2-3B soft crits (yellow text), seen as high as BB hard crit (orange text).
Curious to see how far someone else can take this build as without any gems and far from optimal gear (level 39 belt) and I'm a trashcan at playing <3 but I'm melting T10 on the PTR though so I think this has a very high chance for subtle changes to make it easily solo and group high GR builds.. especially since slow time gives very nice buffs to party members (25% DR from 4p, enemies deal 25% less damage, enemies take 15% more damage, 10% ias to allies).
The idea behind the build is to weave between channeling Ray of Frost and Magic Missile (at least once every 4-5 seconds). Because of the Etched Sigil source, Ray of Frost will be casting a frozen orb once every second. Worth noting because this mechanic isn't affected by IAS, it is effectively useless and should be avoided.
Helmet: Crown of the Primus ((Slow time gains the effect of every rune))
Shoulder: Dashing Pauldrons of Despair ((Set 1))
Neck: Traveler's Pledge
Chest: Harness of Truth ((Set 2))
Gloves: Fierce Gauntlets ((Set 3))
Bracers: *any* - Parthan Defenders give a nice defense boost (currently using Nemesis though)
Belt: Hergbrashes Binding ((Reduces Arcane Power cost of ... and Ray of Frost by 50%-65%))
Ring 1: The Compass Rose
Ring 2: Convention of Elements - can be swapped for more defensive if need be
Pants: Leg Guards of Mystery ((Set 4))
Feet: Striders of Destiny ((Set 5))
Weapon: Deathwish ((While channeling ... or Ray of Frost, all damage is increased by 75%-100%))
Off-hand: EtchedSigil ((Your ... and Ray of Frost also cast one of your other damaging Arcane Power Spenders every second))
Cube:
Weapon: Triumvirate ((Your Signature Spells increase the damage of Arcane Orb by 200% for 6 seconds, stacking up to 3 times))
Armor: Mantle of Channeling ((While channeling ... or Ray of Frost, you deal 25% increased damage and take 25% reduced damage))
Jewelry: RoRG ((you know))
Stat focus: Generic crit/crit dmg, cold damage, arcane orb damage.
Secondary focus: CDR (less important because of 2p bonus but still very useful)
1) Envelop enemies and self in Slow Time bubble(s)
2) Maintain full Triumvirate stacks (inevitably maintaining focus/restraint as well)
3) Channel your heart out
Note:
(*) Don't need to constantly channel Ray of Frost, can cast it once every second and each time you'll cast a Frozen Orb (giving more mobility) but you'll still get the damage boost from channeling for it
(*) Unwavering Will is a possibility for another passive (giving a 5th for hellfire), possibly better than once of the 4 I have now (unsure exactly).
(*)The etched sigil cast is put ontop of your cursor, so cursor placement matters not only directionally for channeling, but along that channel if you're using twister (or experiment with other skills)
Currently not using because my deathwish is ancient and Im unsure how a double proc actually affects frozen orb damage since it's not one burst.
Alternate Build Idea: (just though of writing this thread, possibly can do more damage if able to stay still i.e. better surviv)
Changes:
Ray of Frost --> Disintegrate - intensity
Arcane Orb --> Twister - Wicked Wind
Cube Weapon --> The Twisted Sword ((100% damage boost to Twister for each Twister active))
Neck --> Moonlight Ward -- hard arcane roll
Wrist --> Ranslor's Folly ((Twister periodically pulls an enemy in within 30 yards away))
With this build change, you need to keep twisters ontop of each other, let your bracers pull in the junk and watch it melt away. This works well since the bracers pulling the mobs in allows for smarter time warp placement (or vice versa, twister placement in time warp). Does more constant damage, less bursty, but requires more buildup (need to get 4-5 twisters out at a time to do great damage)
While F/R is more constantly damage, endless walk + coe would give much better burst damage for sure - cubing coe for full 200%. plus the DR from the set might help quite a bit actually heh. Thanks! Definitely overlooked.
Messing more with the twister build - it certainly does more damage at peak but it takes quite a bit longer to ramp up. Possibly useful in high GR groups but it melts T10 quick enough to make it annoying to have to constantly ramp up. Which is also another downside, the 'ramp up' is location specific - getting 5 twisters ontop of each other whereas the frozen orb build is much more friendly - the ramp up is getting 3 stacks of triumvirate which clearly goes with you as you move!
Worth noting just having 5 twisters anywhere gives the damage bonus, but the ramp up is specifically 5 hitting the main target/group.
dude your idea is terrible but you probably realizes that by now
1) for channeling you use endless walk set over f/r also you can equip one more ring then for more dmg or survive
2) what is the point of using ray of frost or other channeling spell when they are not buffed by the set
3) arcane orb fired by new source does not proc 2 set so no slow time cool down
I fail to see how a lack of "complete" synergy makes something terrible.
@1 - already been stated; does not affect the actual builds play but to avoid someone else making the same mistake, I've updated it.
@2 - 15% cold damage bonus + etched sigil gives constant channeling and never AP drained. 1 cast every second is going to beat out any average for dumping then casting to get ap back, especially since you can focus IAS on a different stat. Also the channeling gives damage bonus from weapon and cubed shoulders; 100% and 25% respectively.
@3 - irrelevant, you're casting missile every ~3-4 seconds making the default 15s slow time CD get 2 to 3 casts off between each slow time which you're not even mass casting because its only a buff. Can easily get 3 slow times down on my shitty geared PTR toon.
Really unsure if you read the whole thread or not.
Drop your signature spell + use Illusionist. Slot Teleport (Safe Passage). Edit: just realized you need a signature for Triumvirate. In that case, possibly try dropping Magic Weapon for Teleport and Pick up Illusionist?
IMO - no need for CDR in the build. If anything you'd want attack speed for the extra RoF damage. But that's debatable. Probably better just to roll VIT or area damage.
I just tried out a version of your build, and it feels a little clunky with the arcane orbs not exploding at your cursor. If you do make this work, it would have to be a ranged build, so probably no APD / no Halo. Probably will not push high greater rifts since you can't fit all of the following in:
Drop your signature spell + use Illusionist. Slot Teleport (Safe Passage). Edit: just realized you need a signature for Triumvirate. In that case, possibly try dropping Magic Weapon for Teleport and Pick up Illusionist?
IMO - no need for CDR in the build. If anything you'd want attack speed for the extra RoF damage. But that's debatable. Probably better just to roll VIT or area damage.
RoF damage is negligible compared to the arcane orb damage by far. Those changes are definitely more worth it for higher survivability no doubt.
I just tried out a version of your build, and it feels a little clunky with the arcane orbs not exploding at your cursor. If you do make this work, it would have to be a ranged build, so probably no APD / no Halo. Probably will not push high greater rifts since you can't fit all of the following in:
Unstable Scepter
Triumvirate
Etched Sigil
Deathwish
It's intended as a ranged build and not a tank and cast - it's the bonus to having frozen orb be cast once per second - you don't need the constant channeling to keep it up. Unstable Scepter is more than likely the better weapon choice to deathwish; it would surely be preferable to have all 4 of those for more synergy but I would think the damage output makes it viable regardless of the lack of 'complete' synergy. I've played each season and each PTR and I've not done this much damage (that wasn't eventually patched) by a decent margin.
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2-3B soft crits (yellow text), seen as high as BB hard crit (orange text).
Curious to see how far someone else can take this build as without any gems and far from optimal gear (level 39 belt) and I'm a trashcan at playing <3 but I'm melting T10 on the PTR though so I think this has a very high chance for subtle changes to make it easily solo and group high GR builds.. especially since slow time gives very nice buffs to party members (25% DR from 4p, enemies deal 25% less damage, enemies take 15% more damage, 10% ias to allies).
The idea behind the build is to weave between channeling Ray of Frost and Magic Missile (at least once every 4-5 seconds). Because of the Etched Sigil source, Ray of Frost will be casting a frozen orb once every second. Worth noting because this mechanic isn't affected by IAS, it is effectively useless and should be avoided.
Helmet: Crown of the Primus ((Slow time gains the effect of every rune))
Shoulder: Dashing Pauldrons of Despair ((Set 1))
Neck: Traveler's Pledge
Chest: Harness of Truth ((Set 2))
Gloves: Fierce Gauntlets ((Set 3))
Bracers: *any* - Parthan Defenders give a nice defense boost (currently using Nemesis though)
Belt: Hergbrashes Binding ((Reduces Arcane Power cost of ... and Ray of Frost by 50%-65%))
Ring 1: The Compass Rose
Ring 2: Convention of Elements - can be swapped for more defensive if need be
Pants: Leg Guards of Mystery ((Set 4))
Feet: Striders of Destiny ((Set 5))
Weapon: Deathwish ((While channeling ... or Ray of Frost, all damage is increased by 75%-100%))
Off-hand: Etched Sigil ((Your ... and Ray of Frost also cast one of your other damaging Arcane Power Spenders every second))
Cube:
Weapon: Triumvirate ((Your Signature Spells increase the damage of Arcane Orb by 200% for 6 seconds, stacking up to 3 times))
Armor: Mantle of Channeling ((While channeling ... or Ray of Frost, you deal 25% increased damage and take 25% reduced damage))
Jewelry: RoRG ((you know))
Stat focus: Generic crit/crit dmg, cold damage, arcane orb damage.
Secondary focus: CDR (less important because of 2p bonus but still very useful)
Build: http://us.battle.net/d3/en/calculator/wizard#aZSgOc!ZiWh!ZcZ.cc
Gameplay:
1) Envelop enemies and self in Slow Time bubble(s)
2) Maintain full Triumvirate stacks (inevitably maintaining focus/restraint as well)
3) Channel your heart out
Note:
(*) Don't need to constantly channel Ray of Frost, can cast it once every second and each time you'll cast a Frozen Orb (giving more mobility) but you'll still get the damage boost from channeling for it
(*) Unwavering Will is a possibility for another passive (giving a 5th for hellfire), possibly better than once of the 4 I have now (unsure exactly).
(*)The etched sigil cast is put ontop of your cursor, so cursor placement matters not only directionally for channeling, but along that channel if you're using twister (or experiment with other skills)
Alternate Weapon suggestion:
Unstable Scepter ((Arcane orbs explosion triggers twice)), rolls hard 50-65% arcane orb damage
Currently not using because my deathwish is ancient and Im unsure how a double proc actually affects frozen orb damage since it's not one burst.
Alternate Build Idea: (just though of writing this thread, possibly can do more damage if able to stay still i.e. better surviv)
Changes:
Ray of Frost --> Disintegrate - intensity
Arcane Orb --> Twister - Wicked Wind
Cube Weapon --> The Twisted Sword ((100% damage boost to Twister for each Twister active))
Neck --> Moonlight Ward -- hard arcane roll
Wrist --> Ranslor's Folly ((Twister periodically pulls an enemy in within 30 yards away))
With this build change, you need to keep twisters ontop of each other, let your bracers pull in the junk and watch it melt away. This works well since the bracers pulling the mobs in allows for smarter time warp placement (or vice versa, twister placement in time warp). Does more constant damage, less bursty, but requires more buildup (need to get 4-5 twisters out at a time to do great damage)
You could have Endless Walk set (ammy + ring), and use CoE/RoRG (one of those in cube) - should be even more damage.
Especially as you say there is no big room for 5th passive.
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While F/R is more constantly damage, endless walk + coe would give much better burst damage for sure - cubing coe for full 200%. plus the DR from the set might help quite a bit actually heh. Thanks! Definitely overlooked.
Messing more with the twister build - it certainly does more damage at peak but it takes quite a bit longer to ramp up. Possibly useful in high GR groups but it melts T10 quick enough to make it annoying to have to constantly ramp up. Which is also another downside, the 'ramp up' is location specific - getting 5 twisters ontop of each other whereas the frozen orb build is much more friendly - the ramp up is getting 3 stacks of triumvirate which clearly goes with you as you move!
Worth noting just having 5 twisters anywhere gives the damage bonus, but the ramp up is specifically 5 hitting the main target/group.
dude your idea is terrible but you probably realizes that by now
1) for channeling you use endless walk set over f/r also you can equip one more ring then for more dmg or survive
2) what is the point of using ray of frost or other channeling spell when they are not buffed by the set
3) arcane orb fired by new source does not proc 2 set so no slow time cool down
http://eu.battle.net/d3/en/profile/iGGi-2191/hero/87768679
I fail to see how a lack of "complete" synergy makes something terrible.
@1 - already been stated; does not affect the actual builds play but to avoid someone else making the same mistake, I've updated it.
@2 - 15% cold damage bonus + etched sigil gives constant channeling and never AP drained. 1 cast every second is going to beat out any average for dumping then casting to get ap back, especially since you can focus IAS on a different stat. Also the channeling gives damage bonus from weapon and cubed shoulders; 100% and 25% respectively.
@3 - irrelevant, you're casting missile every ~3-4 seconds making the default 15s slow time CD get 2 to 3 casts off between each slow time which you're not even mass casting because its only a buff. Can easily get 3 slow times down on my shitty geared PTR toon.
Really unsure if you read the whole thread or not.
I read all but I just wrote mine opinion on build, I tried it and I dont like it, and that is just me
http://eu.battle.net/d3/en/profile/iGGi-2191/hero/87768679
Good idea. I hadn't thought about using frozen orb in DMO channeling.
You might consider:
Drop your signature spell + use Illusionist. Slot Teleport (Safe Passage).Edit: just realized you need a signature for Triumvirate. In that case, possibly try dropping Magic Weapon for Teleport and Pick up Illusionist?IMO - no need for CDR in the build. If anything you'd want attack speed for the extra RoF damage. But that's debatable. Probably better just to roll VIT or area damage.
I just tried out a version of your build, and it feels a little clunky with the arcane orbs not exploding at your cursor. If you do make this work, it would have to be a ranged build, so probably no APD / no Halo. Probably will not push high greater rifts since you can't fit all of the following in:
It's intended as a ranged build and not a tank and cast - it's the bonus to having frozen orb be cast once per second - you don't need the constant channeling to keep it up. Unstable Scepter is more than likely the better weapon choice to deathwish; it would surely be preferable to have all 4 of those for more synergy but I would think the damage output makes it viable regardless of the lack of 'complete' synergy. I've played each season and each PTR and I've not done this much damage (that wasn't eventually patched) by a decent margin.