Build Guide
Meteors rain from the sky in this build. We use the FB6 bonus to gain both damage and defense. Seek out either high density or an elite (preferrably both). It's really easy to Ignite enemies with this build, all you need to do is channel, and perhaps cast Meteor a few times. The Magic weapon Ignite makes it such that you both don't need another fire spell, and it ensures etched sigil doesn't cast any other spell but meteor.
The main damage method is channeling to proc etched sigil. However, we also manually cast meteor in between ES about once every 3s. See below for more info on the rotation. Make sure you are holding down channeling, lest you risk dropping your Deathwish, Etched Sigil, and Taeguk bonuses.
For defense, you'll need to make sure you're positioned for increased DR from the Halo of Arlyse / APD combo. standing near density and near your enemies is fairly crucial with this build.
You can either Kite elites to more density, and begin killing of that additional density, or you can whittle the elites down, in the hopes of singling them out. This will allow your Nilfur's Boast Boots to deal quite a bit of increased damage.
In order to be able to face elites in this manner, we've placed some additional defense in the build. Unity makes an appearance, granting 50% DR (assuming follower and follower token).
We also use Flame Ward, Safe Passage, Blur, Unwavering Will to our advantage, allowing us to both move and stand still, with Illusionist helping keep our EW damage bonus high. FB2 pc also gives us a nifty Revive.
Additonal multipliers Audacity and Trapped give us more damage when up close. Bone Chill for the additive damage when Halo of Arlyse procs Frost nova on enemies. Stricken improves our capability against single target, which would otherwise be somewhat of a weakness of the build.
Hergbrash's Binding and APoC on source help ensure we don't run low on resource, even with single target RGs. The Grand Vizier in the cube is one of our other multipliers, but it also happens to help save AP on manual casting of Meteor.
For Follower: Oculus Ring, Unity, Enchanting Favor. Ess of Johan or Overwhelming Desire for amulet. Templar is preferred for increased regen, healing.
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Etched Sigil AS Breakpoint:
Etched Sigil was bug fixed on the PTR. Its' ICD is now approximately 60 frames (1 second) as the item tooltip indicates. However, you need to stay in certain attack speed breakpoints to get as close to this ICD as possible, and subsequently proc etched sigil as fast as possible. See this link for the full breakpoint chart. The breakpoint we are looking to hit is:
- 1.538462538 AS to 1.666666667 AS or 12 Frames / Tick
This breakpoint is easy enough to hit. All you need to do is max out your attack speed in paragon. This will give you exactly 1.54 AS on sheet. If you happen to get stuck with an AS roll on weapon, don't fret, you can stay within this breakpoint even with an additional (unwanted) AS roll on weapon.
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Meteor Shower Cast Rotation. Yes. You will want to manually cast meteor, even on a channeling build. This will bring down more meteors over time, and since we can channel during those impacts, this will bring more damage to the table than just channeling. However, you only want to manually cast meteor about once every 3 seconds.
Why 3 seconds? I timed both manually casting meteor shower and using meteor shower in combination with Etched Sigil + Arcane torrent.
- Manually casted meteor took 138 to 141 frames to have all 7 meteors impact from the initial time of cast.
- Channeled + manually cast meteor took 155 to 176 frames to have all 14 meteors impact from the initial time of cast.
Since 60 frames is equivalent to 1 second of game time, and 180 frames is 3 seconds, this puts the rotation for manually casting in between our channeled abillity at about once every 3 seconds.
Rotation:
- Channel.
- Immediately manually cast meteor.
- Continue holding down your channeling ability.
- Note that ES will continue to proc every second while holding down channeling.
- Wait until Meteors from both your initial ES proc and your manual cast finish impacting.
- Decide if you can stand and continue dpsing, or if you need to move your character (either dodge attacks, grouping, or for oculus) at this point.
- Rinse and repeat.
Note that manually casting a second time (before 3 seconds have passed) will likely decrease your overall damage, as you wouldn't be benefiting from the multipliers of DW + ES as often during your meteor impacts. This is why it is very important to not manually cast too often either.
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Offensive Reminders:
- This is not a ranged build. You need to be close to enemies that you want to deal the most damage to. Unless you are igniting, or have an oculus spawn that is mid range, you should channel and cast meteor shower close to your character.
- Kiting and rounding up density properly can be very helpful. If you have a follower with Ess of Johan, try and position your follower properly so that his next pull will be helpful in this effort. In general, keeping your follower nearby your own character will help to condense the pack of mobs better. Often I will go to my follower after rounding up density for this reason.
- Oculus ring spawns can be very beneficial if positioned properly (near density, and near possible targets). Usually these are worth going for if they spawn closer to your target density. However, if they spawn farther out, usually they are not worth going for, as you will lose out on Audacity (30%), Trapped (40%+), and even Bone Chill (33% additive). That being said, you can use some mid-range spawns to both maintain multiplier somewhat, while simultaneously aggroing or kiting to density that previously might have been just out of reach.
- Try not to drop Taeguk after having kited, amassed, and engaged a group.
- Remember your Endless walk. If you are engaged and trying to kill enemies, try to remain as still as possible to get the full benefit of the damage bonus.
- Try and stick to the rotation, but if you have to move out of order, make it be for a good reason. Positioning is key for both damage and defense.
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Defensive Reminders:
- Unity on both yourself and your follower with enchanting favor.
- Make sure you are properly igniting elites and maintaining that bonus. Certain elite mob types can burrow or Vanish, sometimes removing the FB6 bonuses. Moving too far away from an elite (about a screen and a half) will also cause FB6 to disappear. This is due to the current design of the set.
- When pushing, you will need mob types that help proc your Halo / APD combo to allow survival, usually this means smaller mob types or summoners. You will die if the mob type / map does not provide enough density from the get-go.
- Try and cycle around the cc resistance of mobs. If you know you've been engaged with a nearby set of monsters for 7-8s, they'll likely become cc immune, and therefore won't provide you any more DR from APDs. Shuffling them around, moving next to a new group, or pulling in more density will help you survive.
- Ranged attacks can be tricky, especially when there are a lot of ranged attackers. Make sure you are getting hit with a melee attack once every so often to keep up your Ice Armor: Crystallize bonus. If this drops, toughness can become an issue temporarily, and if you're not prepared for it, might result in a death.
- Disregarding APD stacks, and assuming max Crystallize / EW at 100%, highest toughness will be after having cast Teleport, when Taeguk is at max, and after having stood still for 1.5s, to benefit from Unwavering Will. In this sense, you will be weakest right after casting Teleport. Use teleport to reposition to safer positions and be sure to stand still if you want to get that higher toughness from UW as quick as possible.
- While using Teleport on cooldown may seem tempting, and is usually a good choice (25% DR), it may not be required, depending on the situation. Recall that we also have Unwavering Will (20% armor, 20% resistance) and Taeguk (20% armor). These combined will provide slightly higher toughness than Safe Passage alone (near equivalent though). Having all of these bonuses up would be great, but if you have extra APD stacks or are engaging enemies that aren't doing as much damage, it's not required you do. That being said, I do advise having Safe Passage up as much as possible when you do need to move or reposition.
- Manage your EW bonus properly. When under duress, you can sacrifice some damage by moving around more to get extra defense. While kiting or grouping up density, this and Safe Passage will work together to help keep you alive.
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Alternate Options:
- Unstable Anomaly: Double revive is also very strong. However, the defense from UW is the better choice overall I think. UA is still a good swap for lower GRs. Swap out UW.
- Invigorating Gemstone: While not the best gem for solo pushing, this is a great substitute for lower than solo push gem ups or pseudo-speeds. I'd probably swap out either Taeguk or Stricken, depending on the GR level you're intending to go after. It makes you immune to CC, so no frozen, jailer, knockback, vortex, etc. However, wormhole still affects. This gem also gives a nice 30%+ healing received bonus, which works great for boosting LoH and recovery.
- For group speed build I now highly recommend AdamAdisco's FB meteor build: http://www.diablofans.com/builds/95115
Is there any ranged options for this build?
Editing Notes:
Now primarily recommending a 1:1 channeling / manual cast method of play. 1:2 should generally only be done as an opener after you move or reposition, as it lowers the uptime on your multipliers.
Slotted Area damage as possible affixes for shoulder, weapon, gloves.
Still working on fine tuning affixes.
holy shit, ive been playing this build (cleared 98 with it) and not manual casting meteor. wow lol
No variation that uses boots of +200% meteor damage?
while i already ran 112 on the ptr with a melee variant I also ran 110 with a ranged build.
it actually is not much different, however you need to change Ice Armor for Storm Armor and Halo of Arlyse for Halo of Karini. (actually I'm even using Storm Armor for melee builds ^^)
Everything else comes naturally. Change Audacity to Power Hungry. You can use Zeis instead of Trapped in that case.
For the announced skill slot here: Frost Nova - Bone Chill you can swap this for Slow Time (any rune really you prefer, I did it with Time Shell...) but there are really plenty of options to run this Channel Meteor build. We will see whats the strongest
Due to the natural behavior of mobs (chasing) I feel like any melee build will always be a bit stronger.
@Cratic:
regarding your alternatives for group play:
I think a ranged build will be best, keeping the really reliable Storm Armor + Karini and swapping Trapped or Taeguk for Zeis. If there is a RG-Killer in grp you can use all 3 --> Zeis + Trapped + Taeguk.
On top you can use Spellsteal instead of Bone Chill... activate before each Fire CoE Cycle for tons of dmg.
Just still thinking about how to get rid of the occasional Etched Sigil Spellsteal cast in the precious Fire cycle Would much rather have a 16 sec CD instead of 12, would make this perfect for the idea.
If survival is still no issue it would be possible to drop SA + Karini ( however I highly doubt it's worth it ) to use RoRG + Mantle of Channeling.
Thanks horrax. Maybe since it's a solo build, I should stick to solo related alternates. =)
I'll revise that section when I can.
I was thinking CoE in place of Unity for a very skilled player. The build seems very defenseless without Unity though.
Revised the AS breakpoints yet again. At least one ring or glove roll, but two would give the higher breakpoint. Recommending Templar again.
Reduced the recommended amount of AD. It's been confirmed on PTR that etched sigil still does not proc AD. Leaving AD as an option for gloves and shoulder though, as manual casts still benefit.
Keep in mind that this is still very much in the testing phase, and subject to change.
Hey there again.
Thanks for your update on the breakpoins. However do you think the PTR hotfix regarding etched sigil casts is live yet?
I've seen you replied on the official forum where Don Vu stated that etched sigil only casts your spells every 1.25 to 1.5 seconds depending on your dmg roll on the item. I feel like we still need to wait. Still getting only 3-4 Twisters out with etched sigil to confirm it's still not hotfixed.
The build should be even stronger if we finally get our free cast every 1.0 second.
question about weapon.
with "the perfect" rift, do you see it possible to drop unity for CoE in solo, or is it impossible to even think about?
sorry about double post. I clicked wrong button.
I have a question about the weapon.
Our damage dealer is meteor. is there any better choice other than deathwish?
you can check out the build i created to clear a 114 already (para 2,5k)
http://www.diablofans.com/builds/95299-channel-meteor-w-shields-114
Not impossible, just very hard to fit in. Less likely with having little defense elsewhere.
I was attempting to run Exhaustion in place of bone chill, then with UA instead of UW and CoE. I ran a few tests in this manner with very low (limited) success. The loss of Bone Chill offsets the benefit of CoE some. I think changing affixes on gear to be more defensive in nature might help as well for the CoE swap (another thing to try at least).
The problem I found is that Exhaustion doesn't affect every enemy, and casting takes away from your channeling (and therefore lowers defense slightly as well).
Taking too much damage forces you to run, which in turn, means your multipliers go down. This is another reason why the Unity has good placement.
Still more to test.
No - Deathwish will be the only option, as you need to cube the two hander, and wear the source.
The Etched Sigil bug fix is not on the PTR yet, but it's slated to be in the next PTR patch. This is why I'm testing out non-ES builds at the moment (not much point in testing ES related builds until the fix comes in).
It will increase the power of all Etched Sigil builds I'm thinking. However, part of the PTR is balancing, and whatever increase is observed due to the bug fix will affect how much the d3 team might rebalance channeling builds.
In other words, the bug fix might increase damage to such builds, but the multiplier might get decreased on ES to compensate.
Yeah I was confused since I saw you updating breakpoints after you've seen the update from Don Vu. Maybe I messed up the time stamps of the corresponding posts. Thanks for the clarification. Cheers!
Hi Horrax -
That's just me playing around with the affixes. Was debating whether enchantress was worth going for, but decided on Templar, that's why the BPs changed. I forget sometimes that players are watching. =)
Since the PTR is still going on, the guides are changing quite a bit.
Grats on the 114 by the way, that build you have looks extremely difficult to play.
You are right, since we need to wait for blizz to hotfix etched sigil and maybe/probably/most likely adjust numbers before they release it, it's all about the testing...
Thanks anyway.
I feel like in that variant it's much easier to survive than with Arlyse + APD (hence even dropping Unstable Anomaly), but maybe that's just a personal preference again, I dunno. (was the sole pusher with MH Archon with OoiD instead of AW the last seasons, too. cus I felt MUCH more comfortable with that variant)
And that's with CoE equipped.
Only tricky thing is to ignite elites with sparkflint and drag them with you because it can be problematic to ignite another elite if you lose the 60% def buff from firebirds. Also need to keep an eye on the Karini buff. But with enough density it keeps refreshing itself even in melee range since there are so many mobs around you anyway.
The RG is a complete joke with shields and Karini. Can tank all hits on GR115 not losing a single health point. however I obviously am far away from testing all Bosses at this point
I also did several GR110 without Stricken with this variant (keeping options for BotP or Esoteric Gem). Ultimately you always will go Stricken for a high end push situation but I think it shows already how high the ceiling of the current state of the Channel Meteor builds could be.
Edited the Guide:
Removed all AS from gear. Removed all AD from gear. Now recommending +armor on 4th shoulder slot, VIT on gloves.
Due to the newly revised etched sigil breakpoints: now recommending only putting AS in paragon. This will put you at 1.54 AS on sheet. If you happen to get stuck with an AS roll on weapon like I did, you'll still be within the required breakpoint.
These affix changes are great, they improve defense of the build, and also let you roll +Avg Damage on your ring slot.
Cleared GR109 after the intra-PTR Firebirds and Vizier nerf. This item and set both got reduced by 25%. However, due to the etched sigil bug fix, we're now casting about 30% faster via etched sigil procs.
I had not pushed as hard as I just did previously. My previous estimate of 112 was very conservative. Should have been GR113 or GR114 pre-nerfs. However, now that I've pushed with at least 50 keys, I feel confident that GR112+ is a good estimate of this build's power.
Note: while the video is temporarily gone, I'll update the build with the latest clear when it's ready.
Horrax, I tried your build. Very tanky for fighting solo elites and the RG, and the CoE + Witching hour does add a lot of damage, but I couldn't survive on a 109, and often couldn't stand still to channel. Even on a fairly good rift couldn't survive, whereas with the Unity + Halo of Arlyse I could.
Could it be that your variation requires higher paragon to function better? the extra INT would add a lot of toughness to those shields.
On two of my attempts with Arlyse + Unity, I got very open maps, but the mob type was Spearthrower and then separately, Burning Constructs. No conduit on either, and the multiple elite packs in combination with the damage from the regular mobs just overtook the Unity Parthans + APD defense. Was dying like mad. So even with the Unity + Arlyse combo, still have to fish for the right mob type AND rift when going highest.