-- Tal Rasha - Frozen Orb - Wizard --
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.
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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.
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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.
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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.
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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.
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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.
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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.