LoD 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 Season 5 and Season 6, where Twisters 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 also Archon stack instances where nerfed to be additive instead of multiplicative with each other. In addition to these nerfs Energy Twister was made to no longer stack in corners, such that the attempt to do so would despawn said Twisters. Only the Wicked Wind rune remains for Twisters to stand stationary at a place.
After a couple of years of absence Twister Wizard was reborn in Patch 2.6.10, with the aforementioned buffed/reworked items. Unfortunately, it is not primarily being played with its dedicated Delseres Magnum Opus (DMO) Set but instead with Legacy of Dreams (LoD), which constitutes the Legacy of Nightmares Set on a Legendary Gem. 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, LoD does a better job at being the go-to Energy Twister setup.
The build at hand is an Area Damage (AD) build, since self-casted Twisters can and will proc it. Keep in mind that any Twister cased by Etched Sigil will not be capable of doing so, which is why the sequence of how you cast your skills is of the utmost importance. The guide at hand will go over everything you need to know to Twister successfully!
Very High DPS ✔ Acceptable Allrounder ✔ Very Tanky and Robust ✔ Great Solo Speed GR Farmer ✔ Strong Fantasy and Fan Favorite Skill ✔ Possibility for Shi Mizu Shenanigans ✔
❌ Bad Season Starter ❌ Not Beginner Friendly ❌ Complicated Mechanics ❌ Energy Twister Moving RNG ❌ Troublesome Stricken Stacking ❌ Very Sensitive to Skill Sequence
Items Here is a quick overview of the items selected for this build. Explicit Global Stat Priorities as well as Item Stat Priorities can be found below.
The Twisted Sword is incorporated in all versions not only due to its massive separate multiplier of 8.5 but also due to the fact that Energy Twister now gains the Raging Storm rune and can now 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 include for Wizards in any build due to the inherent strengths of shield abilities on the class. 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, which, however, 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 by itself to default incorporate these bracers.
Swamp Land Waders are Witch Doctor specific pants meaning you can only loot them on that specific class. They are the only pants in the game granting Arcane / Cold / Fire / Lightning / Holy / Physical / Poison increases, which is why we incorporate them.
Aquila Cuirass grants us 50% damage reduction, while we have at least 90% of our maximum Arcane Power. Since we spend a fair amount of Arcane Power, we won't be guaranteed to have perma uptime on this buff.
Global Stat Priorities LoD Twister is sensitive towards Breakpoints and therefore the overall Attack Speed, one is playing with, has an effect on the overall damage output. Etched Sigil has an internal cooldown of 59 Frames, meaning it can be proc'ed 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 to have Area Damage on every piece except the Amulet. Cooldown Reduction is not needed as long as you don't aim to play the group version (see Variants); Resource Cost Reduction is more useful on this end. On both Rings, the Helmet as well as the Amulet Crowd Control Reduction (Secondary) is a valuable affix to roll, since we are still susceptible towards certain Hard-CC effects; mitigating these eases up our gameplay significantly.
Assembling the Build
1. Do the Challenge Rift for the materials to cubeLegendary Powers. You can complete this once a week for additional resources and we always update the guide for you!
2.(Pick one, erase the others, then delete this text) 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.
Rings to get Halo of Karini, Convention of Elements and Unity
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
Bounty Turn-in: Recipe for Cosmic Strand
6. At this point you can somewhat 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 getting items with better rolls and/or ancient quality. Later on create a Witch Doctor to Upgrade (at level 1) or Gamble (at level 70) Swamp Land Waders.
Item Stat Priorities
Deathwish 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
1. Socket 2. Critical Hit Damage 3. Arcane Damage 4. Critical Hit Chance 5. Cooldown Reduction 6. Intelligence
The Shame of Delsere Hergbrashs Binding Fazulas Improbable Chain Goldwrap The Witching Hour
1. Intelligence 2. Vitality 3. Life % 4. Armor
Legacy of Dreams is the Legacy of Nightmares set on a gem, which frees up two ring slots for the cost of removing Zeis Stone of Vengeance. Due to the rings available to us this is a great trade-off to take.
Bane of the Stricken helps us in killing the boss. As long as you don't need more than 2 minutes on the boss you can equipp Bane of the Powerful instead.
Bane of the Trapped is equipped since it 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 that BotT will always be applied.
For Nephalem Rifts Boon of the Hoarder is always a default include specifically due to its amazing synergy with Avarice Band.
Lastly, Zei's Stone of Vengeance is a feasible choice, which, in contrary to its description, grants its first stage benefit at 0 yards and not 10 yards.
Magic Weapon Deflection grants you a Shield with 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 decent 25% Damage Reduction buff.
Teleport Safe Passage provides us with a nice defensive buff each time we use it. We are not using Illusory Boots, which is why we need at least one source of movability (often combined with Illusionist).
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 has the capability to reach far higher DPS ceilings with amazing Twister Movement RNG as well as due its possibility to utilize Arcane Dynamo.
Wave of Force Arcane Attunement constitutes an incredible separate multiplier for Wicked Wind specifically with the density-creating capabilities of Ranslors Folly, however, it can only be utilized in the Arcane Variant. In the Cold version one should utilize Black Hole Spellsteal as another source of additive damage (do not select Absolute Zero here due to the excessive amount of 80% Cold damage from items).
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 your 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 and only 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 some much needed movability via Teleport. This passive also procs when you take 15% of your maximum Life as damage on your shields.
1. Movement Speed
1. Attack Speed
1. Area Damage
2. Maximum Arcane Power
2. Critical Hit Damage
2. Life %
2. Resource Cost Reduction
3. Critical Hit Chance
3. All Resistance
3. Pickup Radius
4. Cooldown Reduction
4. Life per Second
4. 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 LoD Twister is definitely more complicated than for the average build due to some Energy Twister mechanics, but that's nothing a Wizard can't handle:
Maintain your Buffs: When you enter the Greater Rift you want to cast Storm Armor and Magic Weapon; make sure that this buffs won't time out on you.
Prepare a Pull: You 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:
Body pull enemies; make sure to not use Energy Twister due the Ranslors Folly knockback.
Cast Wave of Force Arcane Attunement such that you maximize the number of stacks you gain.
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, since any ArcaneEnergy Twister casted by Etched Sigil will consume your WoF stacks.
Two seconds into your Convention of Elements (CoE) Lightning cycle selfcastan Energy Twister (the parent) right in the center of your pull. It must be a selfcast since only a selfcasted parent Energy Twister is eligible to proc Area Damage.
Start channeling Arcane Torrent on top of the parent Energy Twister; preferably the channel begins one second before your CoE Arcane cycle and ends one second before CoE Cold begins.
Scout and Pull: Scout for Pylons, pull monsters and start repeating from step 1 until the Rift Guardian spawns.
Rift Guardian: Hold down Arcane Torrent on single target Rift Guardians. For Rift Guardians with minions you want to at least selfcast the parent Energy Twister.
The playstyle is definitely something you have to get used to; it's fast paced, strategic and very sensitive towards sequencing. Make sure to train it a couple of times in town - especially timing your Convention of Elements is crucial. The biggest mistakes you should avoid are the following:
Don't rely purely on Energy Twister casted by Etched Sigil for anything - except on 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 Elemental Exposure for Unstable Anomaly. You are already insanely tanky; so technically speaking the switch is not needed.
Legacy of DreamsEnergy Twister is an acceptable Torment farming build that is unfortunately not the easiest to gear into due to its significant dependency Resource Cost Reduction (RCR). Appropriate primary rolls as well as sufficient gear quality are key. The build, when finally geared, is fast paced and continuously moving thanks to Aether Walker with Cosmic Strand and Teleport but ultimately still gets outrun by Wave of Light Monks.
Concept As per usual we are utilizing Boon of the Hoarder with Goldwrap and Avarice Band to become invincible and allowing us to 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.
Gameplay When entering the Nephalem Rift you first want to spam five Energy Twisters to gain your maximum multiplier from The Twisted Sword, elsewise you'll have a harsh time stopping for the very first enemies. Afterwards you simply rely on holding down Teleport and casting one or two Twisters every couple of seconds. You want to preferably teleport on top of elites and then selfcast one or two Energy Twisters. Targeting elites one screen away and then jumping on top of them is also a valuable strategy with the only downside being that you won't be able to utilize your Audacity that well. You click Diamond Skin Prism immediately when it comes of cooldown; since you are continuously spending ressources there is no specifically required timing for you to click it.
Setups The recommended version for Nephalem Rifts is the Cold setup, however, a Fire setup is also a possibility if you are willing to look out for the gear. Cold is overall a bit more reasonable to gear, since this element can be used for Nephalem Rifting, Speed Greater Rifting as well as Solo Pushing while Fire is purely limited to Nephalem Rifts. For the switch at hand we are incorporating Cindercoat to combat the loss of the Energy Twister Arcane Power Cost Reduction on Mistral Breeze. Additionally, we are rotating out Bane of the Trapped to Bane of the Powerful, which is a swap you can avoid if you are willing to Teleport right on top of elites before starting to cast an Energy Twister to damage them. Therefore, as long as you want to incorporate Bane of the Trapped, Mistral Breeze allows for a mid-range Twister playstyle, while Gale Force forces you into a melee. In terms of speed and comfort both setups are nearly equivalent.
GR Solo Speeds
Legacy of DreamsEnergy Twister is one of the strongest Wizard builds out there for farming experience with Solo Speed Greater Rifts. Due to its resource cost heavy nature a lot of sources of Resource Cost Reduction are needed to allow for a fast paced playstyle that is not constantly starving for Arcane Power. This is mainly achieved by incorporating Leorics Crown with a socketed Flawless Royal Topaz. While technically speaking it's possible to play this setup with any element on Energy Twister, Mistral Breeze is the practical winner due to the flat Arcane Power Cost Reduction, which leads to a better uptime of Aquila Cuirass, which once again toughens your shielding, yielding better uptime of your Squirts Necklace.
Gameplay The gameplay is very relaxing, since you only have three active buttons: Energy Twister, which you only need to selfcast on the Rift Guardian and on tough Juggernauts, Arcane Torrent, which you tap once in a while to pull monsters with a selfcasted Twister, and Teleport, which is purely there for movability. You simply teleport through and use those buttons accordingly based on the situation. Overall your average runtime is a bit longer due to, firstly, the inherent setup time needed for Energy Twisters to DPS for you and, secondly, the lack of Aether Walker, which can't be incorporated due to competitiveness of the Main-Hand slot; hence, it's recommend to run slightly higher tiers while still clearing within 5 minutes.
GR Solo Push
Concept The first setup here is the one described in the main sections of the guide, focusing around making large pulls, snapshotting Wave of Force Arcane Attunement for your first Energy Twister and melt everything on your Convention of ElementsArcane rotation.
There is also a Reverse Archon version described below, which can be played for extreme high-end pushing and fishing (Paragon 4000+).
Regular Twister Variant To play the build optimally, you want to follow these steps for maximum DPS. The right sequencing is very important:
Pull monsters to create density. Use Wave of Force Arcane Attunement with as many enemies as possible around you to snapshot its effect. Before your final cast, you can also use it repeatedly to stack up shields with Magic Weapon Deflection.
Place a single Energy Twister to create a pixelpull from Ranslor's Folly.
Cast 4-6 Energy Twisters on top of each other. If an Oculus Ring appears, Teleport into it.
Channel Arcane Torrent until the enemies are gone, your parent Twister disappeared (6 seconds later), or your Convention of ElementsArcane cycle is over.
Repeat at step 1.
Reverse Archon Variant The other variant you might find on the leaderboards is the reverse Archon playstyle where you come out of Archon with a massive damage boost from Fazula's Improbable Chain and melt enemies even more quickly. You can do so in two out of three Convention of ElementsArcane rotations while spending the last one inside of Archon dealing no damage. In order to play this setup with Obsidian Ring of the Zodiac, you need to reach at least 61% Cooldown Reduction. You want to time it in a way so that you come out of Archon around the start of the Fire rotation to give yourself enough time for setting up your Energy Twisters. The first nuke will be boosted by The Swami stacks while during your second Arcane rotation you will not have these stacks and do lower damage, but you can time entering Archon in a way that you will get some additional kills in the split second of overlapping all your damage multipliers and have a few more stacks for next time.
Please note that this setup is not recommended for casual play at all. The playstyle is similar to the regular version, but spends more time pulling enemies and needs to be more precise with nukes because you have 20 seconds downtime every 48 seconds. Other than that a big difference is that you will have more trouble keeping up shields outside of Archon and there is no Wave of Force to snapshot in this setup.
GR Group Trash Killer
Legacy of DreamsEnergy Twister, built as a Reverse Archon iteration to gain stacks via Fazulas Improbable Chain and utilize these stacks out of Archon with The Swami, is a pretty solid Trashkiller for 4-Player setups. It's sadly not as strong as some other Trashkillers and also puts significant stress on the game servers, such that lagging is a common "feature" you'll witness when attempting to play this.
This variant utilizes Pain Enhancer (PE) to heavily influx its Attack Speed to lower the Energy Twister Breakpoint significantly, such that more Twisters are raging at the same time. You need to invest a bit into Cooldown Reduction, however, Obsidian Ring of the Zodiac with PE proves to be very potent at resetting large cooldowns such as Archon's
Gameplay This builds must be played in a fixed 32 second rotation, meaning it's continuously tied to your Convention of Elements (CoE).
You click Archon at the start of CoE Cold. You can now run around freely for 20 seconds. Your team should prepare a good pixelpull for you. You drop out of Archon at the start of CoE Fire.
You cast Wave of Force Arcane Attunement.
You cast Energy Twister 5 times.
You cast Wave of Force Arcane Attunement.
You cast Energy Twister indefinitely.
You switch to channeling Arcane Torrent 3 seconds into your CoE Lightning.
Repeat at 1.
With high Paragon (4000+) it's possible to swap out Magic Weapon for Black Hole Spellsteal, which requires you to change the sequence slightly and forces you to equip one more Cooldown Reduction roll. Since Black Hole complicates the sequence and massively increases the stress on the game servers for a build that already lags plenty enough, it's not really recommended to go down that route - however, it's a possibility.
Setups Because this is a Legacy of Dreams build, there are some moving parts that can be swapped depending on your needs. The Witching Hour is an option if you manage to get enough resources to cast your skills and can do without Aquila Cuirass sometimes. Andariel's Visage can be replaced with Pride's Fall for extra resources or Leoric's Crown (with Flawless Royal Amethyst) for a toughness boost. Certain rolls like Attack Speed, Resource Cost Reduction and Arcane Power on Crit might have to be adjusted when you change the setup. In any case, make sure you stay either at the 12 frames (1.54 to 1.66 APS) or the 10 frames (1.82 to 1.99 APS) breakpoints as otherwise you will lose Energy Twister procs coming from Etched Sigil. For the Archon version specifically, it's possible to replace Unity with Obsidian Ring of the Zodiac and drop some Cooldown Reduction rolls at the cost of half your toughness.
Due to the excessive amount of Shielding the Wizard class receives from various sources and the incredible amount of tankiness each Legacy of Dreams variant comes with, you'll see a few players on the very high-end of the Leaderboards play a variant incorporating Shi Mizu's Haori instead of Aquila Cuirass. This specific variant is under no circumstances recommended for the average player due to its inherent cut-throat and high risk playstyle. You can try this variant by making the mentioned trade and afterwards rolling all Critical Hit Chance (CHC) rolls into other accommodating primary affixes (Area Damage, Resource Cost Reduction, Elite Damage, Physical Damage Range, etc.).
The Twisted Sword + Energy Twister
The first placed Energy Twister (the parent) snapshotsAbsolute 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 into 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 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. It does not matter for any consecutive Twister that merges into the parent if it's selfcasted or not. That is due to the fact that only a selfcasted Energy Twister can proc Area Damage (see Area Damage Explained). A Twister casted by Etched Sigil can not proc Area Damage. Only the first Twister (the parent) determines, if a Twister can proc AD or not; any consecutive merges into the parent Twister don't have an effect here.
Any Arcane Energy Twister rune casted by Etched Sigil (when channeling) will consume Wave of Force Arcane Attunement stacks.
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.
Wave of Force Arcane Attunement + Energy Twister
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 casted while the Wave is still traveling will not consume Arcane Attunement.
Due to the aforementioned point Black Hole Spellsteal can be safely casted 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 ArcaneEnergy Twister needs to be buffed by Wave of Force Arcane Attunement. The four additional merges will not remove the buff.
Black Hole Spellsteal + Energy Twister
Is an uncapped, additive, global multiplier.
In combination with The Twisted Sword only the first Energy Twister needs to be buffed by Black Hole Spellsteal. The four additional merges will not remove the buff. The buff does not time out on first Twister.
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.
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).
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.
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.
One of the few builds that can actually pull of to play Shi Mizus Haori.
Shoutout to Cratic for his work on PTR 2.6.10 and credits to him for a great Solo Speed Greater Rift Twister Variant - the Variant presented in this guide is heavily inspired by his work and choices!
Credits to LouLou for revising the D3Planners, the gameplay section as well as providing some mechanical insights!
Credits to Rob, Northwar for extensive PTR 2.6.10 Mechanics testing.
Cheers and good luck! Guide by sVr updated by wudijo and Chewingnom with input from LouLou.