Let me start off by saying, this has been a great patch, and wizards are in a "good" place. We have multiple builds that have different functions and many are viable.
With that said, most of my play time have been devoted to speed rifts which have dominated the current meta game for the past 2 seasons. As long as XP remains in its current state for greater rifts, I don't foresee this meta changing any time soon. With how wizards were pre patch, I would have often resorted to using my DH or ZDPS character for the sake of efficiency, but no more of that, I love my wiz, and wanted to use her full time now since wizards were viable.
So what ? Since I knew I'd be spending a lot of time grinding in this fashion I was set on finding a build I can comfortably sit down and have a reliable build regardless of group composition for pick up games.
From my experiences, I've play tested a lot of builds for speed runs, 5-20 hours per build usually before I can get enough data where I can move on. Non seasons. Speed runs is defined as GR34-45.
To summarize builds that I've spent time playing for speed rifts:
I don't want to go into too much details about gearing for each individual build, I've included the weapon set and the main damage dealer for quick reference. I've used my discretion when it came to gearing them as best I can to ensure my results are not completely skewed. In many instances, the gear was interchangeable and the weapon sets offered similar damage output anyways.
If specific questions please feel free to ask.
All sets besides DMO4/Tals6 I've used Focus and Restraint as well.
There are certainly MORE options out there, and then everyone has their own variation of that option. It's awesome for build diversity. In any event, most of the builds are actually pretty close in terms of ability to deal damage, mobility and survivability.
The build that I personally gravitated towards and I feel is the best mix of DPS/ speed/ defense is a WOH based wizard.
1) Trapped - best DPS option, must include
2) Bane of the powerful - strong DPS option for quick runs, we have 0 elite damage
3) Molten Gizzard - works well with force armor, good survivability gem
Stat choices and prioritization:
1) RCR% - Need a bit to manage your EB and meteor spam (I run 28% CDR, 24% RCR)
2) Explosive Blast % - better DPS
3) Meteor % - better DPS
Gear choices
Tals6 - Off hand, amulet, glove, chest, pants, belt
Nilfur Boast boots
Leorics Crown
Ancient Parthan Defenders
WOH
Shoulder - open slot, I use Skeleton king shoulders
Substitution choices:
1) Cold snap >>> Force weapon
The inclusion of cold snap is basically an added control mechanic to the build. It triggers
Parthan defenders for the reduction bonus when calamity stun is not enough, as well as controls tough crowds for Thunder crash nukes.
2) Dominance >>> Elemental Exposure
Trading DPS for survivability for lower levels or stronger teams
3) Molten Gizzard >>> Esoteric Alteration or DPS option (Taeguk, Gogok, Toxin, Pain Enhancer)
Esoteric works well in place of Gizzard gem, however I've leaned more on the Gizzard lately after initially hesitant. It's really grown on me.
4) Calamity + Ice Blades + Cold snap >>>> Wormhole + Siphoning Blades + Frozen mist
This is a quick 3 skill adjustment for faster groups, you maintain all 4 stacks and add wormhole for more map coverage. This is only needed for really fast groups where you feel you are falling behind too often. Cold snap is replaced in these types of rifts because generally a faster group means you are crushing content, so extra damage reduction isn't necessary.
___
This is my take on the WOH build, it incorporates Meteor shower into a WOH build. Thunder-WOH ? Flash-Shower? Sure.
I've incorporated Meteor Shower into the WOH build. IMO, the meteor damage from Tals is too strong to ignore completely. Look at all the variations of builds that include meteor shower ?
Initially I had Thunder Crash / Chain reaction / CDR instead of Shower / Flash / RCR, but the Flash version of the build does considerably more damage especially AOE from the Shower. The slight drawback from slightly lower CDR for teleport is still reasonable.
Flash EB does comparable damage to Chain Reaction after a couple points of CDR ~9%. It does however require more AP to generate the damage.This allows some flexibility for other stats such as RCR to improve your spam. Be wary about too much CDR, because flash will start consuming too much AP and you will not have enough to regenerate your resources fast enough to spam meteors. To further calculate damage output of flash against Chain reaction the following formula can be used (thanks Vishnu) - (1-x) = (1-CDR of Flash)(1-0.1764). This equation will give you the corresponding CDR needed to for CR to match the output of Flash. The biggest difference in damage output is the type of damage being dealt. Meteor Shower takes care of WOH's AOE weakness, and map coverage leading to more damage dealt overall.
Compared to other builds I consider this variant the most consistent and most impactful regardless of group composition. It doesn't require any "set up" to deal damage upfront which is great for these types of speed runs. This was also one of the traits that attracted me to this build was the lack of set up to deal damage. From my experiences, DMO6/ Frozen orb and Aether Walker/Meteor shower are comparable top tier builds for speed runs. But there are certain weakness that both builds suffer from.
DMO6/FO has probably the best burst damage against the RG, unloading a ton of charged up 1.5-4B bombs at the RG is devastating, however the bubble set up during the actual run doesn't lead to very efficient use of your character. Faster groups will leave you dropping a bubble and dropping 1 orb to kill stragglers, and you'll be teleporting to keep up. I didn't find this fun. Also the In Geom isn't exactly a strong weapon.
Tals6/Aether Walker/ Meteor shower is the best mobility spec obviously with the AW wand. The meteor showers with Tals6 also does considerable AOE damage with no setup time, albeit you need to swallow the meteor cast delay *ARG*. The problem I found while play this build is that the mobility trump card this build has, is usually overkill. You will be front line almost always in the group, and in slower groups that mobility is wasted. Damage output is also limited by resources, and without ample optimization, this build just doesn't work well. Thoughtful consideration into RCR, resource management skills and gear are needed to make this build shine.
Meteor shower-WOH offers great damage output and burst, along with some CC capabilities. Indirectly your character also becomes a pseudo tank for the rest of the team since you are in the front lines of the action all the time.
In terms of mobility, this was my greatest concern with this build compared to Aether Walker or even In geom focused builds, however, as mentioned I've made small adjustments to the build for those out of control groups, otherwise moderately CDR allows for a couple second delay between teleports makes it a bit more reasonable. Illusionist also assists in movement speed so it's included in this build as well.
And the icing on the cake, another HUGE bonus of this build is that it allows for the use of Leroics Crown. The Crown doubles up your XP ruby bonus making this build the clear winner in XP rate compared to other wizard builds without sacrificing too much that you break and gimp your character.
Incredibly fun build to play, and provides excellent consistent damage via WOH, and AOE dps from meteor shower. I'm really enjoying the build right now and it performs well in these types of greater rifts.
group random (as u see on video). zdps wd is just as example, because he dont have good pull utility. season bracers is mandatory. with this item you have best pull utility in game and not bad damage.
actually im select build depends of group. FB good choice if group already have good single target damage and low/middle pull utility.
group random (as u see on video). zdps wd is just as example, because he dont have good pull utility. season bracers is mandatory. with this item you have best pull utility in game and not bad damage.
actually im select build depends of group. FB good choice if group already have good single target damage and low/middle pull utility.
I understand the Folly bracers are really good for CC and control, but i strictly said "NON SEASON" so i don't have access to them.
Also Ancient Parthan Defenders are really good at keeping you providing damage reduction, so they are definitely worth using too.
Sorry for asking this as i couldn't see those details while watching the vid on my phone, but are you using a halo of arlyse ? Or have you considered it + ice armor, as your Viz pal Jaetch did ? I couldn't see what rings you equipped ...
Still, a great alternative to TR+SS. Gotta try. What solo GR could you reach compared to your personnal best ?
Do you know if nilfur's affix applies to each single meteor of the shower ? Which means meteor shower would be terrific against a single target ...
A WoH is already hard to find, but an ancient one ... lol
Edit : forgot to say : w/o frost nova you had a non CDR dependant build, which is a real change in 2.2 wizard builds. So i still believe Arlyse would be the real deal !
I use Focus and Restraint. This isn't a solo build, but a build made for speed rifts which usually range from GR34-45.
I don't use Halo because there really is no need for THAT much defense at the cost of THAT much offense. Especially at these "lower" levels.
Jaetch uses the Halo ring in his solo runs GR55+.
Each meteor "rock" gets their own individual Nilfurs bonus as far as I know. Making it extremely easy to hit the top bonus on the boots.
Some CDR is still required for more Flash damage, more teleports and more cold snaps, however you must balance CDR with RCR as well !
I have a couple of rolling gear questions for this build.
I have a shoulder that has 8% RCR already, so I can also get 8% CDR too. However, it seems like the 15% Explosive Damage would be more DPS. Which one should I choose?
The second question is how to roll my WOH. Do I roll 940 Vit or 21k LoH to 10% Damage?
I have a couple of rolling gear questions for this build.
I have a shoulder that has 8% RCR already, so I can also get 8% CDR too. However, it seems like the 15% Explosive Damage would be more DPS. Which one should I choose?
The second question is how to roll my WOH. Do I roll 940 Vit or 21k LoH to 10% Damage?
8% CDR = +8.7% EB damage.
In this instance, I would definitely take +15% EB damage. Nice options to have.
Would keep vitality over LOH on the WOH.
Rollback Post to RevisionRollBack
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Inspired by Vishnu's WOH thread: http://us.battle.net/d3/en/forum/topic/17260468500
Let me start off by saying, this has been a great patch, and wizards are in a "good" place. We have multiple builds that have different functions and many are viable.
With that said, most of my play time have been devoted to speed rifts which have dominated the current meta game for the past 2 seasons. As long as XP remains in its current state for greater rifts, I don't foresee this meta changing any time soon. With how wizards were pre patch, I would have often resorted to using my DH or ZDPS character for the sake of efficiency, but no more of that, I love my wiz, and wanted to use her full time now since wizards were viable.
So what ? Since I knew I'd be spending a lot of time grinding in this fashion I was set on finding a build I can comfortably sit down and have a reliable build regardless of group composition for pick up games.
From my experiences, I've play tested a lot of builds for speed runs, 5-20 hours per build usually before I can get enough data where I can move on. Non seasons. Speed runs is defined as GR34-45.
To summarize builds that I've spent time playing for speed rifts:
1) DMO6 / In Geom + Triumvirate / Frozen orb
2) DMO4 + Tals6 / SS / Hydra + Meteor Shower
3) Tals6 / SS / Hydra + Meteor Shower
4) Tals6 / Aether Walker / Meteor Shower
5) Tals6 / Aether Walker / Heat wave
6) Tals6 / Grand Vizier / Thunder crash
7) Tals6 / WOH
I don't want to go into too much details about gearing for each individual build, I've included the weapon set and the main damage dealer for quick reference. I've used my discretion when it came to gearing them as best I can to ensure my results are not completely skewed. In many instances, the gear was interchangeable and the weapon sets offered similar damage output anyways.
If specific questions please feel free to ask.
All sets besides DMO4/Tals6 I've used Focus and Restraint as well.
There are certainly MORE options out there, and then everyone has their own variation of that option. It's awesome for build diversity. In any event, most of the builds are actually pretty close in terms of ability to deal damage, mobility and survivability.
The build that I personally gravitated towards and I feel is the best mix of DPS/ speed/ defense is a WOH based wizard.
Here is my spec for sake of discussion:
http://us.battle.net/d3/en/calculator/wizard#aQOPYh!iXdg!ZcYYZZ
Here is the game play video of a random group I logged in on:
https://youtu.be/D1Mhct-_ARk
Skill choices:
1) Glacial Spike - Strictly for cold stack
2) Calamity - Standard evasive, mobility skill, doubles as the arcane stack
3) Force armor - to survive
4) Flash - lightning stack, and DPS
5) Cold snap - defensive skill, Ancient parthan trigger
6) Meteor Shower - Fire stack and AOE DPS
Passive choices:
1) Audacity - multiplicative 15% damage
2) Astral Presence - AP management
3) Illusionist - mobility and escape
4) Dominance - Survivability
Gem choices:
1) Trapped - best DPS option, must include
2) Bane of the powerful - strong DPS option for quick runs, we have 0 elite damage
3) Molten Gizzard - works well with force armor, good survivability gem
Stat choices and prioritization:
1) RCR% - Need a bit to manage your EB and meteor spam (I run 28% CDR, 24% RCR)
2) Explosive Blast % - better DPS
3) Meteor % - better DPS
Gear choices
Tals6 - Off hand, amulet, glove, chest, pants, belt
Nilfur Boast boots
Leorics Crown
Ancient Parthan Defenders
WOH
Shoulder - open slot, I use Skeleton king shoulders
Substitution choices:
1) Cold snap >>> Force weapon
The inclusion of cold snap is basically an added control mechanic to the build. It triggers
Parthan defenders for the reduction bonus when calamity stun is not enough, as well as controls tough crowds for Thunder crash nukes.
2) Dominance >>> Elemental Exposure
Trading DPS for survivability for lower levels or stronger teams
3) Molten Gizzard >>> Esoteric Alteration or DPS option (Taeguk, Gogok, Toxin, Pain Enhancer)
Esoteric works well in place of Gizzard gem, however I've leaned more on the Gizzard lately after initially hesitant. It's really grown on me.
4) Calamity + Ice Blades + Cold snap >>>> Wormhole + Siphoning Blades + Frozen mist
This is a quick 3 skill adjustment for faster groups, you maintain all 4 stacks and add wormhole for more map coverage. This is only needed for really fast groups where you feel you are falling behind too often. Cold snap is replaced in these types of rifts because generally a faster group means you are crushing content, so extra damage reduction isn't necessary.
___
This is my take on the WOH build, it incorporates Meteor shower into a WOH build. Thunder-WOH ? Flash-Shower? Sure.
I've incorporated Meteor Shower into the WOH build. IMO, the meteor damage from Tals is too strong to ignore completely. Look at all the variations of builds that include meteor shower ?
Initially I had Thunder Crash / Chain reaction / CDR instead of Shower / Flash / RCR, but the Flash version of the build does considerably more damage especially AOE from the Shower. The slight drawback from slightly lower CDR for teleport is still reasonable.
Flash EB does comparable damage to Chain Reaction after a couple points of CDR ~9%. It does however require more AP to generate the damage.This allows some flexibility for other stats such as RCR to improve your spam. Be wary about too much CDR, because flash will start consuming too much AP and you will not have enough to regenerate your resources fast enough to spam meteors. To further calculate damage output of flash against Chain reaction the following formula can be used (thanks Vishnu) - (1-x) = (1-CDR of Flash)(1-0.1764). This equation will give you the corresponding CDR needed to for CR to match the output of Flash. The biggest difference in damage output is the type of damage being dealt. Meteor Shower takes care of WOH's AOE weakness, and map coverage leading to more damage dealt overall.
Compared to other builds I consider this variant the most consistent and most impactful regardless of group composition. It doesn't require any "set up" to deal damage upfront which is great for these types of speed runs. This was also one of the traits that attracted me to this build was the lack of set up to deal damage. From my experiences, DMO6/ Frozen orb and Aether Walker/Meteor shower are comparable top tier builds for speed runs. But there are certain weakness that both builds suffer from.
DMO6/FO has probably the best burst damage against the RG, unloading a ton of charged up 1.5-4B bombs at the RG is devastating, however the bubble set up during the actual run doesn't lead to very efficient use of your character. Faster groups will leave you dropping a bubble and dropping 1 orb to kill stragglers, and you'll be teleporting to keep up. I didn't find this fun. Also the In Geom isn't exactly a strong weapon.
Tals6/Aether Walker/ Meteor shower is the best mobility spec obviously with the AW wand. The meteor showers with Tals6 also does considerable AOE damage with no setup time, albeit you need to swallow the meteor cast delay *ARG*. The problem I found while play this build is that the mobility trump card this build has, is usually overkill. You will be front line almost always in the group, and in slower groups that mobility is wasted. Damage output is also limited by resources, and without ample optimization, this build just doesn't work well. Thoughtful consideration into RCR, resource management skills and gear are needed to make this build shine.
Meteor shower-WOH offers great damage output and burst, along with some CC capabilities. Indirectly your character also becomes a pseudo tank for the rest of the team since you are in the front lines of the action all the time.
In terms of mobility, this was my greatest concern with this build compared to Aether Walker or even In geom focused builds, however, as mentioned I've made small adjustments to the build for those out of control groups, otherwise moderately CDR allows for a couple second delay between teleports makes it a bit more reasonable. Illusionist also assists in movement speed so it's included in this build as well.
And the icing on the cake, another HUGE bonus of this build is that it allows for the use of Leroics Crown. The Crown doubles up your XP ruby bonus making this build the clear winner in XP rate compared to other wizard builds without sacrificing too much that you break and gimp your character.
Incredibly fun build to play, and provides excellent consistent damage via WOH, and AOE dps from meteor shower. I'm really enjoying the build right now and it performs well in these types of greater rifts.
Thanks for reading, comments, questions below.
One more fast run build to collection:
6FB + Cinder + F/R + Ranslor's Folly.
any weapon ingeom/AW for TP. SS for double hydra on boss or just any other with good dps.
build good work in 3 dd party with zdps WD on GR40-42.
dps is simple - MM/ET spam. hydra on yellow and RB. MW Conduit for more ET spam.
small example of gameplay in random party
https://www.youtube.com/watch?v=fMb608oYPuw
Focusing a bit more on consistency where you don't need a specific group composition to function properly.
Also mentioned that this was for non seasons for folly bracers was not available to me.
group random (as u see on video). zdps wd is just as example, because he dont have good pull utility. season bracers is mandatory. with this item you have best pull utility in game and not bad damage.
actually im select build depends of group. FB good choice if group already have good single target damage and low/middle pull utility.
I understand the Folly bracers are really good for CC and control, but i strictly said "NON SEASON" so i don't have access to them.
Also Ancient Parthan Defenders are really good at keeping you providing damage reduction, so they are definitely worth using too.
I use Focus and Restraint. This isn't a solo build, but a build made for speed rifts which usually range from GR34-45.
I don't use Halo because there really is no need for THAT much defense at the cost of THAT much offense. Especially at these "lower" levels.
Jaetch uses the Halo ring in his solo runs GR55+.
Each meteor "rock" gets their own individual Nilfurs bonus as far as I know. Making it extremely easy to hit the top bonus on the boots.
Some CDR is still required for more Flash damage, more teleports and more cold snaps, however you must balance CDR with RCR as well !
Thanks for reading.
I have a couple of rolling gear questions for this build.
I have a shoulder that has 8% RCR already, so I can also get 8% CDR too. However, it seems like the 15% Explosive Damage would be more DPS. Which one should I choose?
The second question is how to roll my WOH. Do I roll 940 Vit or 21k LoH to 10% Damage?
8% CDR = +8.7% EB damage.
In this instance, I would definitely take +15% EB damage. Nice options to have.
Would keep vitality over LOH on the WOH.