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DMO Frozen Orb Wizard

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What about variant with Wizardspike (Extra Orb) and Crown of the Primus. CC and DPS/EHP boost element from all runes on Slow Time seems to be more promissing. And it eliminate any close combat required by Explosion and free one skill slot. I'm using there Force Weapon to get extra +30% DPS flat boost.

With these two changes build is really ranged one.

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On 4.01.2018 at 8:15 PM, Blainie said:

I can't see how DMO speed can work in the slightest, since you need Slow Time areas constantly for damage. With the delay in them, even with the reduction after you hit an enemy, I just can't see how it is a speed build. Compared to either Woh EB, Manald Archon or Firebird's Archon, you're going to see far, far slower clears. Even more so on bounties.

I feel like you're not recommending me to play a build that is on this website... Remove it then :p

Edited by Kaelos

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Guest Arcane Dynamo

How does Arcane Dynamo passive work? Does it fit in this build? I saw that passive in other Arcane Orb builds, but not here. 

A few questions actually: How does that passive work? Is it an additive bonus, or a multiplicative bonus? If it is the latter, then it would be severely OP, so I am guessing the former. Still, I couldn't find any reference about that so, I am asking here.

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Guest change tier

Is this build correctly marked as top tier? Top push season and non season in EU are wizards with firebird meteor build.

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On 2/19/2018 at 12:00 PM, Guest change tier said:

Is this build correctly marked as top tier? Top push season and non season in EU are wizards with firebird meteor build.

This build will indeed drop a tier in favour of the Firebird Meteor Wizard with the release of updates for our guides.

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Guest Kiriranshero
On 1/25/2018 at 11:34 AM, Guest Arcane Dynamo said:

How does Arcane Dynamo passive work? Does it fit in this build? I saw that passive in other Arcane Orb builds, but not here. 

A few questions actually: How does that passive work? Is it an additive bonus, or a multiplicative bonus? If it is the latter, then it would be severely OP, so I am guessing the former. Still, I couldn't find any reference about that so, I am asking here.

I had been thinking about this myself actually, and I tried to do a bit of Math. First of all, I think it is obvious to everyone that due to the huge multipliers to Frozen Orb damage from Unstable Scepter and Triumvirate, the vast majority (I calculated around around 98-99%) of damage in this build is dealt by Frozen Orb, while the other damaging skills are there just to proc certain effects that make the build work or strengthen it (such as Triumvirate and Orb of Infinite Depth). Therefore, it seems to me that whatever empowers Frozen Orbs will empower overall damage output by practically the same amount.

Now, in order to proc Triumvirate's effect, you will obviously be firing off at least 3 primary spells for every Frozen Orb you cast. Assuming you cast them exactly in a 3 to 1 ratio, if you also use Arcane Dynamo, you will basically have Dynamo buff one out of every 2 Frozen Orbs. If you average out the 60% damage boost to one Frozen Orb over the two, you basically have a 30% average damage boost to Frozen Orb from Arcane Dynamo. To me that seems distinctly superior to the 20% maximum damage boost you can get from Elemental Exposure, and even more so, considering that with Explosive Blast being a melee range spell, and the rest of the build requiring you to keep your main targets at around 40 yards distance (in order to properly use Frozen orb), it seems unlikely that you will ever even stack all 4 Elemental Exposure stacks on a single enemy.

As Guest Arcane Dynamo said, whether the damage boost from Arcane Dynamo is additive or multiplicative is very relevant to this question. I also suspect that it is additive, but even if it is, we would need to see what other damage boosts that you are using would fall into the same category, because if you don't have many other boosts that would be additive with it, it would be almost as if it were multiplicative anyway, right?

If anyone, especially the author, has any thoughts on the matter I would very much like to hear them. Thanks and regards! 

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Guest Guest Kiriranshero
On 2/24/2018 at 6:19 PM, Guest Kiriranshero said:

I had been thinking about this myself actually, and I tried to do a bit of Math. First of all, I think it is obvious to everyone that due to the huge multipliers to Frozen Orb damage from Unstable Scepter and Triumvirate, the vast majority (I calculated around around 98-99%) of damage in this build is dealt by Frozen Orb, while the other damaging skills are there just to proc certain effects that make the build work or strengthen it (such as Triumvirate and Orb of Infinite Depth). Therefore, it seems to me that whatever empowers Frozen Orbs will empower overall damage output by practically the same amount.

Now, in order to proc Triumvirate's effect, you will obviously be firing off at least 3 primary spells for every Frozen Orb you cast. Assuming you cast them exactly in a 3 to 1 ratio, if you also use Arcane Dynamo, you will basically have Dynamo buff one out of every 2 Frozen Orbs. If you average out the 60% damage boost to one Frozen Orb over the two, you basically have a 30% average damage boost to Frozen Orb from Arcane Dynamo. To me that seems distinctly superior to the 20% maximum damage boost you can get from Elemental Exposure, and even more so, considering that with Explosive Blast being a melee range spell, and the rest of the build requiring you to keep your main targets at around 40 yards distance (in order to properly use Frozen orb), it seems unlikely that you will ever even stack all 4 Elemental Exposure stacks on a single enemy.

As Guest Arcane Dynamo said, whether the damage boost from Arcane Dynamo is additive or multiplicative is very relevant to this question. I also suspect that it is additive, but even if it is, we would need to see what other damage boosts that you are using would fall into the same category, because if you don't have many other boosts that would be additive with it, it would be almost as if it were multiplicative anyway, right?

If anyone, especially the author, has any thoughts on the matter I would very much like to hear them. Thanks and regards! 

Shortly after I posted this, I realize I made a big mistake in my calculations, based on having badly misread the effect of Triumvirate. I was somehow under the erroneous impression that the Triumvirate charges would be expended after casting Frozen Orb, which they are clearly not, now that I read the effect properly. Hence, my assumption of having to cast 3 primary spells for every Frozen Orb was also mistaken, and indeed, after proper positioning of enemies, it is good to spam Frozen Orbs as resource allows, especially in the cold rotation of Convention of Elements.

With that said, I still cannot help but feel underwhelmed by Elemental Exposure in this build, due to the reasons I explained above. Seems to me like the enemies which are 40 yards away from you will practically never be affected by the fire from your Explosive Blast, and even the Arcane EE stack from Black Hole Spellsteal will not have a 100% uptime, but only 7 seconds (2 seconds Black Hole duration and 5 seconds for the stack after that) out of 10.8 seconds cooldown (12 seconds base cooldown with 10% cooldown reduction from Paragon Points). Granted you will mostly be trying to align that window with the cold rotation of CoE, but I still can't help but wonder whether it's better to choose a different passive altogether, and go for the Absolute Zero rune of Black Hole, so as to get the longer duration of increased damage to cold spells. In group situations for instance, it seems to me that Cold Blooded could be quite useful, as it provides a 10% damage boost not only to you, but to the whole party, against enemies chilled by your Frozen Orb casts (and possibly by Absolute Zero).

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Guest Corcilius

WizardspikeWizardspike (Extra Orb)   any idea if it takes on the dmg of frozen orb or the dmg is increased by slow time?

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1 hour ago, Guest Corcilius said:

WizardspikeWizardspike (Extra Orb)   any idea if it takes on the dmg of frozen orb or the dmg is increased by slow time?

It does if you are referring to the Time WarpTime Warp rune as it increases the damge the enemies take, not the damage of abilities used.

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On 31. 3. 2018 at 4:21 PM, aelling said:

Could we please get a guide for a Vyr Archon Frozen Orb build as well? Thank you

Vyr Archon Frozen Orb build will be added soon, together with some fun-tier builds.

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Guest Maldron

Hi,

Why stretch time over time warp for slow time? How can +10% attack speed AND a requirement to stand within slow time bubble can be better then raw +15% damage? Am I missing something? Only playing solo, don't know if it matters. Thank you!

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Guest Tyabe1372

Couldn't Illusory Boots be replaced with Frostburn for a bit more damage?  Sure the mobility is nice, but you shouldn't be close enough to enemies to make good use of the boots.  I find the boots are far more useful on close combat than ranged.  

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I personally find this build with Teleport (over explosive blast) and Illusionist (over Elemental Exposure) to be much easier to play. Though I don't know how far I can go with my current setup -- I can do GR 90, but I have no augments and few ancients, not sure if obtaining those things alone will be enough to push through 100+. Is it completely necessary to use CoE? Do you think SoJ would be efficient at all?

Also to those talking about explosive blast in reference to procing Elemental Exposure: EE works from damage type on weapon, so if you get an Unstable Scepter with fire damage you don't need to worry about using explosive blast to proc it. Fire damage will always be applied, so you're always going to get your 4 elemental stacks. Of course you'd still be using Explosive Blast for OID benefits, but it cuts out the annoyance of having to get in melee range just to proc the fire stack for EE.

Lastly: Using a cubed Aether Walker and Shame of Delsere belt (also cubed) -- this is actually quite viable for speedruns. While not quite as fast as Tals, it's not as slow as you would think. I've been forced to do runs with this build due to lack of items on season and I'm not finding it a pain at all. One thing that helps is that you can cast your frozen orbs while Slow Time is on cooldown, then cast Slow Time on your targets right as or just before FO hits them and they will all be obliterated. Just gotta cast from far enough away, which isn't really a problem since you wanna be far anyway to maximize FO damage. Even bounties can be cleared quite quickly.

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" Couldn't Illusory Boots be replaced with Frostburn for a bit more damage?  Sure the mobility is nice, but you shouldn't be close enough to enemies to make good use of the boots.  I find the boots are far more useful on close combat than ranged.  "

You have to get close to enemies for OID. Also, if you get caught in a bad spot / monsters with bad affixes, the boots help.

Anyway, as mentioned in my previous post, I've been using this build with Teleport and no explosive blast. I've been trying to use the OID variant but it's giving me some trouble -- any tips for getting used to timing for explosive blast? I mean the bonus is so short that as soon as you get it and you run a far enough distance to use frozen orb, you need to spam explosive blast again or you lose your bonus and you just die. It's kind of a pain especially trying to time it with the cold cycle of CoE. That's why I ran teleport to begin with, but I'm trying to push higher GR's. Do you think a variant getting rid of Black Hole for Teleport and keeping Explosive Blast would work? I find Black Hole extremely useful in this build so I'm not sure, I guess I'll try it and see what happens. Thinking of just fixing up my Tal Frozen Orb wiz, or maybe trying the Vyr variant. But then I guess all builds seem to require OID which kind of sucks.

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