DMO Arcane Orbit Wizard Skills and Runes
On this page, we explain how to choose and use your skills when playing DMO Arcane Orbit Wizard in Diablo 3. Updated for Patch 2.7.8 and Season 34.
Active Skills |
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Passive Skills |
Rotation
The major offense mechanic of the progression build lies in
Arcane Orb, repurposed for close combat with the
Arcane Orbit
rune and amplified by the DMO
set 6-piece bonus. Your defenses rely on the passive armor buff of
Ice Armor, the set-induced damage reduction while
Slow Time
is active, and on the combat-dependent bonuses of
Spectral Blade
Barrier Blades and the
Explosive Blast
Chain Reaction
plus
Orb of Infinite Depth combo. Your mobility cooldown,
Teleport, should be used offensively and defensively depending on
the situation: sometimes it will close the distance to a fight so you can drop
Slow Time and
Halo of Arlyse freezes, and other times it
will get you out of dangerous affixes. Do not hesitate to take advantage of
the
Safe Passage defensive buff, as
Illusionist will reset
Teleport's cooldown multiple times during a fight. Remember to
balance periods of stationary fighting for the Endless Walk set damage bonuses
with bursts of movement to a fresh fight, as the interaction between your
Halo of Arlyse and
Ancient Parthan Defenders depends on the number
of frozen enemies, and ones you have already frozen get progressively
resistant to it.
Skills and Runes
Spectral Blade will serve multiple purposes in the build; firstly,
it counts towards the DMO set 2-piece requirement, reducing
Slow Time's cooldown for every cast. Secondly, as a signature
skill it falls in the category of
The Shame of Delsere belt, resulting in
50% faster attack speed and up to 12 Arcane Power per hit, regenerating your
AP reserves lightning fast when pushing with the progression spec. Thirdly, it
will empower your
Arcane Orbit with the stacking mechanics of
Triumvirate and
Arcane Dynamo, or simply act as a proc for your
Focus and
Restraint bonuses during speedfarm. You can
tailor
Spectral Blade after your needs, and for GR progression we
recommend the defensive function of
Barrier Blades.
The basic long range spender Arcane Orb is transformed into a close
combat powerhouse with the
Arcane Orbit rune. Affected by the DMO
6-piece damage buff, detonating twice through the power of
Unstable Scepter and boosted even further by
Triumvirate and
Arcane Dynamo stacks, these orbiting arcane globes will chew through
your enemies' health. Make a point to recast
Arcane Orb at least with a
stacked
Triumvirate (3
Spectral Blade attacks), but ideally
after you fully stack up
Arcane Dynamo as well (5
Spectral Blade
attacks).
Slow Time is integral to DMO setups, amplifying the damage of
multiple skills against affected enemies, as well as cutting incoming damage
by 60%. You will augment its damage reducing properties with another 25% from
the
Exhaustion rune during GR progression.
Explosive Blast will be part of both the progression spec and the
speedfarming variation, serving as protection for the former, and a main
damage dealer for the latter. You will be taking the multiple explosions of
the
Chain Reaction rune, quickly maximizing the damage reduction
benefits from the
Orb of Infinite Depth source. An alternative for the
slot when progressing in GRs is found in the defense and damage amplifier
Magic Weapon
Deflection. This long lasting steroid remains quietly in
the background and procs consistently off
Spectral Blades and
Arcane Orbs. This variation allows you to run
The Furnace in the
Cube for a significant damage increase against elites, but limits your overall
damage reduction (see this build's gear page
for more information). Deciding between these two variations is up to personal
preference, as their performance in GRs is very comparable.
When pushing Greater Rifts,
immediate repositioning will often be required — evading a bad affix,
engaging fresh enemies for Ancient Parthan Defenders procs, or simply to
gain a Toughness buff without losing maxed Endless Walk bonuses.
Teleport will fulfill all these purposes with the damage
reduction of the
Safe Passage rune.
For additional protection in GRs, we will be using Ice Armor with
the massive bulwark of
Crystallize. The short reach of the build will
inevitably put you in melee brawls, refreshing your
Crystallize stacks
constantly. The added value from
Halo of Arlyse will bring excellent
crowd control on top of the mitigation, solidifying
Ice Armor as the
defensive spell of choice.
Passives
Reworked into a comparable function to other cheat deaths,
Unstable Anomaly gives you one shot at dodging a lethal situation.
Operating on a standard 60-second cooldown and adding a 3-second stun to
nearby enemies — plus a solid 400% max life shield for 5 seconds —
it will become a constant companion to your Greater Rift pushes. An
alternative to this passive is
Unwavering Will, synergizing with the
static fighting style of the build and adding significant Toughness with the
20% Armor buff.
Another powerful survival tool is hidden in your Illusionist
passive, feeding additional CDR into your
Slow Time and turning
Teleport from a strategic cooldown into a constantly available
asset. The requirement of 15% life taken per hit is calculated prior to
mitigation and translates into “any hit taken” in high Greater Rifts. The
additional 30% movement speed after using some of the build's core abilities
is just icing on the cake.
Audacity is a natural inclusion in melee range spellcasting builds
like this one, bringing an impressive 30% multiplicative damage increase
against enemies within 15 yards.
Arcane Dynamo synergizes excellently with the GR progression build
that already has a signature skill buildup mechanic from
Triumvirate.
Offering the whopping 60% multiplicative increase of your next spender with
fully stacked Flashes of Insight,
Arcane Dynamo necessitates a 5
Spectral Blade to 1
Arcane Orb rotation for the pushing build.
Changelog
- 20 Jan. 2025: Skills and passives reviewed for Season 34.
- 23 Oct. 2024: Skills and passives reviewed for Season 33.
- 10 Jul. 2024: Skills and passives reviewed for Season 32.
- 10 Apr. 2024: Skills and passives reviewed for Season 31.
- 10 Jan. 2024: Skills and passives reviewed for Season 30.
- 13 Sep. 2023: Skills and passives reviewed for Season 29.
- 22 Feb. 2023: Skills and passives reviewed for Season 28.
- 26 Aug. 2022: Skills and passives reviewed for Season 27.
- 14 Apr. 2022: Guide reviewed for Season 26.
- 06 Dec. 2021: Reviewed for Season 25.
- 22 Jul. 2021: No changes required for Season 24.
- 02 Apr. 2021: No changes required for Season 23.
- 20 Nov. 2020: No changes required for Season 22.
- 01 Jul. 2020: No changes required for Season 21.
- 12 Mar. 2020: No changes necessary for Season 20.
- 22 Nov. 2019: Reviewed for Season 19.
- 23 Aug. 2019: Reviewed and approved for Season 18.
- 17 May 2019: Guide was reviewed and approved for Season 17.
- 18 Jan. 2019: Information was reviewed and approved for Season 16 with no changes required.
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This build is presented to you by Deadset, one of the very few professional Diablo 3 players. Deadset regularly publishes video guides on Youtube and streams on Twitch, where you can see how this and other builds play out in practice.
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