Introduction: One of the most important decisions for any wizard build is your choice of a primary damage type. That said, Wizards benefit via passives and gear more than any other classes when it comes to using multiple elements, especially once you manage to get the full Tal Rasha set bonus. This guide is for an Arcane damage focused build that benefits as much as possible from using two or three other elements for additional damage. Pros: Very high damage, scaling with gear acquisition Excellent survivability Viable all the way through Torment 6 Cons: Gear Sensitive Build requires adjustments depending on situation Paragon Points: This build really hits its stride at 400+ paragon points; however, it will work if you are at lower paragon levels. Recommended Paragon point allotments with explanation for each: Core: 50 points in movement speed first. The reason for putting your first 50 core points into movement speed is that the primary stat position taken up by movement speed on gear is more valuable. 50 paragon points equates to 250 intelligence, while gear pieces can have 550-750 intellect, so movement speed on gear is sub-optimal. Since 1 strength = 1 armor, even armor is more useful on an item than movement speed, since you can always roll more than 250 armor on an item. As soon as you can get your gear rolled without movement speed and use the paragon points instead, do so. After movement speed, the rest of your points should go into Intelligence forever. Hardcore characters may prefer vitality until their gear is completely Best in Slot (BiS). Offense: Unless you have very low critical hit chance, start with Critical Damage first, then Critical hit Chance, then Cooldown Reduction (CDR suffers from very large diminishing returns). Defense: This choice comes down to your gear more than anything. Armor is the first stat that is factored into damage mitigation, so if your armor is low you may consider putting points into armor first; however, bear in mind that these paragon points give a percentage modifier, so the higher your base armor, the more impact the +12.5% armor modifier will have. This makes it a bit counter-intuitive. You should go with All Resist if your gear isn't great, and then Armor. Life % and Regen are last. Utility: Unless you have Life on Hit high enough to survive on your gear (or some other strategy for regenerating life), you will want to do Life on Hit first. Resource cost reduction should be prioritized after your LoH is sufficient. Skills: http://diablonut.incgamers.com/skil...uZV9FKzIwODQ3MisyOTgwMzgrMzQyMzI2KzIwODQ3MSsx Passives: Astral Presence - This passive gives you some more arcane power to work with, but more importantly moves your base arcane regeneration up from 8 to 10. Unwavering Will - You will need to learn to use the shift key to keep from moving on misclicks, but once you are good at stopping to clear elite packs, this is a fantastic passive for your toughness (20% to both armor and resistances), in addition to a 10% bonus to damage. This kicks in after standing still for 1.5 seconds. Elemental Exposure - This passive puts a debuff on every target you hit. You'll get 5% bonus to your damage against enemies for each element you hit them with. This is particularly useful once you have the necessary gear to put multiple elements into play, especially on higher difficulties and against bosses, where the stacking 15-20% damage will be huge. Glass Cannon - This is a straight 15% damage increase in exchange for a 10% decrease to your armor and resistances. Alternative Options: Blur - In higher difficulties you will likely want to swap Glass Cannon out for this passive. It's a straight damage reduction passive. Audacity - If you are comfortable always staying in 15-yard range to packs and bosses, you can use this instead of Glass cannon. Same damage increase without the penalty to your mitigation; however, 15 yards is a fairly small distance and as such you may need to practice some to use this effectively. Active Skills: Left Mouse: Black Hole + Spellsteal This is the best skill to use until you can get a good Mirrorball source that adds 2 magic missile projectiles. It allows you to suck enemies in, damaging them, and you'll gain a 3% damage bonus for each enemy affected. Alternatively, Event Horizon is a good rune to use against Elite packs as it negates their special abilities. Once you get your hands on a good Mirrorball (Ideal is one with good damage roll, Int, Vit, 10% Crit, and 4 Arcane Power on Crit. The special property is 1-2 extra projectiles for magic missile, so you want one with two), you will want to change your Left Mouse to Magic Missile + Glacial Spike. This actually does fairly high damage and with the extra projectiles from the Mirrorball you get that damage on a pretty wide area along with good crowd control. This will also provide the cold damage for your Elemental exposure. You will want to use this skill at least once every 5 seconds to keep the Elemental Exposure debuff going, or more if you need to let your Arcane Power regenerate. In my experience, the best way to get a Mirroball is to simply gamble until you get one. Right Mouse: Arcane Torrent + Cascade - Arcane Torrent is your main damage dealer. Because of this, you will be stacking arcane damage and arcane torrent damage on every slot where you can. This skill has the benefit of having a very high co-efficient for life on hit, so you will be able to take quite a beating as long as you can keep this skill going. Alternatively you can use the Disruption rune for a straight 15% boost to arcane damage on targets you hit with Arcane Torrent. 1: Arcon + Improved Archon - This is still the best cooldown for Wizards. Use this against particularly difficult packs and bosses. The left click attack hits much harder on single target and does much better life on hit return than the right click beam attack. 2: Familiar + Sparkflint - This skill accomplishes two things for the build. The Sparkflint will do 179% weapon damage as fire to your target, giving you your third element for the build. The rune also gives you a straight 10% boost to damage. Alternatively, if you find yourself needing extra Arcane Regen while you are gearing up, you can run Arcanot for 2 more regen. 3: Magic Weapon + Force Weapon - You get a 20% damage boost from this rune, along with a bit of knockback chance. Alternatively you can run conduit for some Arcane Regeneration or Deflection for a fairly consistent damage shield. 4: Energy Armor + Pinpoint Barrier - You'll gain a 35% boost to your armor no matter which rune you use with this skill. Pinpoint barrier gives you 5% extra crit chance. If your crit is high enough or if you need more tougnness, consider Prismatic Armor here. Gear Suggestions: Main Hand: Any one handed weapon with as much dps as possible and a socket will do. One great choice is the Mad Monarch's Scepter, which is found only in Act 1 bounty bags. If you farm act 1 bounties in normal you will eventually get a nice high damage roll on one of these. Alternatively, a Sever with a high damage roll, a socket, and a good extra damage to demons roll is also great. My personal weapon is 2440 DPS with +10% damage to demons. Off-Hand: There are plenty of good choices here; however, the best bet is a good Mirrorball. The good mirroball will give you everything you want out of the source (Crit chance, APOC, stats, good damage) along with the ability to add cold damage into your build for the extra bonus damage along with a much more damaging attack with the 2 extra projectiles. Rings: The first ring you will want is a Ring of Royal Grandeur. This is found only in Act 1 bounty bags, so you can farm for it and your Mad Monarch's Scepter at the same time. This ring allows you to have the four piece set bonus from both Tal Rasha's set and Vyr's set with only three pieces of each. For your second ring, there are many choices. The best for group play is a Stone of Jordan with bonus arcane damage. If you are playing alone, a Unity ring with a Unity also on your follower is a good strategy (although there is some question as to whether this is working as intended or not). Amulet: The best amulet for this build is a Moonlight Ward, since it can roll up to 25% bonus arcane damage. Another option is the Golden Gorget of Leoric, which also comes from the act 1 bounty bags. It can roll up to 20% bonus arcane damage. Ideally you will get Intelligence, 10% crit chance and a high Crit Damage roll on it as well. Boots: I highly recommend Illusory boots, which come from the Act 2 bounty bag, since their special property allows you to walk through mobs. This is exceptionally valuable if you get pushed into a corner with a lot of arcane damage or freezing pulse on you. You may end up with Vyr's boots here out of necessity, but if at all possible, keep this slot open for Illusory boots. Bracers: You will want some legendary bracers with +20% to arcane damage in this slot. The easiest pair to get will be Sanguinary Vambraces, which are from the act 1 bounty bag (A pattern emerges!). The Rest: The rest of your gear is going to end up being dependent upon which pieces of which sets you find. You definitely want to get three pieces of the Tal Rasha set which will trigger a meteor of the appropriate damage type to fall once every 8 seconds. Another good choice is to get three pieces of the Vyr set as well, which would give you all of the archon runes, allowing you to use archon more frequently. You may also consider Asheara's set bonus which will summon all three of your followers to your side for a lot of the time, even in group play. Final Gear Thoughts: It will take you a considerable amount of re-rolling to get the max rolls to arcane damage and arcane torrent (as appropriate) in each of your slots. You can still run this build without having perfect rolls or even without having the bonus damage in all of your slots. Right now, as you will see from my gear pictures below, I do not yet have a Moonlight Ward amulet and my amulet doesn't even have +20% arcane rolled on it. I got a +98% crit damage roll and stayed happy with that due to the cost of re-rolling amulets. Perfect rolls are only worth paying for if the item is Best in Slot and the rest of the stats all rolled very high or perfect. If you have an average rolled Tal Rasha's Helm, for example, then it's probably fine to get anything from 10-15% to arcane torrent on it, since you will eventually find a replacement with better stats. If you look at my current kit below, you'll see that I am far from completely optimized for this build, and it works great ... so don't be afraid to give this a try before your gear is all perfectly ready for it. Playing with the build Generally you will want to open with the glacial spike to freeze enemies in the spot where both the cold and fire meteors will be raining and then follow by primarily using Arcane Torrent (which moves with your mouse, so you can hold shift and move the mouse around to aim). Make sure to throw in the Magic Missile attack every few seconds to keep the cold damage debuff on as many targets as possible and to keep the cold meteors falling. With this build you will want to gather mobs up and take on large packs as often as possible. The larger the pack, the better. The meteors and Arcane Torrent damage both make very quick work of packs and elite groups. Save archon for difficult packs or Rift bosses. This Build scales exceptionally well as your gear improves, and currently I can do Torment 3 rift clears without even coming close to death, and I can even do Torment 6 bounties and rifts, but they're still fairly challenging, so my gear isn't quite there yet for T6. Farming Bounties: As a special note, I wanted to address the build and farming Bounties. If you don't like to make a lot of changes to your build when farming, simply swap in Teleport + Wormhole instead of Archon to give yourself the ability to move around faster and make your runs more efficient. You will probably need to farm up at least 100 bounty bags, if not more, to get the items suggested, so speed and efficiency will be your friend. Remember that the Horadric cachesc will have the same chance of spawning a legendary whether you earn them in Normal or in Torment 6, so do your bounty farming for items in normal, and ideally do it with a full party to make it faster. Conclusion This is a great build for using multiple elements and taking advantage of the various skills and passives that allow you to stack your damage and then rely upon the very powerful Arcane Torrent spell. Because of its great life on hit coefficient, you will be quite a lot more tanky than you think, so don't be afraid to get right up in with packs and let your build and gear do the work for you. If you have any questions or suggestions, please leave a note. I left out a lot of the gear slots due to there being way too many combinations of set pieces you might use to get the 4-piece bonus for two different sets, but make sure you get Tal Rasha's. The grind is definitely worth it since those meteors will be significantly pumped up in damage from the build and they hit a very large area for massive damage (mine currently hit for over 20mil damage), and they are just free damage on top of the rest of your build. Gear Images Credits Thanks especially to the following people for their help farming bounties and rifts for the gear and some of the theorycrafting that made this build possibe: Shuruka, Sigh, Prozack4811, Gorechunks, Aegisofer, Aizenn, dustyskittle, gige24 and memster.