[2.6.10 PTR] Wizard Push & Multiplier Feedback

Nice work. I’ve rambled enough in your previous thread (apologies btw), so I’ll simply wish you and everyone else luck in this endeavor.

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I can only hope the devs take your suggestions seriously, Cratic.

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@Oblivion, @Free:

Appreciate the ramblings and support. Sadly I haven’t had the time to review or reply to a lot of the feedback in the other thread.

Hell, I haven’t even had time to test Twister or Vyr Chantodo yet. We know Twister is in a pretty bad spot. If anyone else has been testing, that feedback would be really helpful. :slightly_smiling_face:

Glad the PTR is extended in the least!

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There’s no way we’d ever get 1275% damage on Arcane Orb on a single legendary. I think it’s basically out of the question. I think the oft-suggested Aetherwalker suggestion where we get like ~250% damage even using Teleport for X seconds is reasonable, though.

Also on the table is maybe a slight tweak to Wizardspike, say 500% instead of 350%. I can’t think of a good way to solve the area damage issue, unless Wizardspike was re-coded to like “Whenever you cast Arcane Orb, cast an additional Frozen Orb.”

There’s not too many open DMO gear slots. Another possible target is Crown of the Primus doing something more useful, like “After casting Slow Time, gain 200% damage.”

I’d suggest focus (and feedback) go here, or changes like these.

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Isn’t Triumvirate 1200%?

Aether Walker changes would be really nice to see, but perhaps that can wait until another patch.

No - bad idea, already a nice item to slot in based on mechanics alone, a bland multiplier is just bad. Perhaps a modification similar to the below would be better:

Anyways, we’re a bit off topic for this thread.

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Don’t you want ideas on possible buffs to normalize the builds?

I hit Stoneslinger for 70Q last night on the twister build :eyes:

Speaking of twister. Thoughts on DMO setup? Setup with 2k paragon, full augment, 130 gems. This is about the best I could see with DMO ET. 6 variants, all being very similar to one another.

_https://ptr.d3planner.com/592665352

Sorry about the incoming wall of text, it will just help summarize the ideas in the variants above.

Variants with either Wicked Winds or Raging Storm. I hate the idea of using Raging Storm because of the way it moves, but if they were to allow it to spin in place like Wicked Winds, that’s some nice damage. If you’re looking for highest damage capacity of these, the one titled Team RS (last one) spawns large tornado’s that do 761T over their life.

There’s a lower damage higher toughness version of each using Stone Gauntlets + Invigorating Gemstone (CC immunity is nice for melee channel) in the planner above and then a team variant that plays at longer range with Zei’s (Wizard trash killer maybe?) that carries significantly more damage. All solo play is made for melee, under a bubble to better control mob positioning while you stay planted and channel (with occasional teleports). You could probably play at range with the team setup for more damage on solo depending on the type of mobs, but it can be challenging to keep mobs in place at range while they have you targeted. Black Hole helps keeping elites/champs in place where you stack tornado’s.

As far as stats, no Area Damage in WW variants since it doesn’t benefit when spawned from ES. Lots of RCR mostly for toughness benefits from Crimsons and to make you a harder target with recovery from LOH.

For gems, DIBs is pretty high with the Taeguk on some variants so not sure how much Energy Twister damage rolls we would want on gear for those (could go more toughness on head and feet. Taeguk is actually not a great option on the team variants since you’ll probably have a DH bringing +150% DIBs to stack additive with Taeguk. Also BH spellsteal … more DIBs.

Playing with WW variant with the Stone Gauntlets at ~115-120 in PTR feels okay at 1k paragon, 10k int, no augments. Gems also very low level right now (25 Invigorating, 27 Taeguk, 52 Zei, 92 BoT, 106 BoS).

Ideally for solo, a change happens to allow RS to spin in place and use RS with Stone Gauntlets + Invigorating Gemstone for best balance between damage and toughness.

I like the idea of a global damage multiplier on AW. Teleport is always a welcome skill but usually suffers a damage tradeoff to slot it. Would be nice to be able to freely slot Teleport without feeling bad about the dmg loss. However, if it also works with Archon Teleport I’m not sure whether it might empower Chantodos a bit too much in season with 4th cube slot. I think Archon Teleport and regular Teleport are different skills though.

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Archon Teleport would still benefit from aether walker, so adding a global damage boost would indeed boost chantodo damage.

This can be avoided if the proposed damage boost offered by Aether Walker was:

Increase the damage of your skills by xxx-xxx%.

Since chantodo’s waves of destruction isn’t a skill (as far as I’m aware of), it wouldn’t be boosted by the proposed damage boost. While it should disallow chantodo from benefiting, it would allow the archon skills (which deal meager damage) to benefit.

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@oblivion, @pele. Excellent thoughts, both of you. I had forgotten about Aetherwalker and Archon. I BELIEVE, like 95% sure, Archon teleport and the Wizard teleport are different skills. It is perfectly possible Aetherwalker could only increase your damage on the Wizard teleport.

However, Vyr’s is still 100%ish behind in damage, I think it’s around GR ~142 at 10k paragon. If Aetherwalker boosted damage by ~150% (Remember, we would lose Furnace, which is not inconseqential) or less, I see no reason why it couldn’t work with Vyr. It would give us a potential speed build - a very welcome change and long overdue.

Is a weapon that increases damage by 100% for X seconds after teleporting a fair legendary? I would absolutely say yes. 200% might even be overbudget.

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It would make Furnace instantly an auto-salvage item for Wizards, but it would in no way make the class OP so I’d love to see this. It still doesn’t address all the issues with the skill itself though.

@ Twister :

  1. there are 2 many Items requestet

  2. they move 2 fast

  3. the duration is 2 short

  4. DMO - Set, this is boring 2 play with.

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Just finished testing Vyr Cold Chantodo (the ‘standard’ configuration with Crimson’s+Furnace) on PTR seasonal - feels like I could fairly readily complete a GR125 with enough consistent density. That would be about GR131 at 2kp+augmented with great effort. This is indeed lower than I was thinking. I’ve edited my estimate above to reflect this.

Perhaps I was remembering and comparing based on pre-nerf power level?

Feels like it could use with a revert to the nerf, even though this test was without swapping Unstable anomaly for EE, or fishing for insane elite types (illusionist rat caller anyone?).

I don’t think Wicked Wind is as good as Raging Storm for Push; That and I don’t think the Crimson’s is necessary or as beneficial here.

I was thinking to keep CoE with MW:Deflection (no Black hole). Spellsteal Doesn’t add much besides the pull since you’re running Taeguk+Skill damage% on gear.

I agree that RS is obviously a better damage skill for this, I just can’t stand how restrictive it is with placement of twisters which is why I look at both WW and RS. I hope you saw the other builds in the linked planner that had RS to see how much higher the damage potential was with RS. DMO ET is probably not what I go for in the next season, but while in PTR I’d like to see how far it goes. DMO ET is probably a fringe build so if people don’t want to hear about it, I can stop talking about it :smiley:

They may be looking to improve it though, so that’s a reason I care to look at this at all.

"Reduced the tick rate of Energy Twister by half and doubled its damage. (currently looking into improving this) "

I’ve found toughness to be a pretty big issue with this build if you want to stand and channel on longer duration fights, so if you drop crimsons you’ll need to pick up another large chunk of damage reduction while maintaining some RCR and the 1.28 multiplier from CDR damage. AC and Unity would get you some of the toughness back that this setup provides (you’ll take about 20% more damage without the high RCR crimsons), but will still eat a ring slot with either RoRG for AC or Unity. OID is just too detrimental to damage since you’ll be dropping a multiplier. Is there a way to make up for toughness on this build without dropping an additional ring option?

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Just tested Raging Storm in push. Previously it was playable for the most part. Now, because of Valthek’s, Downright annoying to play. I can see why you’ve moved to Wicked wind for some of your builds.

Same; I’m currently testing swapping a legendary gem for Esoteric, not sure if that’s better or worse yet.

Recovery is also extremely low.

EDIT (10/18/2020): My thought is that Raging Storm is still the better rune for push (combined Twisters get larger size and Area damage too).

This rune feels like it has the damage to complete a GR124 @ 10k INT, unaugmented, on the PTR, however, until this behavior is fixed, I won’t be playing this build. It’s terrible.

Twisters float straight through the bubbles. Also, when trying to hem them in against a wall or corner, they now hit the wall, and glide along it, instead of bouncing slightly back and roving in circles.

On top of this, damage to enemies that Twisters pass through quickly is reduced, due to the tick rate change. Puts even more emphasis on keeping Twisters in place, with a build that can’t reasonably do it.

EDIT2: Added Vyr Cold Chantodo :smiling_face_with_three_hearts: and DMO Twister :rage: feedback to the original posting.

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Hey Cratic, i don’t know if you are still reading this or not. However i looked at that setup…played around myself somewhat with DMO Twister and you should give Obsidian-Ring a go instead of CoE.

This lets you re-cast bubbles almost immidiatly. You do loose the 50% dmg from CoE but you gain the Setmultiplier more often have more freedom of movement

Seasonal

Paragon 1533, 18k INT. Needed to augment all items with gems lvl 100, mostly for more toughness.

Typhon Veil set

Frost Hydra

Channeled

GR132 @12:23. Used about 30 keys on fish.

Deathwish

Storm Armor - Power of the Storm
Arcane Torrent - Flame Ward
Electrocute - Surge of Power
Blizzard - Snow Bound
Hydra - Frost
Energy Twister - Wicked Wind
Galvanizing Ward - Power Hungry - Blur - Arcane Dynamo

GR134-135 @2k. I almost did GR133 but got bad boss at the end. Damage isn’t the limiting factor but toughness and mobility are.

  • Frozen Orb: big damage but clunky b/c need to aim for the explosion.
  • Twister: unreliable
  • “Normal” Frost Hydra build (with Teleport / Magic Weapon, no Twister): lacks means of grouping enemies so each hydra head attacks a random mob, losing big damage.
  • Archon: doesn’t change
  • This build: damage is nice with the twister pixel pulling. Twister can also be used defensively to pull enemies nearby away. I have no trouble killing elites at GR133 (even Jugs) but the build is extremely squishy and immobile because no teleport and no Magic Weapon / Deflection. So once the Galvanizing Ward shield is off, there’s no Deflection to back it up and lose hydra heads very quickly. With hydra heads gone, there go damage and toughness as well. Rifts with certain mob types are impossible to do (most notably Lacuni Huntresses / Phase Beasts). The build has a lot of weaknesses. Things you don’t wanna encounter: ranged attacks, frozen, waller, jailer, teleporter/jumper, ghosts, fast chasing melee mobs (scavenger frogs, dogs, A2 mob that releases poison on death). Basically a lot.

For this build, no damage multiplier needs to be changed. Need to change mechanics to be able to get more toughness/mobility.

Overall bad and clunky. I play similar build with Deathwish/Etched Sigil on live patch. It’s much better and easier to play because I can teleport around and twisters are autocasted from Etched Sigil. Did GR131 @p2855 NS. I hate the necessity to cast Blizzard to gain Hydra damage buff. Wasted a skill slot. Also would be nice if Primary Skills don’t need to hit enemies to gain Spectral buff (like Triumvirate). Can’t hit enemies through waller and screen doors in A2 Kulle map.

4th cube option gives Deathwish, a cancerous item with nice damage buff but adds another layer of difficulty in playing.

They’re almost non existent in high level pushing. Damage doesn’t scale with GR level. The only thing nice about the clones is they sometimes cast Blizzard, especially the fire one.

Video demonstration at GR125:

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I have updated the OP with my LoD Cold Twister feedback. I was able to clear a GR132 in 12m43s (very good rift though), unaugmented, 12/13 ancients.

The recent changes to corner stacking and Twisted Sword have made this channeled playstyle a lot more engaging. I was having fun! :smiling_face_with_three_hearts:

This is the highest pushing solo build for Wizard that I’ve tested thus far, and I’m happy with where the multiplier is at (for once).

However, I feel Valthek’s behavior is still an issue, and Wicked Wind is still slightly underpowered compared to the other runes in solo push.

I just realized… Almost all the builds I’ve tested have been cold element. Haha! Either d3 team wants us to play cold or I just like it more.

They should have put the wicked wind rune on the twisted sword so we could use RS on our manual caster. The damage would have been MUCH better