DMO Frozen Orb Wizard Skills and Runes

Last updated Yesterday at 09:00 by Deadset 17 comments

On this page, we explain how to choose and use your skills when playing DMO Frozen Orb Wizard in Diablo 3. Updated for patch 2.6.10 and Season 22.

Active Skills
Left Mouse Button Spectral Blade Icon Spectral Blade Barrier Blades Barrier Blades Right Mouse Button Arcane Orb Icon Arcane Orb Frozen Orb Frozen Orb 1 Teleport Icon Teleport Wormhole Wormhole 2 Energy Twister Icon Energy Twister Wicked Wind Wicked Wind 3 Slow Time Icon Slow Time Time Warp Time Warp 4 Storm Armor Icon Storm Armor Power of the Storm Power of the Storm
Passive Skills
1.

Rotation

As a Delsere's Magnum Opus set build, you have to constantly keep in mind your dependence on dropping Slow Time Slow Times that regularly envelop your priority targets. Some leeway was given with later reworks to DMO (you do not need to be in the Slow Time Slow Time radius to gain damage reduction, and affected enemies are more susceptible to damage for 5 whole seconds after exiting the bubble), but with the built-in resets coming from your generator attack you should make a point to regularly apply Slow Time Slow Times as well. Use Energy Twister Energy Twister to control the flow and positioning of a fight (via the worn or cubed Ranslor's Folly Ranslor's Folly) and keep the Storm Armor Storm Armor shield active at all times. Last but not least, reposition smartly with Teleport Teleport.

2.

Skills and Runes

The main damage dealer and namesake of the build is Arcane Orb Arcane Orb Frozen Orb Frozen Orb — a long range projectile attack that hurls a pulsating orb of frost, exploding at the end of its 40 yard travel distance. Do your best to internalize the length of the Frozen Orb Frozen Orb shot to maximize the benefits of said detonation, as it is stronger than the piercing projectile while it is moving. Make a point to always cast Arcane Orb Arcane Orb after you fully stack Triumvirate Triumvirate, especially if the Cold cycle of Convention of Elements Convention of Elements is coming up.

To counteract the considerable Arcane Power spending of Frozen Orb Frozen Orb — 30 AP per shot — you will be including a primary attack in the build, adding a resource generation angle to it through Arcane Power on Crit on gear (see this build's gear page for more information). You have a good number of viable primary attacks for the slot, including the protective Spectral Blade Spectral Blade Barrier Blades Barrier Blades (our general recommendation), the crowd control synergy of Magic Missile Magic Missile Glacial Spike Glacial Spike, or the superior proc coefficient of Shock Pulse Shock Pulse Piercing Orb Piercing Orb.

Slow Time 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 should bolster its damage amplification angle by selecting the increased damage taken buff of the Time Warp Time Warp rune.

You will be including another of the signature DMO skills, Energy Twister Energy Twister, but strictly for its crowd control capabilities with a worn or cubed Ranslor's Folly Ranslor's Folly. To that end, you will be taking the static Wicked Wind Wicked Wind rune so you are able to pick and choose the location to "pixel pull" monsters to. The so-called "pixel pulling" is the most desirable form of monster displacement in the game, since it clumps up monsters really tightly to the tremendous benefit of Area Damage on gear.

When pushing Greater Rifts, immediate repositioning will often be required — whether it is evading a bad affix or engaging fresh enemies. Early on in character progression, this slot can be temporarily taken by Teleport Teleport with the multiple casts of the Wormhole Wormhole rune — a beginner-friendly choice. Later on, you will focus on microing your character's position and exerting stronger control over the enemy — this is done with Black Hole Black Hole, also sporting a damage increase and reduction buff with the rune Spellsteal Spellsteal.

Rounding skills out, you will be adding Storm Armor Storm Armor to the build. With a fire-and-forget duration of 10 minutes and a negligible damage proc, it can be easily overlooked if not for the potent flat resource cost reduction of the Power of the Storm Power of the Storm rune and the massive damage reduction properties of the cubed Halo of Karini Halo of Karini.

This concludes the overview of the Active Skills, now let us look through the Passives.

3.

Passives

Two defensive staples provide the foundation of your passive selection. Reworked into a comparable function to other cheat deaths, Unstable Anomaly 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. To shield you prior to the cheat death proc, Unwavering Will Unwavering Will will complement your semi-static fighting style and adds significant Toughness with the 20% Armor and All Resistance buff.

Elemental Exposure Elemental Exposure is taken to bolster your damage through your myriad of elemental damage sources. Notice that the passive bumps damage in 5% increments per element used; you fulfill the cold with Frozen Orb Frozen Orb, lightning with Storm Armor Storm Armor, arcane with Barrier Blades Barrier Blades. The final bump will come from the damage type of your weapon, Unstable Scepter Unstable Scepter — a lucky roll (or reroll) of the base damage from another type (i.e. physical or arcane) into fire will bring the last piece of the damage buff.

Finally, take Power Hungry Power Hungry — it is the mirror of Audacity Audacity, reworked into a multiplicative damage increase against enemies further than 30 yards. This passive synergizes excellently with the long range orientation of the build, coming from both Frozen Orb Frozen Orb and Zei's Stone of Vengeance Zei's Stone of Vengeance.

4.

Changelog

  • 20 Nov. 2020: Revised skill and passive recommendations 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.
  • 12 Nov. 2017: Revised the skill selection to improve the endgame pushing potential of the build.
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