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.
-----
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.
-----
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.
-----
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.
-----
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.
-----
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
EDIT (11/15/2017): Added Area Damage as a potential affix on shoulder.
AD only works with the manual cast meteors, not the etched sigil meteors, that said, shoulder is an easy place to fit this in as an offensive option, without much toughness tradeoff.
I couldn't get this FB-meteor to work. The major problem for me is that FB requires burning an enemy to gain stack, if nothing is burning, you are just too weak. The damage is huge, so an elite would die in 1 hit, which means you lost all your stacks and trash mobs(especially ranged ones) can kill you easily. This happens a lot in GR70-80. I never tested this build beyond this point, because I switched to Tal-meteor.
I cleared GR95 in S12 with ease. Just one augment on ring, and my Tal head is ancient, others are plain legendary. Not to mention plvl < 700.
I think I can push GR100 without any problem when I let my gems lvl to ~90. I kind of cleared 95 with gems level at 7x.
Firebird meteor is stronger than Tal for solo push. It does require higher paragon than most players have at this point to surpass Tal, which is why you see mostly Tal on the LB at current.
My guess, Later in the season you'll see FB meteor and even DMO frozen orb on the LB.
Updated Video to 112 clear in S12. PTR video is still available on youtube for reference.
Also updated follower recommendations as I now prefer Overwhelming desire for Templar amulet.
The amount of damage it puts out is awesome, but in solo I'm so squishy I can't put out any damage without ranged enemies taking my innocents. Any pointers on making this class a little more "tank-ish"?
I have a question about the deathwise damage comparisons.
If my weapon is 20% stronger on paper but my affix on my weaker weapon is 30% better. Do I stick with the stronger affix or the stronger weapon.
Are the 2 comparable directly or is the one additive vs multiplicative?
I can barely get past GR60 with this build. I haven't found a unity yet--is it possible without the unity reduction?
Hi C8die, this build will take some paragon to work effectively. At about 1k, it was just as high pushing as Tal rasha Meteor. 1.2-1.4k is really when it pulls ahead, and it feels more solid defensively. Even after that, you will still have to rift fish to some degree, but to be honest the fishing with this build doesn't feel as bad as some other builds.
FB meteor can be done without Unity. Replace with CoE and run sparkflint in place of Frost nova. Then run MW:Deflection. Many players have cleared with that exact setup. I prefer the double unity / follower immune token setup though.
Hi C8die,
If you're into meteor, Tal Rasha Meteor shower builds are strong and perform well at low paragon. I don't have a lot of examples, but here are some builds by Bluddshed and Ged:
(GR110+) Tal Meteor Solo Push Build variants - Thanks to Bluddshed and Ged
DMO Frozen orb comes to mind as being pretty tanky, though does excel with higher AD and higher paragon.
Vyr6 Archon MH can be made to be tanky at low paragon and still push relatively high.
If you go the meteor route, this was my preferred speed build in S12 (still works in S13):
If you're new to diablo, and solo, typically in season you pick a torment build, bounty build, a speed GR build, and then a push build.
The first three are very important choices because you spend the most time doing those within a season.
More of my builds are listed on the twitch page here if you need more builds to pick from:
BARELY in the vid...
I don't understand. This is by far the weakest build I've ever played! I followed the guide exactly and I am getting one shotted by basic skeleton enemies in tower 13 normal rifts
Hi MykelNeiD, thank you for the helpful advice on defense.
Other reminders:
On LoH, I agree to some extent. Having LoH on both bracer / weapon will decrease overall toughness (assuming you have %DMG on weapon). On the best rifts, and with good kiting, you should have more mobs, and more APD stacks on average, and therefore wouldn't need the excess LoH.
However, as seen in the new video, double LoH does provide increased recovery, which can help you survive if you happen to get a bad mob type or get thrown into a bad mix of elite affixes, and does make gameplay more fluid in general.
I think you can tailor the LoH depending on your preference, placing it on:
EDIT (5/18/2018): Editing guide to better describe these options. Also added defensive reminder section.
EDIT#2 (5/18/2018): Added offensive reminder section with offensive tips as well.
Thanks for the great build! I am just getting back into the game and have already beaten my old personal bests (likely due to the state of the game now, but still). Love my wiz!
Im confused about the parthan defenders: how does this build stun enemies? I know it freezes them but I am confused. Sorry I'm not very experienced- does freezing the enemies count as a stun?
Thanks
Hi Flamed, it's the interaction between Halo of Arlyse and APDs. The Halo causes frost nova to go off after taking a bit of damage. This freezes enemies, which also counts as a stun as far as APDs are concerned, so you do benefit from the DR per enemy frozen nearby.
Your defense will generally scale with density. This forces you to keep an eye on enemy cc resist (they become immune after awhile, then after, this will reset and allow you to freeze them again). This encourages some minor pulls / kiting to keep fresh enemies at hand, or if you have pulled a larger group, rotate your position such that you don't cause immunity to all mobs at once.
I like the Galvanizing Ward/Ashnagarr's Blood Bracer variation for defense
Not sure if you still read your build threads, but curious what you would swap for hardcore?