When you cast a Signature spell, you gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 60% additional damage. The following skills are Signature spells: Magic Missile Shock Pulse Spectral Blade Electrocute

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.

When you take more than 15% of your maximum Life in damage within 1 second, the cooldowns on Mirror Image, Slow Time, and Teleport are reset. When you use Mirror Image, Slow Time, or Teleport, your movement speed is increased by 30% for 3 seconds.

When you are struck by a melee attack, your Armor is increased by 20% for 30 seconds. This effect stacks up to 3 times.

Cost: 25 Arcane Power Surround yourself in a barrier of ice that reduces damage from melee attacks by 12%. Melee attackers are either Chilled or Frozen for 3 seconds. Lasts 10 minutes. Only one Armor may be active at a time.

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%.

This is a Signature spell. Signature spells are free to cast. Summon a spectral blade that strikes all enemies up to 15 yards in front of you for 168% weapon damage as Arcane.

Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.

Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.

Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.

Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.

Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.

Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.

Gems are as standard and I use Dovu because by the time you have been at a mob for a little there will be quite a few slow times active meaning a lot of stuns so it's value increases the longer you have to stand still. It also increases the duration that the enemy is frozen by halo which helps if you get stuck in a mob.

Aether walker in there mainly for agility and so that you can keep the damage reduction buff from teleport up indefinitely.

Most of the paragon point allocation is as normal, just prioritising attack speed because of how much the bonus helps in getting Triumvirate stacks up quickly and restore resources.

The only other thing is that I prioritise life on hit early because of how close you are to the action and because with how fast you will be attacking the life on hit makes a substantial difference in your survivability.

Build Guide

Build focused around being able to move quickly about rifts, dealing hefty AOE damage and keeping resources high.

Make sure to keep moving and don't get trapped in. There is a lot of resistances in the build, but they won't save you forever. The build requires you to play smart more than anything. Watch your positioning and don't forget to use teleport because the damage reduction is crucial.

Arcane orb is going to be your main damage. Make sure that before you start casting it, have a slow time down and have 3 stacks up with Triumvirate. Place additional slow times down whenever it comes off cool down. The trick to playing this build and staying alive is managing your distance correctly. You need to be able to teleport in to get your Triumvirate stacks up and then teleport back out to begin doing damage, rinse and repeat. Your resources should all but manage themselves as long as you keep teleporting in and keeping your stacks up.

The only other thing is I don't believe this build does very well late game. I have run it at Grift 35 but I have no idea how the build would go any higher. Any tips on how I could make it able to run at higher Grifts would be much appreciated.