DMO Frozen Orb is a blast with the relic power this upcoming season. The spending of 4 orbs at once definitely changes the playstyle and makes for some interesting compositions.
Clear and review (very lengthy… but if you want to see):
Cleared GR139 in 14:54, ~1950 paragon. Pretty good rift and focused clear, so near the top of this build’s range, even still, could probably do at least GR140 with power pylon + RG.
The sanctified power allows us to drop APoC / Shame of Delsere and potentially run either Ashnagarr’s or Aquila (I chose Ranslor though). We do not worry as much about resource and it requires less time actively throwing out orbs. As a result, we worry less about attack speed, we only care about Area Damage, this frees up gear affix slots for synergy with the Guardian 2pc.
Guardian’s works well to boost base VIT enough to keep squirt’s up (my current build runs Karini, Blur).
I tested Arcane Dynamo and while it does increase the damage of the sanctified orbs that proc, the setup for using it just is not worthwhile in an Bastions+Squirt’s+Karini composition. With a CoE build, I can see using Dynamo to advantage, but with my test setup, we don’t have a 16s cycle to work around, which feels nice. I get more pulls in per unit of time, and can spam orbs more readily, while mostly preserving Squirt’s.
I think this is great as it means Arcane Dynamo is not a requirement for every build, even though it presents a huge advantage and synergy with the stacking mechanic. In general I found arcane dynamo play with the ranged build frustrating, as it was difficult to not consume stacks, pull, and still have targets in the perfect location at the perfect time.
To review, Dynamo you’d have to: stack up to 4, cast Black Hole (or Twister…whichever you are using), cast signature, line up your targets and cast Frozen Orb. It’s a lot of setup that just doesn’t work as well with the Ranslor’s Folly Pull. Ranslor setup works best with being able to instantly DPS after pixel pull, and the Bastions synergizes well for a run&gun playstyle where you can land your shots a lot easier with force move to optimize aim.
Minor annoyance with not getting DR from the 4pc because you haven’t hit an enemy to spawn a slow time at the start of the rift and after death, but other than that, I really enjoy not having to place slow time on the skill bar.
I do not like the DMO 2pc ICD. The 2pc itself where it spawns an slow time on an enemy feels great,
but the ICD ruins it for this ranged build on occasion. You’ll get stuck outside of a slow time, with Teleport off Cooldown and the ICD is preventing the bubble from being created. Very frustrating.
True, I’m not testing with Illusionist, which would improve the mobility and feel of the push build, but I shouldn’t have to, if I don’t want it.
This ICD needs to be significantly lowered.
Primus isn’t really something you want to wear for any of these builds typically, because the stun rune on the slow time ruins monster CC reductions. The Primus helm is really only useful for Ancient Parthan Defender configs or multielement Vyr Chantodo, and those are rare nowadays.
On top of that, in a speed configuration, even if you use the Primus helm, the Teleport isn’t 0 Cooldown, it still has normal cooldown. It’s very slow. My understanding was that wearing Primus would function as good as Aether Walker for DMO. Not the case.
I didn’t test it, but slow time from archon should function theoretically to reset teleport as well. If it’s not this is also an oversight.
In summary, it’s definitely a fun push build that I’ll be playing. Some annoyances with
the DMO 2pc ICD. The Ranslor + Bastions with tanky Guardian 2pc makes up for it though, very smoothe, slick, clean gameplay.
In Speeds, I’d like to see Primus get adjustment to only equip Point of no return rune if that rune is on your skill bar. I’d also like to see the cooldown resets work with Primus. DMO speeds are much less desireable without these changes.