DMO Arcane Orbit Wizard Skills and Runes
On this page, we explain how to choose and use your skills when playing DMO Arcane Orbit Wizard in Diablo 3. Updated for patch 2.6.10 and Season 22.
Active Skills |
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Passive Skills |
Rotation
The major offense mechanic of the progression build lies in Arcane Orb,
repurposed for close combat with the
Arcane Orbit rune and amplified by
the DMO set 6-piece bonus. Your defenses rely on the passive armor buff of
Ice Armor, the set-induced damage reduction while
Slow Time is
active, and on the combat-dependent bonuses of
Spectral Blade
Barrier Blades
and the
Explosive Blast
Chain Reaction plus
Orb of Infinite Depth combo.
Your mobility cooldown,
Teleport, should be used offensively and
defensively depending on the situation: sometimes it will close the distance to
a fight so you can drop
Slow Time and
Halo of Arlyse freezes,
and other times it will get you out of dangerous affixes. Do not hesitate to take
advantage of the
Safe Passage defensive buff, as
Illusionist will
reset
Teleport's cooldown multiple times during a fight. Remember to
balance periods of stationary fighting for the Endless Walk set damage bonuses
with bursts of movement to a fresh fight, as the interaction between your
Halo of Arlyse and
Ancient Parthan Defenders depends on the number of
frozen enemies, and ones you have already frozen get progressively resistant to
it.
Skills and Runes
Spectral Blade will serve multiple purposes in the build; firstly, it
counts towards the DMO set 2-piece requirement, reducing
Slow Time's
cooldown for every cast. Secondly, as a signature skill it falls in the category
of
The Shame of Delsere belt, resulting in 50% faster attack speed and up to
12 Arcane Power per hit, regenerating your AP reserves lightning fast when pushing
with the progression spec. Thirdly, it will empower your
Arcane Orbit with
the stacking mechanics of
Triumvirate and
Arcane Dynamo, or simply
act as a proc for your
Focus and
Restraint bonuses during
speedfarm. You can tailor
Spectral Blade after your needs, and for GR
progression we recommend the defensive function of
Barrier Blades.
The basic long range spender Arcane Orb is transformed into a close
combat powerhouse with the
Arcane Orbit rune. Affected by the DMO 6-piece
damage buff, detonating twice through the power of
Unstable Scepter and
boosted even further by
Triumvirate and
Arcane Dynamo stacks,
these orbiting arcane globes will chew through your enemies' health. Make a point
to recast
Arcane Orb at least with a stacked
Triumvirate (3
Spectral Blade attacks), but ideally after you fully stack up
Arcane Dynamo as well (5
Spectral Blade attacks).
Slow Time is integral to DMO setups, amplifying the damage of
multiple skills against affected enemies, as well as cutting incoming damage by
60%. You will augment its damage reducing properties with another 25% from the
Exhaustion rune during GR progression.
Explosive Blast will be part of both the progression spec and the
speedfarming variation, serving as protection for the former, and a main damage
dealer for the latter. You will be taking the multiple explosions of the
Chain Reaction rune, quickly maximizing the damage reduction benefits from
the
Orb of Infinite Depth source. An alternative for the slot when
progressing in GRs is found in the defense and damage amplifier
Magic Weapon
Deflection. This long lasting steroid remains
quietly in the background and procs consistently off
Spectral Blades and
Arcane Orbs. This variation allows you to run
The Furnace in the
Cube for a significant damage increase against elites, but limits your overall
damage reduction (see this build's gear page for more information). Deciding between these two variations is up to personal
preference, as their performance in GRs is very comparable.
When pushing Greater Rifts, immediate repositioning will often be required
— evading a bad affix, engaging fresh enemies for
Ancient Parthan Defenders procs, or simply to gain a Toughness buff without
losing maxed Endless Walk bonuses.
Teleport will fulfill all
these purposes with the damage reduction of the
Safe Passage rune.
For additional protection in GRs, we will be using Ice Armor with the
massive bulwark of
Crystallize. The short reach of the build will
inevitably put you in melee brawls, refreshing your
Crystallize stacks
constantly. The added value from
Halo of Arlyse will bring excellent crowd
control on top of the mitigation, solidifying
Ice Armor as the defensive
spell of choice.
This concludes the overview of the Active Skills, now let us look through the Passives.
Passives
Reworked into a comparable function to other cheat deaths,
Unstable Anomaly gives you one shot at dodging a lethal situation.
Operating on a standard 60-second cooldown and adding a 3-second stun to nearby
enemies — plus a solid 400% max life shield for 5 seconds — it will
become a constant companion to your Greater Rift pushes. An alternative to this
passive is
Unwavering Will, synergizing with the static fighting style of
the build and adding significant Toughness with the 20% Armor buff.
Another powerful survival tool is hidden in your Illusionist passive,
feeding additional CDR into your
Slow Time and 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.
Audacity is a natural inclusion in melee range spellcasting builds
like this one, bringing an impressive 30% multiplicative damage increase against
enemies within 15 yards.
Arcane Dynamo synergizes excellently with the GR progression build that
already has a signature skill buildup mechanic from
Triumvirate. Offering
the whopping 60% multiplicative increase of your next spender with fully stacked
Flashes of Insight,
Arcane Dynamo necessitates a 5
Spectral Blade
to 1
Arcane Orb rotation for the pushing build.
Changelog
- 20 Nov. 2020: No changes required for Season 22.
- 01 Jul. 2020: No changes required for Season 21.
- 12 Mar. 2020: No changes necessary for Season 20.
- 22 Nov. 2019: Reviewed for Season 19.
- 23 Aug. 2019: Reviewed and approved for Season 18.
- 17 May 2019: Guide was reviewed and approved for Season 17.
- 18 Jan. 2019: Information was reviewed and approved for Season 16 with no changes required.
More Wizard Guides
Builds from Other Classes
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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