Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
RoRG is what makes this work, while Convention of the Elements boosts the damage it dishes out even greater. You'll want Crown of the Primus to enpower and make full use of your Slow Time, with the added utility it is given by Delsere's set. The amulet depends on your play style. You can even get a HellFire Amulet with the passive Elemental Exposure, making it possible to get yourself another main passive like Temporal Flux to add more Crowd Control and to easily trigger Bane of the Trapped with non-cold damage.
The String of Ears is mainly to help you survive those pesky Winged Assassins and Lacuni Prowlers from fuccking you up or one-shooting you.
Triumvirate is another amazing piece of gear that will allow your Arcane orb to blast enemies for about 5-7 billions (Thousand Million - 1 000 000 000 ) as long as you are able to keep the three stacks up with Magic Missile. Gesture of Orpheos is just a helpful tool to decrease even more the downtime of your Slow Time.Ranslor's Folly is an excelent way of crowd controlling, if timed well and coordinated with your Templar using Ess of Johan. It'll gradually pull enemies that trend too close to you or your follower in general, and clustering them up for you to maximize your Arcane Orb damage, as it has slightly smaller area of effect due to its rune.
Zei's Stone of Vengeance is perfect for this build, as 70% of the time you'll be more than 20 yards away from enemies, thanks to Ess and Ranslor's. Bane of the trapped is also good as you'll be constantly slowing shit up, though you will rarely make use of it's rank 25 passive. Esoteric Alteration is interchangeable with Wildebeest's Gizzard, but I prefer the former as it gives alot of resistance against Arcane Sentries and frozen pulses.
Paragon Priorities
Core
Movement Speed
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Primary Stat
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Maximum Resource
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Vitality
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Offense
Critical Hit Chance
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Critical Hit Damage
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Cooldown Reduction
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Attack Speed
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Defense
Life
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Armor
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Life Regeneration
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Resist All
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Utility
Resource Cost Reduction
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Life on Hit
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Area Damage
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Gold Find
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CORE
In the Core we will want to get our movement speed at the maximum of 25%, as your GRifts will have 25% less downtime walking around and changing floors. After that, add enough to your primary stat (like 175) before maxing the Maximum Resource, and going back into putting 175 more on Vitality and then 100 on Primary, 50 Vit, 50 primary stat, 50 Vit, 50 Primary stat.
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OFFENSE
On the offense, you'll want your critical chance as high as possible, as we won't be having alot of it from skills. Afterwards it is critical hit damage, followed by CDR (Useful to minimize Slow Time's downtime) and by last we have attack speed.
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DEFENSE
In the defense, your top priority is Life, as you'll want to have as much health as possible to soak and survive physical damage more smoothly. Armor is in second because, though as important as life regeneration, you don't have much physical damage reduction. It also makes up for the armor you lose from your Glass cannon passive. Life regeneration is a bit less important, but still required, nevertheless, as you don't have much space for this magical property on your gear, and by last, resist all, since, seriously, your main stat is Intelligence.
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UTILITY
Now, for Utility. You'll want resource cost Redux as much as possible, so get 50 points in it ASAP, since you'll have two abilities sucking all of your arcane power away, and moreover, it is reduced by Magic Armor. Life on hit is more important than Area Damage, as it plays a bigger role in your survivability and is complemented by the amount of attacks you'll be doing in the time that is passing. Area of Damage is not as useful, but still way better than gold find.
Unless you're a greedy motherfucker.
Build Guide
Hey, guys, I was watching a couple of Wizard build videos when I found this build right here:
https://www.youtube.com/watch?v=ga_GG6W96Zw
That is a very nice build, and its crits can go all the way to the 7bil if you do this right.
The video does not belong to me. However, the alterations I've done to the build that do not appear in the video were done by me. Again, I did not create this build, only altered it for added survivability and more damage output.
This build is viable for anything between 35 and 50!
-Sedivh
personally I would rather use F&R than crown of primus. The damage increase from F&R cannot be neglected when you are playing higher grifts.
the biggest problem with Delsere build is that because of how fronzen orb skill works (extra damage when the orb explodes at the end) you need to fight long distance BUT if you do fight long distance you cannot consider calamity + APD as the best defensive option because you simply won't deal enough damage higher up in grift. However I still suggest AW over gesture because with AW you can at least spam teleport and escape from charging monsters and projectiles. Note: slow time does not slow down charging monsters... there really is no other way to evade charge.
About paragon points, it miight sound crazy but attack speed should be the first priority for delsere build, in my opinion. Attack speed for delsere build is not only increase in damage over time but also increase in CDR + increase in resource regen. The only reason why you need CDR is because of slow time. Alot of people think it is important to spam slowtime because it deals 2000% damage. But 2000% damage is nothing without 600% damage increase from 6 set talrasha (I am talking about over 45 grift). Think about it (400% (frozen orb damage) + 750% (6 set option)) * (100% + 300%(triumvirate)) = that is 4600% per orb! if your attack speed is 2.0 than its 9200% per second!!
And since slowtime cannot stop charging monsters its only good for evading projectiles, and projectiles fly pretty slowly in diablo even without slowtime (slow enough to evade with teleport, which is why you need AW, without the help of slowtime).
Lastly, if you have played delsere set before you should realize that unlike alot of talrasha or talsere play style (charging into the middle of a pact of minions and spamming calamity + a skill), frozen orb delsere requries you to fight from long distance which means you need the minions coming from 1 direction. Since you don't really need to spam slowtime when facing minions from one direction, cdr from increased attack speed is more than enough. If you ignore the frozen orb final explosion damage and fight melee, you need AW to spam calamity on minions, which means you can't focus on cdr anyways.
I see! Thank you for the feedback, man!
I guess this build would only be useful for lower GRifts and T6 farming.
Thank you for pointing that out! I main Delsere's Cold build and I actually had a great time doing 40s with this exact build, but to be honest, there is not enough damage mitigation to survive any higher than 47 without another player.