DMO Twister Wizard Guide

S22 DMO Energy Twister Arcane Push


DMO Twister is one of the newest additions to the Wizard class with its recently buffed Energy Twister items Valtheks Rebuke, The Twisted Sword, and the entirely reworked Etched Sigil. The last time Energy Twister was a force to be reckoned with was in Seasons 5 and 6, where it dominated the leaderboards with zET Meta. However with Patch 2.4.3 not only did the Wizard see proc-coefficients nerfs on the skill itself, but Archon stack instances were also nerfed to be additive instead of multiplicative with each other. In addition to these nerfs Energy Twister no longer stacks in corners and instead despawns them. Only the Wicked Wind rune remains for Twisters to stand stationary.

After a couple absent years the Twister Wizard was reborn in Patch 2.6.10 with the aforementioned buffed/reworked items. Unfortunately it is primarily played with Legacy of Dreams (LoD) instead of its dedicated Delseres Magnum Opus (DMO) Set. This is mainly due to DMO's restriction of Slow Time, the inherent clunkiness that comes along with the skill and the underwhelming tankiness that is imposed by equipping all six set pieces. Therefore the LoD Twister Wizard does a better job at being the go-to Energy Twister setup, which is why we highly recommend checking out the dedicated LoD Twister Wizard Guide. However if DMO is the start set for the next Season, or you simply want to try DMO Twister, then this is your guide.

Keep in mind that the build at hand is an Area Damage (AD) build since self-casted Twisters can and will proc it. Any Twister cast by Etched Sigil is not capable of doing so, which is why the sequence of your casted skills is of the utmost importance. The guide at hand will go over everything you need to know to Twister successfully!

Very High DPS ✔
Extremely Flavourful ✔
Easy To Get Starter Gear ✔
Very Engaging Solo Playstyle ✔
Strong Fantasy and Fan Favorite Skill ✔
Scales Extremely Well In Insane Rifts

❌ Requires Fishing
Complicated Mechanics
❌ Not Very Beginner Friendly
Clunky Nephalem Rift Playstyle
❌ Very Sensitive To Skill Sequence

❌ Very Squishy In Comparison To LoD

Core Setup

Core Item Build

Here is a quick overview of the items selected for this build. Explicit Global Stat Priorities and Item Stat Priorities can also be found below.

  • The Twisted Sword is incorporated in all versions due to its massive separate multiplier of 8.5 and Energy Twister now gains the Raging Storm rune, which can be merged up to five times. Keep in mind that this does not restrict you to five Twisters, it just means that the multiplier is maxed out at five.
  • Valtheks Rebuke is purely included for its massive multiplier of 5.0. Its passive effect that Twisters now follow a straight path is unfortunately circumvented by the Raging Storm rune granted by The Twisted Sword. When Twisters merge, the main Twister can randomly change the path it follows.
  • Squirts Necklace is a default inclusion for Wizards in any build due to their shield strength. Protecting our health pool for a separate global 2.0 multiplier with continuously refreshing shields is a Wizard speciality.
  • Halo of Karini is one of the strongest damage mitigation items in the game. We must incorporate it to significantly beef up our shields to make sure nothing ever penetrates them to touch our health pool.
  • Ranslors Folly provides us with one of the strongest pixelpulls in the game, but does not work on elites. While in group play the pull unfortunately complicates the overall playstyle for the group by adding unwanted crowd-control resistance to the monsters, it allows for some great synergies in solo. The multiplier for Energy Twister itself would have already been a reason to default incorporate these bracers.
  • Lastly the Delseres Magnum Opus (DMO) Set grants 60% Damage Reduction to our character as well as a massive 126.0 multiplier to our Twisters.

Global Stat Priorities
DMO Twister is sensitive towards Breakpoints. The overall Attack Speed you have significantly impacts your overall damage output. Etched Sigil has an internal cooldown of 59 Frames, meaning it can be proc'd once every 60 Frames exactly when a tick from Arcane Torrent, Ray of Frost or Disintegrate occurs. If you were to play 11 FPA on the channeling ability of your choice, then Etched Sigil would spawn an Energy Twister every sixth tick (66 Frames) even though it would technically be possible to do so every 60 Frames. On the other hand, if you were to play 12 FPA on the channeling ability, you'd witness a Twister every fifth tick (60 Frames). This would be a 9% DPS increase. Any divisor of 60 is a Breakpoint you can theoretically play on your channeling ability to maximize your output from Etched Sigil (e.g. 2 FPA, 3 FPA, 4 FPA, 5 FPA, 6 FPA, 10 FPA, 12 FPA, 15 FPA, etc.). For the build at hand it's easiest to aim for 12 FPA on Arcane Torrent (for all runes except Arcane Mines), which is achieved by equipping a weapon with 1.4 Attacks per Second (Wand or Sword base) with 10% Attack Speed from Paragon Points. No more Attack Speed is needed.

You want Area Damage on every piece except the Amulet. Cooldown Reduction is not needed and Resource Cost Reduction is more useful on this end; especially for Nephalem Rifts. On both Rings, the Helmet as well as the Amulet Crowd Control Reduction (Secondary) is an incredibly valuable affix to roll. We are still susceptible towards certain Hard-CC effects and mitigating these will ease up our gameplay significantly.

Assembling the Build

1. Do the Challenge Rift for the materials to cube Legendary Powers. You can complete this once a week for additional resources and we always update the guide for you!

2. Gather the full Delsere's Magnum Opus set. Each piece can be gambled from Kadala for Bloodshards. Do not salvage any duplicate pieces you find! Instead convert them to another part of the set with Recipe 4 in Kanai's Cube. If you have extra materials you can use Recipe 3 to craft the remaining pieces, but this is expensive and not recommended for new players.

3. Gamble from Kadala in this order:

  1. The full Delsere's Magnum Opus set
  2. Ranslor's Folly
  3. Nemesis Bracers
  4. Goldwrap
  5. Etched Sigil
  6. Ashnagarr's Blood Bracer
  7. The Witching Hour

4. Craft using Recipe 3 in Kanai's Cube in this order:

  1. 1-Handed Swords to get The Twisted Sword
  2. Staves to get Valthek's Rebuke
  3. Wands to get Aether Walker
  4. Anything from the Gamble list in Step 3 that you haven't already acquired.

5. Do Bounties to acquire several important items for this build:

  • Act 1: Ring of Royal Grandeur
  • Act 2: Illusory Boots
  • Act 3: Avarice Band and Pride's Fall
  • Act 4: Can drop any bounty item from any act
  • Bounty Turn In: Recipe for Cosmic Strand

6. At this point you can comfortably farm Nephalem Rifts or low GRs where you can find all the remaining items you need for different variants of the build. Spend your mats improving your set pieces, getting ancient weapon etc.

Item Stat Priorities

The Twisted Sword
Aether Walker
Valtheks Rebuke (Cubed)
1. Damage Range1
2. Socket Ramaladnis Gift
3. Area Damage
4. Damage %
5. Intelligence
6. Resource Cost Reduction
1 Bonus if you get Cold Damage Range
Off HandEtched Sigil
Cosmic Strand (Crafted)
1. Critical Hit Chance
2. Energy Twister Damage
3. Area Damage
4. Arcane Power on Critical Hit
5. Intelligence
6. Resource Cost Reduction
HelmPrides Fall (Bounties A3)
Shrouded Mask
1. Energy Twister Damage
2. Critical Hit Chance
3. Intelligence
4. Vitality
5. Socket
GlovesFierce Gauntlets1. Critical Hit Chance
2. Critical Hit Damage
3. Area Damage
4. Intelligence
ShouldersMantle of Channeling
Dashing Pauldrons of Despair
1. Area Damage
2. Intelligence
3. Vitality
4. Armor
5. Resource Cost Reduction
Chest Harness of Truth1. Sockets Flawless Royal Topaz
2. Intelligence
3. Vitality
4. Elite Reduction
5. Armor
PantsLeg Guards of Mystery1. Sockets Flawless Royal Topaz
2. Intelligence
3. Vitality
4. Armor
BootsStriders of Destiny
Illusory Boots (Bounties A2)
1. Energy Twister Damage
2. Intelligence
3. Vitality
4. Armor
5. All Resistance
Ring 1Halo of Karini 1. Socket
2. Critical Hit Damage
3. Area Damage
4. Critical Hit Chance
5. Intelligence
Ring 2Convention of Elements
Avarice Band (Bounties A3)
Ring of Royal Grandeur (Bounties A1, Cubed)
1. Socket
2. Critical Hit Chance
3. Area Damage
4. Critical Hit Damage
5. Intelligence
BracersAshnagarr's Blood Bracer
Nemesis Bracers
Ranslors Folly
1. Arcane Damage
2. Critical Hit Chance
3. Intelligence
4. Vitality
5. Armor
AmuletSquirts Necklace
The Flavor of Time
1. Socket
2. Critical Hit Damage
3. Arcane Damage
4. Critical Hit Chance
5. Cooldown Reduction
6. Intelligence
The Witching Hour
1. Critical Hit Damage
2. Intelligence
3. Vitality
4. Life %
5. Armor


  • Bane of the Stricken helps us kill the boss. As long as you don't need more than 2 minutes on the boss you can equip Bane of the Powerful instead.
  • Bane of the Trapped (BotT) grants us a nice global, separate multiplier. We must, however, stand within 15 yards of our enemies to apply its effect if you choose to play the Arcane Variant with Wicked Wind, which is the same range we require for Audacity. On the Rift Guardian our Follower will continuously re-apply a slow for BotT. The Cold Variant has the advantage that Cold damage from Mistral Breeze will chill the target and slow it before any damage instance is calculated, meaning BotT will always be applied.
  • Esoteric Alteration is needed purely for survival. Unfortunately we have limited sources of Damage Reduction available to us.
  • For Nephalem Rifts Boon of the Hoarder is always included due to its amazing synergy with Avarice Band.
  • Lastly, Zei's Stone of Vengeance is a feasible choice, which contrary to its description grants its first stage benefit at 0 yards instead of 10 yards.


  • Magic Weapon Deflection grants you a Shield for 4% of your maximum Life everytime you cast an ability. The shields are protecting your hit points from taking actual damage preserving the damage buff of Squirts Necklace.
  • Arcane Torrent Flame Ward activates our channeling items Deathwish, Etched Sigil, and Mantle of Channeling while granting us a decent 25% Damage Reduction buff.
  • Slow Time Exhaustion is necessary to activate the set bonus and provides us with a nice defensive buff each time we use it.
  • Storm Armor is needed to proc the defensive capabilities of Halo of Karini. Shocking Aspect has the best overall uptime by giving you a second chance on a crit while Power of the Storm grants a nice flat Resource Cost Reduction of 3 Arcane Power to all abilities.
  • Energy Twister can either be played with the stationary Arcane Wicked Wind or the moving Cold Mistral Breeze rune. The Arcane version is significantly more consistent with its DPS (specifically on Rift Guardians) while the Cold version can reach far higher DPS ceilings with amazing Twister Movement RNG. For pushing the Arcane version is recommended, whereas the Cold version should be played for Nephalem Rifts due to the flat -10 Resource Cost Reduction.
  • Wave of Force Arcane Attunement constitutes an incredible separate multiplier for Wicked Wind with the density-creating capabilities of Ranslors Folly.


  • Elemental Exposure is a separate and global multiplier debuffing each target once for each element (Fire, Cold, Arcane, Lighting) for up to 5 seconds when you hit it with said target. The elemental type of the damage range on your equipped weapon will also be applied with each ability that you hit with.
  • Audacity provides us with a separate 1.3 multiplier if our target is within 15 yards.
  • Galvanizing Ward grants a massive shield leading to better Squirts Necklace uptime in conjunction with Ashnagarrs Blood Bracer.
  • Illusionist provides us with a significant Movement Speed buff after casting Slow Time. It also procs when you take 15% of your maximum Life as damage on your shields. It's common for DMO builds to utilize this passive, but if you feel like it has limited value for your playstyle feel free to take Unstable Anomaly instead.

Paragon Points

1. Movement Speed1. Attack Speed1. Armor1. Area Damage
2. Maximum Arcane Power2. Critical Hit Damage2. Life %2. Resource Cost Reduction
3. Intelligence3. Critical Hit Chance3. All Resistance3. Pickup Radius
4. Vitality4. Cooldown Reduction4. Life per Second4. Life per Hit


The Templar is recommended for this build due to his melee range and aggressive AI. When there's a monster in range he will always stand still and fight it, making him very predictable and easy to play around. For the Skills pick Heal, Intimidate, Onslaught and Inspire. All the alternatives, except Loyalty, include AoE hard-CC, which makes mobs harder to manipulate.

Follower's damage is completely irrelevant, so we stack Attack Speed for more on-hit procs, Cooldown Reduction for more Heals and Block Chance for more on-block procs. The Items are:

  • Enchanting Favor to make the Follower immortal
  • Oculus Ring for 85% multiplicative damage boost
  • Justice Lantern for additional Block Chance
  • Any Legendary amulet (not The Ess of Johan) with Attack Speed and Cooldown Reduction
  • Eun-jang-do to freeze the Rift Guardian
  • Freeze of Deflection for extra freeze chance on the Rift Guardian


The general playstyle for pushing Greater Rifts with DMO Twister is definitely more complicated than the average build due to some Energy Twister mechanics, but that's nothing a Wizard can't handle:

  1. Maintain your Buffs: When you enter the Greater Rift you want to cast Storm Armor and Magic Weapon; make sure that these buffs don't time out on you. Place a Slow Time right at the entrance to gain the Damage Reduction.
  2. Prepare a Pull: Your goal is to unleash one very large Twister (total of 5 instances) buffed via Wave of Force Arcane Attunement (WoF). To maximize your WoF stacks you should apply the following strategy:
    1. Body pull enemies. Do not use Energy Twister due the Ranslors Folly knockback.
    2. Cast Wave of Force Arcane Attunement such that you maximize the number of stacks you gain.
    3. The WoF buff does not time out and it only needs to be applied to the first Energy Twister (the parent) you cast. Be careful to not use Arcane Torrent at this stage as any Arcane Energy Twister casted by Etched Sigil will consume your WoF stacks.
  3. Damage Phase:
    1. One second into your Convention of Elements (CoE) Lightning cycle place a Slow Time on top of your pull.
    2. Immediately afterwards self cast an Energy Twister (the parent) right in the center of your pull within your Slow Time bubble. It must be a self cast since only a selfcasted parent Energy Twister is eligible to proc Area Damage.
    3. Start channeling Arcane Torrent on top of the parent Energy Twister, preferably beginning the channel one second before your CoE Arcane cycle and ending one second before CoE Cold begins.
  4. Scout and Pull: Scout for Pylons, pull monsters and start repeating from step 1 until the Rift Guardian spawns.
  5. Rift Guardian: Hold down Arcane Torrent on single target Rift Guardians. For Rift Guardians with minions you want to at least self cast the parent Energy Twister.

The playstyle is definitely something you have to get used to. It's fast paced, strategic and follows a specific rotation. Practice timing your skills with Convention of Elements in town as it is is crucial to your success. The biggest mistakes you should avoid are:

  • Don't rely purely on Energy Twister casted by Etched Sigil for anything except the Rift Guardian fight. Your first Twister (the parent) must be selfcasted.
  • Don't continuously DPS by simply holding down Arcane Torrent. This is a "rotation based" burst build requiring precise pixelpulling, managing Wave of Force and bursting trash with Area Damage in CoE Arcane cycle.


Rotate out Illusionist for Unstable Anomaly.


Nephalem Rifts
S22 DMO Twister T16 Cold

Delseres Magnum Opus (DMO) Energy Twister is unfortunately a very clunky Torment farming build that is not easy to gear into due to its significant dependency Resource Cost Reduction (RCR). Its clunkiness mainly arises from having to recast Slow Time every time you want to DPS. It's recommended to transition to Legacy of Dreams (LoD) Energy Twister at your earliest convenience since the LoD variants omit Slow Time entirely.

DMO Twister still requires the appropriate primary rolls and gear quality even for Nephalem Rifts. When geared this build is fast-paced and continuously moving thanks to Aether Walker with Cosmic Strand and Teleport, but ultimately still feels slow since you must cast Slow Time and Energy Twister.

As per usual we utilize Boon of the Hoarder with Goldwrap and Avarice Band to become invincible and instantly vacuum the juicy Progression Orbs from elites. Deathwish and Etched Sigil are entirely omitted in this setup since channeling Arcane Torrent, Ray of Frost or Disintegrate is way too slow for farming Nephalem Rifts; instead we are purely reliant on selfcasting Energy Twister ignoring the aforementioned multipliers.

When entering the Nephalem Rift immediately Slow Time to gain the 60% Damage Reduction and spam five Energy Twisters to gain your maximum multiplier from The Twisted Sword, otherwise you'll have trouble on the first enemies. Afterwards rely on holding down Teleport and casting one or two Twisters every couple of seconds. You want to teleport on top of elites and then self cast one or two Energy Twisters with a Slow Time. Targeting elites one screen away and then jumping on top of them is also a valuable strategy, but it diminishes the value of Audacity.

You can swap Familiar Arcanot with any other skill such as Diamond Skin Prism for additional Movement Speed, or Frost Nova Bone Chill for additional additive damage. If you have plenty of Resource Cost Reduction (RCR) rolls on your gear, you can swap Prides Fall for Shrouded Mask, which lets you incorporate Gloves of Worship (or any other DMO slot you want to substitute for that matter) or The Flavor of Time in your cube since you won't need Ring of Royal Grandeur anymore. DMO Twister is flexible and can incorporate items based on your own preferences.

GR Solo Push
S22 DMO Twister Solo Push Arcane

Delseres Magnum Opus (DMO) Energy Twister is one of the strongest Wizard builds out there for solo pushing Greater Rifts, however it is incredibly squishy in comparison to its Legacy of Dreams iteration, which is why we recommend the latter. Surviving will be your major concern at all times, meaning you'll have to invest a decent amount of keys for a Greater Rift where you won't engage many Vortex, Frozen, Knockback, Nightmarish elites at the same time.

Your biggest enemy will be Hard-CC effects since you have no way of mitigating these except for Crowd Control Reduction roll on your Amulet, Helmet and Rings. Once you are hit by a Hard-CC effect it is likely that you'll perish, hence you must always be aware of the elite affixes around you. For a step-by-step gameplay description on how you should sequence your skills, check out the "Gameplay" section above.

Only one thing consistently helps out with survivability: Teleport. Unfortunately incorporating it comes at a huge cost, since we can only drop Magic Weapon Deflection for it, which reduces our Squirts Necklace uptime so significantly that we should take a different amulet. The Flavor of Time is a reasonable substitution here. Without Deflection, Galvanizing Ward has limited viability to us, which is why we'll rotate it out for Blur. At this point we are not utilizing shields anymore, which is why we are replacing Ashnagarrs Blood Bracer with Ranslors Folly and putting Aquila Cuirass in Kanais Cube. Lastly, due to the incorporation of Teleport we free up Illusory Boots for Mantle of Channeling for some additional damage and Damage Reduction.


The Twisted Sword + Energy Twister

  • The first placed Energy Twister (the parent) snapshots Absolute Zero, Spellsteal, Arcane Attunement.
  • Any consecutive Twister, which merges into the parent, will adapt all multipliers from its parent.
  • It does not matter for any consecutive Twister, which merges into the parent, whether it's selfcasted or casted by Etched Sigil.
  • Each time the parent grows from a merge its duration is reset.
  • Each parent can be merged a maximum of 4 times.
  • Each time a Twister merges into a parent, the traveling direction of the parent can change even if Valtheks Rebuke is equipped.

Etched Sigil

  • Etched Sigil has an Internal Cooldown of 59 Frames.
  • An Energy Twister can only spawn when Arcane Torrent, Ray of Frost, Disintegrate tick and Etched Sigil is off cooldown.
  • You can spawn one Energy Twister every 60 Frames when your channeling abilities' Breakpoint is a divider of 60 (e.g. 2 FPA, 3 FPA, 4 FPA, 5 FPA, 6 FPA, 10 FPA, 12 FPA, 15 FPA, ....). On other Breakpoints your Etched Sigil will have a longer cooldown.
  • The first Energy Twister (the parent) must be selfcasted. That is due to the fact that only a selfcasted Energy Twister can proc Area Damage (see Area Damage Explained). It does not matter for any consecutive Twister that merges into the parent if it's selfcasted or not. A Twister cast by Etched Sigil can not proc Area Damage.
  • Any Arcane Energy Twister rune casted by Etched Sigil (when channeling) will consume Wave of Force Arcane Attunement stacks.

Wave of Force Arcane Attunement + Energy Twister

  • Is a separate multiplier for any Arcane ability.
  • Has a maximum cap of 125 targets which equals a 6.0 multiplier.
  • The character is buffed when the "Wave" stops traveling. Any Arcane ability cast while the Wave is still traveling will not consume Arcane Attunement. This means Black Hole Spellsteal can be cast immediately after Wave of Force Arcane Attunement without consuming the resulting WoF stacks. This needs some practice to pull off!
  • In combination with The Twisted Sword, only the first Arcane Energy Twister needs to be buffed by Wave of Force Arcane Attunement. The four additional merges will not remove the buff.

Wizard Shields

  • In order to keep up your shields to survive but also maintaining Squirt's Necklace damage multiplier, you need to learn to judge the incoming damage and how fast you can build those shields yourself, which can require some practice.
  • Shields have no direct UI indicator unless you mouse-over your health globe.
  • You can see that you have any shield up when you see a transparent blue bubble around your character (not the size of the shield, however).
  • Because Wizard Shields value scales with your total life, Vitality and Life % stats become substantially better for toughness scaling when using this mechanic in comparison to other builds.
  • Galvanizing Ward is the main shielding mechanic used for most Wizard builds, which combined with Ashnagarr's Blood Bracer adds up to 120% of your total life as a shield. This shield will reset to its maximum value every 5 seconds if this shield in particular doesn't take any hit in the meantime.
  • Spectral Blade Barrier Blades and Magic Weapon Deflection represent the secondary shielding mechanic of the Wizard and can be stacked as much as you like, but their shield value is set at 4% (up to 8% with Ashnagarr's Blood Bracer) of your total life and they only lasts for 3 seconds. The duration is counted for each stack individually.
  • While Barrier Blades or Deflection (or any other shield in that matter) protect the Galvanizing Ward shield, it is possible to reset the shield gained from the passive to full even while taking hits.
  • All of these mechanics make it so that when your shields start breaking or your Galvanizing Ward doesn't find enough time to reset sometimes, the whole setup will fall apart really quickly. Make sure you understand your limits and learn how you can survive in different situations.

Elemental Exposure

  • Each stack is a debuff for one of the following elements: Arcane, Cold, Fire or Lightning.
  • Each stack is unique and will refresh its own duration when re-applied.
  • Any ability with a proc-coefficient greater than zero will apply a stack of its respective element. This inherently means that only self-casted abilities will grant stacks.
  • The elemental range on the Weapon applies its respective stack with all abilities if the elemental range is of the type: Arcane, Cold, Fire or Lightning. This is why in Item Stat Priorities it's mentioned that you want a weapon with Cold Damage Range.
  • The damage from each stack is additive to each other adding up to a total of 20% extra damage. The multiplier is a separate multiplicative global multiplier.

Bane of the Trapped + Mistral Breeze

  • Cold Damage from this skill chills, and therefore slows the target before the damage instance is calculated. Therefore Bane of the Trapped is always up on targets hit by Mistral Breeze.

Ranslor’s Folly

  • Pulls normal monsters only and pixel-stack them ignoring their hitboxes. Ranslor's Folly tries to pull enemies within 30 yards every twice a second. This is extremely useful to benefit from Area Damage.
  • This will usually work best when cast on an empty spot somewhere between all of the monsters you would like to pull. Certain monsters does not stack very well when the spot you cast on is already occupied.
  • Due to the Crowd Control Resistance, you can't pull enemies together endlessly. Try to get everything in with a single cast.


  • The description of Deathwish is misleading as it implies its damage multiplier immediately drops off when the player stops to channel but it is delayed by 1 second, meaning the buff is lost 1 second after the player stops channeling.
  • When channeling Ray of Frost or Disintegrate, Deathwish damage multiplier is activated after 60 frames of channeling (1 second) and lasts for as long as you channel, delayed by 1 second.
  • When using Arcane Torrent, a single tap of the skill is enough to trigger a 1 second Deathwish damage multiplier buff 1 second after the tap. This allows for spell-weaving, which means moving or casting another skill between two Arcane Torrent taps to keep the Deathwish damage multiplier.
  • If you keep channeling with Arcane Torrent, Deathwish activates after 1 second and lasts for as long as you channel but with 60 frames less your Arcane Torrent FPA on top of this duration (because one tick is enough to trigger the activation).

Energy Twister on Console Version

  • Energy Twisters builds are a force to be reckon with for a very long time on Console versions of the game, despite the corner-stacking nerf of the skill on PC version introduced with patch 2.4.2 (Season 7).
  • The main reason is that channeling mechanics are very different on Console: it is possible to cast any skill while channeling without interruption.
  • In practice, this means one can fully maintain Deathwish, Etched Sigil and Mantle of Channeling damage multipliers while endlessly self-casting Energy Twisters without any inconvenience, effectively skyrocketing the damage output of the build.


  • Be careful of Etched Sigil stealing all your precious Area Damage.
  • You'll need to invest plenty of keys to get a non-hostile Greater Rift without many hard-CC elite affixes.
  • Credits to Rob, Northwar for extensive PTR 2.6.10 Mechanics testing.