LoD Star Pact Wizard Skills and Runes

Last updated on Nov 22, 2019 at 11:10 by Deadset 13 comments

On this page, we explain how to choose and use your skills when playing LoD Star Pact Wizard in Diablo 3. Updated for patch 2.6.7 and Season 19.

Active Skills
Left Mouse Button Electrocute Icon Electrocute Surge of Power Surge of Power Right Mouse Button Ray of Frost Icon Ray of Frost Cold Blood Cold Blood 1 Meteor Icon Meteor Star Pact Star Pact 2 Wave of Force Icon Wave of Force Arcane Attunement Arcane Attunement 3 Ice Armor Icon Ice Armor Crystallize Crystallize 4 Archon Icon Archon Pure Power Pure Power
Passive Skills
1.

Skill Rotation

In this build, Archon Archon will purely serve as a damage buff; none of your DPS will come during its uptime, but you will use its base 50 stacks (coming from the equipped Fazula's Improbable Chain Fazula's Improbable Chain) to gain the damage multiplier after the skill's 20-second duration is over (which is carried over, due to the worn The Swami The Swami). You will optimally activate Archon Archon near the end of your Fire Convention of Elements Convention of Elements rotation. If you are playing the group version of this build, this is where you follow up with a Black Hole Black Hole cast, ideally just after the start of the Lightning CoE rotation. Follow the rotation up with quick successive casts of Wave of Force Wave of Force, then a short channel of Electrocute Electrocute until 5 stacks of Arcane Dynamo Arcane Dynamo, then Meteor Meteor Star Pact Star Pact. The delay of the Meteor Meteor should be enough for you to start channeling Ray of Frost Ray of Frost, and thus gaining your channeling-reliant damage buffs. The Star Pact Star Pact impact should line up with the Arcane rotation of CoE, resulting in a massive burst of damage. You can then continue the LoN Star Pact rotation from Black Hole Black Hole onwards until your next Archon Archon reset.

Note that you can play an alternate (and stronger, albeit significantly more complex and hard to pull off without automation) version of this build, which slows down the Meteor casts but complicates the timing element between Star Pact Star Pact and Archon Archon. You can read up on sVr90's research on the topic here.

2.

Skills and Runes

Meteor Meteor is the focal point of the build, taken with its strongest burst rune — Star Pact Star Pact. Its Arcane Power-dependency for damage necessitates that you focus on extending your AP reserve through passives, gear and Paragon points (see this build's gear page for more information). The timing-sensitive self-casts of this skill (outlined in the Rotation section) are extremely important, since the free casts of Etched Sigil Etched Sigil do not proc Area Damage — it is your manual use that does.

Atypically for the skill, Archon Archon is strictly taken for its base damage multiplier, coming from the 50 stacks of the worn Fazula's Improbable Chain Fazula's Improbable Chain (resulting in a 400% damage bonus after Archon Archon expires). You will have a 20-second window duration of said buff, coming from the worn The Swami The Swami. Rune-wise, you will be taking Pure Power Pure Power simply for the reduction of the skill's massive cooldown.

A trio of active skills are strictly taken as pre-buffs prior to the Meteor Meteor Star Pact Star Pact landing. Black Hole Black Hole is fired off first, as the skill will group up enemies and further increase your damage for each monster affected from the rune Spellsteal Spellsteal. It will be followed up immediately by Wave of Force Wave of Force, since this will ensure you will hit the largest amount of enemies possible with the rune Arcane Attunement Arcane Attunement. As previously noted, this is where you cast Star Pact Star Pact, but the delay in its landing allows you to channel Ray of Frost Ray of Frost for all channeling-related buffs. Your Ray of Frost Ray of Frost rune will vary according to content — Cold Blood Cold Blood for soloing and Sleet Storm Sleet Storm for pushing. In simple terms, Ray of Frost Ray of Frost is taken due to its slower tick rate and its superior proc coefficient for Arcane Power on Crit purposes.

Electrocute Electrocute is an important part of the build, for multiple reasons. First, as a Signature spell, it brings a proc for the damage multiplier of Arcane Dynamo Arcane Dynamo. Second, it brings an Arcane Power restoration powerhouse to the build with the Surge of Power Surge of Power rune, which ties into Star Pact Star Pact's demand for an (ideally full) AP reserve prior to casting, as well as the resource requirements for Aquila Cuirass Aquila Cuirass.

As a final note for solo play, Black Hole Black Hole will be dropped in favor of Ice Armor Ice Armor Crystallize Crystallize for the necessary protection during solitary GR pushing. It will be paired with a Halo of Arlyse Halo of Arlyse in your gear to cement your defenses.

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

3.

Passives

Arcane Dynamo Arcane Dynamo fits into the goals of the build nicely, as Electrocute Electrocute Surge of Power Surge of Power is necessary for Arcane Power build-up for Star Pact Star Pact anyway, and the passive's five-stack mechanic will feed extra damage to your burst.

Audacity Audacity is a natural inclusion for the fighting style of a Meteor Wizard, and even more so in groups — you will be casting your burst rotation right in the thick of the fight, where you will get the most out of this damage multiplier.

Astral Presence Astral Presence fuels both your Arcane Power reserve — in turn resulting in a bigger Star Pact Star Pact burst — as well as your Arcane Power regeneration, lowering the downtime between shots (as well as the Aquila Cuirass Aquila Cuirass downtime).

Evocation Evocation is simply taken to reduce your Archon Archon downtime with its flat 20% cooldown reduction. If you opt for the version of this build without Archon Archon, simply exchange this passive for Elemental Exposure Elemental Exposure.

4.

Changelog

  • 22 Nov. 2019: Reviewed for Season 19.
  • 23 Aug. 2019: Skills were reviewed and approved for Season 18.
  • 17 May 2019: Guide was revised with additional recommendations for Season 17.
  • 10 Mar. 2019: Guide added.
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