LoD Meteor Wizard Guide

Introduction

LoD Meteor Shower T16

The Meteor Wizard has been dictating the META for a long time in the past, especially using the Star Pact along with many stacking damage multipliers for moments of gigantic burst damage. Some of the interactions have been nerfed to bring down that setup, however the overall build still remains intact, although in a much weakened state.

Especially for Nephalem Rifts using Meteor Shower can be a fun and decent alternative to other builds that looks and feels amazing. If you are after a strong Greater Rift build, you should consider checking out our Hydra, Twister or Frozen Orb guides!

Even though the Meteor Wizard is not exactly a top build for anything anymore, it remains capable of decent performance for farming Greater Rift keystone or to just play something different in Greater Rifts for a change. It also offers an interesting Reverse Archon playstyle around Star Pact that is something truly unique in the game and produces amazingly impactful explosions when you pull it off correctly.

It's also possible to play different versions using the Tal Rasha's Elements or Firebird's Finery sets. However, since there is no set directly buffing this skill with a large enough number, the best possible setups revolve around using the Legacy of Dreams Legendary Gem and stacking up a lot of other small but useful effects from different items.

Great visual Effects ✔
Useful in Nephalem Rifts ✔
Feels like an actual Wizard ✔
Fun and satisfying Impacts ✔

❌ Heavily nerfed in the Past
❌ Struggles on Single Target
❌ Vulnerable to Crowd Control
❌ Shields can't be tracked in UI


Core Setup

Core Item Build

Items

  • Legacy of Dreams provides a 9750% damage increase and 52% damage reduction with full ancient items. This gem effectively replaces a regular 6-piece set and allows you to stack many legendary item effects instead.
  • The Grand Vizier is one of the core damage increasing items, providing a 400% damage increase while cutting the cost of Meteor in half.
  • Nilfur’s Boast gives another huge 600% damage increase and even up to 900% when you hit only 3 targets or less.
  • Squirt’s Necklace is an almost indispensable item for every Wizard build due to the extraordinary shielding available to the class, effectively doubling your damage as long as you don’t take damage. This will generally be combined with Ashnagarr’s Blood Bracer, the Galvanizing Ward and Magic Weapon Deflection to make sure that even during damage spikes you remain shielded.
  • Halo of Karini is the core Wizard defensive item and combined with Storm Armor to trigger the effect gives you a x5 toughness boost.
  • Cindercoat is a great addition to any Fire-based build and can be paired with other such items like Magefist and Swamp Land Waders (which rolls Fire damage) for some small extra benefits.
  • Aether Walker gives us great mobility by letting us spam Teleport almost as much as we want.
  • Orb of Infinite Depth adds another massive 80% damage reduction and 40% damage increase when Explosive Blast Chain Reaction is cast.

During Season 22, you will be able to use one additional Kanai's Cube power of your choosing. This can be any one item in the Weapon, Armor or Jewelry slot. As with any Wizard build, by far the best option here is Deathwish, which can be used with a stutter-stepping playstyle where you tap a channeling skill (Arcane Torrent) for the shortest possible time, cast another spell quickly (Meteor Shower) right after and repeat. You will gain the damage buff for a short moment during the impacts. If you do not enjoy that playstyle very much, the next best options are The Furnace or Echoing Fury.

The overall buff to the build from the season theme is around 5-7 Greater Rift Tiers using Deathwish. With any of the other options, it will be between 1-3 Tiers.

Global Stat Priorities
Stack the typical damage stats such as Critical Hit Chance, Critical Hit Damage and Fire Damage on every piece possible. Next you want to add Meteor damage rolls to your Helm, Boots and Offhand slots. Other item rolls can go to Area Damage (for Greater Rifts) or extra Resource Cost Reduction (especially in Nephalem Rifts), Attack Speed, Damage Range (Rings) and Defense whenever you can fit it in. One roll with Arcane Power on Crit on Offhand can be useful especially for farming but is not required.

You won’t need any recovery stats such as Life Regeneration or Life per Hit, as you strive to be permanently at full HP by being protected behind your shields. Instead, you can stack Vitality as much as you feel is necessary to ensure consistent survival and Squirt’s Necklace uptime. Your toughness (and “recovery” through shields) scales linearly with your Vitality, so compared to most other classes it’s very effective to build a large life pool on a Wizard.

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. This is a Legacy of Dreams build whose success is heavily dependent on this gem's rank. The first order of business is to equip a Legendary or Set item in every slot to take advantage of its power. Make sure to not have any Set Bonuses equipped or the gem will be nullified and you will deal no damage! Farm speed Greater Rifts (in under 5 minute clears) to find the items and get this gem as high as possible. Above Rank 25 ancient pieces of gear will give you even greater power.

3. Gamble from Kadala in this order:

  1. Nilfur's Boast
  2. Goldwrap and The Shame of Delsere
  3. Orb of Infinite Depth
  4. Cindercoat
  5. Nemesis Bracers, Warzechian Armguards and Ashnagarr's Blood Bracer
  6. Stone of Jordan, Halo of Karini and Convention of Elements
  7. Mantle of Channeling
  8. Magefist and Stone Gauntlets
  9. Ice Climbers
  10. Andariel's Visage and Leoric's Crown

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

  1. Staves to get The Grand Vizier
  2. Wands to get Aether Walker and Fragment of Destiny
  3. Swords to get Deathwish
  4. Amulets to get Squirt's Necklace
  5. Maces to get Echoing Fury
  6. Two-Handed Maces to get The Furnace
  7. Create a level 1 Witch Doctor and upgrade Pants for Swamp Land Waders
  8. 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 2: Illusory Boots and Gloves of Worship
  • Act 3: Avarice Band and Pride's Fall
  • Act 4: Can drop any bounty item from any act

Item Stat Priorities

SLOTITEMSTAT PRIORITY
Main-HandAether Walker
Fragment of Destiny
Deathwish
The Grand Vizier (Cubed)
Echoing Fury (Cubed)
The Furnace (Cubed)
1. Damage Range (pref. Cold)*
2. Damage %
3. Attack Speed
4. Intelligence
5. Resource Cost Reduction
6. Area Damage
* Benefits Elemental Exposure.
Off HandOrb of Infinite Depth1. Damage Range
2. Critical Hit Chance
3. Meteor Damage
4. Resource Cost Reduction
5. Arcane Power on Crit
HelmPride's Fall (Bounties A3)
Leoric's Crown
Andariel's Visage
The Swami
1. Meteor Damage
2. Intelligence
3. Critical Hit Chance
4. Socket Flawless Royal Topaz
5. Vitality
GlovesMagefist
Stone Gauntlets
Gloves of Worship (Bounties A2)
St. Archew's Gage
1. Critical Hit Chance
2. Critical Hit Damage
3. Resource Cost Reduction
4. Intelligence
5. Attack Speed
ShouldersMantle of Channeling
Any Legendary or Set Shoulder piece
1. Resource Cost Reduction
2. Intelligence
3. Vitality
4. Area Damage
5. Life %
6. Armor
Chest Cindercoat
Aquila Cuirass
Shi Mizu's Haori
1. Sockets Flawless Royal Amethyst
2. Intelligence
3. Vitality
4. Armor
5. Elite Damage Reduction
PantsSwamp Land Waders1. Fire Damage
2. Intelligence
3. Vitality
4. Sockets Flawless Royal Amethyst
5. Armor
BootsNilfur's Boast
Illusory Boots (Cubed, Bounties A2)
Ice Climbers (Cubed)
1. Meteor Damage
2. Intelligence
3. Vitality
4. Armor
5. All Resistance
Ring 1Halo of Karini1. Socket
2. Critical Hit Damage
3. Critical Hit Chance
4. Damage Range
5. Attack Speed
Ring 2Convention of Elements
Avarice Band (Bounties A3)
Unity
Stone of Jordan
1. Socket
2. Critical Hit Damage
3. Fire Damage (SoJ)
4. Elite Damage (Unity, SoJ)
5. Critical Hit Chance
6. Damage Range
BracersNemesis Bracers
Ashnagarr’s Blood Bracer
Warzechian Armguards
1. Fire Damage
2. Critical Hit Chance
3. Intelligence
4. Vitality
AmuletSquirt’s Necklace1. Socket
2. Critical Hit Damage
3. Fire Damage
4. Critical Hit Chance
5. Intelligence
BeltGoldwrap
The Shame of Delsere
Fazula's Improbable Chain
1. Intelligence
2. Vitality
3. Life %
4. Armor
5. All Resistance

Gems

  • Legacy of Dreams is the core gem and replacing a full 6-piece set, giving us up to 9750% damage increase and 52% damage reduction with full ancient gear.
  • Zei’s Stone of Vengeance is a strong damage option for ranged builds, giving up to 80% multiplicative damage increase.
  • The third slot will be taken up by different gems depending on your needs and activities. Boon of the Hoarder is strong in Nephalem Rifts, Bane of the Stricken is necessary for solo pushing in higher Greater Rifts. Bane of the Powerful can be used as a replacement for Zei's. Gogok of Swiftness is a good all-round option and necessary in Reverse Archon builds (the Star Pact solo pushing variant).

Skills

  • Meteor Meteor Shower is our main damage dealer.
  • Explosive Blast Chain Reaction activates the effects of Orb of Infinite Depth.
  • Teleport Wormhole or Safe Passage is used for mobility.
  • Storm Armor is the activator for Halo of Karini. Without this buff you will be squashed like a fly, so make sure to keep it up. Typically you want to use the Shocking Aspect rune for pushing and Scramble or Power of the Storm for farming.
  • Magic Weapon Deflection provides a small damage increase and valuable shields for survival and Squirt's Necklace uptime.
  • The last skill slot can be filled with a variety of utility or buff skills, depending on your activities. Familiar Arcanot is great for extra resources in Nephalem Rifts. Black Hole Spellsteal can give you a big damage boost and group up monsters. Spectral Blade Barrier Blades gives you a strong shield and resource generation in pushing (or can also replace Magic Weapon Deflection for that purpose to allow including one of the other skills).

Passives

  • Galvanizing Ward is a must-have for any Wizard build and synergizes with Squirt’s Necklace and Ashnagarr’s Blood Bracer.
  • Power Hungry boosts our damage by 30% multiplicatively, one of the best DPS passives in the game. Alternatively, Audacity achieves the same for close-range combat and can be used instead, especially when pushing.
  • The other passives are situational depending on activity. For most purposes Blur and Elemental Exposure are recommended. For farming, Illusionist and Dominance are good utility or defensive choices. Glass Cannon could be used when combined with Goldwrap. Unstable Anomaly will allow you to survive death when you get trapped. Conflagration is a rather weak damage increase you can fit in for flavor and being greedy for a small boost to your DPS.

Paragon Points

CoreOffensiveDefensiveUtility
1. Movement Speed1. Critical Hit Damage1. Armor1. Area Damage
2. Max Arcane Power¹2. Critical Hit Chance2. Life %2. Resource Cost Reduction
3. Vitality up to 800.000 Life3. Cooldown Reduction3. All Resistance3. Life per Hit
4. Intelligence4. Attack Speed4. Life Regeneration4. Pickup Radius

¹ Assign this only when playing the Star Pact variant.

Follower

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, Loyalty, Onslaught and Inspire. All the alternatives, except Intimidate, 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 and Cooldown Reduction for more Heals. The Items are:

  • Enchanting Favor to make follower immortal
  • Oculus Ring for 85% multiplicative damage boost
  • Unity for 50% damage reduction
  • The Ess of Johan to pull mobs together
  • Thunderfury, Blessed Blade of the Windseeker for the Attack Speed slow
  • Any Shield with Cooldown Reduction

Gameplay

  • At the start of a run, buff yourself with Storm Armor to enable the 80% damage reduction from Halo of Karini. Make sure you keep this buff up at all times. In most situations it will not require much attention, but be careful when there are only very few or one enemy as you need to hit something that is at least 15 yards away from you. When fighting single target Rift Guardians especially, make sure to walk away a few steps regularly. The damage reduction can be tracked on your buff bar. Don’t forget to re-apply this skill after 10 minutes when pushing.
  • Use other buffs such as Magic Weapon or Familiar if you have them and keep them up at all times.
  • Use Teleport to rapidly move around the battlefield, dodge explosions, move forward or jump into Oculus Ring circles.
  • Spam Explosive Blast on whenever it's ready to keep up the effects of Orb of Infinite Depth. Make sure to move close to enemies sometimes to refresh the buff.
  • Spam Meteor Meteor Shower to destroy your enemies. Try to aim in the middle of large packs to ensure maximum AoE coverage.
  • Make sure you don't take too much damage at once and rebuild your shields using Magic Weapon Deflection, Spectral Blade Barrier Blades and Galvanizing Ward to stay healthy and keep up Squirt's Necklace.
  • In pushing, try to make large pulls and focus on dealing Area Damage as much as possible. Play around your Convention of Elements Fire cycle and use Black Hole Spellsteal to group enemies and buff yourself before.

Hardcore

By default, Wizards are not really great for Hardcore as they don't have access to a reliable cheat death mechanic like most other classes. Regardless, the build is overall relatively mobile and very tanky, so you should not have much trouble once your setup is complete. You should use Unstable Anomaly at all times, but don’t rely on it as it does not make you invincible, only protects you with a certain amount of shield based on your life pool! If you forget your buffs or the damage reduction of Halo of Karini drops, you are almost guaranteed dead. Make sure to pay special attention to your defensive buffs and you will be fine.


Variants

Nephalem Rifts
Meteor Shower T16

Concept
In T16 we don’t need a lot of damage, so we can use a lot more mobility instead. Once you have all the pieces together, the damage is good enough to comfortably oneshot most trash and even small elites. It’s useful to stack up Resource Cost Reduction to be able to spam your skills as much as possible. We usually won’t need Convention of Elements and Unity here, so Stone of Jordan and Avarice Band combined with Boon of the Hoarder will help you out a lot.

Gameplay
Very straightforward: Be fast, use your Teleport to move around quickly and throw Meteor Meteor Shower everywhere. Make sure to keep up all your buffs while doing so.

Setups
Once you feel tanky enough, you could drop Goldwrap for Krelm's Buff Belt to increase your speed even further. If you find yourself running out of resources all the time, consider dropping Familiar for a Signature Spell and combine it with The Shame of Delsere. Gloves of Worship are great for long farming sessions, too.

GR Solo Speeds
Meteor Shower Speed GRs

Concept
In Speed Greater Rifts we try to combine a mix of damage, toughness and utility. Ultimately, the build plays similar to solo pushing, but is a bit more fast-paced. Bane of the Stricken should not be necessary at all, so we can take Bane of the Powerful and Bane of the Trapped for extra damage.

Gameplay
Similar to Nephalem Rifts, try to be fast and throw Meteor Shower everywhere. Use your Black Hole to group up enemies and buff yourself. Make sure to activate all your buffs at the start of a run and keep up the Orb of Infinite Depth effect, which might drop when there are too few enemies around. Cast Spectral Blade regularly to build up shields and Arcane Power.

Setups
If you don't want to play around Convention of Elements at all for farming, you could replace that ring with Stone of Jordan for more consistent damage output that is almost comparable in power. Elemental Exposure could be replaced by Blur to slot some extra survivability. Instead of Magefist, you could wear St. Archew's Gage for additional shields when you engage elite enemies.

Meteor Shower Push
Meteor Shower Solo Push

Concept
We stack up as much damage as possible while getting just enough toughness to keep up our shields at all times. Squirt’s Necklace is a considerable damage boost you don’t want to lose when pushing.

Gameplay
Similar to Speed Greater Rifts, try to be fast and throw Meteor Shower everywhere. Use your Arcane Torrent right before a nuke to enable the damage bonus given by Deathwish. Make sure to activate all your buffs at the start of a run and again after less than 10 minutes (especially Storm Armor and Magic Weapon) and keep up the Orb of Infinite Depth effect, which might drop when there are too few enemies around. Cast Spectral Blade regularly to build up shields and Arcane Power.

Setups
If you feel tanky enough and have many paragons to spend on Vitality, you can consider playing this build as a 100% Crit version using Shi Mizu's Haori in place of Cindercoat and rolling off all the Critical Hit Chance from your items for more useful stats such as Vitality or Area Damage. This will squeeze out some more damage and give you more consistent hits, but you will have to stay at low life at all times (remove any source of Life per Hit and Life Regen including Paragon points).

Another option for additional damage at the cost of Toughness is adding Magefist instead of Stone Gauntlets while freeing up the armor Kanai's Cube slot. To fill it, you could get Illusory Boots or take Ancient Parthan Defenders together with the Calamity rune on Teleport. To add even more damage, it's also possible to wear Andariel's Visage for more Attack Speed and Fire Damage.

Star Pact Push
Star Pact Solo Push

Concept
We stack up as much damage as possible while getting just enough toughness to keep up our shields at all times. Squirt’s Necklace is a considerable damage boost you don’t want to lose when pushing. Instead of spamming Meteor mindlessly all the time, we use the Star Pact rune to its maximum potential by filling our resources before the cast. Instead of Fire, this setup will use Arcane damage. Since this is a very slow-paced variant, Aether Walker is dropped in favor of Fragment of Destiny to increase our Attack Speed for more shield and Bane of the Stricken stacks.

Gameplay
Make sure to always fill your resources using Spectral Blade before your nukes to increase damage done. Other than that, use your Black Hole to group up enemies and boost your damage. Make sure to activate all your buffs at the start of a run and again after less than 10 minutes (especially Storm Armor and Magic Weapon) and keep up the Orb of Infinite Depth effect, which might drop when there are too few enemies around. Cast Spectral Blade regularly to build up shields and Arcane Power.

Setups
If you feel tanky enough and have many paragons to spend on Vitality, you can consider playing this build as a 100% Crit version using Shi Mizu's Haori in place of Aquila Cuirass and rolling off all the Critical Hit Chance from your items for more useful stats such as Vitality or Area Damage. This will squeeze out some more damage and give you more consistent hits, but you will have to stay at low life at all times (remove any source of Life per Hit and Life Regen including Paragon points).

If you feel the need for more toughness, you can equip Leoric's Crown with a Flawless Royal Amethyst for a bigger life pool.

Reverse Archon Push
Reverse Archon Star Pact Push

Concept
This setup is potentially the strongest Meteor build you can play, stacking all the available damage multipliers and using the Star Pact to throw one big hit once every 32 seconds (every two cycles of Convention of Elements). It's very slow-paced and requires good timing. In the past, this build was the strongest in the game until the nerfs to Deathwish and Etched Sigil, which dropped the build's potential maximum by around 15 Greater Rift Tiers. Theoretically this version is still playable and easier to execute than before, however it's not near the top end of all builds anymore. Since this is a very slow-paced variant, Aether Walker is dropped in favor of Fragment of Destiny to increase our Attack Speed for more shield and Bane of the Stricken stacks.

Gameplay
Keep up all your buffs, stack up Gogok of Swiftness and enter Archon during your Arcane CoE cycle. Use your time while transformed to gather enemies and make a pull around you. When out of Archon, spam Explosive Blast and Spectral Blade to survive and stack shields. Shortly before your Archon cooldown comes back, use Wave of Force exactly once, then throw your big Meteor Star Pact. While it's coming down from the skies, enter your Archon form again to gain the damage buffs and stacks from the kills of your impact. Make sure to never drop your Gogok stacks before entering Archon or you will desync your cycles and have to restart them from zero stacks!

Setups
If you feel tanky enough and have many paragons to spend on Vitality, you can consider playing this build as a 100% Crit version using Shi Mizu's Haori (check the D3planner setup by clicking above). This will squeeze out some more damage and give you more consistent impacts, but you will have to stay at low life at all times (remove any source of Life per Hit and Life Regen including Paragon points).

For additional reading and mechanical explanations on the old Star Pact "Bazooka" Meteor Wizard, check out the in-depth post made by sVr from back in the day! It's not perfectly up to date anymore due to some mechanical changes to Channeling items, but it will give you a great overview and some history behind the build.


Video Guide

Updated Video Guide for Season 22 coming soon!


Mechanics

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.

Halo of Karini

  • This item provides you a 5 second buff (seen on your buff bar) when you electrocute an enemy at least 15 yards away (around 1/4 to 1/3 of a screen).
  • This will not activate when you stay in melee range all the time, making you an easy target to kill. Keep in mind the range requirement!
  • The Shocking Aspect is generally used for high Greater Rifts to guarantee consistent uptime of this buff. When staying too close to enemies - even with a large pull around you - it can happen that a streak of consecutive hits will not activate Halo of Karini and choosing the rune prevents this from happening.

The Shame of Delsere

  • The Attack Speed bonus of this item is multiplicative with other bonuses.
  • This can be used to stack Bane of the Stricken quite fast on longer boss fights. Try to use it a lot especially at the start of a long boss fight!

Archon

  • The 30% damage increase is a global separate damage multiplier.
  • The stacks add a separate 6% multiplicative damage increase, adding together as one separate damage multiplier. The baseline of a perfect Fazula's Improbable Chain is 300% damage bonus before adding any stacks from The Swami or kills.
  • Leftover stacks from The Swami are added on top as one separate damage multiplier. The numerical distribution of stacks between old and new is irrelevant for the total bonus gained, what counts is the combined number of stacks.

Black Hole Spellsteal

  • The damage increase of this skill is additive (same category as Meteor damage rolls on your items, the Magic Weapon buff or the Glass Cannon passives.

Wave of Force Arcane Attunement

  • The damage increase of this skill is multiplicative, adding 4% damage per nearby enemy to your Star pact.
  • You need at least 4 enemies around you to make casting this worth it.
  • The cap for this effect is 125 targets.

Meteor Star Pact

  • The base damage of 740% weapon damage can be increased to up to a total of 4080% with a perfect 167 maximum Arcane Power and a Channeling Pylon. Realistically that value will be around 3600-3650% (or less if you don't wear a Wand) because you have to cast Wave of Force Arcane Attunement right before your nuke as long as there is enough density around you.
  • Resource Cost Reduction only applies to the base cost of the skill, meaning that a 8% RCR roll (e.g. on your shoulders) will add ~3 more Arcane Power to be consumed for a Star Pact cast. This adds ~60% weapon damage or ~1.5% overall damage done to the impact.

Elemental Exposure

  • This passive can gain an additional stack from your weapon’s element. This is one of the two main exceptions in the game to the rule of “element on weapon doesn’t matter for your damage”.
  • Since the build already deals Fire damage (Meteor Meteor Shower and Explosive Blast Chain Reaction) and Arcane damage (Spectral Blade Barrier Blades) by default and sometimes applies Lightning damage (Storm Armor) to enemies, having a Cold damage roll on your weapon is the most optimal choice (before Lightning, then Arcane, then any other). This mostly applies to the Greater Rift versions of the build.
  • The damage bonus of this passive is multiplicative (5% per different element, added together).

Deathwish

  • 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).
  • Deathwish buff is not removed when entering Archon but the player cannot gain the buff while in Archon form. This means if you perform a tap of Arcane Torrent, you need to wait a split second for Deathwish to activate before using Archon, in order to benefit from a devastating split second of damage.
  • Casting Meteor with any rune instantly removes the Deathwish buff!

In-Depth Reverse Archon Star Pact “Bazooka” Build Overview

If you ever played between Season 16 and Season 19, you might have heard of the Reverse Archon Star Pact "Bazooka" Wizard. This overview will explain you everything there is to know about this infamous build!
Since Season 12, Firebird's Finery Meteor Star Pact's reign on the leaderboards was absolute, (ab)using damage multipliers stacking, especially the combination of Deathwish, Legacy Etched Sigil and Mantle of Channeling. But with Season 16, allowing players to build around the newly (and massively) buffed Legacy of Nightmares Rings, the LoN32 "Bazooka" Wizard quickly emerged with this post from sVr and Rob, presenting the build to the community.

S16 LoN32 "Bazooka" Wizard


The "Bazooka" Wizard is a self-cast Star Pact build that relies on stacking as many damage multipliers as possible and funnel them into one single devastating hit of Star Pact. The build specificity is to incorporate Archon in combination with The Swami + Fazula's Improbable Chain to benefit from the huge 4.0 multiplier given by the 50 Archon stacks. It goes even further by using a CDR-hardcap setup (68.24%), which allows for a 32 seconds rotation (every other Convention of Elements Arcane cycle, coming with Archon overlap benefits), clicking Archon while channeling, right when the Star Pact is about to hit the ground. This means you get benefits from the 30% Archon damage multiplier and 50 new stacks coming from Fazula's Improbable Chain added to The Swami stacks from the previous rotation.


Because you are in Archon form when the Star Pact hits, you gain stacks for every monster killed, said stacks which are going to be transfered onto the next rotation thanks to The Swami. The Archon overlap stacks indeed creates a snowball effect which makes every next rotation stronger, assuming you keep killing monsters every 32 seconds cycle. Although, do not forget you are very squishy and rely a lot on Ancient Parthan Defenders to survive, on top of having to perform a quite complicated rotation that could fail at any time, whether it is a mechanical mistake on your end, or simply the game server being unstable!


"This is not a Bazooka, this is a Water Pistol!"

Every Bazooka Wizard Player or Teammate Ever

Funneling all your damage into one devastating Star Pact every 32 seconds means Area Damage is by a long shot your best offensive stat. This is why not long after the official presentation of the build, this post with showcase made by Chewingnom will incentivize how packing monsters tightly is a tremendous damage buff even though it requires teamplay changes: this is how Ground Stomp Wrenching Smash and the pixelpulling mindset got introduced to the META!


At the time being, "Bazooka" Wizard was a huge step in power creep, stimulating a whole new way of pushing limits due to the GR150 limit being reached more easily: Time Attack push was born, with players trying to reach the best timer possible rather than the highest tier. In Season 17, with players being given the Legacy of Nightmares Set Bonus for free, the "Bazooka" Wizard grew stronger, as you could now benefit from Obsidian Ring of the Zodiac allowing for more lenient CDR requirements, and Halo of Karini granting a massive toughness bonus at the cost of swapping out Black Hole Spellsteal for Storm Armor.

S18+ LoD "Bazooka" Wizard


Halo of Karini enabled the ability for the zBarb to create neat pixelpulls with perfect Elites positioning due to the removal of Black Hole and the Wizard not being reliant on Ancient Parthan Defenders to survive anymore. At the same time, the community figured Power Hungry would now be less risky to play and would bring more damage than Audacity, especially in combination with Zei's Stone of Vengeance and Oculus Rings, usually spawning far from the monsters.


In Season 18, even more tools were created for the "Bazooka" Wizard to abuse: Stone Gauntlets for a tremendous Armor buff and Squirt's Necklace for another 2.0 damage multiplier. This new Amulet required you to use Galvanizing Ward instead of Unstable Anomaly in order to efficiently protect your life with a shield, so you could keep the damage multiplier from the legendary effect.


After an unsuccessful nerf to the build in Season 19 that only diminished the time window used to perform the rotation stacking all the damage multipliers, Season 20 finally put the Bazooka's reign to an end by adding a delay of 1 second to Deathwish, Legacy Etched Sigil and Mantle of Channeling damage multipliers, which prevented Bazooka Wizards to channel long enough to gain the damage multipliers before the Star Pact hit.


Summary

  • Keep up your Storm Armor and Halo of Karini buffs at all times. The same goes for Magic Weapon if you use it.
  • Zip around the battlefield by using Teleport.
  • Throw Meteor Meteor Shower everywhere to wreak havoc.
  • In Greater Rifts, use Black Hole to group up enemies for Area Damage.
  • Play around the Convention of Elements cycle to maximize your DPS.
  • Avoid ever losing any HP to keep up your Squirt’s Necklace at all times. Try to learn to feel the incoming damage as there is no UI indicator of how much shield you have.

Guide by wudijo with special help from Chewingnom and Northwar.

I hope you enjoyed this guide! Meteor Shower is one of the coolest and visually appealing skills in the Wizard's arsenal and even after severe nerfs still useful for farming at least in Nephalem Rifts. The Star Pact version offers a challenge for those interested and allows you to push into the higher Greater Rift tiers.

Good luck!