Build Guide
This build has been tested on version 2.6.0 in original format on PS4 and PC, in 2.6.1 PTR, and in Season 12 on PC and PS4.
The set build by itself is nothing new at base, but the build layout focuses on high speed, high damage output rounded with solid defenses for the Wizard and even a bit of variability for the build dependant on the supportive/non-damaging skills. For the damage aspect of the build it focuses on dealing out the highest damage variations of the skills in question, synchronized with the rotations of the Convection of Elements ring and used with the damage buff of Elemental Exposure and the full 6 piece bonus of Tal Rasha's Elements.
Meteor is a free skill in this regard thanks to the 2 piece bonus of casting the different elemental skill runed versions when the element itself is cast from any skill or damage type attached to a weapon, meaning that as long as skills are being cast, the Meteors keep falling at no cost to the Wizard dealing the full damage and effects of each different elemental rune in question. The 4 piece bonus increases elemental resistances by 25% for 8 seconds for every cast of any elemental skill, and each cast thank to the 6 piece bonus deals 750% increased damage per element used for 8 seconds, extending duration by 2 seconds per cast at 4 stacks for a total 3000% damage buff to all outgoing damage. This applies even to other elemental damage sources on weapons or Legendary Gem attacks (Physical, Poison, Holy) and is maintained as long as skills of different elements are continued to be cast in any order, ideally in the rotation of the Convection of Elements for another 200% damage buff.
In the main instance for this build those skills utilize Energy Twister with the Raging Storm rune for Arcane, Ray of Frost with the Cold Blood rune for Cold, Hydra with the Mammoth Hydra rune for Fire, and Black Hole the Supermassive rune for Lightning. Bolstering defense comes from use of Energy Armor with the Energy Tap rune and the Familiar with the Arcanot rune for increased Maximum Arcane Power and Arcane Power Regeneration to keep up with the high costs of the skills and their rapid casting. The skills in question are the highest damage to speed of cast, the runes arranged for the highest damage variations of each skill.
The skills are also target based for casting and this allows the build to work anywhere from close to long range and remain effective, allowing for sweeping through mobs and punishing elites from any range without any loss or mitigation of damage dealing ability, and Energy Armor works as a defensive skill nor reliant on range to boost Armor against attacks. Maintaining the balance of casting different skills is vital to maintaining the damage of the 6 piece bonus and in rotation with Convection of Elements.
For weapons, there is some leeway depending on the playstyle and skill focus. Serpent Sparker allows for summoning two Hydras instead of just one, though each must be cast independently and allows for controlling the damage ranges on the battlefield more easily. The Twisted Sword is another boost to damage for Energy Twister, up to 750% when 5 or more are active at once on the field and with Ranslor's Folly makes for a huge damage boost to grouped enemies, especially when the Raging Storm rune allows the Twisters to merge and double their damage while extending their duration. Deathwish grants a sizable overall damage boost while channeling, which is always a good well rounded offensive option. Primordial Soul is the main option for Source, as it doubles the damage buff to enemies from Elemental Exposure from 20% to 40% total from all elemental damage sources, so it takes priority for use in the Cube over the Grand Vizier if using Tal Rasha's Unwavering Gaze as a Source instead.
For passives, Elemental Exposure is required for the build, as it is a main source of increased damage to enemies overall. Unstable Anomaly and Dominance are for increased defensive ability, and Astral Presence for further increased Arcane Power Maximum and Regeneration. The variability of the build allows for some leeway, swapping Dominance with Audacity or Power Hungry depending on the player's preference for closer or longer ranged combat, or with Evocation for more cooldown on Black Hole.
The build's variations come into play with the different Shoulders and Boots that can be used with the build while still maintaining the Tal Rasha's 6 piece bonus. The most viable defensive option is the 2 piece bonus from Firebird's Finery, which casts a Meteor to deal damage and revive you upon death with a 60 second cooldown, granting one free life for the Wizard. For offensive options, use of the Delsere's Magnum Opus 2 piece would allow swapping Familiar or Energy Armor for Slow Time with any viable rune, since every cast of Energy Twister would reduce the cooldown by 3 seconds. Nilfur's Boast could be worn directly, and Mantle of Channeling pairs well with it to boost Ray of Frost. Personally I make use of Firebird's Finery since it adds further utility to the build without changing any of the skills, but the options are there.
For group play it's simply a matter of swapping the Unity ring in the Cube for anything suitable to boost offensive or defensive abilities.
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