockets (Topaz)
  • Amulet: Cold% / CHC / CHD / Socket
  • Gloves: AD or INT / AS / CHC / CHD
  • Belt: INT / VIT / AS / CHD
  • Bracer: Cold% / INT / VIT or LoH / CHC
  • Pants: INT / VIT / +Armor / Sockets (Topaz or Amethyst)
  • Boots: INT / VIT / +Armor / AO%
  • Ring (CoE): AD or AS / CHC / CHD / Socket
  • Ring (Compass Rose): INT / AD or AS / CHC / CHD / Socket
  • Weapon: %Dmg or INT / AS / LoH or AD or INT / Socket (Emerald)
  • Offhand: INT / AO% or AD / CHC / APoC

Secondary resists where possible, also secondary resistance to CC effects (to limit the time when frozen / feared), melee and ranged % reduction is also a nice to have.

Topaz in helm for the extra RCR. +Max AP on wand / source.

APoC is required for AP returns. It allows you to also deal damage when outside of the Cold CoE cycle, since your AP regen is higher. In combination with the AS on gear, this allows you to spam frozen orb as much as possible.

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Attack Speed is great for this build. I recommend quad gloves for this reason. In combo with AS on weapon, paragon, witching hour, and possibly on another ring, this gives anywhere from 1.86 to 1.96 AS. The breakpoints are such that having that ring roll as AS bumps you up 2 BPs, so it will be worth it considering. I'll list a breakpoint table below.

Area Damage is also good for the build. I recommend anywhere from 110% to 154% AD (that's 3-5 gear pieces and paragon).

LoH can go on Weapon or Bracer.

Priority on weapon is still having that AS roll first. After that it's up to you. If you prefer gearing defensively, I'd prioritize LoH on weapon. If you prefer gearing offensively, look for AD or %DMG on weapon (or both). INT is still a good filler, as long as you have at least AS and one of the other affixes I've listed.

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You can adjust AS, AD, and LoH to different levels, depending on preference. D3planner as linked above details these variations. The ranges as listed below for AD depend on if you have quad gloves, and / or if you opt for AD on source instead of AO%.

  • "High AS" would be: 1.96 AS with 110% AD and higher LoH (such as on weapon).
  • "High AD" would be: 1.86 AS with 130% to 154% AD and lower LoH (such as on bracer).
  • "Balanced AS + AD" would be: 1.96 AS, 110% to 134% AD, and lower LoH (such as on bracer).
  • "Balanced AD + LoH" would be: 1.86 AS, 110% to 130% AD, higher LoH (such as on weapon).

In the new video I went with the "High AD" option, but unfortunately was missing AD on one of my rings, so my AD in the video is only ~110%.

Which of these is best? Whichever fits your playstyle more. I usually prefer the 1.96 AS BP, with this build but having at least 110% AD does help out quite a bit with damage. "High AS" or "Balanced AS + AD" would be my preference with this build.

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You can also opt for amethyst in pants if feeling low on VIT.

You can also opt for VIT on helm.

Karini and CoE are interchangeable either worn or cubed. Wear whichever you have a better item for. Same with OID and Triumvirate.

Paragon Priorities

Core

Movement Speed
Primary Stat
Maximum Resource
Vitality

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Life on Hit
Area Damage
Resource Cost Reduction
Gold Find

Max Resource is an option on paragon, though not required. However, do try to get +max resource on your wand and source. CDR to at least 5% then AS.

Build Guide

Old GR110 clear, S13: https://youtu.be/d9mp3p_4Kt4

Old Video, GR108 clear on PTR: https://youtu.be/wwogzHCxrCE

Old PTR GR106: https://youtu.be/BUu1y2PAmCU

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Frozen orb is back!

Tug of war in this build between OID and Halo of Karini, however, with proper positioning, you can maintain these bonuses and still hit targets with the extra explosions from Unstable Scepter for massive damage.

Safe Passage is included for the increased mobility and defense. In combination with Illusionist, you get increased run speed as well, great for helping re-position to maintain your EW damage bonus while dealing damage, kiting mobs, and dodging attacks.

We slot area damage to kill close groupings of enemies. Ess of Johan on your follower helps pull enemies together for nice tight groupings. Time your refresh of Triumvirate and subsequent spamming of Frozen Orb so that you are dealing maximum damage within the cold cycle of your CoE rotation.

Use the time outside of Cold cycle to properly refresh your Slow Time bubbles and to move or group up more enemies. The Time Warp rune on slow time is damage centric, which matches the behavior of our DMO6 piece. This also makes it nice for kiting, less time spent setting up slow time.

Attack Speed is also really good for the build. It allows you to attack more often within the cold CoE cycle. This deals more damage to elites.

AS Breakpoint table below:

1.82 AS (1.86 AS with perfect rolls) is recommended as a minimum, which would put you at the 32 frames / tick BP. This would be without a ring roll (AS on paragon, belt, weapon, and gloves). I like that this breakpoint offers more wiggle room. If you happen to get stuck with a few bad AS rolls on gear, you're more likely to be able to meet this breakpoint.

However, if you are able to opt for AS on ring, having near perfect rolls, you can surpass 1.94 AS (1.96 AS with perfect rolls), and this would put you at the 30 frames / tick BP, which is 2 APS.

Piercing Orb is one of the highest AP generating skills in the game, when you consider APoC and the skill's proc coefficient. I also prefer this rune of shock pulse because it is ranged, and also you can cast it without having to press force stand. Glacial Spike is an alternate option, would be nice for the freeze effect. Barrier blades would also be very good, apart from being a melee ability, this would give a nice recovery mechanism via shielding, and better stricken stacking on the RG.

Power of the Storm is the best choice for storm armor, since this also helps to reduce AP costs.

Difference in this build as compared to most DMO setups is the Nemesis Bracers. These allow you to kill elites more readily. I prefer to hunt for nice trash packs next to elites. You can also kite elites down a hallway or rift level, killing trash as you go. Nemesis Bracers are very good for rounding up elites next to a pylon, such as conduit, speed, or power, and dispatching them quicker than you would otherwise be able to.

Bad elite affixes for this build:

  • Waller
  • Vortex
  • Missile Dampening
  • Frozen
  • Teleport (sometimes)

Missile Dampening is also a curious elite affix to work around. Engaging just one or two elite packs next to a missile dampener can be detrimental. However, if you have 4 or more, it's can sometimes still be worth engaging, especially if you have a good pylon. Damage with missile dampening comes mostly from frozen orb's shards (not necessarily the blast). On the old PTR clear, I leveraged a power pylon to help finish off the elite packs I had gathered. Later on I had to run away from a missile dampener that spawned on the shielding pylon (as an example).

Power Hungry for the extra multiplier on Frozen Orb explosion damage.

Unwavering Will for the extra damage, and defense when standing still. Unstable anomaly for the second life.

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Alternates:

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Also check out Tal Frozen orb with Karini for solo GRs: