LoD Meteor Wizard Trash Killer Variation

Last updated on Aug 31, 2022 at 09:00 by Deadset 15 comments
1.

Trash Killer Variation

The LoD Meteor Wizard can fit into a high-end Greater Rift group in the role of a Trash Killer. Trash Killers focus the character entirely into Area of Effect damage, eschewing any consideration for single target or Rift Guardian damage. Your skill and gear choices will reflect that.

Active Skills
Left Mouse Button Spectral Blade Icon Spectral Blade Thrown Blade Thrown Blade Right Mouse Button Meteor Icon Meteor Star Pact Star Pact 1 Storm Armor Icon Storm Armor Shocking Aspect Shocking Aspect 2 Explosive Blast Icon Explosive Blast Chain Reaction Chain Reaction 3 Wave of Force Icon Wave of Force Arcane Attunement Arcane Attunement 4 Arcane Torrent Icon Arcane Torrent Static Discharge Static Discharge
Passive Skills
2.

Adapting Rotation

Apply Storm Armor Storm Armor at the start of the run, and keep it active throughout the run. At regular intervals, you should be using Explosive Blast Explosive Blast Chain Reaction Chain Reaction and Meteor Meteor to keep the bonuses of Orb of Infinite Depth Orb of Infinite Depth and The Smoldering Core The Smoldering Core stacked up. Once you and your group has settled on a pull, use Spectral Blade Spectral Blade four times, follow up with Wave of Force Wave of Force Arcane Attunement Arcane Attunement during the Lightning cycle of Convention of Elements Convention of Elements to gain its buff, and do a fifth Spectral Blade Spectral Blade to get the Arcane Dynamo Arcane Dynamo buff. Then, just as the Arcane CoE cycle starts, pop the Meteor Meteor Star Pact Star Pact on top of the pull and immediately start channeling Arcane Torrent Arcane Torrent; this will net you the Deathwish Deathwish buff before the projectile has landed. You have time to do that rotation once more during the 4-second Arcane cycle of CoE.

3.

Adapting Skills

Parts of the skill and passive selection will overlap with the base Greater Rift progression build, but others will have to change according to the task at hand. Maximizing the damage you can deal to large groups of enemies is your top priority.

  • Your main damage dealer remains Meteor Meteor, taken with the highest damage potential of the Star Pact Star Pact rune.Make a point to always cast Star Pact Star Pact after you fully stack Arcane Dynamo Arcane Dynamo, and always during the Arcane rotation of Convention of Elements Convention of Elements.
  • You will keep Spectral Blade Spectral Blade in the build, both as a source of Arcane Dynamo Arcane Dynamo stacking and AP restoration via The Shame of Delsere The Shame of Delsere. You will have to swap the solo-appropriate (but Arcane element-based) Barrier Blades Barrier Blades rune for the Lightning element-based Thrown Blade Thrown Blade — in order not to consume the Arcane Attunement Arcane Attunement buff during your pre-Meteor Meteor buff rotation.
  • The combo of Storm Armor Storm Armor and Halo of Karini Halo of Karini remain your stalwart sources of protection, coupled with the superior proc rate of the Shocking Aspect Shocking Aspect rune. You will supplement your protection with a second combo: Explosive Blast Explosive Blast Chain Reaction Chain Reaction with Orb of Infinite Depth Orb of Infinite Depth.
  • You will trade the maneuverability of Teleport Teleport for the additional damage buff of Wave of Force Wave of Force Arcane Attunement Arcane Attunement. The mobility loss will be made up through gear.
  • Your passives revolve almost entirely around buffing up damage: Audacity Audacity, Elemental Exposure Elemental Exposure, and Arcane Dynamo Arcane Dynamo all bolster your damage. Galvanizing Ward Galvanizing Ward, on the other hand, provides a sizable shield on a regular basis.
4.

Adapting Gear

This is still a Legacy of Dreams Legacy of Dreams build, so you run legendary items instead of set pieces and obtain the necessary damage amplification and reduction associated with the traditional 6-piece sets. This will cost a legendary gem slot, but will net you all the jewelry slots for powerful jewelry options. Similarly to the GR setup, you should wear a Squirt's Necklace Squirt's Necklace for its massive damage boost; its "damage taken increased" downside is negated by your various shields. For rings, wear an Arcane-damage Stone of Jordan Stone of Jordan, and pair it with your better-rolled item between Halo of Karini Halo of Karini and Convention of Elements Convention of Elements (and Cube the worse rolled one). Convention of Elements Convention of Elements provides a cyclical damage buff; you burst down enemy packs during the Arcane cycle. Halo of Karini Halo of Karini provides you with massive damage reduction from Storm Armor Storm Armor procs.

Mempo of Twilight Mempo of Twilight, Nilfur's Boast Nilfur's Boast and Arcane-damage Blackthorne's Jousting Mail Blackthorne's Jousting Mail remain universally useful for increasing your damage, and so do Stone Gauntlets Stone Gauntlets and Ashnagarr's Blood Bracer Ashnagarr's Blood Bracer — but for your toughness instead. (Note that you negate the Stone Gauntlets Stone Gauntlets downsides via Crowd Control immunity granted by your support teammates.) The Shame of Delsere The Shame of Delsere is vital in building your Arcane Power back up, as you dump your reserves via Star Pact Star Pact.

Since you'll be aiming for the Deathwish Deathwish buff — extra damage while channeling — you should also wear Mantle of Channeling Mantle of Channeling to double down on those benefits.

4.1.

Reverse Archon Variant

Another option for this build is the so-called "Reverse Archon" playstyle, which takes advantage of Archon Archon skill simply as means of a powerful damage buff for your main nuke, Star Pact Star Pact. While there is no focus on Archon damage, or indeed any expectation to kill monsters with your Archon skills (it is strictly treated as a buff), you will generate Archon stacks due to the Fazula's Improbable Chain Fazula's Improbable Chain mechanics. The Swami The Swami keeps your Archon stacks for 20 seconds outside of Archon form, meaning every second Convention of Elements Convention of Elements full cycle (16 seconds in total per full cycle, 4 seconds per element) you can be supremely buffed by these temporary bonuses. With optimized cooldown reduction (see below), you will be able to enter right at the start of an Arcane CoE cycle and exit after a second Arcane cycle, giving you a few seconds to prepare the Star Pact Star Pact nuke as described in the general build above (you spend your time in Archon Archon drawing monster aggro and setting up the fight). As you exit Archon Archon form, you have a few seconds to execute the following rotation:

Then, repeating the process all over again (this is the so-called 32 second cycle).

The remainder of your skills are fairly close to the base build. Note the change from Illusionist Illusionist to Evocation Evocation to improve your Archon Archon uptime.

It goes without saying, but this timing-intensive, high skill cap alteration is only meant to push this build to the outer limits of its power, and is not recommended for casual play.

For your gear, the head slot needs to be occupied by The Swami The Swami in order to maintain Archon Archon stacks outside that form, and Fazula's Improbable Chain Fazula's Improbable Chain is required in order to kickstart any Archon stacks at all, since the build revolves around Meteor damage, not Archon (the latter is treated strictly as a buff). Altering to this setup requires perfected cooldown across ALL of your gear (shoulders, hands, both rings, and weapon, Flawless Royal Diamond Flawless Royal Diamond in the helm), maxed out CDR in Paragons, fully stacked Gogok of Swiftness Gogok of Swiftness at all times, and it still needs 10+ Obsidian Ring of the Zodiac Obsidian Ring of the Zodiac procs from careful use of your AP spenders.

Slot Pieces Stat Priority
Head
  1. Intelligence
  2. Socket
  3. Meteor % Damage
  4. Attack Speed
  5. Crowd Control Duration Reduction (Secondary Stat)
  6. Physical or Lightning Resistance (Secondary Stat)
Shoulders
  1. Intelligence
  2. Area Damage
  3. Resource Cost Reduction
  4. Vitality
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Health Globe Healing Bonus (Secondary Stat)
Torso
  1. Intelligence
  2. 3 Sockets
  3. Vitality
  4. Elite Damage Reduction
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Melee or Missile Damage Reduction (Secondary Stat)
Wrists
  1. Intelligence
  2. Critical Hit Chance
  3. Arcane % Damage
  4. Vitality
  5. Reduced Damage Melee Attacks (Secondary stat)
Hands
  1. Intelligence (or Resource Cost Reduction at high Paragon)
  2. Critical Hit Chance
  3. Critical Hit Damage
  4. Area Damage
  5. Physical or Lightning Resistance (Secondary Stat)
Waist
  1. Intelligence
  2. Vitality
  3. Armor
  4. Life %
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Life per Kill (Secondary Stat)
Legs
  1. Intelligence
  2. 2 Sockets
  3. Vitality
  4. Armor
  5. Pickup Radius (Secondary Stat)
  6. Physical or Lightning Resistance (Secondary Stat)
Feet
  1. Intelligence
  2. Meteor % Damage
  3. Vitality
  4. Armor
  5. Pickup Radius (Secondary Stat)
  6. Health Globe Healing Bonus (Secondary Stat)
Amulet
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Arcane % Damage
  5. Physical or Lightning Resistance (Secondary Stat)
  6. Melee or Missile Damage Reduction (Secondary Stat)
Ring #1
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Area Damage
  5. Crowd Control Duration Reduction (Secondary Stat)
  6. Physical or Lightning Resistance (Secondary Stat)
Ring #2
  1. Socket
  2. Critical Hit Damage
  3. Critical Hit Chance
  4. Area Damage
  5. Crowd Control Duration Reduction (Secondary Stat)
  6. Physical or Lightning Resistance (Secondary Stat)
Weapon
  1. High Weapon Damage
  2. Socket (preferably from Ramaladni's Gift Ramaladni's Gift)
  3. Intelligence (or % Damage at high Paragons)
  4. Area Damage
  5. Life per Kill (Secondary Stat)
Off-hand
  1. High Damage Range
  2. Intelligence
  3. Critical Hit Chance
  4. Meteor % Damage
  5. Area Damage
  6. Arcane Power on Crit

To help you with farming the gear you need for your builds, we have two very useful guides that you can access by clicking the links below: a Salvage Guide to help you quickly check whether or not you can safely salvage a piece of gear and a Legendary Farming Guide to help you efficiently farm legendaries and set items.

4.2.

Angelic Crucible Sanctification

Season 27 comes with the theme of Angelic Crucibles — consumable items that empower Legendary items with perfected Ancient-level stats, as well as infuse them with one of three unique, powerful, class-specific abilities at random. For this build, we recommend aiming for the Storm Armor Storm Armor Sanctification, which adds the following power to your build:

  • Storm Armor Sanctification: Your Storm Armor charges over 30 seconds. Casting Storm Armor at full charge releases a powerful thunderbolt, instantly killing a random enemy within 30 yards. Bosses and Elites are not killed but take significant damage.

Use Angelic Crucibles on an item that crosses over most (if not all) variants of a build, and is also an item that is relatively harder to perfect than other slots (since sanctifying an item maximizes its stats). In the case of this build, a good candidate for Sanctification is your weapon, Deathwish Deathwish, or a jewelry piece like Halo of Karini Halo of Karini.

You can read more on Angelic Crucibles and the sanctification process in our dedicated Angelic Crucible Mechanics guide.

5.

Adapting Gems

Most of your legendary gem selection from GR solo progression retains its value in a GR group trash killing setup. Legacy of Dreams Legacy of Dreams forms the basis of damage reduction and damage multiplication in non-set wearing setups, while Bane of the Trapped Bane of the Trapped brings excellent damage multiplication value to the build. Use Zei's Stone of Vengeance Zei's Stone of Vengeance as your final gem; this is a positioning-based damage multiplier that brings excellent value even at minimal distances (though you can certainly optimize it with careful movement).

Slot Gems
Jewelry
Helm
Torso and Pants
Weapon

For more information about gems, please refer to our guide on gems.

6.

Adapting Kanai's Cube

The Greater Rift staple The Grand Vizier The Grand Vizier moves from a worn item to a cubed power in the group TK setup, freeing up a slot for the Deathwish Deathwish buff. Nevertheless, it should still be present in the build for its ubiquitous damage multiplication and resource cost reduction bonuses.

The Act II bounty cache-specific legendary Illusory Boots Illusory Boots will add much needed maneuverability to a setup that drops Teleport Teleport from its active line-up. Note that these boots can be worn and you can cube Nilfur's Boast Nilfur's Boast instead, depending on your better-rolled item.

Your jewelry Cube slot will still be occupied by your worse rolled item between Halo of Karini Halo of Karini and Convention of Elements Convention of Elements. Stone of Jordan Stone of Jordan is a waste to cube, since you lose the elemental and elite damage bonuses of the item — they are innate rolls but are not part of the legendary power, and are thus not extracted in the Cube.

7.

Legendary Potion

The preferred potions for this build are Bottomless Potion of Kulle-Aid Bottomless Potion of Kulle-Aid (allowing you to break down Waller affixes that impede Frozen Orb Frozen Orb DPS), Bottomless Potion of the Unfettered Bottomless Potion of the Unfettered (giving you a brief window of CC immunity to counter your lack of CC-breaking or immunity skills), or Bottomless Potion of the Tower Bottomless Potion of the Tower (whose Armor-increasing properties complement the naturally high All Resistances stat of Wizards). Pick whichever you feel helps you out the most.

8.

Changelog

  • 31 Aug. 2022: Variation added, as well as Season 27 Angelic Crucible recommendations.
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