What Wizard set do we need the most?

Yah since DMO has failed to live up to it’s utility hype, I’d say maybe yes a lightning set but that also buffs utility skills that are not just time warp. Mirror Images, Teleport, maybe even just lightning armor too.

What about runes for all elements?

That would tie in perfectly with a Elemental Specialist Wizard set or maybe even with the Tal Rasha set. Same for Slow Time.

For Teleport:

  • Save Passage = Frost (it hardens your skin for a while, like an ice carapace)
  • Wormhole, Reversal, Fracture = on these, both Lightning and Arcane fit.
  • Calamity = Fire (when you appear at the targeted spot, you emanate a fire shockwave)

I think that all fits perfectly…

For Slow Time:

  • Time Shell = Frost (fits the increased slow theme)
  • Exhaustion, Time Warp = one of them has to be Fire, the other one can be Arcane.
  • Point of No Return = Lightning (fits the stun)
  • Stretch Time = Arcane

Thoughts?

I concur, I was responding to Venaliter however when they had only spoke of a fire and cold teleport rune.

Tal Rasha would need to be altered a bit so instead of needing to use different elemental attacks to gain the set effects, it would need different elemental spells regardless if it damages or not. That way even non damaging skills that are still elemental could be used for tal rasha, which would include your proposed ideas as well. Otherwise, all teleport and time bubble runes would need to do some damage in order to gain tal rasha’s damage bonus.

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Ah, okay, I see. You used the reply button on the buttom of the page and not the one under the users post.

When you use the reply button under a users post, your post will indicate on the top right corner of your own post to whom you responded to…

… and when you only use the reply button at the end, no name will appear.

Yeah, that would make a very good change as well.

  1. A Cold set would be nice since we’ve never really had an awesome cold wiz. Something that tapped Mirror Images, Frost Armor, Blizzard and Ray of Frost…Rimeheart.
  2. Something that made electrocute powerful would be nice and could synergize with Myken’s Ball of Hate and the Velvet Camaral. Adding electrocute to DMO has LONG been requested.
  3. Ray of Frost and Black Hole to DMO could be cool too…really all signature and resource spending spells to DMO would open that set up.
  4. I miss when Slow Time could do damage to enemies caught within it. #DelRasha
  5. I’d like to see the Chaos Nexus rune for Disintegrate have its damage type changed to lightning. Used with Zei’s, Mandal Heal, Starfire and Paralysis might make for a fun lightning build possibilities.
  6. Lastly, Wiz needs useful legendary pants! Move Aether Walker’s legendary affix to a pair of pants if you don’t want to have to get creative! Keep +% Elemental stat so as not to punish those of us with a -20% dmg reduction for dropping Swamplands.
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A few thoughts:

Skin of the Vipermagi; Increase Arcane Power By X% and Arcane Power recovery by X% or
Skin of the Vipermagi - Hydras now deal X% damage to nearby enemies.

Suggested this as an updated affix for Gesture of Orpheous. The current one is garbo.

I think this is fair.

What perplexes me is we can make viable, functional affixes that should be easy to code in less than a couple minutes. Why can’t blizzard do the same? We’re not even game designers. Do they lack the will, ability, or game knowledge?

Can’t really disagree with any of that tbh.

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I have no issues with that as long as the pants retain a +elemental dmg stat line like Swamplands. :slight_smile:

The frost armor ring needs to be changed from melee DR to all DR.
For LoN build, there need to be way more legy pants, atm there’s only depth diggers, hexing pants and pox faults. None of those are useful when playing channeling LoN build.

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I don’t like this sets that increases your overall damage, because balancing wise it’s an eyesore.

Wizard:
Hydra Set, Familiar, Mimics, Blizzard

2pc: Your mimics cast a different Hydra then you do. Maximum one of each rune.

4pc: After you cast Blizzard your damage taken is reduced by 60% and Hydras gain 25% attack speed. You gain the effect of all Familiar runes and each of every type is swirling around you.

6pc: The damage of your Pets and companions is increased by xxx% and of Blizzard by xxx%

Amulet: Heart of the Hydra
Hydra gains an effect based on the rune:

Arcane Hydra explosion radius and damage increased by 30%
Lightning Hydra attackspeed increased by 30% and a chance of 10% to stun the enemy.
Blazing Hydra 50% chance on attack to spit a bigger bolt of fire that deals 450% weapon damage over 3 seconds.
-Frost Hydras range is increased by 20% and enemies chilled through Frost Hydra receive 20% more damage from your other damaging abilities.
Mamoth Hydra burning ground can now stack up to 3 times.

And a lot of the wizards legendary powers need a buff.

  • Starfire from 10-15% up to 20-35 %
  • Primordial Soul from 10% to 40%
  • Orb of Infinite Depth: Each time you hit an enemy with Explosive Blast your your Explosive Blast damage is increased by 80% and all your other damage by 20% and your damage reduction is increased by 20% for 6 seconds. This effect can stack up to 4 times.
  • Ranslor’s Folly should get also the rune of Storm Chaser and now you can store up to 8 Charges. Doesn’t have to be on this item.
  • The Shame of Delsere should get a damage buff to signature spells and al lot of other items that would be viable with a damage multiplier (Mirror Ball, Serpent Sparker, etc.)

And Yes Arcane Orb runes need an update. Only Frozen Orb was updated but I like Spark, too.

But with Wizards one of my class fantasies are not fullfield, yet. A Wizard should have powerful rings and amulets to equip. Little stones that are brimming with power and energy from centuries before.

But I’m optimistic with such a blog post of the future of D3 that there is more in store.

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They'd had 3 years to do these little affix tweaks and nothing. I'm not hopeful. We'll get a set, hopefully not deeply flawed. It will probably be the last content update, unless D4 is delayed considerably.
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How about a weapon/offhand set for Black Hole and a rework for Jang’s belt:

Space Time Splitter [Set Wand]
Black Hole gains the Event Horizon rune, deals 500-600% increased damage and lasts 1 second longer. Hitting three or less enemies with the Black Hole doubles the damage bonus.

Dark Matter Fragment [Set Source]
Removes the cooldown, resource cost and casting animation from Black Hole. Instead you gain a charge every 8 seconds, up to a maximum of 3-4 charges. The recharge time can be reduced by your cooldown reduction.

Set (2)
Enemies in reach of multiple Black Holes are torn to shreds for 25000% weapon damage every second. This effect scales with your attack speed and the type of elemental damage dealt is aligned to your Black Hole rune.

Jang’s Envelopment [Legendary Belt] [reworked]
Black Holes deal 350-450% increased damage and pull a corresponding Meteor from the sky.

…and then, maybe a new effect for our second Meteor staff that can rival GV?

The Smoldering Core [Legendary 2H Staff]
Meteor, Molten Impact deals 150-200% more damage and no longer has a cooldown or spends resources. Instead the skill restores 1 Arcane Power per enemy hit and gains a charge every 6 seconds, up to maximum of 5 charges. Your pickup radius increases the impact area (up to a maximum of 30 yards) and the recharge time is affected by your cooldown reduction (to a minimum of 2 seconds).

Of course these are rough figures and sure need tweaking. But I thought I should post this a concept.

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This would be awesome, I always thought there should be some type of effect that allows meteor to fall after blackhole.

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I like how you put all of the Wizard’s unused skills into a set…

But seriously, that set idea seems nice.

I am tired of all set’s gear coz it force you to play in a single way. It would be much fun having all unique legendary only powers (LOD, thanks to the new gem) and using the skills anyone loves.

Hope to see somthing for lightning hydra and electrocute, the coolest setup i have ever played so far!!

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Then don’t use sets? They said in same article there doing dozens of legendarys. So you’ll be able to make something hopefully.

On topic. I would like the set to be open ish in limitations. Most classes have skills specifically mentioned on what they buff. I like that approach. Especially if there might be a 6th set added down the line for other skills so on so forth.

It also helps in regard to supporting damage items to sets being buffed. Right now any open choice set will find a way to include Sp metoers or archon. Maybe frozen orb. Because that is where most affixs channel you into.

I agree,

I absolutely love channeling skills, but one thing that always annoyed me is how most secondary wizard skills are channeling skills, but there’s actually very little support for channeling skills themselves. Now hear me out before you yell Deathwish at me with bloodshot eyes. The problem is that Deathwish, Mantle of channeling and Etched Sigil don’t increase channeling spell damage exclusively, but ALL damage while channeling, so what you end up doing is channeling to increase the damage of whatever else you’re casting, usually the free casts from Etched Sigil. So no pure channeling build is viable right now.

Also, one thing that’s really tough with channeling is that you have to stand still (extremely bad for avoiding damage and clearing grifts fast), so there needs to be more defensive support items to allow standing still for extended periods of time. For example, an affix that doubles your resistances every second while you stand still or something.

I hate sets (LoN brought me back to the game because of the build freedom it provides), but if we have to have a new set I would like to see a channeling-focused Wizard set since like half of our arcane spenders are channeled. Channeling has MANY downsides that need to be specifically addressed, for example having to sit still for extended periods of time to keep damage at maximum.

Here’s what I would like to see for set bonuses:

(2) : while channeling, your resistances are increased by your base values every second, this can stack N times.

(4) : while channeling, you can cast other spells without requiring a cast animation. Also while channeling, all cooldowns are reduced by 1 second for every second spent channeling.

(6): while channeling, damage of channeled spells is increased by 1000% for every second spent channeling.(no limit)

Man this set would be so much fun holy damn.

My hunch tells me that the new 6set is going to be a channeling focused set, but if it isn’t (and even if it is), I think Etched Sigil either needs to be changed, or a new source that actually focuses on channeled spell damage needs to be introduced, so that your damage actually comes from the spell being channeled. Personally, what I would do is change Etched Sigil completely so that instead of casting spells for free every 1 second and automatically from your bar, I would make it so while channeling, you can cast other spells without triggering a cast animation. This would also be a lot more fun, strategic and engaging to have the ability to decide which spells to cast while channeling and having to manage your arcane power accordingly. This could also be straight up a Wizard passive skill. And bring back Critical Mass.

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Hm - a full geared LoN/LoD increases the damage of said channeling skills by 9750% right of the bat … and channeling itself is doing puny damage beyond a certain GR level, even with that. Now, you would need to maintain the channel beam for 10 seconds straight to beat LoN/LoD which is insufficient. But you will have a hard time to do so with elite area attacks… you’d have to move and that will dwarf your damage. But you have the 4 piece bonus covering that, no?

Now here’s the thing, why such a set will never happen - obviously you’ll add Teleport in any kind of build since you would focus on channeling an don’t need a weapon like GV in the cube. This is nice because Teleport has no animation thanks to the (4) piece buff and casting won’t break your channeling. That being said you would simply hold down your channel skill and hop around by hitting Teleport when you want to move. You would equip something to counter CC effects and need to make sure you never run out of AP which is both easy to do. You’d end up with a setup where you will not break the channel unless you need to open a door (hello, Corvus) or change to the next floor. As such you build up a monstrous buff over time because the 6 piece has no cap. And that’s why this won’t happen - as much as I would like to see a channeling set.

Well, i would think that teleport, even without cast animation, would count as breaking channeling. This is testable in game right now by using the phasing potion while using arcane torrent or somesuch and see if the damage resets to its unramped value just after phasing. Haven’t tested it.

But anyways, that style of play would destroy my set’s original intent and theme, which is “not moving”. Wizards aren’t acrobats, they don’t exert themselves, they don’t flail around. That stuff is for demon hunters. They don’t have to even move, you have to come to them. Channeling spells really embody that, i think, and this set is made to emphasize that specific aspect. So if you don’t move at all, you’d become a literal unstoppable god, but rifts are specifically made so that you have to move forward to progress. They are literally a speedrun. My set is made with that in mind. So the simplest way to fix this is simply add this clause :

(2) : while channeling and not moving, your resistances are increased by your base values every second, this can stack N times.

(4) : while channeling and not moving, you can cast other spells without requiring a cast animation. Also while channeling, all cooldowns are reduced by 1 second for every second spent channeling.

(6): while channeling and not moving, damage of channeled spells is increased by 1000% for every second spent channeling.(no limit)

Problem solved. You WILL have to move eventually.

Also, running out of AP makes you unable to sustain channeling, so another way to balance this could be something like :

(6): while channeling, for every second spent channeling, arcane power cost of channeled spells is increased by 1 and damage is increased by 1000%.(no limit)

With a clause like that, you could actually abuse teleport, but there would eventually be a limit because AP costs on channeling would become completely prohibitive. Casting other spells also add towards AP costs, so even with no cooldowns, you can’t spam every spell on your bar, otherwise your AP will drop to 0 extremely fast.

I really want to play this set right now lol

Nice content gents

I’ve always wanted a replicating missile similar to grim dawn. Maybe make Mirror ball cast 1-2 extra missiles and missiles have a 30% chance to replicate on hit. Missiles fire off in a random range on hit. Pierce effect should be included

Skill overhaul is a must. AO, MI, etc. WoF:AT is probably OP.

Fix trash legendaries please. Also, bounty legendaries need love. Make them scale with main stat. Soul smasher could be cool