Wizard set suggestion for patch 2.7

That is interesting…

Yeah, indeed, I just assumed that, not gonna lie.

ok, for suggestions.

after playing some DH for Season21 and comparing to previous wizard experience (over 1300 hours since deep into vanilla days), well, lets just say, there is no comparison in any way.

all DH sets are nicely tweaked, themed and follow specific tuning. They are COMFORTABLE to play. Thats the main thing. Maybe Natalya little less as it needs some specific iterations, but it’s a minor inconvenience, compared to Firebirds, DMO and Tals.

It’s like the persons designed DH sets were actually understanding the game and how to make gameplay better. Definetly not the case with Wizard sets. The are all finicky and conditional and limiting gameplay. And if you compare DH sets, they are actually not neccessarily all “all damage increased by X”, but actually quite narrowly limited to specific skills, but somehow that has worked better.

So, i’d propose more “themed” sets:
Firebirds - well, fire ofc
DMO - Melee wiz
Tals - Elemental/Explosions and maybe keep as “all-round” set
Typhon - obviously hydra
Vyrs - Archon.

And well, devs have to tune these like they are.
So somewhere:
FB
2p: enemies take 100% increased damage from fire skills
4p: igniting an enemy reduces your damage by 50% for 5 seconds and prevent fire damage taken. Meteor revive once in 60 sec.
6p: ignited enemies take 4000% increased damage from fire skills

no stacking any more, no finicky 3 skill obligation, just go and set them all on fire. And FB is fire wizard after all, why it should take damage from fire after all. FB is the worst set in the game by a fair margin and the worst part of the game that it actually does not work on low difficulties. It’s useless against trash and elites die too quick. And without stacks FB is super squishy.

DMO:
2p: Slow time follows you and casting Slow Time resets cooldown of Teleport. casting a damage dealing skill reduces cooldown of slow time by 3 sec.
4p: You take 70% reduced damage while you have a Slow Time active.
6p: Enemies affected by Slow time take xxxx increased damage from signature spells, Wave of Force, Arcane Orb, Explosive Blast and Black Hole.

and then tune damage ranges and complimentary legendary items.

The idea is DMO wiz should NEVER walk outside the bubble, it’s teleport - bubble - teleport etc and smash things within that bubble to do damage and reset ST/teleport CD. melee wiz after all and it needs to be tough.

Tals:
2p: meteor fall. [it’s not a big bonus, but it looks cool at least]
4p: 15% overall DR and 15% movement speed per stack for 8 seconds. [tals is the squishiest of all sets anyway and this skill juggling is bit annyoing anyway, so at least give it returns]
6p: 2000% per element stack is fine

tal set itself needs QoL tuning, not actually damage imho. tals have always been “do-it-all” set, so make it one. Not necessarily for pushing, so give it speed and more damage reduction instead.

vyrs:
2p: archon gains every rune. that’s a decent bonus.
4p: as it is
6p: as it is or if anything, buffs to archon casting skills + casting Archon beam or combustion reduces Archon cooldown by 2 second.

so, idea is to be perma archon. for real. no more swami bandaid. that’s just silly and so annying to just sitting ducks and channel until you can get back. and that swami just takes away cube slot, as it’s a mandatory item. Archon was snowballing set long since vanilla and make it so. we have perma wotb, perma vengeance, perma simulacrum, perma epiphany, etc. why cant we have permaarchon?!?
rant:
what offends me fair bit, is Archon + Chantodo. Clearly “post-RoS” Chanto designer wasn’t playing diablo3 much. Chanto was always a CMwiz set and it was literally opposing archon gameplay. there were 2 “schools” at vanilla: CM and Archon. It was a competition. And then some punk just took a cookie cutter cmwiz set and made it for archon.
Change for Chanto setup is very much welcome. If anything, archon needs it’s own sticks and stones.

FFS: if anything bring back cmwiz and give them back their sticks. i would even go that far that completely redesing chanto so that this set will land onto DMO wiz hands. bubble/melee teleporting DMO wiz with Halo of Arlyse is closest thing to cmwiz gameplay.

i haven’t played typhon, so wont say about that.

i don’t think set damage bonuses should change that much neccessarily. it’ll conflict with LoD. Items have to be tuned so they’ll work with all options.

DMO Orbs automatically explode on elites and guarantee an area damage proc. The damage bonus is quadrupled if you land the orb at max range.

Perfect aim and timing should be rewarded, not be a prerequisite to doing meager damage.

The main issue with archon is in order to maximize damage you need:
-double archon stacks
-4 hits from CoE (this is based off chance… not able to line up the timing every time like other classes can)
-first 10 seconds of Black Hole Absolute Zero
-You only have 15 seconds of archon (up to 5 seconds are spent channeling to reduce the cooldown)
-Oculus Ring (follower or support build, optional)

so if one of those factors drops off, the archon damage drops off significantly. All those factors have to line up just for only 4 hits of big damage… then it goes down from there. The Archon builds desperately need a buff in various areas to really help a group now. Because as it stands… Necro Poison Scythe and Witch Doctor Mundu builds are better for ads… and other classes are better for Boss DPS.

There are too many variables for an archon to have (slightly big damage in a short window) compared to other builds/classes.

The Wave of Destruction (chantodo) needs more damage. You roughly get around 15 seconds of archon time (you could take anywhere from 3-5 seconds channelling to get the cooldown from Obsidian ring) So those 15 seconds are critical for DPS.

The initial explosion when you transform into archon needs a big radius and damage boost. Making it viable for (high risk, high reward) if you are in the middle of a pack of enemies.

The laser itself is just used to build archon stacks (slowly) if you’re in an oculus ring and you let the ring boost your Wave of Destruction damage and you’re far away from a target. The laser needs some other use… maybe more attacks per second. As most Archon players know to use the Slam attack to build archon stacks faster at close range.

The Slow Time Bubble around archon could benefit more if it gained all of the Slow Time Runes (without having to wear that Legendary helmet)

In my honest opinion, the archon skills themselves need to do far more damage than what they’re currently doing. I can’t imagine many ways of doing this without nerfing Chantodo’s waves of destructions. Which is why I instead suggest the following:

This way buffs can be made to either the archon skills or chantodo without having to worry about making the other too strong.

Why do u want to have this effect. I would like to see the wave of destruction to be nerfed, but the damage from the archon skill increased.

Perhaps, in the 2 piece effect add archon skill deal 300% increased damage

I explained it in more detail in the linked thread. But it’s mostly so we can get the archon skills buffed so they themselves could deal substantial damage without needing to actually nerf the Chantodo set. This also ensures that while Chantodo is no longer a mandatory set for Vyr Archon, it would still be a viable alternative to go for when playing Vyr Archon. As such, Vyr archon could then have two distinctive playstyle, one that utilizes the archon skills for damage, and the other utilizes Chantodo’s waves of destructions instead.

your suggested changes don’t do that, though. You’d still only use Chantodo’s, until there’s a viable alternative. You haven’t suggested one that I saw. In fact, I don’t think you could reasonable suggest a single item - you’d have to design a new two-piece set.

Edit: you could do a legendary with something like: If you enter Archon with no Chantodo’s stacks, deal an extra 1000% damage. But then you’ve designed a legendary that specifically references another.

1 Like

If Vyr is also buffed with a change similar to this along with my chantodo proposition:

Vyr’s Amazing Arcana :

  • 2 piece bonus:
    • For every 10 archon stacks gained, reduce the remaining cooldown of Archon by 10%. Archon gains effects of all Runes.
  • 4 piece bonus:
    • Archon kill stacks also increase Attack Speed, Armor and Resistances by 1% per stack.
  • 6 piece bonus:
    • Gain one Archon stack per hit or per tick of damage of any Archon ability. Archon stacks also reduce damage taken by 0.15% each and their damage bonus increases to 100% per stack. Increase the damage of all Archon abilities by 25% per Archon Stack.

Then you wouldn’t just use Chantodo unless for maybe speed builds or if you wanted the wave of destructions. Otherwise if you wanted the Archon skills to do damage, then you wouldn’t use the chantodo set.

Also, not every build needs a 2-piece weapon set, you could instead have a legendary weapon or source instead.

What you’ve done is simply mandated another legendary for the Archon build. They aren’t exclusive enough. The build would simply use it in the free weapon slot - I think. You did shift damage away from Chantodo into Archon (Vyr) - which is good; but Chant’s is still being used in the build.

If the available options aren’t spread apart by a large gap in damage, then that’s fine; as it would mean that the set doesn’t actually have a specific or mandatory weapon set that you would need. Of course, with the amazing theorycrafters we have in this game, someone’s bound to find a combination that’ll work wonders; but as long as it’s still not miles ahead of the other options, I would still take that as a win.

As I said, the goal of my proposition isn’t to get rid of Chantodo or even to heavily nerf it (not anymore anyway). It’s to create an opportunity where players can actually choose between the archon skills or the chantodo’s waves of destructions for damage and still benefit equally from either (or at least as equally as possible).

Sure, there’s also the option of nerfing chantodo and buffing archon, so they would be about 50/50 in terms of damage output; but with how powerful chantodo is, I don’t see that happening (at least not in one major balancing patch). At most, I may see blizzard making it so the damage output of the archon skills and chantodo is 20/80, or even 30/70; but that would still make chantodo mandatory to vyr archon.

Nerf the Wave even more? What?? We need damage and stats UP not down.

How about for the wizard they stop forcing us to use specific spenders to do real damage and open up the all the primary skill to do 3000-5000% damage augmented by legendary items that work in compliment of this skills and each other. Stop relying on sets with just a few legendary items that target arcane spending skills, electrocute is a perfect skill that can do major lightning or stun damage used with a number of items. Also stop limiting items to only a specific activator such as with Manald heal, this should be opened to any time an enemy is stunned it gets proc’d and off of any hit not just the first one. Wizards are at the bottom of the barrel for all characters and even the latest set they received is sorely lacking, the six piece bonus should actually be the 2 piece bonus and the four piece should add and additional hydra to any of the hydra runes including the colossal hydra.

I would just be happy with sets and legendaries being actually viable, at the very least comparable to the other classes. I have been wishing to play wizard but honestly can’t because i can’t keep up with my friends on their normal viable classes aka all the other classes in the game except this one.

My thoughts about Wizard

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Fragment of Destiny:

When I first read about changes to Fragment of Destiny I got very exciting. This really is an amazing item! And I really was looking forward to play Wizard Typhon’s Abdomen Set with Arcane Hydras and Magic Missile Seeker.

However I would change Fragment of Destiny to make it more open for other builds.

Your Signature Spells attack 50% faster and deal triple damage. You gain a Spectral buff whenever you land an attack with a Signature Spell. All skills (including Hydra) deal 25-30% increased damage for each Spectral stack. Max 10 stacks.

.

Winter Flurry:

Sadly we now are forced to use Winter Flurry in addition with the Typhon’s Abdomen Set. I really don’t like that we now have to use Blizzard as a third skill with the Hydra-Set. So many players already gave good reasons why this is a really bad step in the wrong direction.

In addition we are now forced to use Cold damage. So, where is the player´s free choise?

I also think that Winter Flurry should not be a Hydra specific item, nor a Blizzard specific item.

So maybe change Winter Flurry to this:

Enemies dealt Cold damage have a 15% chance to release a Frost Nova. All Cold Damage deals 125-150% increased damage.

.

Etched Sigil:

I really can not understand, why one of our best items was nerfed without any reason. Now a lot of builds ca not be used anymore. That’s really a shame! Please change Etched Sigil back!

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Energy Twister:

To me it really makes no sense, that Energy Twister moves forward in a straight path. Instead it would be better, if Energy Twister would no longer travel but spin in place.

Therefore change Valthek’s Rebuke:

Energy Twister gains the effect of the rune Wicked Wind and deals 300-400% increased damage.

.

The Magistrate:

Your Hydras now periodically cast Frost Nova and deal 250% - 300% increased damage. Your Hydras also periodically pull in enemies.

.

Mirrorball:

Magic Missile gain the effect of the runes Charged Blast, Split and Seeker. Whenever you land an attack with Magic Missile all your damage (including Hydra-Damage) is increased by 66% for 6 seconds. Furthermore Magic Missile has a chance to bounce between targets. Stacks up to 3 times.

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Cosmic Strand:

Piercing Orb (Shock Pulse) now travels in a straight path, tracking the nearest enemy and then bouncing from enemy to enemy. Whenever you land an attack with Piercing Orb all your damage (including Hydra-Damage) is increased by 66% for 6 seconds. Stacks up to 3 times.

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Serpent’s Amulet

Each Hydra Head increases your damage by 10% and attack speed by 1%. Furthermore, your Hydras periodically spawn a health globe.

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Serpent’s Belt

Hydras periodically pull in enemies and deal 222% more damage. They also have a chance to taunt enemies for 2 seconds.

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The Typhon’s Veil-Set:

The Typhon’s Veil Set feels somehow weaker and therefore should be buffed or changed:

(2) Set:

Double the duration of Hydras. Your Hydra now has 5 different heads: Arcane-, Lightning-, Blazing-, Frost- and Mammoth-Head.

(4) Set:

Damage taken is reduced by 44% for each active Hydra.

(6) Set:

Hydras deal 11111% increased damage for each active Hydra.

.

Mobility:

Wizard has by far the worst Mobility in game.

This is known for such a long time.

Meanwhile we got Aether Walker as a kind of compensation.

However, we can not equipp Aether Walker since we would loose way to much damage, when taking this weapon instead of another one.

Movement skills ( for example Illusionist) make almost now difference.

Cooldwon of Teleport is way to long. Therefore its CD should be drastically reduced or better Teleport should be reworked.

Here some suggestions for Teleport and Aether Walker :

Teleport:

Cost: 20 Arcane Power

Teleport through the ether to the selected location up to 50 yards away.

Runes:

Calamity:

Shoot several single arcane projectiles (Arcane Torrent) onto random enemies upon arrival, dealing 175% weapon damage as Arcane.

Enemies hit are stunned for 1 second.

This opens the rune for more builds and playstyles since you do not need to be in melee range anymore but can also be at distance.

Safe Passage:

For 6 seconds after you Teleport, you will take 25% less damage.

Fracture:

For 6 seconds after you Teleport, your movement speed will be increased by 66%.

Pur Power:

Teleport now only cost 10 Arcane Power.

Forbidden Forces:

For 6 seconds after you Teleport, your damage and attack speed are increased by 6%, each.

Aether Walker:

Teleport gains the effect of all runes.

For 6 seconds after you Teleport, your damage is increased by 250% - 325%

2 Likes

With these three changes you are suggesting here, you are basically advocating for what the majority of the community is also asking and advocating for.

I think I have never seen anyone not liking the idea that e.g. the new Fragment of Destiny should buff all skills instead of just Hydra, same for your thoughts on Winter Flurry and Etched.

So this also gets a +1 from me and probably 80+% of the community as well.

With this one I disagree.

I definitely prefer to have Raging Storm as the rune that is given by Valthek’s Rebuke. I could probably give a lengthy reply on why I think that this is better than giving Valthek’s Rebuke the Wicked Wind rune, but in the end it would boil down to a personal preference.

You still can choose Wicked Wind as your rune from the actual skill tough.

I never liked that even Fire, Lightning and Arcane Hydra’s emanate Frost Novas, but I accept it for what it is. Letting them pull in enemies however would also cause enemies to become CC immune much sooner and I don’t think that would be good.

I would just give it the Split and Seeker rune, because otherwise you can not really have an arcane rune choosen. Well, you still could chose one, but it wouldn’t have an effect, since you already get it from Mirrow Ball.

Otherwise the idea is good, though I would say that there could be one item for all Signature Skills that is buffing all damage for x seconds after you hi an enemy with a Signatrure Skill.

Same with this legendary. I think one Legendary Source that buffs all all damage after you attacked with a Signature Skill is enough.

You are talking about Ouroboros?

Are you suggesting this as a better alternative for the TV build to replace Squirt’s Necklass?

That would make enemies CC immune even faster.

Teleport either needs

  • 2 or 3 Charges on the Base Skill with a 8 Seconds Recharge Time(just like Dashing Strike) (with the Wormhole rune giving an additional Charge) instead of a Cooldown
  • a 35 Arcane Power Cost instead of a Cooldown (and the Wormhole rune reducing it to 25 Arcane Power)
  • or have its Cooldown reduced to 6 or 7 Seconds

A cost of 20 Arcane Power on the Base Skill is a waaay to large reduction in cost. 30 or 35 Arcane Power would be approptiate, though i personally would prefer Charges since it does not drain Resource and therefore allows you to continue to use Offensive Skills, while also not making it spamable.

These ones are fine, though I would say that 66% increased Movement Speed for 6 seconds is too much. 40% for 3 seconds is fine.

And an Arcane Power Cost of just 10 from the Pure Power rune as you suggest is also too much. 25 would be more reasonable imo, if you go with a resource cost instead of Charges.

Something like this is a long requested change, at getting a larger damage bonus after using Teleport.

I have realized that all our community feedback means absolutely nothing on this forum. The devs will just make their own decisions and come up with some ridiculous changes to wizards to change their builds around…

Meanwhile… Sader and Necro get 1 ITEM and they become super strong. See how easy that was?

I still dont like this spectral blade build + winter flurry + blizzard…
Just adding more mechanics to whats already in place wasn’t necessary.

All they had to do was: increase damage… shocker huh? It would’ve been that easy. The way they changed Etched Sigil breaks other builds. Why couldn’t they add that new power to one of the other useless off-hand items? Why to Etched Sigil? It’s dumb!

The next 4 months of feedback will be pointless. What we ask for will be ignored…
Who knows… they might nerf archon, (even more) hydra, twisters back down and come up with some stupid build “throw an arcane orb, then use electrocute, then cast a meteor”… It’s whatever now.

All they had to do was: remove the nerf off Archon, increase Hydra damage even more, increase Twister damage (limit 3 on screen and they remain still!!).

Was it that hard to buff a class? Is it that hard to type in new number values in the game files?

The changes to Mundunugu, Twisted Sword and Winter Flurry were suggested by people from the community.

No, they weren’t. We suggested Valthek’s make Wicked Wind spin in place. Winter Flurry was suggested to work with Cold spells.

I remember suggestions that said that one of the Energy Twister items should give Raging Storm and increase the amount the Tornado can stack.

By several people (or at least in several posts) it was suggested to include Blizzard into the Hydra build by letting it debuff enemies that are under the Blizzard to take more damage from enemies via Winter Flurry.

But for all of these things there have been various ideas, not just one.