Marginal Compliment to Meta zBarb: the ET zWiz

To sum it up in a way that compares the two together is that where zBarb can stack up mobs nicely with a lot of work on the player’s part, this zWizard does an alternate version of it with less effort and margin for error while giving support where a zMonk would otherwise also be necessary in the group.

Note: This setup does not replace zBarb’s shouts combined with the effective Ignore Pain skill, nor a monk’s group life regeneration. What this setup does well is pixelate trash together and provide a marginally safer confrontation with certain elite types.

WIZARD ZDPS (zwiz)

INTRODUCTION

The primary focus of this build is to provide bubbles for the players to navigate through, pulling mobs into these bubbles, and to proc Frost Nova on the right targets—as an aside, proper use of Event Horizon on Blackhole will also give an added benefit when clearing out electricity from the Slow Time bubbles.

MAIN SKILLS

Teleport – Safe passage: mobility which is a necessity, as in I have run it without this a few times, and certain mob types or attacks will wreck your run. Then the rune for providing a safety net when teleporting into the sometimes unknown climate.

Frost Nova – Bone Chill: While this skill does not do much on its own, because 2 seconds is not exactly a long time, the rune when combined with a fast attacking GoD DH for instance can spike the damage of their attacks up by a large margin (33%).

Storm Armor—Scramble: primary doubled with Halo of Karini for 80% dmg red and the added benefit the rune for increased movement speed when being struck.

Slow Time—Exhaustion: the primary defensive skill for this build, both for the party, 30% when standing within – which is crucial – and for yourself, 60%, as well regardless of where it is. The rune here is primarily to increase the already defensive bonus the 4-p bonus of Delsere’s Magnum Opus provides.

Black Hole—Event Horizon: Since this build deals minimal amounts of damage, to knockback elites as well as to absorb their projectiles, this particular rune is used.

Energy Twister—Gale Force: This coupled with a certain wrist will necessarily pack all non-elite monsters into a tiny group for any of the DPS to destroy with Area Damage.

PASSIVES

Blur: To amount a small amount of damage reduction. Unstable Anomaly can be used here instead, but if the setup is meant to not die, a both riskier but marginally safer strategy is to use Blur.

Galvanizing Ward: Adds a shield that functions like rejuvenating life after not hit for 5 seconds.

Cold Blooded: To add 10% more damage to the Frost Nova skill.

Conflagration: Useful for energy twister to give that grouped up monster pack 6% more chance to be crit.

ARMOR

Helm: Either DMO helm or CotP. CotP means that the Slow Time skill will use all runes when in effect on the battlefield. That means 25% less damage dealt, 25% more damage taken, a stun on entering and leaving, 15% increased attack speed for all allies within the bubble, and a much more effective slowness debuff. With CotP, RoRG would have be used as well.

Shoulders: DMO.

Torso: DMO.

Hands: Stone gauntlets. This paired with the unique boots, Ice Climbers, negates the character impairing attack and move speed effects after being hit.

Wrists: Strongarms for 6 second 30% debuff on groups pulled by Energy Twister and knocked back by Black Hole.

Belt: Cord of Sherma for the blind and slow effect it does on mobs within a large radius.

Pants: DMO.

Boots: Either Ice Climbers or Illusory Boots. Since with using Aether Walker and the mobility it provides, the idea is that Illusory Boots would not be necessary so that Stone Gauntlets can be used.

Main-hand: There are other options for this such as a Eun-Jang-Do or Pig Stick for faster Energy Twister casts, but Aether Walker is the mobility option.

Off-hand: Stormshield for its high block-chance and guaranteed melee damage reduction. There are alternatives such as Wall of Man crafted by the Blacksmith.

JEWELRY

RINGS

Halo of Karini: Provides 80% damage reduction upon an enemy being shocked. It requires a15 yard radius distance between target and player to activate.

Oculus Ring: Staple among the zdps builds to provide a ring of power that, when stood in, increases damage dealt by up to 85%.

RoRG: From Act I bounty staches that reduces the number of set items required to complete bonus by one, and not effective when using only one set piece.

Necklace: Any of the elemental damage immunity amulets, a hellfire amulet, and even a Rondal’s Locket if you want to pick up progress orbs for your group and happen to have Pickup Radius on other pieces of gear.

CUBE

Executioner: With the Energy Twisters and Black Holes, there is a likelihood the effect of this cubed weapon will activate saving the group a bit of time per each pack defeated.

Ranslor’s Folly: A key piece here that, when paired with Energy Twister, pulls all non-elites in range into a tight pack wherever the twister is located, and this is a great effect for DPS who have high Area Damage. This cube slot can also be used with Strongarm’s Bracers therefore allowing Ranslor’s Folly to be equipped instead.

Any of the three rings mentioned in the Jewelry section.

This setup does still provide reliable damage debuffs on mobs through skills, passives, and gems.

Here is a recording of it with a team of four at GR 85.

It was recorded on a potato, but it shows a small peek of what it entails.

No. Just no. Doesn’t even come close to replacing a barb.

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Maybe the title would have been better named something like “Marginal compliment to zBarb” because I believe Venaliter is right.

Edit: Title modified.

Honestly, even “marginal” is a stretch. “Marginal” implies a possibility of success.

In replacement to a zMonk it outputs a nice damage increase. I need to update the post with actual numbers now that I think about it.

See the thing is, if you’re going to replace a barb or monk to get more damage buffs, you’ll take a zDH.

A zDH can also pull stuff (Bolas w/ Leonine), and brings more buffs to the table (Wolf, Mark, Wind Chill, Odyssey’s End). A zwiz is straight up worse than a zDH no matter how you slice it. Wiz brings some DR and utility from Slow Time and Event Horizon, but a significantly smaller damage buff. And if zDH really wanted to bring some more DR to the table, they could give up a slot for Guardian Turret. Odyssey’s makes zDH pretty overpowered now, it’s next in line after barb and monk. And znec is ahead of zwiz too.