Build Guide
Main damage comes from MH and supporting multipliers. It's a ranged build, but it still deals quite a bit of damage up close.
Upon entering the rift, you will need to build up stacks to get adequate damage and kill your first elite to get the In-Geom buff going. If you don't happen to kill an elite, do not worry, Zodiac is placed to reduce cooldown as you attack. This is a nice backup, and can also make up for missing CDR on gear, or if you don't have Gogok leveled.
Static Discharge allows us to proc MH when outside of archon. Can finish off elites and is also the spell we use to proc Zodiac.
Use the beam to deal damage. I find aiming at the monster's feet helpful for finding their hitbox. You can also reposition, and edge the cursor in until you hit their hitbox, and proc paralysis and MH on them.
Cosmic Strand make an appearance here, removing the GCD of our Teleport when in archon once every two casts. This increases movement, and reduces clear time, especially on less dense rifts. Note cosmic strand is crafted.
A quick note: Cosmic strand was not my idea this time around, even though I've used it before. Was watching Bluddshed recently (check him out @ https://www.twitch.tv/bluddshed), and one of his supporters suggested it (sorry did not catch your username!). Bluddshed tested it out and it was gold. I agree, really good option for torments.
We also place Illusionist for the increased move speed, and to dodge molten, pick up orbs, death's breaths, and item drops easier.
Use either numlock or scripting to keep archon blast on autocast. The archon blast attack will allow you to get higher Vyr6 stack count by standing near enemies. There used to be a bug where the blast would not freeze. In 2.6.1, Archon's blast attack now freezes, providing some useful CC to the build.
Once you gain enough archon stacks, your AS will hit the 5 APS / 15 Ticks / s cap, which should help proc paralysis and MH more readily. With AS on weapon, paragon, zodiac, gogok, and stretch time, you'll only need 126 archon stacks to hit this breakpoint. This is nice because it allows you proc paralysis and MH more, even on those lower density rifts.
This seems like a low requirement, and you may be thinking these AS buffs are unnecessary, but check out the below value as well.
-----
While the 15 ticks / s cap can be hit by dynamically being above 4 APS on sheet, beam tick rate ICD breakpoints work differently, requiring 5 APS on sheet at the time archon is cast.
To be clear: Vyr6 beam stack rate is snapshot when entering archon. The Beam stacks faster after having been snapshot at the 12 Frame ICD.
With this in mind, the adjusted stack count value required per rotation adjusts to:
- 142 stacks to hit 12 Frame ICD (assumes you are wearing a 50 stack fazula).
See below the testing and quote from TinneOnnMuin, where he accounts for the slower stack rate from the beam that we get when snapshotting at lower attack speeds.
It took me a while to figure it out, but I came up with something that fits all my data: for the beam, there is an ICD for the Vyr6 on-hit stacks where ICD=ceiling(60/APS) and it is snapshot when you first enter Archon (includes both Swami stacks + new stacks from Fazula). And you can only gain a stack on a tick from the beam. So you get some desync from the ICD to the beam tick rate.
To read up more on this, see Tinne's Post here.
Seeing as this is a torment build, and there will be many low density rifts given to us, lowering these stack count breakpoints as much as possible is a very nice thing.
-----
As mentioned in the affixes section, CDR is really important for resetting archon. +Pickup radius is fairly important for this build as well.
Stand in your follower's oculus spawns when possible.
Nemesis bracers allow more elites, more progression.
Use Safe Passage for more DR when resetting archon, and also to preserve your EW damage bonus. Endless Walk gives is a hefty multiplier here.
For defense, archon and the Vyr6 bonus keeps us pretty well defended. However, I've also placed Pinpoint barrier for some increased armor, and deflection for the shielding. Pinpoint barrier is also nice in that it gives CHC.
-----
Early season swaps:
- Bane of the Powerful will be the better gem choice over Trapped until you've leveled a trapped gem up past level 50 or so. Powerful is especially good since it's guaranteed from your first greater rift kill.
- Also consider Boon of the Hoarder for extra gold drops.
Other good Swaps:
- Drop EW for the utility of Avarice Band. Note this assumes you're also using boon of the hoarder. Can use any amulet.
Alternate options:
- Arcanot (Familiar) can be a good alternative to Slow time if you're running out of resource.
- Bane of the Powerful: Great gem when you first get going in season, since it's guaranteed drop from your first Greater rift RG kill. Replace with Trapped when you've leveled up a decent trapped gem.
- Boon of the Hoarder: Great for gold farming. Replace Trapped.
- Force Weapon: Alternate rune on magic weapon. Grants 10% more additive damage.
- Sparkflint: Alternate for increased damage, grants 10% additive damage. Would have to replace Slow time though.
- Power Hungry: good for the extra damage multiplier. I think Illusionist gives more utility with being to dodge molten and pick up items though.
- Blur: alternate passive option for defense. Also not needed IMO.
- Calamity: Alternate rune on teleport. IMO this slows casting of teleport down when used with cosmic strand, and the stun really isn't needed.
-----
Multipliers:
Additive or CHC buff:
Defense:
-----
Changelog:
- (10/17/2017): Edit: added beam rate snapshot mechanic section and link. Edit2: revised beam rate snapshot section, as I misunderstood that the beam stack rate ICD required 5 APS sheet, not 4APS like beam tick rates do.
- (7/9/2018): Updated archon rune to pure power. Forgot to update this earlier.
(11/12/2017): Updated build with Force armor instead of the CHC rune, for added defense. Added Familiar (arcanot) as an alternate option for increased resource.
(7/7/2018): Dropped season specific info, and added possibility of dropping EW for Avarice band if swapping in Boon of the Hoarder.
Will update build with video later.
I was thinking about a build just like this the other day, about using Time Bubble, considering Archon takes after the rune you choose, the attack speed buff helps a lot in reaching the climax sooner. Intersting thing about the cosmic strand, the build must be wicked fast. Less than 3 minutes if a good rift.
Hi Leaf!
I must admit, even though I've used cosmic strand in my builds before, it wasn't my idea this time around.
Was watching Bluddshed's stream yesterday (check him out @ https://www.twitch.tv/bluddshed), and one of his supporters suggested it (sorry did not catch your username!). Bluddshed tested it out and it was gold. I agree, really good option for torments.
Stretch time is indeed a great choice here. Helps for less dense rifts, if you're missing AS on gear, and also for higher paragon, when you really don't need other damage bonuses.
When wil you submit the video? I keep refreshing the page and your youtube.
I'm waiting for Bluddshed to put out his first, doesn't hurt anything at this stage, and I don't want to steal the limelight on what really was an idea he tested first, so why not wait a bit?
That said, I can't wait forever, I'll contact him if need be. He's testing builds for all classes, streaming, and putting videos out, which is a lot to do.
but yours is very different. you dont talk, you put out the build and how it looks, he gives a lot of lip, which is good for newbies. but i want to see how it looks and how it plays. he does that only in the background. I mean I love the guy but I just want to see how it looks.
So, is this faster than the Tal/Sage set for T13/Bounties? I know the Sage will give extra DBs but what is better for straight up speed?
still waiting for the video.
Video up, enjoy.
Early season Vyr6 MH will be better for bounties since it's easier to gear for, and is the wizard starter set, but Tal with Frozen orb is my preference for bounty, once i can aquire the gear for it.
COMMENT EDIT: removed mention of sages.
but which is faster?
The Tal has sage, so its more rewarding deathbreath. but is it as fast or faster than this build?
Whoops. Mis-spoke in my earlier comment. The Tal build with frozen orb for bounties doesn't have sages:
There's really no need for sage in a bounty build anyway.
Here's the Frozen orb bounty build link:
http://www.diablofans.com/builds/95383
Hmm. I actually think Tal / Vyr would be faster than Vyr6 for bounties, due to Vyr requiring a stacking mechanic, and bounties not really supplying that many stacks consistently. Then again, Vyr6 can fit cosmic strand.
Between Vyr6, Tal/Vyr and Frozen orb, I think Frozen orb is the winner. Doesn't rely on in-Geom, still fairly powerful.
My suggestion if you have problems deciding is to just try them all out.
Thanks, Cratic! The sheer number of viable Wizard builds for every activity is very exciting. Can't wait to get started in season 12!
Edit: added beam rate snapshot mechanic section and link.
Edit2: revised beam rate snapshot section, as I misunderstood that the beam stack rate ICD required 5 APS sheet, not 4APS like beam tick rates do.
Just hit 99 GR with that build in first attempt with 2100 para and 3.2m damage. Tough as rock, that was really easy. So this build is 95+ capable too.
Cractic, quick question on this one: isn't The Oculus better than Cosmic Strand? it rolls a flat 1-4 seconds CD reduction to teleport. I'm not sure it affects the Archon teleport but I feel like it does (it feels faster but I admit I'm too lazy to test it, my source rolled with 1 second only T_T )
EDIT (11/12/2017): Updated build with Force armor instead of the CHC rune, for added defense.
Added Familiar (arcanot) as an alternate option for increased resource.
hey cratic. why would we choose a frost rune over archon if the idea is to push lightning dmg?
and also how much CDR do we need for infinite Archon?
Thanks, had forgotten to update with the lightning rune on archon skill. On CDR, permanent isn't possible as far as I remember without other means of reducing cooldown (such as In-Geom). With one 10s In-Geom proc though, at 70% CDR, you'll have permanent uptime. Note that 70% isn't possible without CDR on amulet, but you can get close without, at ~68.2%.
Multiple In-Geom procs are another means of reducing the requirement. By this I mean when you kill more than 1 pack per archon rotation, you get additional in-geom reduction.
With Zodiac and In-Geom, I don't find having imperfect cooldown to be terrible, but striving to get those perfect CDR rolls should be high up on the priority list as far as gearing.