-- Tal Rasha - Frozen Orb - Wizard -- | ||
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Gear | ||
Head | Tal Rasha's Guise of Wisdom (Tal Rasha's Elements Set Piece) | (2) Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type. (4) Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 25% for 8 seconds. (6) Attacks increase your damage by 2000% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. |
Torso | Tal Rasha's Relentless Pursuit (Tal Rasha's Elements Set Piece) | |
Hands | Tal Rasha's Grasp (Tal Rasha's Elements Set Piece) | |
Waist | Tal Rasha's Brace (Tal Rasha's Elements Set Piece) | |
Shoulders | Aughild's Power (Aughild's Authority Set Piece) | (2) Reduces damage taken by 15%. Increases damage dealt by 30%. (3) Reduces damage from elites by 30.0% Increases damage against elites by 30.0% |
Wrists | Aughild's Search (Aughild's Authority Set Piece) | |
Legs | Captain Crimson's Thrust (Captain Crimson's Trimmings Set Piece) | (2) Regenerates 6000 Life per Second; Reduces cooldown of all skills by 10.0%. (3) +50 Resistance to All Elements; Reduces all resource costs by 10%. |
Feet | Captain Crimson's Waders (Captain Crimson's Trimmings Set Piece) | |
Weapons | ||
Weapon | Unstable Scepter [Wand] | The damage of Arcane Orb is increased by 378% and its explosion triggers an additional time. [350 - 450]% |
Off-hand | Triumvirate [Source] | Your Signature Spells increase the damage of Arcane Orb by 375% for 6 seconds, stacking up to 3 times. [300 - 400]% |
Jewelry | ||
Amulet | Tal Rasha's Allegiance (Tal Rasha's Elements Set Piece) | * See Tal Rasha's Set above |
Ring #1 | 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. |
Ring #2 | Halo of Karini | You take 74% less damage for 5 seconds after your Storm Armor electrocutes an enemy more than 15 yards away. [60 - 80]% |
Kanai's Cube | ||
Weapon | Wizardspike [Dagger] | Performing an attack has a 25% chance to hurl a Frozen Orb. Arcane Orb deals 329% increased damage. [300 - 350]% |
Armor | Aquila Cuirass [Chest] | While above 94% primary resource, all damage taken is reduced by 50%. [90 - 95]% |
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 | Bane of the Stricken | Primary: Each attack you make against an enemy increases the damage it takes from your attacks by (0.80+Rank*0.01)%. Secondary: Gain 25% increased damage against bosses and Rift Guardians. (Requires Rank 25) |
Ring #1 Gem | Zei's Stone of Vengeance | Primary: Damage you deal is increased by (4.00+Rank*0.08)% for every 10 yards between you and the enemy hit. Maximum (20.00+Rank*0.25)% increase at 50 yards. Secondary: 20% chance on hit to Stun the enemy for 1 second. (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 Diamond | Reduces cooldown of all skills by 12.5%. |
Weapon Gem | Flawless Royal Emerald | Critical Hit Damage Increased by 130.0% |
Other Offense | Flawless Royal Topaz | +280 Intelligence |
Other Defense | Flawless Royal Ruby | +280 Strength |
Active Skills - Runes | ||
A | Skill: Arcane Orb Rune: Frozen Orb | Arcane Orb: [Secondary] Cost: 30 Arcane Power Hurl an orb of pure energy that explodes on contact, dealing 435% weapon damage as Arcane to all enemies within 15 yards. --- Frozen Orb: Remake of the Diablo II spell of the same name; damage type turns to Cold, orb pierces through enemies, bombards all targets within 15 yards of itself with ice bolts for 950% damage as Cold per tick as it moves, and in the end explodes for 950% damage as Cold within 15 yards. Maximum range reduced to 40 yards. |
RT | Skill: Shock Pulse Rune: Piercing Orb | Shock Pulse: [Primary] This is a Signature spell. Signature spells are free to cast. Release a medium range pulse of 3 unpredictable charges of electricity that deal 194% weapon damage as Lightning. --- Piercing Orb: Fires one orb instead of three pulses, which moves in more or less straignt path and for greater distance (up to 80 yards), hitting for 214% damage, piercing through enemies. |
X | Skill: Storm Armor Rune: Shocking Aspect | Storm Armor: [Conjuration] Cost: 25 Arcane Power Bathe yourself in electrical energy, periodically shocking a nearby enemy for 175% weapon damage as Lightning. Lasts 10 minutes. Only one Armor may be active at a time. --- Shocking Aspect: Critical Hits of all attacks have a chance (equal to Proc Coefficient of the spell) to electrocute a nearby enemy for 425% damage as Lightning (unlocked at level 58). |
Y | Skill: Magic Missile Rune: Conflagrate | Magic Missile: [Primary] This is a Signature spell. Signature spells are free to cast. Launch a missile of magic energy, dealing 230% weapon damage as Arcane. --- Conflagrate: Changes damage type to Fire, missiles pierce through enemies, and burn them for 130% damage as Fire over 3 seconds instead of dealing instant damage on impact. This effect stacks up to 3 times, being renewed on each application. |
B | Skill: Black Hole Rune: Absolute Zero | Black Hole: [Mastery] Cost: 20 Arcane Power Cooldown: 12 seconds Conjure a Black Hole at the target location that draws enemies to it and deals 700% weapon damage as Arcane over 2 seconds to all enemies within 15 yards. --- Absolute Zero: Each different enemy hit grants the Wizard 3% increased damage for all Cold spells for 10 seconds. Black Hole’s damage turns into Cold. The effect is stacking infinitely, but a new cast overrides the already acquired stacks. Effect is increased to 5% on consoles. |
RB | Skill: Teleport Rune: Calamity | Teleport: [Defensive] Cooldown: 11 seconds Teleport through the ether to the selected location up to 50 yards away. --- Calamity: Upon arrival, releases a Wave of Force dealing 175% damage as Arcane to all enemies within 20 yards and Stunning them for 1 second. This Wave of Force will not benefit from runes and enhancements of the regular Wave of Force spell. |
Passive Skills | ||
I | Illusionist | Taking more than 15% of maximum Life in unsaved damage over 1 second resets the cooldowns of Teleport, Slow Time and Mirror Image. Using either of these abilities also increases the movement speed by 30% for 3 seconds. This effect will trigger even if the damage has been completely absorbed by force shields, Diamond Skin or other similar effects. |
II | Evocation | All cooldowns are reduced by 20%. |
III | Power Hungry | The Wizards deals 30% additional damage to enemies at least 30 yards away from themselves. |
IV | 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. |