Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from your attacks for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. Elemental damage from your weapon contributes to Elemental Exposure.

When you receive fatal damage, you instead gain a shield equal to 400% of your maximum Life for 5 seconds and release a shockwave that knocks enemies back and Stuns them for 3 seconds. This effect may occur once every 60 seconds.

Incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead. The amount absorbed cannot exceed 100% of your maximum Life.

Cost: 40 Arcane Power Call down shards of ice that deal 1075% weapon damage as Cold over 6 seconds to enemies in a 12 yard radius. Multiple casts in the same area from the same caster do not stack.

Cooldown: 15 seconds Invoke a bubble of warped time and space at your target location up to 60 yards away for 15 seconds, reducing enemy attack speed by 20% and movement speed by 60%. This bubble also slows the speed of enemy projectiles by 90%.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

Attacks increase your damage by 750% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.

Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.

This build leaves very little room for variation in terms of item set ups because it runs 6 piece Tal rash and 4 piece magnus opus. You can play with bracers, one ring slot, and the weapon slot.

For this specific build, you NEED arcane% to be your highest rolled elemental damage for the slow time's element to be arcane. Specifics on the why's of this build will be discussed in greater detail below.

Paragon points pretty self explanatory.

Build Guide

Hello, I've been running this build farming the upper 40 lower 50 Grifts with great success. The whole theme of this build is for ridiculous amounts of lock down potential which makes you an amazing group player and solo player simply because of how much safety you provide.

Slow time with point of no return not only creates a double layer of 3 second stuns (entrance and exit) it tics 2000% weapon damage per second as arcane damage. The four set Delesere bonus is so much better with the 6 set bonus from Tal because of the 600% damage increase. Your slowtime will be ticking for 300-600million PER SECOND at max stacks. It's absolutely ridiculous. With a build like 6 piece delesere's, the tic is only for 40million per second. No where near as high. This also procs your temporal flux passive which stacks with slow time's natural slow. Additionally, a major weakness of wizards are ranged mobs. Slow time makes projectile dodging not only easy but super fun. You're going to feel like the One from the matrix haha! And because you have the 2 set bonus from magnus opus and are running shocking pulse, your slow time will be up around every 4 seconds depending on your attack speed. Couple this with your only true arcane spender, Blizzard Frozen solid, and what you get is total lockdown FROM A DISTANCE. Couple THIS with the rank 25 bonus from your Zei legendary gem, and you can start seeing why this build is called ultimate ranged lockdown.

AN IMPORTANT NOTE: This build handles reflect damage packs EXCELLENTLY. The only skill you have that makes you kill yourself vs Reflect is your primary. Well guess what, aim your primary off to the side, and you won't kill yourself. Your insane DoT damage with slow time, hydra, and frozen solid will not proc the reflect damage, and neither will your Tal rasha meteors. So this is one of the few builds that has a super easy time dealing with reflect if you have enough awareness!

AN IMPORTANT NOTE: Here is where the learning curve of this build becomes visible. If you memorize the radius of your slow time, you can drop it in such a way that the edge hits the monster directly, instantly stunning them. With enough attack speed, using slow time alone you can legitimately permastun a group of mobs if you aim the slow time with perfect accuracy. This skill becomes ESPECIALLY useful for fighting rift guardians. Speaking of which...

Fighting rift guardians has never been easier with this build. Any melee rift guardian is a total breeze because they can be kited while you layer your slow times so they keep running into a wall of 3 second stuns. Orlash, Perendii, and Stonesinger for example, is so easy its laughable. Kite them with your slow times while continuously repositioning your hydra and blizzard and spamming your shocking pulse to get your slow time cooldown back up and they literally can never reach you. Other rift guardians that rely on projectiles on their main source of damage, like Raizel or Agnidox for example are also extremely easy fights since slow time slows their projectiles to such a great extent that in many cases you can simply walk around them.

Because of your insane amounts of crowd control with this build, unity isn't really a necessity, and instead you can opt for the super effective convention of elements. Assuming you aren't timing your skills to coincide with your elemental cycles on convention of elements, you average out a dps increase of 40-50% along with the added benefit of getting an extra stat slot compared to SoJ and unity.

This build is also excellent for group play because it essentially gives you the ability to lock down mobs almost on par with a zdps, without sacrificing any damage potential. My crowd control alone allowed me to complete low 50 grifts with 3 other dps which is pretty freaking sweet.

This build was written very quickly and I'll update it some more. To summarize, this is an insanely fun build that allows you to deal with a wide range of mob types and rift guardians and gives you the ability to lock down large packs of mobs at a distance, providing an extremely safe and fun playstyle. Of course you sacrifice some dps because of the lack of focus and restraint and taskers, but you make up for it with convention of elements and a very stable and consistent playstyle. However, it is arguable that you actually DON'T sacrifice any dps because of the insane tics you get from slow time. With the pure range dps wizard build, a lot of Grift hunting takes place with some rifts just impossible to clear because you die almost instantly if the mobs or map is not favorable.

Also, one last note, this build is extremely effective at trials. In some cases, it actually over performs if you push the trial to the limit because of how effective it is, so careful not to overshoot to a Grift level you aren't comfortable doing yet!

Let me know what you guys think of this build!