Wizard suggestions

I really would love to be able to use Energy Twister together with the Tal Rasha Set.

The playstyle would be like this:

We use a channeling skill to trigger Energy Twister which then pulls in enemies. Meteors then fall onto enemies, grouped up by Energy Twister. Very important is that the 2-Set-Bonus (Meteors) and the 6-Set-Bonus (damage multiplier) are triggered by any Arcane-, Cold-, Fire- or Lightning-Skill, whether active or passive.

A build could be similar to this:

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Of course Tal Rasha Set should also be reworked.

Here is my suggestion:

Tal Rasha

(2) Set:

Triggering any Arcane-, Cold-, Fire- or Lightning-Skill, whether active or passive, will cause a Meteor of the same damage type to fall from the sky. There is a 5 second cooldown for each damage type.

(4) Set:

Reduces the cooldown of Teleport by 50%.

For 8 seconds after you Teleport, you will take 80% less damage.

(6) Set:

Triggering any Arcane-, Cold-, Fire- or Lightning-Skill, whether active or passive, each add or refreshes one stack of the same element for 8 seconds. Each stack (Arcane-, Cold-, Fire- or Lightning) increases your damage by 3333%.

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The grand Vizier

Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 300 - 400%. Furthermore, increases the size of your Tal Rasha Meteor by 50%.

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Typhon’s Veil Set really needs a damage buff, as well as a speed bonus.

Typhon’s Veil

(2) Set:

Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two.

Movement speed is increased by 6% for each Hydra head alive.

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Winter Flurry

Currently the gameplay with Winter Flurry is very clunky and we are forced to play a Frost Hydra build.

Nevertheless, a lot of players use the fire rune to increase the range of Blizzard. However, with this, Blizzard does not benefit from the item effect that gives us a chance to proc Frost Nova.

I personally would love to play a Lightning Hydra Build (or Arcane Hydra Build). This mistake has been done before with The Magistrate, which happily has been fixed some time ago.

Furthermore, Lightning Hydra deals no damage at all and needs a huge buff!

Therefore, I suggest to change Winter Flurry and open it up for other elements and runes builds:

Winter Flurry - Version 1

Blizzard gain the effect of all runes. Furthermore, increases the area of effect of Blizzard to a 44 yard radius.

Enemies killed by you have a 25% chance to release a Frost Nova.

You deal 125 - 150% more damage, while Blizzard is active.

Winter Flurry - Version 2

Blizzard gain the effect of all runes. Furthermore, increases the area of effect of Blizzard to a 44 yard radius.

Any damage dealt to enemies has a 15% chance to release a Frost Nova at their position.

You deal 125 - 150% more damage, while Blizzard is active.

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Blizzard

Blizzard really needs an Arcane Rune.

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The Magistrate

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

Furthermore, increases the radius of Frost Nova, cast by your Hydras.

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Singularity

Storm Armor gains the effect of all runes.

Now you shock enemies more often with Storm Armor.

Your (Lightning-) damage is increased by 45% for 5 seconds after your Storm Armor electrocutes an enemy.

Stacks up to 5 times.

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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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Fragment of Destiny is a great item. However, it really would be nice, if the item would not only buff Hydras, but all skills.

Fragment of Destiny:

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.

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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%.