Damien

Wizard Manald Archon Build

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This thread is for comments about our Wizard Manald Archon Build.

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16 hours ago, Guest Varix said:

Is it good for group?

I would say this build is very heavily tailored towards Solo play, so I would avoid using it in groups.

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In the explanation you say to get the 4 piece Vyrs and the 6 piece Tal Rashas, yet if you had the BiS for each in the breakdown, you would end up with the opposite. Am I missing something?

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the passive skill power hungry can be replaced with Audacity cause lets face it what monster is going to just stand there and let you attack them from 30 yards away. also wouldnt passive lightning storm with blizzard be more viable since it does lightning damage that will also reset the passive paralysis to do more damage with the ring? also wouldnt pure power be better with archon cause lets face it this build is build around the ring and the passive skill paralysis.

Edited by NecroVoid

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On 1/10/2017 at 5:54 AM, Guest Case said:

In the explanation you say to get the 4 piece Vyrs and the 6 piece Tal Rashas, yet if you had the BiS for each in the breakdown, you would end up with the opposite. Am I missing something?

I'm not sure why that is the case. I would go for 6-Tal and 4-Vyr though.

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On 1/11/2017 at 2:59 AM, NecroVoid said:

the passive skill power hungry can be replaced with Audacity cause lets face it what monster is going to just stand there and let you attack them from 30 yards away. also wouldnt passive lightning storm with blizzard be more viable since it does lightning damage that will also reset the passive paralysis to do more damage with the ring? also wouldnt pure power be better with archon cause lets face it this build is build around the ring and the passive skill paralysis.

Essentially. no.

  • That is the reason you have black hole, to main distance when needed.
  • You don't want everything to be the same element of damage, you need to check the set bonuses as to why.
  • Again, check the set bonuses. Archon has all runes because of Vyr gear.

Hope this helps.

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As guest case said, if we pick the BiS, we end up with 6 vyr 4 tal, can it work that way ?
 

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1 minute ago, Guest confused said:

As guest case said, if we pick the BiS, we end up with 6 vyr 4 tal, can it work that way ?
 

See my comment above. Will get Deadset to fix it.

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The build mentions that the rune on Archon doesn't matter - however, after a bit of testing, it seems that while the combustion will go off without the rune selected, Tal Rasha's will not count it as fire damage unless you have the combustion rune selected. 

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1 hour ago, IllusiveBrian said:

The build mentions that the rune on Archon doesn't matter - however, after a bit of testing, it seems that while the combustion will go off without the rune selected, Tal Rasha's will not count it as fire damage unless you have the combustion rune selected. 

Do you by any chance have any other skill/item that is increasing your elemental damage with another element? I don't have the set so I can't test it atm, but will do in the next few days.

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6 minutes ago, Blainie said:

Do you by any chance have any other skill/item that is increasing your elemental damage with another element? I don't have the set so I can't test it atm, but will do in the next few days.

Nope, the only elemental modifier I have is lightning, and I tested by hitting archon near a mob and doing nothing else.  With the Combustion rune I got a stack, without I got bupkis.  After a bit more testing, the only part of Tal Rasha's that gets triggered when you go into archon with Combustion not selected is the fire meteor - the 4 and 6 set piece stack buffs both seem to not be triggered (the 4 set is harder to tell because it doesn't show an actual buff, but my toughness in archon is higher for the first 8 seconds with the combustion rune selected than without).

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20 hours ago, IllusiveBrian said:

Nope, the only elemental modifier I have is lightning, and I tested by hitting archon near a mob and doing nothing else.  With the Combustion rune I got a stack, without I got bupkis.  After a bit more testing, the only part of Tal Rasha's that gets triggered when you go into archon with Combustion not selected is the fire meteor - the 4 and 6 set piece stack buffs both seem to not be triggered (the 4 set is harder to tell because it doesn't show an actual buff, but my toughness in archon is higher for the first 8 seconds with the combustion rune selected than without).

That does seem odd. I'll get a note put in to Deadset about it and, for now, just stick with the Combustion rune then.

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how is arcane power managed with this build? I feel like my dps is being bottle-necked (in non-archon form) by the fact that arcane torrent, coupled with the insane amount of attack speed gained by archon stacks out of archon form (enabled by The Swami), drains my arcane power almost instantly.

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7 hours ago, Guest Landi said:

how is arcane power managed with this build? I feel like my dps is being bottle-necked (in non-archon form) by the fact that arcane torrent, coupled with the insane amount of attack speed gained by archon stacks out of archon form (enabled by The Swami), drains my arcane power almost instantly.

There isn't really anything with the goal of AP management, since the entire build focuses on your ability to either deal damage in Archon or get yourself to your next Archon ASAP. You should be spending most of your time kiting/surviving and only ATing in down time. If you are really struggling, swap to the OROTZ version for less Archon downtime.

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A couple things:

@IllusiveBrian: When you are in Archon form, what color is the beam and what kind of damage do you deal? Should be blue and dealing lightning damage. The build works well for me, having used 1 lighting, 1 cold and 1 arcane spell and then triggering Archon with Combustion Rune adds the 4th stack for the Tal Rasha Set bonus.

Edit: I might have misinterpreted what you said. It is mandatory to use Combustion Rune, if you have no other fire damage skill selected.

@Guest Landi: I ran into this problem too, but mostly think that overcasting Blizzard (using 2. Solo Progression Variant) caused my mana to empty too quickly, so I just changed Blizzard into Magic MissileMagic Missile Glacial SpikeGlacial Spike, can't really tell how it works yet though. Draining your mana with Arcane TorrentArcane Torrent Static DischargeStatic Discharge is intended for me though, since I use Obsidian Ring of the ZodiacObsidian Ring of the Zodiac.

@all: I can not understand why Bane of the TrappedBane of the Trapped is favored over Bane of the PowerfulBane of the Powerful. Can someone explain that to me? 

Also I suggest to use Aether WalkerAether Walker instrad of Orb of Infinite DepthOrb of Infinite Depth for the weapon slot of Kanai's Cube, since I quit running at all and am only porting around, being in Archon form around 95-99% of the time.

Edited by Moos

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@Moos I'll try to walk through the whole problem so it's clear to anyone reading:

The Vyr's set gives me all the runes for Archon, including Combustion.  I have only lightning elemental damage, so the main damage of my archon abilities is lightning, which all 6 set bonuses of Tal Rasha's correctly read.  Combustion is special in that it always deals fire damage regardless of the main damage of Archon, and on my screen it does show a red explosion, rather than blue, no matter which rune I choose on Archon.  However, assuming that I choose a rune other than Combustion, Tal Rasha's bonuses act as the following when I go into Archon and the combustion triggers:

2-p: A fire meteor is triggered

4-p: Resistances are not increased for the fire damage

6-p: A stack for fire damage is not added

 

Using the Combustion rune with no other changes fixes the issue and all 6 bonuses are correctly applied.

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I switched from the Archon Firebyrd to this build yesterday and all I can say is WOW.

It's so much better and mobile and I have zero down between Archon.

This is an amazing build !

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Hi,

Regarding Starfire weapon I dont see lightning damage increased in mine. I see like secondaries: maximum arcane power and chance to blind on hit.

Another question, is this build better for gps than firebird archon? Im using firebid archon build but Im thinking to change cuz Im having issues with archon cd, long cd.

 

Best regards.

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On 18/1/2017 at 4:19 PM, Guest Aildiin said:

I switched from the Archon Firebyrd to this build yesterday and all I can say is WOW.

It's so much better and mobile and I have zero down between Archon.

This is an amazing build !

Are u playing group gr with both builds?

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so ive found an awesome starfire 1500-1850 dmg range 6% AS 9% CDR now i dont know what to reroll, should i roll dmg% for int or try squeezing out to get 1550-1940 ? havent found anyone that could awnser my question maybe u can help me out would really appreciate it :)

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Damage is great, but survivability is really bad. I thought it was me being a bad player but I watched Korean dude's stream who cleared 104 with FB in S9 and he was dying all the time playing this build. Finally he managed to clear 100, with the help of shield and conduit pylons but still died 2 times I think. It's probably worth to augment Vitality and/or Dexterity on some of your ancients for more toughness because it's just too squishy.

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Using in-geom in this build can get you some massive archon stacks if you can chain enough elite packs and minimize your archon cooldown. 

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guys, i notice my archon beam is red in colour. am i doing anything?

how do i link my build here?

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14 hours ago, Guest shougkiy said:

guys, i notice my archon beam is red in colour. am i doing anything?

how do i link my build here?

Check all your items if u have somes fire/corld/arcane overall damage, u only need lightning as well...

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    • By Stan

      This week's Necromancer Beta build brings many tweaks to Necromancer abilities, passives, runes and Legendary item affixes.
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    • By Stan

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      New Feature: Challenge Rifts Explore new builds created by fellow players in a weekly static dungeon. You can access these through the main screen, similar to Adventure Mode and Campaign Mode. Note: New Challenge Rifts may be available more frequently during the beta. Classes
      New Class: Necromancer As a master of the dark arts, you wield the powers of life and death necessary to restore the Balance! Necromancers are powerful spell casters who lay waste to their enemies using curses and reanimation—along with an obedient cadre of pets. This new class employs a controlled gameplay style using the raw materials of life: blood and bone. Necromancer Skills Army of the Dead Base Rune Raise a massive skeletal army to pummel the targeted location dealing 3,000% 12,000% weapon damage in a 15 yard radius Frozen Army 3,600% 12,000% and they attack all enemies in a line Dead Storm Raise a storm of the dead that surround you damaging enemies for 2,000% 15,500% weapon damage over 5 seconds Unconventional Warfare Damage increased to 50,000% total weapon damage Catatonic Grasp Has been renamed to Blighted Grasp Has been redesigned Skeletal hands raise from the ground damaging enemies within 15 yards for 14,000% total weapon damage as Poison over 5 seconds Bone Armor Harvest of Anguish Now deals Cold damage instead of Physical Dislocation Now deals Poison damage instead of Physical Limited Immunity Now begins its cooldown once the immunity effect ends Command Skeletons The active ability for this skill now lasts until the target dies or you change the target of your command   Corpse Explosion Base Rune Target an area exploding all corpses within 11 yards dealing 150% 250% weapon damage to enemies within 20 yards Close Quarters Explodes corpses close to you, dealing 200% 325% weapon damage to enemies within 20 yards Corpse Lance Base Rune Target an enemy to summon projectiles from nearby corpses that cause 750% 900% weapon damage to the target Land of the Dead Base Rune All corpse skills can be used at will for 5 10 seconds Necromancer Passives Blood Is Power Has been redesigned After cumulatively losing 100% of your maximum Life, all ability cooldowns are reduced by 20%. This effect cannot reduce an ability’s cooldown more than once for each time that ability is used. Final Service When this passive successfully prevents death, the Necromancer is immune to incoming damage for 4 seconds This passive does not require active pets to prevent death and grant immunity Instead of immediately consuming all pets, this passive will grant 10% health per pet until the Necromancer is at 100% health Wizard Skills Mirror Image Simulacrum This rune has been renamed to "Hard Light" Bug Fixes Decay Golem Fixed an issue where Decay golem was not benefiting from the unlimited corpses granted by Land of the Dead Fixed a bug where the visuals for Army of the Dead: Unconventional Warfare were not being played Items
      General Scythes and Phylacteries are now sold by some of the vendors throughout the world Legendary Items Funeral Pick Siphon Blood drains blood from 2 additional targets Trag’oul’s Corroded Fang The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse Scythe of the Cycle Your Secondary skills deal 250-300% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 3 seconds Dreadgolem Spike Bone Spear now costs 40 Essence and deals 125-150% additional damage Bloodtide Blade Death Nova deals 125-150% increased damage for every enemy within 10 yards Reilena’s Shadowhook Bone Spikes generates an additional 2-4 Essence for each enemy hit Death’s Scythe Each different Poison skill you use increases the damage of your Poison skills by 75-100% for 15 seconds Spear of Jesseth Your Thorns is increased by 10-15% for every enemy afflicted by one of your curses Lost Time Your Cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4-5% for 5 seconds. Maximum 5 stacks. Bone Ringer The damage bonus of Command Skeletons is increased by 25-30% each second while active Leger’s Disdain Grim Scythe deals an additional 7-10% damage for each point of essence it restores Iron Rose Attacking with Siphon Blood while at full life has a 15-25% chance to cast a free Blood Nova The Johnstone Each corpse consumed in Land of the Dead increases your damage by 10% for 8-10 seconds after it ends Haunted Visions Simulacrum now drains 10-15% of your maximum life every second and lasts twice as long Wisdom of Kalan Increases the maximum number of Bone Armor stacks by 5 Bloodsong Mail While in Land of the Dead, Command Skeletons gains the effect of all runes and deals 100-125% increased damage Requiem Cereplate When Devour restores Essence or Life above your maximum, the excess is granted over 3 seconds Mask of Scarlet Death Revive consumes all corpses to raise a single minion that does an additional 125 – 150% damage per corpse Fate’s Vow After consuming 15-20 corpses you unleash a free Death Nova Moribund Gauntlets Your Golem has a 10-15% chance to shed a corpse when it is hit by an enemy Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 75-100% increased damage for 6 seconds, stacking up to 5 times Golemskin Breaches Your Golem’s damage is increased by 100-125% and you take 25% less damage while you are within 18 yards of it Defiler Cuisses Your Bone Spirit’s damage is increased by 75-100% for every second it is active Steuart’s Greaves You gain 40-50% increased movement speed for 2 seconds after using Blood Rush Bryner’s Journey Bone Spikes has a 10-15% chance to cast a Bone Nova at the target location Dayntee’s Binding Decrepify gains an additional 20-30% damage reduction for attacks against you Razeth’s Volition Skeletal Mage gains the effect of the Gift of Death rune Circle of Nailuj You now raise an additional Skeletal Mage with each cast and they last an additional 2-4 seconds Prayer of Briggs Uncursed enemies are pulled to the target location when a curse is applied to them Krysbin’s Sentence Bone Spikes, Bone Spear and Bone Spirit deal 125-150% increased damage against enemies that are stunned, frozen, charmed, feared or blinded Lornelle’s Sunstone Your damage reduction is increased by 0.75-0.95% for every 1% Life you are missing Corpsewhisper Pauldrons Corpse Lance damage is increased by 15-20% for 3 seconds each time you consume a corpse. Max 15 80 stacks Hellfire Amulet Necromancer passives have been added for this item Halcyon’s Ascent Added skills to this item for the Necromancer Class Sets Bones of Rathma (2) Set Bonus Your pets have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage (4) Set Bonus You gain 1% damage reduction for 5 seconds each time your pets deal damage. Max 50 stacks. (6) Set Bonus Each active Skeleton Mage increases the damage of your minions and Army of the Dead by 200% Trag’Oul’s Avatar (2) Set Bonus Blood Rush gains the effect of every rune (4) Set Bonus While at full life, your healing from skills is added to your maximum life for 45 seconds. Up to 100% more. (6) Set Bonus Spending 10% life grants you a stack of Blood Cascade up to 50 times. Each stack of Blood Cascade increases the damage of life-spending attacks by 200% and also increases the life you lose by 10%. Using a skill to heal will consume a stack and heal for an additional 300%. Healing from skills consumes one stack regardless of how many targets are hit Command Skeletons: Dark Mending and Land of the Dead: Land of Plenty no longer consume stacks or receive increased healing Grace of Inarius (2) Set Bonus Bone Armor’s damage is increased by 1000% (4) Set Bonus Bone Armor stacks are now refreshed. In addition, Bone Armor grants an additional 2% damage reduction per enemy hit (6) Set Bonus Bone Armor also activates a Bone Tornado damaging nearby enemies by 375% weapon damage per second as Physical. Enemies hit by the tornado take 850% additional damage from the Necromancer’s abilities and minions Pestilence Master’s Shroud (2) Set Bonus Each corpse you consume fires a Corpse Lance corpse fragment at a nearby enemy, dealing 800% weapon damage (4) Set Bonus Each enemy hit by Bone Spear reduces your damage taken by 2% up to a maximum of 50%. Lasts 15 seconds. (6) Set Bonus Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 1000% Jairoan Arms (2) Set Bonus Army of the Dead gains the effect of the Unconventional Warfare rune Bug Fixes Fixed an issue causing phylacteries to roll only the lowest possible damage value Fixed an issue which allowed non-Necromancer characters to equip Necromancer gear Adventure Mode
      New Zones: The Moors & The Temple of the Firstborn The fog-enshrouded Moors and the darkened Temple of the Firstborn can be explored in Adventure Mode through a new waypoint on the Act 2 map. General (Beta Only) Made changes to reduce the occurrence of dead ends when floors in Rifts and Greater Rifts use the Temple of the Firstborn map. Set Dungeons The user interface has been updated to better explain tier completion requirements. With this, the basic completion tier must be finished within the given time limit. The time limit to complete a Set Dungeon has been increased to 5 minutes Necromancer Set Dungeons have been added to Adventure Mode Set dungeon monsters are now tracked on the mini-map when the dungeon begins All Basic Tier monster kill requirements have been lowered Bounties Four new Waypoints have appeared in Act IV. Each one has bounties to complete. These Realms of Fate are the unintended consequences of the battle between the nephalem and Diablo in the High Heavens. Greater Rifts Players who die in solo Greater Rifts can now choose to immediately resurrect. When choosing this option, the time remaining on your death timer will be removed from the remaining Greater Rift time and your cooldowns will be advanced by the same amount. Bug Fixes Fixed an issue which sometimes prevented players from completing the “Clear the Forgotten Well” bounty PTR Only
      D'jank Miem Players can exchange Blood Shards with this vendor for bags containing gear The cost per bag has been set to 500 200. Players will now be able to purchase bags containing new Legendary items in addition to the previous bags containing Set items
    • By Vlad
      This thread is for comments about our Holy Paladin PvP guide for Legion.
    • By Damien
      This thread is for comments about our D.Va build guide.
    • By Starym

       
      Welcome Vesalius, the first new Rift Boss in a long time! While it seemed he was entirely unique at first, it later turned out, as most Rift Bosses, that he was based off an Adventure Mode boss (Vidian from the Sanctum of Blood, a new area). Both bosses are giant Enslaved Nightmares, new models coming with the Necromancer pack and showing up now on the beta, so we can hope there will be even more new additions once it goes live.

      Streamer Zhanji first ran into the boss and his Necromancer's first encounter with Vesalius didn't go that great, considering the Frozen Pulse, Wormhole and Glowy Balls. So, let's take a look:
      Source: Troupster.com.