-- Hydramancer - Wizard -- | ||
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Gear | ||
Head | Typhon's Frons (Typhon's Veil Set Piece) | Typhon's Veil Set (2) Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two. (4) Damage taken is reduced by 8% for each Hydra head alive. Each time you take damage, a head dies. A head cannot die more than once every 2 seconds. (6) Hydras deal 2000% increased damage for each Hydra head alive. |
Shoulders | Typhon's Tibia (Typhon's Veil Set Piece) | |
Torso | Typhon's Thorax (Typhon's Veil Set Piece) | |
Legs | Typhon's Abdomen (Typhon's Veil Set Piece) | |
Feet | Typhon's Tarsus (Typhon's Veil Set Piece) | |
Hands | Tasker and Theo | Increase attack speed of your pets by 45%. |
Waist | Hergbrash's Binding | Reduces the Arcane Power cost of Arcane Torrent, Disintegrate, and Ray of Frost by 50–65%. |
Wrists | Nemesis Bracers | Shrines will spawn an enemy champion. |
Weapons | ||
Weapon | Deathwish [1h Sword] | While channeling Arcane Torrent, Disintegrate, or Ray of Frost for at least 1 second, all damage is increased b 310% |
Off-hand | Winter Flurry [Source] | Enemies killed by Cold damage have a 25% chance to release a Frost Nova. Hydra deals 125-150% increased damage to enemies in a Blizzard. |
Jewelry | ||
Amulet | The Traveler's Pledge (Endless Walk Set Piece) | Endless Walk Set (2) While moving, damage taken is reduced by up to 50%. While standing still, damage dealt is increased by up to 100%. |
Ring #1 | The Compass Rose (Endless Walk Set Piece) | |
Ring #2 | Convention Of Elements | Gain 150–200% increased damage to a single element for 4 seconds. This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison. |
Kanai's Cube | ||
Weapon | Serpent's Sparker [1h Wand] | You may have one extra Hydra active at a time, and Hydra deals 250-300% increased damage. |
Armor | The Magistrate [Wizard Hat] | Hydra periodically casts Frost Nova and deals 250-300% increased damage. This Frost Nova DOES benefit from any enhancements of a regular Frost Nova spell. |
Jewelry | Ring of Royal Grandeur [Ring] | Reduces the number of items needed for set bonuses by 1 (to a minimum of 2). |
Gems | ||
Amulet Gem | Taeguk | Primary: Gain (2.00+Rank*0.04)% increased damage for 1.5 seconds when you spend resource on a channeled skill. This effect stacks up to 10 times. Secondary: Gain 2.0% increased Armor for every stack. (Requires Rank 25) |
Ring #1 Gem | Enforcer | Primary: Increase the damage of your pets by (15.00+Rank*0.3)%. Secondary: Your pets take 90% less damage. (Requires Rank 25) |
Ring #2 Gem | Bane of the Trapped | Primary: Increase damage against enemies under the effects of control-impairing effects by (15.00+Rank*0.3)%. Secondary: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%. (Requires Rank 25) |
Helm Gem | Flawless Royal Amethyst | +23% Life |
Weapon Gem | Flawless Royal Emerald | Critical Hit Damage Increased by 130.0% |
Other Offense | Flawless Royal Topaz | +280 Intelligence |
Other Defense | Flawless Royal Amethyst | +280 Vitality |
Active Skills - Runes | ||
A | Skill: Teleport Rune: Wormhole | Teleport: [Defensive] Cooldown: 11 seconds Teleport through the ether to the selected location up to 50 yards away. --- Wormhole: After casting Teleport, there is a 3 second delay before the cooldown begins, allowing the Wizard to Teleport again one more time. Total cooldown of 11 seconds does not change. The hard limit of one extra Teleport cast per Wormhole delay allows a total of 100 yards covered in a single cooldown. |
RT | Skill: Ray of Frost Rune: Numb | Ray of Frost: [Secondary] Cost: 16 Arcane Power Project a beam of frozen ice that blasts enemies within 5 yards of the first enemy hit for 430% weapon damage as Cold and Slows their movement by 60% for 3 seconds. Ray of Frost damage is increased by 405% weapon damage every second, up to a maximum total of 1240% weapon damage as Cold. --- Numb: Slowdown increased to 80%, adds 10% chance on hit to Freeze affected enemies for 1 second. |
X | Skill: Hydra Rune: Lightning Hydra | Hydra: [Force] Cost: 15 Arcane Power Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 165% weapon damage as Fire. Only one Hydra may be active at a time. --- Lightning Hydra: Damage increased to 255%, damage type changes to Lightning, and target is hit instantly, being unable to dodge the attack. |
Y | Skill: Magic Weapon Rune: Force Weapon | Magic Weapon: [Conjuration] Cost: 25 Arcane Power Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes. Requires Weapon --- Force Weapon: Increases the damage bonus of Magic Weapon to 20% (unlocked at level 35). |
B | Skill: Blizzard Rune: Apocalypse | Blizzard: [Force] Cost: 40 Arcane Power Call down shards of ice that deal 1075% weapon damage as Cold over 6 seconds to enemies in a 12 yard radius. Multiple casts in the same area from the same caster do not stack. --- Apocalypse: Damage type changes to Fire, and the radius of the storm increases to 30 yards. In return, no longer chills enemies. |
RB | Skill: Familiar Rune: Sparkflint | Familiar: [Conjuration] Cost: 20 Arcane Power Summon a Familiar that attacks your enemies for 240% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts 10 minutes. --- Sparkflint: Changes damage type to Fire, and increases total damage done by the Wizard by 10%. This bonus is not multiplicative to other damage modifiers. |
Passive Skills | ||
I | Unstable Anomaly | Receiving fatal damage prevents the Wizard from dying, instead granting an absorb shield for 400% of maximum Life for 3 seconds, and releasing a shockwave that knocks enemies back and stuns them for 3 seconds. Once triggered, Unstable Anomaly is disabled for 60 seconds. |
II | Elemental Exposure | All damaging attacks that use either Arcane, Cold, Fire or Lightning damage (including Elemental Damage from the weapon) cause the victim to take 5% additional damage from all attacks for 5 seconds. This effect stacks, one separate stack for each damage type, up to 20% total if all four damage types are used on the same target. |
III | Blur | All damage taken is reduced by 17% (effective Toughness increases by 20%). |
IV | Glass Cannon | All damage dealt is increased by 15%, but the Wizard suffers a 10% penalty to his/her Armor and all resistances. |
Options | ||
Weapon | Fragment of Destiny [1h Wand] | Your Signature Spells attack 50% faster and deal triple damage. You gain a Spectral buff whenever you land an attack with a Signature Spell. Hydras deal 25-30% increased damage for each Spectral stack. Max 10 stacks. |
Off-hand | Light of Grace [Source] | Ray of Frost now pierces |