Tal Rasha Set DEAD!

WTF are you guys doing over there with this garbage?

Why add Meteor to Delseres 6pc and not change Tals at all???

Now everyone is going to play 2pc tal 5pc delsere for auto meteors for additional 12,500% damage increase while tals is only 8000% damage increase

Delseres better control better defense and now better damage output for Meteor…
Delseres = The PapaJohnsMeteor!


  • Delsere’s Magnum Opus (2-piece bonus): Casting Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, Meteor, or Arcane Torrent also casts Slow Time at a target. This effect will not trigger if the target is already inside a Slow Time bubble. The cooldown of Teleport will reset while you’re inside bubbles generated from this set or cast by you.
  • Delsere’s Magnum Opus (4-piece bonus): You take 75% reduced damage while you have a Slow Time active. Allies inside your Slow Time gain half benefit.
  • Delsere’s Magnum Opus (6-piece bonus): Enemies affected by your Slow Time and for 5 seconds after exiting take 12,500% increased damage from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, Meteor, and Arcane Torrent abilities.
  • Crown of the Primus: Slow Time gains the effect of every rune and permanently follows you.
  • Tal Rasha’s Elements (2-piece bonus): Damaging enemies with Arcane, Cold, Fire or Lightning will grant immunity to that element and cause a Meteor of the same damage type to fall from the sky. The same meteor cannot happen twice in a row.
  • Tal Rasha’s Elements (4-piece bonus): Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 50% for 8 seconds.
  • The Smoldering Core: Lesser enemies are now lured to your Meteor impact areas. Meteors deals 40-50% increased damage on consecutive hits to the same target. This stacks up to 10 times.

F Tal’Rasha. Was good to know you.


The core of Tal Rasha’s Elements has changed over time, so we’re revisiting it to reintroduce a playstyle that utilizes Meteor.

Well, that hasn’t aged well.


It’s so sad to see this …


You forgot about the better mobility. What a joke


Totally agree, so confused why they hate Tals so much.

Seriously confusing. DMO was pretty much fine as it was too. Tal Rasha is completely useless now. Have they ever redid a set just to have nobody at all play it?

I guess we’re suppose to make TR4/DMO6 - thought they hated that hybrid stuff but we have no choice as 8000% is nothing and double resist alone isn’t enough DR.

But we really cannot since we’re dealing with 2 Two handers that hold our Meteor damage hostage.

What a mess. Please buff Tal Rasha and meteor damage!

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They got close with Typhon’s debut as LoD Mammoth was superior in every way but then fixed it at the last minute.

Actually wait, I think they did let Typhon suck for an entire season, starting to remember that awful feeling lol.

I don’t think they hate the set… why would they. It’s more like they don’t have a clear vision of what they want to do with it and how far they want to go in overthrowing what is currently there.

The question is, do they want to keep the multi-element theme? Presumably yes. Do they want to make the set revolve around Meteor? Maybe, but then they have to do a little more than tweaking numbers and stack mechanics. Currently Meteor has a huge issue or disadvantage - namely its two 2H weapons. If you want the fire power, you need both, but that actually isn’t really appealing for wizards.

Not to mention that Tal Rasha has NO mobility options left when we use two staves. That in itself is already bad enough. Now, given the current state, I would likely do this (as a rough concept):

TAL RASHA (2) piece
Attacking with Arcane, Cold, Fire or Lightning grants immunity to that element until you switch to a different element. When acquiring an elemental immunity, you automatically cast Meteor of the same damage type at your current target.

TAL RASHA (4) piece
Casting an Arcane, Cold, Fire or Lightning skill grants an elemental stack for 10 seconds. Each stack increases all resistances by 50%, for a total of 200%. While you maintain four stacks, casting Wave of Force teleports you to a destination within 60 yards before the shockwave is released.

TAL RASHA (6) piece
You may equip a source when wielding a two handed staff and deal 2500% more damage per elemental stack. While on four stacks, elemental attacks refresh the timer.
Meteor now gains the Meteor Shower and Molten Impact runes and has no cooldown. Each point of Maximum Arcane Power increases the damage of Meteors by +10% and your area damage dealt by +1%.

Smoldering Core:
+50% area damage (additional 5th primary)
Casting Meteor creates a Black Hole of the same element at your target and the distance from which Black Holes pull enemies in is doubled. Meteor deals XXX% more damage and strikes a second time when the Black Hole expires.

Tal Rasha offhand
increase the Meteor damage % (from 20-25% to 100-125% or even higher)

Primordial Soul:
Elemental Exposure bonus to 20-25% per stack

Maybe like that. All under the assumption that they want to keep multi-element and don’t want to touch the set dungeon.

< Helmet > remove the critical hit probability affix and increase special effects: critical hit probability increased by 4%-6%

< gloves > remove affixes that reduce the cooling time and increase special effects: reduce the cooling time by 8%-12%

< chest > remove to increase attack speed affixes and special effects: increase attack speed by 5%-7% and movement speed by 20%-30%

< magic ball > remove the critical hit regeneration affix and add special effects: critical hit regeneration 3-4

< shoulder > remove range damage affixes and increase special effects: range damage increased by 10%-15%

< belt > increase special effects: critical hit damage increased by 20%-30%

< amulet > increase special effects: meteorites have a 25% chance to drag secondary enemies within 35 yards

< legs > increase special effects: increase all element damage by 8%-12%

2 pieces:

When using the non meteorite skill to cause elemental damage to the enemy (fire, lightning, frost Arcane), it will summon a meteorite of the same damage type to fall from the sky, and the meteorite of the same type cannot be triggered twice in a row. At the same time, you can obtain a layer of enhancement effect, which lasts for 8 seconds. After stacking 4 layers, it will be extended by 8 seconds. When the enhancement effect exists, the special effect value of each equipment in the set is doubled.

4 pieces:

Each layer of strengthening effect increases your resistance by 20%, armor value by 65%, and melee, long-range and elite damage reduction by 15%.

6 pieces:

Each layer of reinforcement increases your damage by 3000% and doubles the damage of meteorites triggered passively.

No it’s not ‘DEAD’ just because the set or meteor legendaries didn’t receive a damage buff.

With the improved tankiness, allowing one to gear for more damage, 140 and upwards is doable with all three setups (Orb, Twister, Meteor) and 6k+ gons. This makes the set at least a ‘B’ on the Maxroll tier system.

On the flip side, if the set were buffed to support mainly meteor, it’d destroy the delicate balance between these three builds, hardly a desirable outcome.

EDIT: I do think the change to include meteor in DMO is incredibly dumb though.


Assuming your tier estimate is correct, it’s pretty easy to see why folks are disappointed in these two set reworks. For the most part, set reworks in recent years have leapt to the top of their tier list, or at least approached it.

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I agree to everything you suggested except Wave force sorry.

Imo, the problem isn’t that they added meteor to dmo’s 6 piece bonus, because that should’ve been the case the moment they added meteor (and the other new skills) to dmo’s new 2 piece bonus.

The problem is that they didn’t do anything to Tal-Rasha’s 6 piece bonus; as in, no revamps, no mechanic changes, nor any damage adjustments/additions.

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Changing the smoldering core or the grand vizier into a one handed weapon will increase some playing methods


I’m sorry this isn’t anywhere near true, there’s no way Meteor is equal to Orb & Twister setups, Meteor has been way behind for a long time now, even with old Etched Sigil.

Don’t take my word for it though just look at NS PTR with para 9k doing 130 Meteor DMO and Para 11k doing 142 Twister DMO. There’s still a very large power gap between them. You seem very against Meteor for some reason, it needs a further buff - full stop.


Simple fix for this… replace Meteors with Explosive Blast on the Delsere’s 2pc and 6pc (like it use to be).

Then buff Meteors/Tal Rasha set!


The issue here is twofold:

  1. Blizz buffing builds to unreasonable levels, raising the average players’ expectations of their power
  2. Players being unreasonably stubborn and unwilling to lower said expectation after power is lost (nerf or end of season theme), or when other builds are not raised to the same power level

Therefore their disappointment is not truly justified.

Yeah I’m not gonna take your word for it, because you do not know how to inspect leaderboards (LBs). Before the LB wipe, Tal Meteor did a 143 with 11.4k para, above my Tal Orb 142 clear at 8.3k, so the builds are roughly within 1-2 tiers of each other. The same guy has now done a 140 with Tal Meteor, and under 10 minutes, mind you. This alone invalidates your claim that:

Therefore what meteor needs is a playstyle change, and not a significant power buff.

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