Welcome Wizards of Sanctuary! I will be posting my solo Push and multiplier related feedback here. Please chime in, as I am not the most skilled or highest pushing wizard out there! And I definitely can’t test every set or build myself.
I am having quite a lot of fun testing on PTR! Despite my quibbles with the direction taken on a lot of the item changes, once we have the 4th cube slot, Wizard builds are playable, and enjoyable, for the most part.
Format Your Testing Feedback!
To keep this orderly, please place the following text in all caps and bold. This will help players and Team members identify Testing Feedback comments more readily.
[2.6.10 PTR] TESTING FEEDBACK
Feel free to reply and discuss each others’ testing feedback as well, but without using this tag.
List your answers to the items below in your feedback. I will be forming my feedback as such.
- Seasonal or Non-Seasonal Testing
- Paragons and/or level of INT
- Main Set or non-set used (Ex: DMO, LoD)
- Main Damage dealing Skill or Item Proc Used. (Ex: Hydra, Chantodo)
- Style of build (Ex: Archon/Non-archon, Channeled/Non-Channeled, Shielding/Non-Shielding)
- Successful Clear on PTR in GRs (Ex: GR125), with clear time (MM:SS), if possible. Estimated number of Keys used on fish.
- Note 4th cube Option (if seasonal).
- Post a Build or d3planner link if you have one.
The following are also welcome, but optional:
- Estimated clear potential at higher (perhaps 2k?) paragons, and perfected gear?
- Feelings on how this compares to other builds and sets?
- Multipliers, if any, you think need to be changed?
- Feelings about new item mechanics or changed item mechanics?
- Feelings on how the 4th cube option affected your build?
- If seasonal, and clones are active, how do you feel the Shadow Clones affected your clear?
If you can think of any better item to list above, please let me know, and I’ll try and add them to the format.
Note: Since the PTR is extended, with no end date currently, I will edit and note in a comment within the thread when I add any test results from other push builds not already noted, such as Vyr Chantodo, LoD, etc.
Note: I have video of some of the clears mentioned, but these are not uploaded yet. Will update with video links when I have time.
Item Design and Nephalem/Speeds Testing Feedback (General Wizard Feedback Thread)
[2.6.10 PTR] TESTING FEEDBACK
[2.6.10 PTR] TESTING FEEDBACK
DMO Frozen Orb
- Seasonal or Non-Seasonal Testing
Seasonal.
- Paragons and/or level of INT
~1.2kp / 8.7k INT.
Unaugmented, but with ancient or primal weapons. Some ancient armor pieces, some non-ancient. Some of the paragon went into VIT.
- Main Set or non-set used (Ex: DMO, LoD).
- Main Damage dealing Skill or Item Proc Used. (Ex: Hydra, Chantodo)
- Style of build (Ex: Archon/Non-archon, Channeled/Non-Channeled)
- Successful Clear on PTR in GRs (Ex: GR125), with clear time (MM:SS), if possible. Estimated number of Keys used on fish.
- Note 4th cube Option if Seasonal.
- Post a Build, d3planner, or video link if you have one.
DMO Frozen Orb:
- Non-Channeled. Non-Archon. Non-Shielding.
- 4th: OID / Wizardspike. Fits in OID without having to drop Wizardspike.
- Completed: GR120 in (14:05) with ~25 keys.
https://ptr.d3planner.com/833816881
- Estimated clear potential at higher (perhaps 2k?) paragons, augments, and perfected gear?
~GR127 @2kp.
- Feelings on how this compares to other builds and sets?
- Multipliers, if any, you think need to be changed?
Damage is pretty low compared to many builds, but definitely feels much better than it was. A step in the right direction, but still lacking.
It feels:
~3 GR behind TV Hydra in seasonal.
~4GR behind Vyr Chantodo in seasonal (gets Crimson’s+Furnace).
~13GR Behind the likes of GoD DH and Masquerade Bone Spear in seasonal.
If the intent is to take away this 4th cube after the season, this build will not function defensively; or alternately, will have severely lowered multiplier.
Recommend Additional multiplier about/between:
- 1.2x increase for DMO. 6pc increased to 15000%.
- 2.5x for Frozen Orb, to be placed on Unstable Scepter.
DMO could use a little more increase over LoD in my opinion. The requirement for Slow Time makes it harder to play / set up pulls. I wouldn’t go more than ~1.5x higher than LoD though. Hence my recommendation for 1.2x from where it was sitting on PTR, at 12500%, or ~1.765x higher than it’s previous, 8500%.
Unstable scepter’s multplier get’s multiplied by 2.5x, so, for example:
450% increased damage = 5.5x
5.5 * 2.5 = 13.75x = 1275% increased damage from Unstable Scepter.
These changes combined would produce about 7GRs increase for the build, resulting in ~GR134 @2kp. Left 1 GR buffer there, seeing as there are other DMO builds that could perform better with even higher (3k+) paragons.
- Feelings about new item mechanics or changed item mechanics?
- Feelings on how the 4th cube option affected your build?
- If seasonal, and clones are active, how do you feel the Shadow Clones affected your clear?
This offmeta DMO build, for reference, cannot fit in shielding, opting for OID+Life Per hit for recovery.
In place of Endless walk, I swapped in Aughild’s+FoT+Nems. This felt great for challenging elites and getting extended pylons to help kill them. Life per hit recovery felt decent, though lower than some Necro builds for sure.
Frozen Orb, as always, is very engaging on a push, kiting is a priority, as is positioning of enemy targets.
Wizardspike, while neat to see it proc, still has little to no impact in a push scenario, since it can’t proc Area damage here. While It does not have a 2s ICD any longer, the proc rate was also still rather lackluster.
Mostly, feels good, just like it did back in [2.6.1] but slightly better with the keen elite focus we can now place via elite damage items and FoT.
Speed pylons felt good to click, as these allowed increased attack speed for quite a long time.
I wish I could have fit in more with the cube. Echoing Fury would have been so much fun to play around with in a push scenario.
All of the Clones had little to no effect DPS wise in a push scenario with this build, though I did notice the clone that uses Arcane Orb seemed to do more damage than the others when it’s arcane orb landed hits (maybe it’s placebo effect / or i’m seeing things).
Typhon's Veil Frost Hydra
- Seasonal or Non-Seasonal Testing
Seasonal.
- Paragons and/or level of INT
~1.2kp / 8k INT.
Unaugmented, but with ancient or primal weapons. Some ancient armor pieces, some non-ancient. Some of the paragon went into VIT.
- Main Set or non-set used (Ex: DMO, LoD).
- Main Damage dealing Skill or Item Proc Used. (Ex: Hydra, Chantodo)
- Style of build (Ex: Archon/Non-archon, Channeled/Non-Channeled)
- Successful Clear on PTR in GRs (Ex: GR125), with clear time (MM:SS), if possible. Estimated number of Keys used on fish.
- Note 4th cube Option if Seasonal.
- Post a Build, d3planner, or video link if you have one.
Typhon’s Veil Frost Hydra:
- Non-Channeled. Non-Archon. Shielding.
- 4th: OID / Winter Flurry. Fits in WF without having to drop OID.
- Completed: GR123 in (14:06) with ~25 keys.
https://ptr.d3planner.com/821328704
- Estimated clear potential at higher (perhaps 2k?) paragons, augments, and perfected gear?
~GR130 @2kp.
- Feelings on how this compares to other builds and sets?
- Multipliers, if any, you think need to be changed?
Damage is pretty low compared to many builds, but definitely feels much better than it was. A step in the right direction, but still lacking.
It feels:
~1GR behind Vyr Chantodo in seasonal (gets Crimson’s+Furnace).
~10GR Behind the likes of GoD DH and Masquerade Bone Spear in seasonal.
If the intent is to take away this 4th cube after the season, this build will not function defensively; or alternately, will have severely lowered multiplier.
Recommend Additional multiplier about/between:
- 2.25x for Hydra, to be placed on Serpent’s Sparker.
Serpent Sparker’s multplier get’s multiplied by 2.25x, so, for example:
450% increased damage = 5.5x
4 * 2.25 = 9x = 800% increased damage from Serpent’s Sparker.
This change would produce about 5.16GRs increase for the build, resulting in ~GR135 @2kp.
- Feelings about new item mechanics or changed item mechanics?
- Feelings on how the 4th cube option affected your build?
- If seasonal, and clones are active, how do you feel the Shadow Clones affected your clear?
Felt surprisingly good. It was especially nice to be able to dodge attacks and move around more than we used to with Channeling.
I really enjoy the Spectral mechanic, and once getting into the rhythm of using Arcane Dynamo, felt good.
I also really enjoyed the faster stricken stacking from Spectral blades, Shame+Fragment. Felt really cool to have the insane stricken stacking for solo push. Even still, it doesn’t make sense to me why Fragment of Destiny needs to be the item used here. Still in favor of moving the Spectral buff to TV. If group RGK builds want to fit it Fragment in, they can still do that even after this sort of change. Solo push will still stack stricken relatively fast, even without Fragment’s attack speed multiplier.
Blizzard / Winter Flurry in solo Push feels so bad to manage, again. It does introduce something else to do in the build besides signature and Dynamo, but Spellsteal or Absolute Zero would have been more engaging as a filler spell for certain. Plus, we’d get to choose our skill, would have the option for say, MW:Deflection if we’re feeling lazy. Not a fan of the Winter Flurry.
It still rolls Cold% as an affix default, why?
In the very least, Blizzard was a pretty good aggro skill, was able to more easily pull enemies.
Build wise, I still detest the fact that we have to place RoRG in every build if we want to slot Magistrate AND TnT.
The set itself favors the shielding / Squirt’s playstyle but I definitely felt sad to look at it and realize that I could not swap out any part of the build for optional items or skills.
Feels like TV Frost is forming in to a more well-rounded push build, but also feels as if every item placed is required to make it work.
DMO Twister
- Seasonal or Non-Seasonal Testing
Seasonal.
- Paragons and/or level of INT
~1.5kp / 10k INT.
Unaugmented, but with ancient or primal weapons. Some ancient armor pieces, some non-ancient. Some of the paragon went into VIT.
- Main Set or non-set used (Ex: DMO, LoD).
- Main Damage dealing Skill or Item Proc Used. (Ex: Hydra, Chantodo)
- Style of build (Ex: Archon/Non-archon, Channeled/Non-Channeled)
- Successful Clear on PTR in GRs (Ex: GR125), with clear time (MM:SS), if possible. Estimated number of Keys used on fish.
- Note 4th cube Option if Seasonal.
- Post a Build, d3planner, or video link if you have one.
DMO Twister:
- Channeled. Non-Archon. Shielding (But no Squirt’s; EW instead).
- 4th: Deathwish; Required Multiplier for Channeling.
- Completed: None; Got frustrated with build mechanics and quit before clear. Damage felt like could have completed GR124@1.5kp/10k INT
https://ptr.d3planner.com/427509505
- Estimated clear potential at higher (perhaps 2k?) paragons, augments, and perfected gear?
~GR130 @2kp.
- Feelings on how this compares to other builds and sets?
- Multipliers, if any, you think need to be changed?
Damage is pretty low compared to many builds, but definitely feels much better than it was. A step in the right direction, but still lacking.
If the intent is to take away this 4th cube after the season, this build will have severely lowered multiplier.
Recommend Additional multiplier about/between:
- 2.25x for Twister, to be placed on Twisted Sword.
This change would produce about 5.16GRs increase for the build, resulting in ~GR135 @2kp.
- Feelings about new item mechanics or changed item mechanics?
- Feelings on how the 4th cube option affected your build?
- If seasonal, and clones are active, how do you feel the Shadow Clones affected your clear?
Vyr Cold Chantodo
- Seasonal or Non-Seasonal Testing
Seasonal.
- Paragons and/or level of INT
~1.5kp / 10k INT.
Unaugmented, but with ancient or primal weapons. Some ancient armor pieces, some non-ancient. Some of the paragon went into VIT.
- Main Set or non-set used (Ex: DMO, LoD).
- Main Damage dealing Skill or Item Proc Used. (Ex: Hydra, Chantodo)
- Style of build (Ex: Archon/Non-archon, Channeled/Non-Channeled)
- Successful Clear on PTR in GRs (Ex: GR125), with clear time (MM:SS), if possible. Estimated number of Keys used on fish.
- Note 4th cube Option if Seasonal.
- Post a Build, d3planner, or video link if you have one.
Vyr Cold Chantodo:
- Archon. Shielding.
- 4th: Fazula or Swami; Allows inclusion of Captain Crimson’s, dropping Zodiac for CoE+Karini.
- Completed: GR124 in (14:45) with ~60 keys.
https://ptr.d3planner.com/509342794
- Estimated clear potential at higher (perhaps 2k?) paragons, augments, and perfected gear?
~GR131 @2kp.
- Feelings on how this compares to other builds and sets?
- Multipliers, if any, you think need to be changed?
One of our best options at current, and the only build that will still function mechanically without too much multiplier loss after the cube is taken away.
That said, I still feel VyrChant needs more damage.
Either:
- Revert the AS scaling nerf
- Give 1.75x multiplier, to be placed on Chantodo.
This change would produce about 3.56GRs increase for the build, resulting in ~GR135 @2kp.
- If seasonal, and clones are active, how do you feel the Shadow Clones affected your clear?
Clones were a large part of my clear; they helped finish off a group of 3 elite packs, made a shield pylon feel more impactful for certain.
N.B.: Clones in Nephalem and Low GR speeds with Zodiac can actually kill trash, and prevent you from resetting archon. It’s really annoying when it happens, but it does not happen all the time.
- Feelings about new item mechanics or changed item mechanics?
- Feelings on how the 4th cube option affected your build?
The build feels great mechanically, higher stacking gives more damage scaling. It’s an interesting concept, and one that excels with good mob type + perfect elite spawns (Illu Rat caller, Illu Maggot Brood, etc.).
The ‘standard’ shielded configuration with Furnace is generally more consistent defensively and offensively; it is fairly engaging to manage defenses, so as to not lose squirt’s. Makes toughness and positioning points of interest while playing.
I like that we have Furnace again; compared to the season of unlocked cube, we did not have this item; this is a nicety of having the 4th cube now.
Stacks stricken pretty fast. Wide range of RGs to challenge successfully. Definite upside to running this build.
Mechanically, for the moment at least, it feels good to me. Some of our Wizards have given feedback that the damage should be partially shifted back to Archon abilities, so that we aren’t only dealing damage via Chantodo’s. While I agree this would be a good move, I’m unsure if changing one of our most mechanically solid builds is a good idea right now. This has always been a great build to ‘go back to’ if you need consistency in your D3 life.
LoD Cold Twister
- Seasonal or Non-Seasonal Testing
Seasonal.
- Paragons and/or level of INT
~1.7kp / 10.7k INT.
Unaugmented, but with 12/13 ancients. Quite a lot of the paragon went into VIT; 600 points.
- Main Set or non-set used (Ex: DMO, LoD).
- Main Damage dealing Skill or Item Proc Used. (Ex: Hydra, Chantodo)
- Style of build (Ex: Archon/Non-archon, Channeled/Non-Channeled)
- Successful Clear on PTR in GRs (Ex: GR125), with clear time (MM:SS), if possible. Estimated number of Keys used on fish.
- Note 4th cube Option if Seasonal.
- Post a Build, d3planner, or video link if you have one.
LoD Cold Twister:
- Non-Archon. Channeled. Shielding.
- 4th: Twisted Sword or Valthek’s or Deathwish. Fits in the 3rd weapon multiplier.
- Completed: GR132 in (12:43) with ~125 keys. However, I got lucky with a double festering Conduit + Power on RG. I’d expect such a rift to take at least 250 keys on average to fish.
https://ptr.d3planner.com/671164641
- A quick note about the build; Most players run with Area damage, I actually dropped AD in favor of more Attack speed + RCR. This seems to help both uptime of Aquila (toughness for Squirt’s) and allows more Twisters to be put out while simultaneously allowing more channeling uptime (Deathwish+Etched Sigil multiplier uptime). At least in solo this felt like a good combination.
- Estimated clear potential at higher (perhaps 2k?) paragons, augments, and perfected gear?
~GR139 @2kp.
- Feelings on how this compares to other builds and sets?
- Multipliers, if any, you think need to be changed?
Highest clearing build I’ve pushed with for Wizard at current, however, required a lot more fishing to realize that benefit at the higher end.
I think the damage potential for this build is actually in a good place, damage / multiplier wise.
I’d prefer if Valthek’s multiplier were placed on Twisted Sword instead. The 4 weapon / source multiplier configuration means we will lose a multiplier if the 4th cube slot is taken away.
I also don’t like Deathwish in general; but that’s a different topic.
Overall the build is performing fairly well. First build I’ve been able to say that about.
- If seasonal, and clones are active, how do you feel the Shadow Clones affected your clear?
Clone were helpful, but not overpowered. They did help kill trash and weaken elites on a push.
- Feelings about new item mechanics or changed item mechanics?
- Feelings on how the 4th cube option affected your build?
I really enjoy the changes made to both Twisted Sword, where it will allow the Raging Storm rune effect of combining Twisters, stacked up to 5 times. This is a great change. I also enjoy the increased control that the stacking behavior affords, as described below:
I’ve been enjoying the fact that we can run the cold rune for cheaper cost and to chill/slow enemies at range for proccing Trapped. Feels great to use a different element than Arcane.
I also enjoy that we can again Corner stack our twisters on terrain. It feels really good to be able to stack up larger twister counts.
Mechanically, I enjoy that corner stacking is now again allowed for Twisters. Especially when you combine this with the higher stack counts we can get with Twisted Sword combined Twisters now. Definitely makes the build more complex; but in a good way I feel.
However, there is still a large discrepancy for those players who don’t enjoy this mechanic. Players that want to run Wicked Wind will clear a few GRs lower simply because they chose a different rune and playstyle. I feel this is bad, and would like to see an increase to Wicked Wind damage. I was thinking 1150% would be a good place to start.
Now on to what I don’t like: Valthek’s.
I feel the Twisters going in a straight line is not only detrimental to DPS in many situations, it downright feels bad to see your twisters just saunter off into the void. Requiring this skill modification via multiplier on the staff just feels bad.
Recommendation: Remove the multplier from Valthek’s and move it to Twisted Sword.
Thank you.