In the hopes that there will still be the occasional build adjustments, I wanted to give some feedback on the DMO set, and the Arcane Orbit build specifically.
First, DMO set as a whole: the 2 piece bonus that resets Teleport should count any Slow Time bubble you generate, including the persistent one from Crown of the Primus. DMO is one of the lowest performing Wizard sets, and giving it mobility rivaling Firebird’s will not break it.
Second, Arcane Orbit. This ability is fun, but needs some throughput buff. I have an easy and more complicated idea for accomplishing that.
EASY: tweak Wizardspike so that it also says, “Whenever you hit an enemy with a Signature Spell, one of your Arcane Orbits will detonate.”
COMPLICATED: change the Moonlit Ward neck item, and make the Arcane Orbit build more of a Signature Spell/Arcane Orb hybrid build. "Whenever you hit an enemy with a Signature Spell, one of your Arcane Orbits will detonate. When one of your Arcane Orbits detonates, increase the damage of your Signature Spells by [400%-500%] for 5 seconds. This can stack up to 4 times.
With the Complicated change, it might be beneficial for Arcane Orbit to actually drop Wizardspike, and pick up the Fragment of Destiny instead. It also opens up a Magic Missile build, where you drop Triumvirate/Unstable Scepter/Wizardspike for Mirrorball+Fragment of Destiny, with a flexible cube weapon spot (probably Orb of Infinite Depth).