LoD Meteor Wizard Skills and Runes
On this page, we explain how to choose and use your skills when playing LoD Meteor Wizard in Diablo 3. Updated for Patch 2.7.8 and Season 34.
Active Skills |
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Passive Skills |
Skill Rotation
You will start runs with an activation of Storm Armor and
Magic Weapon, both of which are to be kept up throughout the rift. Note
that
Halo of Karini has a range requirement and try to keep track of
your positioning relative to enemies so that the defensive buff does not drop
off (more about that on the build's gear page).
Scout out the rift and try to attract the attention of enemies to form a
large pull; once a large group of enemies trails after you, get a 4-stack of your
Arcane Dynamo passive with
Spectral Blade
Barrier Blades. Halfway through
the Lightning
Convention of Elements rotation, cast
Black Hole to
clump up enemies tightly; then, as the Arcane CoE rotation comes around, get a
fifth stack of
Arcane Dynamo with one more cast of
Spectral Blade, and drop a devastating
Meteor
Star Pact nuke on
your enemies' heads. During the 4-second CoE cycle, you can fit in another
round of 5-stack
Arcane Dynamo and
Star Pact before CoE moves
to the Cold part of the rotation.
In order to maximize your survivability, try to always position yourself at
a relatively safe distance from the enemy (but not too far as to drop the
Audacity bonus) with calculated
Teleports around the
battlefield. Ideally, in any given fight you should be able to take down a
smaller enemy first, which nets you a proc of
Oculus Ring to jump into,
giving you yet another damage multiplier.
Skills and Runes
Meteor is the focal point of the build, taken with its strongest
burst rune —
Star Pact. Its Arcane Power-dependency for damage
necessitates that you focus on extending your AP reserve through passives,
gear and Paragon points (see this build's gear
page for more information). Make a point to always cast
Star Pact
after you fully stack
Arcane Dynamo, and always during the Arcane
rotation of
Convention of Elements.
To counteract the complete Arcane Power depletion of Star Pact, you
will be including a primary attack in the build — adding a resource
generation angle to it through the cubed
The Shame of Delsere (see this
build's gear page for more information).
Signature spells are also important to include in order to introduce a proc
for the damage multiplier of
Arcane Dynamo to the build. Lastly, you
will benefit from any source of protection you can layer on top during Greater
Rift pushes, and a good option to fit all these purposes is found in
Spectral Blade
Barrier Blades.
As consistent means of protection, you will be adding Storm Armor to
the build. With a fire-and-forget duration of 10 minutes and a negligible
damage proc, it can be easily overlooked — if not for the massive damage
reduction properties of
Halo of Karini (see this build's gear page for more information). You will be
taking the rune
Shocking Aspect for the superior uptime of the procs
for the Karini buff.
Last but not least, Teleport will round out your skill
selection with valuable maneuverability across the battlefield; either to
engage, reposition, or simply move away from an unfavorable fight. The
preferred rune is the multiple-charged
Wormhole, which — coupled
with the cooldown-resetting powers of the
Illusionist passive —
allows for unparalleled mobility throughout the rift.
Passives
Audacity is a natural inclusion for the fighting style of a Meteor
Wizard — you will be casting your burst rotation right in the thick of
the fight, where you will get the most out of this damage multiplier.
Arcane Dynamo fits into the goals of the build nicely, as spamming a
The Shame of Delsere-empowered primary skill is necessary for Arcane
Power build-up for
Star Pact anyway, and the passive's five-stack
mechanic will feed extra damage to your burst.
A powerful survival tool is hidden in your Illusionist passive,
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.
Added with similar reasoning to Magic Weapon
Deflection (mainly
Squirt's Necklace buff maintenance),
Galvanizing Ward introduces
a solid damage buffer that benefits from the doubled effectiveness via
Ashnagarr's Blood Bracer.
Reverse Archon Variant
Active Skills |
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Passive Skills |
Another option for this build is the so-called "Reverse Archon" playstyle,
which takes advantage of Archon skill simply as means of a powerful
damage buff for your main nuke,
Star Pact. While there is no focus on
Archon damage, or indeed any expectation to kill monsters with your Archon
skills (it is strictly treated as a buff), you will generate Archon stacks due
to the
Fazula's Improbable Chain mechanics.
The Swami keeps your
Archon stacks for 20 seconds outside of Archon form, meaning every second
Convention of Elements full cycle (16 seconds in total per full cycle, 4
seconds per element) you can be supremely buffed by these temporary bonuses.
With optimized cooldown reduction (see this variant's paragraph in the gear page for more information), you will be
able to enter right at the start of an Arcane CoE cycle and exit after a
second Arcane cycle, giving you a few seconds to prepare the
Star Pact
nuke as described in the general build above (you spend your time in
Archon drawing monster aggro and setting up the fight). As you exit
Archon form, you have a few seconds to execute the following
rotation:
Teleport away from monsters in anticipation of the toughness loss from losing
Archon form;
- Use
Meteors to proc
Obsidian Ring of the Zodiac to lower your cooldowns and stack up
The Smoldering Core;
- Intersperse with
Spectral Blade usage to get 4 stacks of
Arcane Dynamo;
- Use
Black Hole to clump up monsters together, and follow it up with one more
Spectral Blade for the 5th stack of
Arcane Dynamo;
- Throw out a supremely buffed
Meteor
Star Pact and immediately enter
Archon (it should exactly line up with the Arcane CoE cycle), attaining both buffs right before the Meteor projectile lands;
Then, repeating the process all over again (this is the so-called 32 second cycle).
The remainder of your skills are fairly close to the base build: keeping up
the shields ( Storm Armor,
Deflection), and grouping up monsters
with
Black Hole. Note the change of
Spectral Blade from
Barrier Blades to
Siphoning Blade (since you lose
The Shame of Delsere in favor of
Fazula's Improbable Chain in an
Archon-reliant setup), and the change from
Illusionist to
Evocation to improve your
Archon uptime.
It goes without saying, but this timing-intensive, high skill cap alteration is only meant to push this build to the outer limits of its power, and is not recommended for casual play.
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.
- 31 Aug. 2022: Guide un-retired, thoroughly reworked, and updated to include recommendations for Season 27.
- 22 Nov. 2019: Reviewed for Season 19.
- 23 Aug. 2019: Skills were reviewed and approved for Season 18.
- 17 May 2019: Guide was revised with additional recommendations for Season 17.
- 10 Mar. 2019: Guide added.
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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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