Rating
+8

[2.6.1] (GR105+) DMO Orbit Redux

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Skills

  • Teleport Safe Passage
  • Spectral Blade Barrier Blades
  • Explosive Blast Chain Reaction
  • Arcane Orb Arcane Orbit
  • Ice Armor Crystallize
  • Slow Time Exhaustion
  • Audacity
  • Illusionist
  • Arcane Dynamo
  • Unwavering Will

Items

More Details
  • Legendary Gems

    • Bane of the Trapped
    • Bane of the Powerful
    • Bane of the Stricken

Kanai's Cube

  • Triumvirate
  • Ancient Parthan Defenders
  • Convention of Elements
  • Head: INT / CHC / AO% / VIT
  • Shoulder: INT / VIT / Life% / AD
  • Chest: INT / VIT / EliteDmgRed% or +Armor / Sockets (Topaz)
  • Amulet: Arcane% / CHC / CHD / Socket
  • Gloves: INT / AD / CHC / CHD
  • Belt: INT / VIT / Life% / +Armor
  • Bracer: Arcane% / INT / VIT / CHC
  • Pants: INT / VIT / +Armor / Sockets (Topaz)
  • Boots: INT / VIT / +Armor or AR / AO%
  • Rings: AD / CHC / CHD / Socket
  • Weapon: %Dmg / LoH / AD / Socket (Emerald)
  • Offhand: INT / AD / CHC / AO%

Secondary resists where possible, also secondary resistance to CC effects (to limit the time when frozen) is good for this build.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Cooldown Reduction
Critical Hit Chance
Critical Hit Damage
Attack Speed

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Area Damage
Life on Hit
Resource Cost Reduction
Gold Find

Max resource not required. I prefer to have at least 5% CDR before going into other damage stats, to keep up OID stacks better. Stack CHC and CHD in balance.

Build Guide

Hi there! Decided I'd test orbit to start out with, seeing as Unstable Scepter, Triumvirate, and OID all recieved buffs - increases to damage or defense. PTR notes here: https://us.battle.net/d3/en/blog/20976068/

I started with Quin's original build from 2.4:

But felt almost too tanky after the defensive increase to OID. So I swapped in Nemesis Bracer, Powerful gem, and Unwavering will.
These changes make the build slightly more elite focused, and also give it some additional damage.

With this setup I was able to clear a GR103 after about 25 keys (easily doable for someone even on a tight(er) schedule. 2.6M sheet / ~16k INT, and still missing 20% arcane roll, and quite a bit of area damage (didn't have any on my weapon).


I like this change. The added defense to Orb of infinite depth (Now 80% DR at 4 stacks) allows more flexibility in gearing.
The build is strong, but feels about in line with, and perhaps even ~2 GR stronger than the current higher skill cap CoE based Aether walker Tal6/Vyr4 MH archon wizard.

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Alternate Items and Skills:

    • Illusory Boots
      • Swap out Nemesis Bracer, replace Teleport with FN:Bone Chill for a 33% damage debuff. Allows perfect positioning for your arcane orb explosions and also gives ~2 GR damage boost to the build. Requires much more patience however, since dealing with elite affixes such as knockback, wormhole, vortex, and frozen become very hard to deal with. It's also a more fishy swap, seeing as you need better rift levels to be able to progress, whereas with teleport, this is somewhat less so. Not my preference, but likely a good swap.

    • Witching Hour
      • Swap out Nemesis Bracer. Would give 50% CHD and some AS. Nice damage buff. Also a very good option. I think Nems are better in the case you are fishing for a Conduit pylon though (which you would be on the highest pushes anyway). Regardless, if you don't like the spawning effect of Nemesis Bracer, Witching Hour is also a good alternate.

  • Time Warp (Slow time rune)
    • This rune would give you 15% more damage. It applies as a debuff, but since you don't have any other debuffs in this build, it'd essentially be multiplicative. I think swapping to this rune without adjusting defense might get you killed too often, but running with one of the following defensive swaps could help balance this out. Definitely the worst of the listed options, but it's possible if you feel like re balancing your defense away from Slow time.

Defensive swaps: