The support Wizard (usually called the zWiz because they do "zero" damage) has been a niche, off-meta, supporter for quite some time. It's one of the tankiest supporters out there, thanks to Delseres Magnum Opus(4) Bonus, and can provide up to:
It lags behind zDH and zNec in terms of offensive capabilities and has no chance against zBarb in terms of utility provided (no Movement Speed nor CC Immunity). This unfortunately means that zWiz, as it stands, is not really welcome in most setups and you'll have to group with friends/clan members that are prepared and willing to play with off-meta shenanigans.
zWiz's main problem is that it's not immune to Crowd Controls, which means that you'll need an external source of CC Immunity from the group (e.g. Ignore Pain Mob Rule, Laws of Justice Bravery, Inner Sanctuary Temple of Protection) or you'll have to equip Invigorating Gemstone. Additionally, if incorrectly executed zWiz can be extremely detrimental to the overall group performance, a good understanding of Crowd Control Resistance mechanics is required. Slow Time Point of No Return, Black Hole, Frost Nova as well as Energy Twister + Ranslors Folly all apply hard CC or knockback effects to their targets.
A novice zWiz player might very well lockdown entire screens of monsters making it impossible for the group to create significant pulls. This will be a nightmare to established zBarb players and will likely lead to conflicts within the group. The guide at hand is meant to steer you in the right direction to understand zWiz, its capabilities, strengths and weaknesses.
Very Tanky ✔ Extremely Mobile ✔ Provides Incredible Defenses ✔ Little to No Cooldown Dependency ✔
❌ Complicated Mechanics ❌ Sensitive to Crowd Control ❌ Out of Meta / Hard to Find Groups ❌ Detrimental if Incorrectly Executed
Delseres Magnum Opus (4) Bonus is incorporated in all versions due to the 30% damage reduction it provides to your allies. It requires you however to play Slow Time.
Captain Crimsons Trimmings gives an incredible 20% Cooldown Reduction and 20% Resource Cost Reduction along with additional damage reduction.
Crown of the Primus grants you all runes of Slow Time. The relevant ones are Exhaustion, Time Warp and Stretch Time, which provide some great bonuses while Point of No Return unfortunately adds a Hard Crowd Control effect to our setup.
Ranslor's Folly grants an incredible pixelpull ability to our Energy Twisters.
Strongarm Bracers provide 30% additive damage, which can be triggered by Ranslors Folly with Energy Twister or, in some variants, by Black Hole.
Nemesis Bracers to spawn additional Elites on Pylons if nobody else in the group can wear them.
Oculus Ring is included in any support setup and provides 85% multiplicative damage to teammates standing within the circle. The effect does not stack with other Oculus Rings.
The Flavor of Time doubles Pylon duration, which is especially useful for Conduit Pylon.
Ring of Royal Grandeur allows us to equip two additional items.
Lastly the Obsidian Ring of the Zodiac which helps us reset our cooldown abilities to provide better uptime of our buffs and debuffs.
Recommended Potion: Bottomless Potion of Kulle-Aid to further assist your party by destroying walls.
Global Stat Priorities zWiz does not have any specific Attack Speed Breakpoint that you must hit, however it helps out greatly in speeding up our casting animations, which is why each item that can roll Attack Speed should do so. We are, at least in most variants, not reliant on long cooldown abilities, which is why Obsidian Ring of the Zodiac will suffice most of the time. Resource Cost Reduction (RCR) greatly increases our toughness via the Captain Crimsons Trimmings(3) Bonus and additionally allows us to spam our abilities more freely (especially when you choose to play a variant with Teleport and Aether Walker to increase your freedom to move around).
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. This is a support build, meaning we deal zero damage and need to farm the pieces/materials with a different build/character. We'll use BloodShards and Crafting Materials to acquire the remaining pieces outlined in the steps below.
Gather 3 pieces of the Delsere's Magnum Opus set. 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.
Crown of the Primus
Strongarm Bracers, Nemesis Bracers and Ranslor's Folly
Create a level 1 Demon Hunter and upgrade Bows to get Yang's Recurve
Wands to get Aether Walker
Rings to get Oculus Ring and Obsidian Ring of the Zodiac
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: Gloves of Worship
Act 4: Can drop any bounty item from any act
Bounty Turn In: Recipe for Captain Crimson's Trimmings
6. There is one final required piece that is difficult to acquire, The Flavor of Time. With amulets being so expensive to gamble or craft, we'll have to search for it to drop in Nephalem and Greater Rifts. The biggest hint is to party up with other players and kindly ask them to drop any duplicates they find.
Item Stat Priorities
Aether Walker Yangs Recurve Chantodos Will Messerschmidts Reaver (Cubed) The Executioner (Cubed)
1. Socket Ramaladnis Gift 2. Attack Speed 3. Resource Cost Reduction 4. Cooldown Reduction 5. Maximum Arcane Power 5. Intelligence
Cosmic Strand Chantodos Force Orb of Infinite Depth (Cubed)
1. Resource Cost Reduction 2. Maximum Arcane Power 3. Cooldown Reduction 4. Armor 5. Life %
Crown of the Primus Shrouded Mask Leorics Crown (Cubed)
1. Socket Flawless Royal Topaz 2. Life % 3. Vitality 4. Intelligence
Fierce Gauntlets Vyrs Grasping Gauntlets Gloves of Worship (Bounties A2)
1. Life % 2. Armor 3. All Resistance 4. Vitality 5. Intelligence
Gem of Efficacious Toxin is a staple for each support build granting 10% additive damage (stacks) and 10% damage reduction (does not stack). Other supports can also wear this gem because the damage buff stacks.
Iceblink provides 10% increased Critical Hit Chance to the damage dealers. This effect does not stack and is applied both by Frost Nova as well as Ice Armor Frozen Storm.
Gogok of Swiftness gives 15% Attack Speed, 15% Cooldown Reduction and up to 30% Dodge based on the amount of stacks you have. You gain a stack with each hit up to a maximum of 15, and all stacks are refreshed if you attack every 4 seconds.
Esoteric Alteration for additional toughness or Invigorating Gemstone for Crowd Control Immunity when away from the group can replace Gogok of Swiftness if needed.
Ice Armor Frozen Storm grants 12% melee damage reduction and continuously activates Cold Blooded and Iceblink from the whirling storm of ice.
Teleport helps us to get where we need to be and can use either Safe Passage for additional damage reduction, or Wormhole for more mobility.
Slow Time has all runes via Crown of the Primus. Exhaustion (25% damage reduction), Time Warp (15% additive damage multiplier) and Stretch Time (10% Attack Speed) are great bonuses to the group. Unfortunately Point of No Return applies a 5 second long hard Crowd Control effect, which means we have to cast and place Slow Time cautiously.
Frost Nova Bone Chill grants 33% additive damage to our damage dealers. This effect applies even when the target is CC immune.
Energy Twister Gale Force provides a pixelpull via Ranslors Folly. The Fire rune is selected to proc Conflagration.
Black Hole Event Horizon activates Strongarm Bracers and removes unwanted Elite Affixes. The slower your runs are, the more impactful this ability becomes, but it is preferably avoid anyway because of Crowd Control Resistance in order to pull and group monsters freely.
Cold Blooded gives 10% additive damage to our group when a target is hit with Frost Nova or Ice Armor Frozen Storm.
Conflagration debuffs our enemies, increasing their chance to be critically hit from any player by 6%. This effect is applied once we hit with a Fire ability.
Astral Presence regenerates Arcane Power helping us keep Aquila Cuirass active. This comes in handy if you don't have gear with plenty of Resource Cost Reduction rolls. If you have no trouble with Arcane Power, Blur is a fitting substitution.
Illusionist provides a significant Movement Speed buff after casting Slow Time and using Teleport. 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 include Unstable Anomaly instead.
1. Movement Speed
1. Attack Speed
1. Resource Cost Reduction
2. Maximum Arcane Power
2. Cooldown Reduction
2. Life %
2. Pickup Radius
3. Critical Hit Chance
3. All Resistance
3. Life per Hit
4. Critical Hit Damage
4. Life Regeneration
4. Area Damage2
1 Put all points into Vitality until you reach 3 million HP, then put the rest into Intelligence for All Resistance. 2 Do not take Area Damage as we deal no damage and it will lag the game.
Maintain your Buffs: Cast Ice Armor when you enter a Greater Rift. Make sure that this buff doesn't time out on you. Also place a Slow Time right at the entrance to gain the damage reduction.
Prepare a Pull:
Place an Energy Twister to create a pixelpull in locations where you and your group want to DPS. Since Ranslors Folly does not pull Elites, you should cast on them to pull trash monsters on top of the Elites.
Cast Slow Time after you created the pull with Energy Twister.
Do not randomly cast Twisters on your way to the next pull since it unnecessarily increases the Crowd Control Resistance of the monsters.
Damage Phase: When the pull is prepared and you are sitting on top of it in a Slow Time, you'll have to time your buffs with your DPS players.
Cast Frost Nova right before you expect your DPS players to actively start damaging the pull.
If you don't have to remove dangerous Elite Affixes with Black Hole Event Horizon, cast it so it clips the pull (not exactly in the center). Any enemy that Black Hole attempts to suck in will be debuffed with Strongarm Bracers regardless if the target is moved or not.
Recast Energy Twister Gale Force in the center of the pull to re-apply Conflagration, if needed.
Scout and Pull: Scout for Pylons and body pull monsters with Ice Armor Frozen Storm (notEnergy Twister).
The playstyle is definitely something you have to get used to; it's fast paced, strategic and follows a specific rotation. The biggest mistakes you should avoid are the following:
Don't cast Energy Twister all the time, and especially not randomly while moving. The ability is meant to be used moderately and precisely when setting up to DPS a pull.
Don't place Slow Times everywhere. The Point of No Return rune makes it hard for you and your group to create density. Use it when it's clear that your group will set up for a pull in a specific location.
Rotate out Astral Presence for Unstable Anomaly. Additionally, you can also rotate out Gogok of Swiftness (or Iceblink if someone else already provides it in the group) for Esoteric Alteration to tank up even further. Don't forget about Black Hole Event Horizon as it absorbs Elites Affixes, which considerably reduces the incoming damage on you and your group.
Concept Support Wizard is a great incorporation for Speed Greater Rifts to farm both XP and gear due to its high mobility and its wide variety of defensive and offensive buffs.
Gameplay When entering a Nephalem Rift cast Slow Time once to gain the 60% damage reduction, and activate Ice Armor Frozen Storm. Afterwards you rely on Teleport to travel and body pull monsters via Frozen Storm. Once you find a DPS location, cast an Energy Twister on an elite, drop a Slow Time on top of it, cast Frost Nova and then Black Hole. This sequence applies all the buffs and debuffs for your group. You ultimately want to be ahead of your group, preparing pulls right before they appear and move on right before everything dies.
Setups There are two noteworthy setups for the weapon cube slot: Echoing Fury and Yangs Recurve.
With Echoing Fury you'll gain up to 75% Attack Speed, for shorter and faster animations, and up to 25% Movement Speed. With Yangs Recurve you'll gain a significant amount mitigation due to its huge 50% Resource Cost Reduction primary affix via Captain Crimsons Trimmings(3) Bonus as well as Aquila Cuirass. This means you need to equip it and cube Aether Walker. Lastly, since you forfeit Cosmic Strand, you should change Safe Passage for Wormhole to re-gain the additional mobility.
High GR DMO
Concept Overall support Wizard is very tanky, thanks to Delseres Magnum Opus (4) Bonus and Orb of Infinite Depth, and fast-paced providing some great mitigation and decent damage bonuses to your group. This variant only plays smoothly with a decent investment of Resource Cost Reduction for the damage reduction from Captain Crimson's Trimmings(3) Bonus and the Aquila Cuirass uptime, so make sure to prioritize these rolls according to the Item Stat Priorities section above. Additionally, we use Energy Twister Wicked Wind to keep some control on the pixelpull position and avoid unwanted pulls.
Gameplay When entering a Greater Rift cast Slow Time once to gain the 60% damage reduction, and activate Ice Armor Frozen Storm. Afterwards you rely on Teleport to travel and bodypull monsters via Frozen Storm. Once you find a DPS location, cast an Energy Twister on an Elite, drop a Slow Time on top of it then cast Frost Nova. This sequence applies all the buffs and debuffs for your group.
Ranslor's Folly is great to complement zBarb pulling abilities. You create the initial pixelpull on top of an Elite and the zBarb brings more monsters and Elites in the pull using Ancient Spear Rage Flip before Ground Stomping during the DPS rotation to regroup monsters even more and maximize Area Damage.
Don't forget to cast Explosive Blast, not only to keep Orb of Infinite Depth active, but also to continuously apply Conflagration and aggro enemies. You can rely on Teleport to travel and bodypull monsters via Frozen Storm and Explosive Blast.
Variants zWiz is extremely versatile and there are a lot of variants possible depending on your group composition or preferences. If your group does not have any Necromancer for Frailty and no support that can use The Executioner, then you have to swap out Echoing Fury for The Executioner in the weapon cube slot.
Black Hole Variant If you play in Hardcore or push tier by tier at your DPS ceiling (clears in 15 minutes), you might want to incorporate Black Hole Event Horizon to soak Elites Affixes to greatly reduce incoming damage. In that case, you want to swap out Explosive Blast for Black Hole and change your Energy Twister rune from Wicked Wind to Gale Force to proc Conflagration.
Doing so, your Twisters will be wandering around, so you want to remove Ranslor's Folly if you're playing with a zBarb or a zNec in order to avoid random pulls on monsters. Take care to only cast Black Hole Event Horizon when it is absolutely needed and after the monsters have been grouped together!
Also, because you're dropping Explosive Blast, you can equip Yang's Recurve and cube Aether Walker, removing Orb of Infinite Depth in the process.
High GR Vyr-DMO
Concept The Vyr-DMO support Wizard is, at first glance, an abomination of a support build: squishy, heavily cooldown reliant and on top of that it includes Archon? Wizard sometimes has crazy skill interactions going for it (anyone remember Bazooka?) and this build is no exception to it.
Vyrs Amazing Arcana(2) Bonus provides us with all runes of Archon, which specifically includes Archon Slow Time. Archon's Slow Time gains all the benefits of Crown of the Primus and additionally stacks with the vanilla Slow Time from your skill bar. While standing within both bubbles allies are granted 60.625% damage reduction (43.75% from 2x Exhaustion and 30% from Delseres Magnum Opus(4) Bonus), 20% Attack Speed, and making enemies suffer 30% increased additive damage.
Delseres Magnum Opus(4) Bonus is included to provide 30% damage reduction to the group, while Chantodos Resolve is utilized to continuously apply Conflagration to your surroundings via a Fire Wave of Destruction in Archon form. This means we must have Strongarm Bracers with Fire Damage. Keep in mind that Ice Armor Frozen Storm will persist and continuously debuff all monsters around you with Cold Blooded and Iceblink even when you are in Archon form.
Rotating in these set items comes at a huge toughness cost though. The setup at hand is very squishy and only has mobility in Archon, which is why it requires significant Paragons and augments. Additionally, you'll have to focus on Cooldown Reduction on every single piece; it now has higher priority than Resource Cost Reduction.
Gameplay The idea is to provide overlapping Slow Time and Slow Time buffs in a fixed rotation (e.g. every 16 or 32 seconds). This synergy excels if you are supporting a burst heavy DPS build that greatly utilizes Attack Speed but can't fit in a Pain Enhancer.
Maintain your Buffs:
When you enter a Greater Rift cast Ice Armor; make sure that this buff doesn't time out on you.
Place a Slow Time right at the entrance to gain the damage reduction.
Click Archon to not get stuck early on and use Archon's Teleport to move to the first pull. DO NOT expand Archon's Slow Timewhile moving and teleporting since it inherits Point of No Return via Crown of the Primus and will stun enemies in your path.
Scout and Pull: Scout for Pylons and body pull monsters with Ice Armor Frozen Storm and/or Archon's Disintegration Wave.
Remove Affixes: Cast Black Hole Event Horizon to get rid of dangerous elite affixes that could harm your DPS players (Arcane Sentry, Molten Explosion, etc.).
Damage Phase: When the pull is prepared (and likely pixel'd by another support) and you are sitting on top of it, you'll have to time your buffs with your DPS players (likely in sync with their Convention of Elements):
Right click the Archon buff in your bar to cancel it, if you are still in the form.
Cast Slow Time on top of the pixelpull, if no lingering bubble from a previous rotation is apparent.
Channel Disintegrate Convergence until Archon's cooldown is nearly reset. This step is often not needed since Messerschmidts Reaver will have reset Archon cooldown most of the time, while you were in Archon form.
If you don't have to remove dangerous elite affixes with Black Hole Event Horizon, cast it so it clips the pull (not exactly in the center). Any enemy that Black Hole attempts to suck in will be debuffed with Strongarm Bracers regardless if the target is moved or not.
Cast Slow Time on top of the pixelpull only if you didn't cast it already in step 2.
Cast Frost Nova.
Click Archon and immediately expand its Slow Time.
If you decide to switch positions after the damage has been dealt, make sure to close Archon Slow Time before moving. If you decide to stay in position for another rotation, restart at step 1 roughly ~12 to 13 seconds into your Archon form.
The playstyle is definitely something you have to get used to; it's fast paced, strategic and follows a specific rotation. You are supporting a "burst" DPS build. The biggest mistakes you should avoid are the following:
Don't place Slow Times everywhere. The Point of No Return rune makes it hard for you and your group to create density. Use it when it's clear that your group will set up for a pull in a specific location.
Don't travel in Archon form with Slow Time expanded. The Point of No Return rune is inherited via Crown of the Primus and makes it hard for you and your group to create density. Use it when it's clear that your group will set up for a pull in a specific location.
If you are supporting a Monk DPS build you'll have to adapt the rotation to 20 seconds (or 40 seconds). Necromancer DPS builds allow for 12 seconds rotations (due to Convention of Elements), which won't be easy and consistent to support with this variant due to the higher dependency of Messerschmidts Reaver procs in Archon form; purely resetting Archon via Obsidian Ring of the Zodiac will not suffice to keep in sync with a 12 second Necromancer DPS rotation.
Setups Squishiness is the biggest issue of the setup at hand. If you feel comfortable with the timings without playing Messerschmidts Reaver, you can rotate it out for The Burning Axe of Sankis for an additional 35% damage reduction with close to permanent uptime.
Cold Blooded + Iceblink & Frost Nova Bone Chill
Frost Nova with all runes but Frozen Mist does not chill and only freeze targets.
Frost Nova Bone Chill pierces CC Immunity and always applies a 2 second debuff for 33% increased additive damage even if the target is not frozen.
Cold Blooded is a 3 second debuff applied when a target is successfully frozen or chilled. This means Frost Nova Bone Chill alone does not proc Cold Blooded if the target is CC immune.
However, if Iceblink is equipped, Frost Nova Bone Chill applies a chill, which activates Cold Blooded.
Ice Armor Frozen Storm continuously applies a chill that activates both Iceblink and Cold Blooded (even if you are in Archon form).
Slow Time + Archon Slow Time + Crown of the Primus
Archon'sSlow Time inherits the same rune as Slow Time equipped on your skillbar.
Slow Time and Archon'sSlow Time and the effect of the selected rune both stack.
Vyrs Amazing Arcana(2) Bonus grants all runes of Archon.
Your highest elemental damage type (Arcane / Cold / Fire / Lightning) upon casting Archon will define its element for its Blast (Button 1) and Disintegration Wave (Right Click). This elemental property of Archon is snapshotted.
Your highest current elemental damage type (Arcane / Cold / Fire / Lightning) in Archon will define the element of the Wave of Destruction emitted by Chantodos Resolve. This elemental property of Wave of Destruction is dynamic and can change while you are in Archon form.
A Fire Wave of Destruction will apply Conflagration on all targets it hits.
Black Hole + Strongarm Bracers
Black Hole only attempts to apply a knockback to a monster, if the monster is clipped by it and not already standing in its center. Monsters in its center will get hit by Black Hole, however it will not attempt to knock them back.
Strongarm Bracers apply their debuff if a monster was attempted to be displaced. Any displacement constitutes a knockback. Whether or not the monster was successfully displaced is irrelevant, as long as an attempt was made to displace it.
A Black Hole that clips any monster (including Juggernaut Elites and Rift Guardians) will attempt to displace it and therefore successfully debuff the target with Strongarm Bracers regardless if the target is moved or not.
Ranslor’s Folly + Strongarm Bracers
Pulls normal monsters only and pixelpull them ignoring their hitboxes. Ranslor's Folly tries to pull enemies within 30 yards 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.
Monsters that are not displaced by Ranslor's Folly (such as Bosses, Juggernauts or CC immune monsters) does not trigger the damage buff from Strongarm Bracers.
A niche supporter that unfortunately can't compete with META supports currently.
Has one of the strongest pixelpulls in the game with Energy Twister + Ranslors Folly.