Build Guide
Frozen Orb Wizard with Tal. I love this build for spamming of Frozen orb. Quite a lot of fun, and no hassles with having to put up bubbles like with DMO. On top of that, the damage bonuses are easier to manage.
Instead of using the cold rune on black hole with Calamity, I've opted for Spellsteal and Safe passage. This helps provide the build with some much needed defense, while still allowing the CC and damage boost (albeit at a shorter duration) from Black Hole.
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.
We slot area damage to kill close groupings of enemies. We use Spellsteal as our primary means of grouping of targets and for the nice damage buff. Ess of Johan on your follower is an option for the additional pull. This can also work against you, but still a strong option I think.
Attack Speed is also really good for the build. AS Breakpoint table below:
1.82 AS (1.86 AS with perfect rolls) is recommended as a minimum, which would put you at the 33 frames / tick BP. This would be without a ring roll (AS on paragon, chest, 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. In the video I'm running at the 33 frames / tick breakpoint, because I did not have quad gloves.
Use your Piercing orb to refresh Triumvirate, F&R and time the subsequent spamming of Frozen Orb so that you are dealing maximum damage. When possible, stand in Oculus ring procs (item also on follower).
Piercing Orb is one of the highest AP generating skills in the game, when you consider APoC and the skill's proc coefficient. The fact that it pierces is also great for returning LoH while you're moving. I also prefer this rune of shock pulse because it is ranged, and also you can cast it without having to press force stand.
Teleport is included for the increased mobility and defense. In combination with Illusionist, you get increased run speed as well, great for helping re-position, kite mobs, and dodge attacks.
Place EB on Autocast, use either numlock or scripting.
FB2 is placed for the revive, this allows for another passive. If you're wondering why I haven't slotted Nilfur's, the damage gain from those is not worth giving up the passive slot.
Power Hungry for the 30+ yard multiplier. Unwavering Will for the extra damage, and defense when standing still.
Blur is placed for the defense. Please realize that this choice is better given our option for Nemesis Bracer over a passive like EE. Even though EE gives more damage, Blur gives us the required defense to not die while engaging multiple elite packs, and also allows for longer time standing still, which means you're able to hit targets more readily with the frozen orb explosions. That being said, EE is still an option, i'll list it in the alternates section.
Rift Guardians hit pretty hard against this build. Survival may depend on getting RGs with adds, or more skillful dodging of RG attacks.
My test setup was at about 17k INT, fairly good but not perfect gear. This simulates a Paragon 1300 character in season. You can expect to clear this high about that time, after you fully augment, fully gear with proper ancients, etc.
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Alternates:
- Elemental Exposure: Best offensive passive. Try for either Fire or Arcane damage type on your weapon, since the weapon damage type will be applied on any attack. Replace Blur.
- Unstable Anomaly: Having a double revive by combining FB2 with UA would be nice, and might be preferable for solo gem-ups (non-pushing).
- Strongarm Bracers: Likely the best option in place of Nems, but I think less so, since the effect doesn't last all the time, and we're damaging more often than just after our black hole in this build. Still a really good alternate.
- Lacuni Prowlers: Adequate option, as these allow VIT, LoH, and attack speed on bracer. However, still not as good as Nems. (Nems > 20% AD).
- Ice Climbers: Frozen is particularly bad for this build, as such having the Ice climbers might make the difference. Adequate Alternate.
- Boots of Disregard: Good means of additional regen, even if you have to move semi-often. Adequate Alternate.
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Also check out DMO Frozen orb with Karini for solo GRs:
(9/11/2017):
Updating Guide with changes, now that Halo of Karini has been buffed. This allows us to slot Nemesis bracers.
I've also optimized the affixes for both Attack speed and area damage. I now recommend quad gloves, leave an option for an AS ring roll, and also recommend moving LoH to bracer. This frees up the weapon for AD.
D3planner link will be included above.
(9/12/2017):
Now recommend arcane orb % damage (AO%) on source over area damage (AD). Since unstable scepter is now a separate multiplier, the additive skill damage here should be worth more than it used to be.
Updated d3planner to match.
In light of changes to Nilfurs Boots, would you recommend using them now. 9/13
Updated with Nilfur's Boast. Swapped Blur out for UA. Skeleton Pauldrons on shoulders.
Higher damage, slightly lower defense. I was able to push 105, so maybe +1 GR? It was a really good rift though. Updated video with GR105 clear. Updated Guide.
Updated D3planner. Swapped back to recommending LoH on weapon instead of bracer. Both are pretty good options though, as such I've listed a High AD option on the d3planner.
Apologies for the back and forth with this build. Part of this is the randomness of GRs and my not getting the same density, pylon distribution, etc. when testing.
I simulated the Nilfur's using d3planner. They don't sim as good as other options. My GR105 clear with Nilfur's I can only attribute to mostly a luckier rift, and better play. I no longer recommend Nilfur's.
FB2 + EE is your highest damage option, but that even on some good GR levels (open maps too), it was too much of a defensive loss.
Running with FB2 + Blur will be the best option for pushing in my opinion. Blur gives you the extra DR you need to tank those multiple elite packs.
Video now updated to GR106 with Blur. Blur allowed me to live while I grouped 3 elite packs up for a conduit (and there were many close calls in the rift). Blur also allows you to tank longer in well positioned spots. Getting those extra few orbs out on targets can mean all the difference in the rift. Blur also helps out immensely for taking damage from RG attacks. It's the best. =)
EDIT: also updated d3planner with changes.
May I ask what you would prefere to roll on a primal Triumvirate with following stats :
485-600 dmg
1000 int
CC 10%
Dmg elite 8%
AO 15%
14 max AP