The Meteor Wizard has been dictating the META using the Star Pact from Season 12 to Season 19, especially from Season 16 to 19 with the infamous LoD “Bazooka” build (see Mechanics for a complete overview). However with Season 20, channeling interactions have been nerfed to bring down that setup, leaving the build in a much weakened state.
However with the Season 27 rework to Tal Rasha's Elements and its supporting Meteor items The Smoldering Core and Mempo of Twilight, the build has caught up to its former glory and beyond!
Since Tal Rasha's Elements comes with severe skills and gear choice restrictions, Legacy of Dreams is a very interesting road to take as it allows for skill and gear choice freedom on top of enabling Reverse Archon and even Shi Mizu's Haori setups.
While the Bazooka concept was initially mostly overlooked, it was eventually proven during Season 27 with Sanctified Items that the build still holds mad potential as showcased here. During Season 29, Star Pact builds were under steroids due to the Paragon Cap with special distribution rules, allowing for +100 Arcane Power and 200% Area Damage!
This build can use different Meteor runes. Star Pact is the strongest one used with Archon to push the highest Greater Rifts while Thunder Crash is used for speedfarming content. Comet is also a powerful choice for pushing. During Season 27, a specific Messerschmidt's Reaver setup was made possible taking advantage of a zMonk using Sanctified Wave of Light.
This is an Area Damage (AD) build, since Meteors can proc it. The whole playstyle revolves around the precise use of Archon cycles in conjunction with Star Pact and various damage multipliers, in order to unleash devastating Meteor rains onto stacked enemies (see Mechanics). All in all, this build is a powerhouse of Greater Rift pushing, especially in groups where a single well-placed Star Pact can destroy entire screens. Fasten your seat belts for the almighty "Bazooka" Wizard!
❌ Complicated Mechanics ❌ High Gear Requirements ❌ High Cooldown Dependency ❌ Vulnerable to Crowd Control
Core Setup
Items
The Grand Vizier provides us a 400% damage multiplier while cutting the Meteor Resource Cost in half.
The Smoldering Core boosts Meteor damage by 50% damage per hit up to 3 times and taunts enemies towards Meteor Impacts.
Nilfur’s Boast gives us another huge 600% damage multiplier and even up to 900% when you hit 3 targets or less.
Mempo of Twilight grants us another 400% damage multiplier on top of providing us with the Meteor Shower rune.
Squirt’s Necklace is a default inclusion for most Wizard builds due to their shield strength, boosted by Ashnagarr's Blood Bracer.
Halo of Karini is a core Wizard defensive item, providing us with a tremendous 80% damage reduction at the cost of using Storm Armor.
Aquila Cuirass grants us 50% damage reduction.
The Swami & Fazula's Improbable Chain enables the ReverseArchon playstyle to massively boost our damage nuke.
Convention of Elements is another separate damage multiplier, giving you triple damage during your Elementalcycle.
Obsidian Ring of the Zodiac is used to reset the Archon cooldown.
Season 32 Ethereals
Ethereals are powerful rare weapons that can only be found during Season 32. They were initially the Season 24 Theme. They have incredible stats, a random Legendary power, and a free passive for your class. Read our Ethereal Mechanics Guide for full details on how they work and our Ethereal Farming Guide to learn how to acquire them. What you should prioritize on them is the following:
The Legendary Power This build requires The Grand Vizier and The Smoldering Core to be functional. We need our Ethereal to roll The Grand Vizier power so we can cube The Smoldering Core which is not available on Ethereals. We also want a good roll on our Legendary power if it has a range. For speed content it is always helpful to have Ethereals with Echoing Fury, In-geom or Messerschmidt's Reaver powers, so keep those if you find them.
The Ethereal Itself There are 3 different weapons available to us, each with its own benefits:
Mang Song's Lesson - This is an amazing Ethereal for all kind of content from speed runs to endgame push. Its 50% Undead Damage makes it unbelievably strong on specific monstersets, especially the Hulks & Dust Eaters one.
The Oculus - This is the option you can go for when it comes to speed content, especially T16 farming, due to its Damage Reduction debuff and its high Arcane Power on Critical Hit (APoC) roll to help out with resources.
Wizardspike - This Ethereal can be used instead of The Oculus for speed content or as 1-Hander push option due to its Stacking Damage affix.
The EtherealStat Rolls Each Ethereal comes with its own fixed set of powerful affixes. While some have a static value, many have a wide stat range. This means the difference between good and bad rolls is significant and something you should look for.
A Useful Passive This is just icing on the cake because a fifth passive is not going to make or break your build. You're better off hunting for the things above. Check out the Passives section down below to see which ones you're looking for.
Global Stat Priorities
You want to stack damage stats wherever possible, especially Critical Hit Chance and Damage, Area Damage as well as Elemental Damage and Meteor Damage. When playing Star Pact, fit Maximum Arcane Power and Resource Cost Reduction everywhere you can to scale Star Pact damage. Cooldown Reduction is however your first priority when playing Archon as you need it on every single piece of gear to perform a proper 32 seconds Reverse Archon cycle. Arcane Power on Critical Hit (APoC) is mandatory to get on Wizard Hat to generate enough Arcane Power sustain.
In regard to toughness, like most Wizard setups, we take advantage of Galvanizing Ward and Magic Weapon Deflection to generate Shields based on our HP pool. This means Vitality and Life % are very important as they double dip into Shields. This is the reason why you want to aim for a decent HP pool in Greater Rift Solo Push.
Crowd Control Reduction is an incredibly valuable secondary Affix to roll on both Rings, Amulet and Helmet as we are very sensitive to Hard Crowd Control effects and mitigating these will ease up our gameplay significantly. Make sure to get the Primary Affixes locked in before attempting to get CCR though.
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 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.
Staves to get The Grand Vizier and The Smoldering Core
Wands to get Aether Walker
Amulets to get Squirt's Necklace
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: Pauldrons of the Skeleton King
Act 2: Gloves of Worship
Act 3: Avarice Band and Pride's Fall
Act 4: Can drop any bounty item from any act
Bounty Turn In: Recipes for Sage's Journey and Cain's Destiny (for your follower)
6. At this point you can somewhat comfortably farm Nephalem or Speed Greater Rifts where you can find all the remaining items you need for different variants of the build. Spend your materials getting items with better rolls and/or ancient quality.
7. Use Primordial Ashes in Kanai's Cube with the new Curiosity of Lorath Nahr recipe to obtain a free Crafted Primal Ancient. Since you can only equip one of them, choosing the right item to focus matters! Great candidates are Weapons, Offhands, Jewelry or any item with an important multiplier. With that in mind, we recommend getting one of the following items:
The Grand Vizier
The Smoldering Core
Halo of Karini
Convention of Elements
Item Stat Priorities
SLOT
ITEM
STAT PRIORITY
Main-Hand
The Grand Vizier The Smoldering Core (Cubed) Gesture of Orpheus Fragment of Destiny Deathwish Aether Walker
1. Damage Range 2. Socket Ramaladni's Gift 3. Cooldown Reduction 4. Area Damage 5. Maximum Arcane Power (Secondary) 6. Damage % 7. Intelligence
Ideally, you want Fire Damage Range in order to get an additional stack of Elemental Exposure. Similarly, you want Maximum Arcane Power as Secondary on Wand to scale Star Pact Damage.
Off-Hand
Tal Rasha's Unwavering Glare Orb of Infinite Depth
1. Cooldown Reduction 2. Critical Hit Chance 3. Area Damage 4. Maximum Arcane Power (Secondary) 5. Meteor Damage 6. Arcane Power on Critical Hit 7. Intelligence
Ideally, you want Maximum Arcane Power as Secondary to scale Star Pact Damage.
Helm
Mempo of Twilight (Cubed) The Swami Storm Crow Pride's Fall (Bounties A3)
1. Socket Flawless Royal Diamond 2. Arcane Power on Critical Hit (Wizard Hat) 3. Critical Hit Chance 4. Maximum Arcane Power (Secondary, Wizard Hat) 5. Meteor Damage 6. Intelligence
Ideally, you want Maximum Arcane Power as Secondary on Wizard Hat to scale Star Pact Damage.
Gloves
Stone Gauntlets St. Archew's Gage Magefist
1. Cooldown Reduction 2. Critical Hit Chance 3. Critical Hit Damage 4. Area Damage 5. Intelligence
Shoulders
Any Legendary or Set Shoulders Homing Pads Pauldrons of the Skeleton King Mantle of Channeling
1. Cooldown Reduction 2. Area Damage 3. Intelligence 4. Vitality 5. Life %
Chest
Aquila Cuirass Cindercoat
1. Sockets Flawless Royal Ruby 2. Intelligence 3. Vitality 4. Life % 5. Elite Damage Reduction 6. Armor
Pants
Blackthorne's Jousting Mail Hexing Pants of Mr. Yan (Cubed)
1. Socket 2. Critical Hit Chance 3. Critical Hit Damage 4. Elemental Damage 5. Area Damage 6. Cooldown Reduction
Belt
Fazula's Improbable Chain The Shame of Delsere The Witching Hour Goldwrap
1. Intelligence 2. Vitality 3. Life % 4. Armor 5. All Resistance
Potion
Bottomless Potion of the Unfettered
To avoid Crowd Control effects during your DPS phases
Gems
Legacy of Dreams is the Legacy of NightmaresSet in a gem, which frees up two ring slots at the cost of removing one legendary gem. Due to the rings available to us this is a great trade-off to take.
Gogok of Swiftness is required to meet Cooldown requirements and helps with extra Attack Speed and Dodge.
Bane of the Stricken is the third gem in solo to help kill the boss. In groups, this slot is taken by Bane of the Trapped.
Boon of the Hoarder is used in Nephalem Rifts, Bane of the Powerful for farming and Zei's Stone of Vengeance in some variants for extra damage.
Skills
Meteor Star Pact is our main damage dealer.
Archon Teleport gives us a 30% damage boost and another multiplier of 6% per Archon stack for a big burst.
Storm Armor activates Halo of Karini. Without this buff you will be squashed like a fly, so make sure to keep it up. 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.
Spectral Blade or Electrocute or Magic Missile are used with various runes to either give us Shields, extra Arcane Power or an Elemental Exposure stack. It is also used to prepare Arcane Dynamo before the big nuke.
Black Hole Spellsteal gives you damage boost and groups up monsters. In groups, this skill is replaced with Wave of Force Arcane Attunement.
Passives
Evocation is necessary to hit the Cooldown requirements.
Galvanizing Ward protects our Squirt’s Necklace.
Audacity grants us a 30% separate damage multiplier for close-range combat. Power Hungry can be used for a ranged playstyle.
Arcane Dynamo allows us to stack up a 60% damage multiplier for Star Pact nuke.
These other passives are situational depending on activity:
Blur for damage reduction.
Elemental Exposure for a damage bonus.
Illusionist for mobility while farming.
Paragon Points
Core
Offensive
Defensive
Utility
1. Movement Speed
1. Cooldown Reduction
1. Armor
1. Area Damage
2. Maximum Arcane Power1
2. Critical Hit Chance
2. Life %
2. Resource Cost Reduction
3. Intelligence
3. Critical Hit Damage
3. All Resistance
3. Life per Hit
4. Vitality2
4. Attack Speed
4. Life Regeneration
4. Pickup Radius
1 Assign this only when you are playing Star Pact. 2 Aim for a strong HP pool (~1M HP) as your Shields (Galvanizing Ward and Deflection) scale with it.
Altar of Rites
The Altar of Rites is a tree that grants tremendous powers to your entire account in exchange for sacrifices. It requires you to farm Bounties, kill the Ubers, craft the Staff of Herding, and more. Completing all 26 of these tasks, along with sacrificing 6 Primal Ancients grants you extra Damage, Defense, Quality of Life, Increased Drops and 3 Potion Super Powers. Read the full guides on Unlocking the Altar and the Altar Mechanics by Raxxanterax and Chewingnom to learn everything about this fantastic mechanic!
Note: The suggested path assumes you are playing Solo and used the Challenge Rift Cache to help you level up.
Optimal Path
Node 2: Choose Anointed to gain a full set of 70 yellows from level 18-70!
Node 6: Rush to gain double Bounties to help unlock other Nodes in the Altar.
Node 7: Take Vigor to help your build sustain its resources.
Nodes 8-14: These are the last Nodes you can gain until the Challenge Rift resets. Take at least 1 Node at the bottom of each path to unlock all 3 Potion Super Powers. Pick up the Mirror Node at the top for a colossal 41% extra XP all season. Remember to unlock Father once you clear GR70 solo and have your first Primal!
Nodes 15-26: Pick up the final Quality of Life, Damage, and Defense Nodes (in that order) to finish the Altar.
Potion Super Powers: Take Father first, then Mother, and finally Mortal.
Disclaimer: The Mortal and Mother Potions require you to salvage 2 and 3 Primals respectively. Unlock them as soon as you have those materials as they don't cost a point!
Follower
Patch 2.7.0 revamped the follower system giving all 3 hirelings new powers and the emanate system. The first thing you should do is read our complete follower guide and remember the key takeaways:
The emanation system allows followers to share certain legendary and set powers with you. The most important ones are: The Flavor of Time, Nemesis Bracers, Avarice Band, Sage’s Journey and Cain’s Destiny. Click the guide above for the full list.
Follower’s powers are based on their main stat (maxed at 25,000, but they have a 2.5x multiplier so you only need 10,000). This means we stack Intelligence on the Enchantress, Dexterity on the Scoundrel and Strength on the Templar.
Guardian's Jeopardy(3) Bonus works for followers by improving their inherent stat multiplier from x2.5 to x3.5, making it slightly easier to hit the 25,000 main stat threshold if needed.
Followers share 20% of their Experience, Magic and Gold Find stats with you.
Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
Followers never deal significant damage; you’re on your own to clear the content.
Select Follower
Speed GR Enchantress
For T16 we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is T16 content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.
Stat Priorities:Since we do not have the immortality focus, we need to stack survivability on our Enchantress.
Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.
Key Items:
The Flavor of Time: For double duration on Pylons.
Nemesis Bracers: For extra Elites, Death’s Breaths and In-geom procs.
Avarice Band: For the insane pickup radius.
Ring of Royal Grandeur: To complete our sets.
Gloves of Worship: For 10 Minute Shrine Buffs.
Sage’s Journey: For double Death’s Breaths.
Cain’s Destiny: For 25% more Greater Rift Keystones.
For speed Greater Rifts we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is speed content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.
Stat Priorities:Since we do not have the immortality focus, we need to stack survivability on our Enchantress.
Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.
Key Items:
The Flavor of Time: For double duration on Pylons.
Nemesis Bracers: For more progression from Elites.
Oculus Ring: For 85% increased damage.
Unity: For 50% damage reduction if you're also wearing one.
Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
Hellfire Ring, Leoric's Crown and Cain's Destiny: For more Experience and Attack Speed.
For Greater Rift Pushing we recommend this Enchantress setup for the Slow from Temporal Pulse, Cooldown Reduction from Prophetic Harmony, Damage Reduction and Armor from Powered Shield, and the Attack Speed from Focused Mind. Stat Priorities:Since we have the immortality relic, we do not need to stack survivability on our Enchantress. Intelligence> Attack Speed. Key Items:
The Flavor of Time: For double duration on Pylons.
Nemesis Bracers: For more progression from Elites.
Oculus Ring: For 85% increased damage.
Unity: For 50% damage reduction if you're also wearing one.
Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
Mempo of Twilight and Cain's Destiny: For more Attack Speed.
Gameplay
This build works on a 32 second Archon rotation and aims to throw one big Meteor combo exactly on entering Archon. This means you always spend 20 seconds in and 12 seconds outside of Archon.
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 reapply this skill after 10 minutes when pushing.
Similarly, buff yourself with Magic Weapon.
Carefully gather some Gogok of Swiftness stacks and enter Archon precisely on the Arcane Convention of Elements cycle. While in Archon, use the Teleport and Beam to gather nearby enemies.
As Archon is about to elapse, teleport to a safe spot outside of the pull you made. Use Black Hole to keep monsters stacked up while you throw Meteors for Obsidian Ring of the Zodiac procs. Alternate this with Spectral Blade until you have 4 stacks of Arcane Dynamo and cast Meteor at least twice (to stack The Smoldering Core).
Shortly before your next Arcane cycle comes around, cast another Black Hole Spellsteal before using Spectral Blade for the final stack of Arcane Dynamo. Then throw your final Meteor and enter Archon to watch the fireworks. Prepare for Oculus Ring and get ready to jump in with your Teleport.
Repeat the 32 second cycle until you win. If you ever drop Gogok of Swiftness, try to repair your rotation with extra Obsidian Ring of the Zodiac procs. If that's not possible, you have to skip one cycle and start building Archon stacks from scratch.
Hardcore
The build is quite squishy and immobile outside of Archon. Stack as much Vitality as possible and best case practice the build extensively before attempting it on Hardcore. Alternatively, there are non-Archon variants that are more forgiving but weaker. Either way, drop Audacity for Unstable Anomaly. Check out our dedicated Hardcore Survival Guide to learn more about how to succeed in this game mode!
Variants
Nephalem Rifts
GR Solo Speeds
GR Solo Push
GR Group Trash Killer
Echoing Nightmare
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 enemies. It’s useful to stack up Resource Cost Reduction to be able to spam your skills as much as possible.
Gameplay Very straightforward: Be fast, use your Teleport to move around quickly and throw Meteor everywhere. Make sure to keep up all your buffs while doing so (Magic Weapon, Storm Armor, Familiar.
Setups If you find yourself running out of resources all the time, drop Familiar for a Signature Spell and combine it with The Shame of Delsere.
In groups, use Nemesis Bracers & Avarice Band and Gloves of Worship instead of Warzechian Armguards, Convention of Elements and Magefist.
Concept This is the faster, more fluid version suited for low Greater Rifts. With Aether Walker and no need to stack up The Smoldering Core first, we can decimate everything on the screen immediately by simply spamming Meteor Thunder Crash. We use Stone of Jordan to convert our Fire into Lightning damage. This build doesn't require Cooldown Reduction but instead stacks a lot of Resource Cost Reduction.
Gameplay At the start, activate your buffs Storm Armor and Magic Weapon. Additionally, spam Explosive Blast to profit from Orb of Infinite Depth. Go fast and throw Meteor everywhere. Use your Black Hole to group up enemies and buff yourself.
Setups If you have too much trouble with Arcane Power, remove the rune from Meteor so you can profit from Cindercoat. Instead of Magefist, you can wear St. Archew's Gage for additional shields when you engage Elite Packs.
It is also possible to play with both The Grand Vizier and The Smoldering Core for slower higher Greater Rift farming. For more toughness, you can drop Elemental Exposure for Dominance or Unstable Anomaly.
Select Build Version
Bazooka Setup
Concept We play a 32 second Archon rotation, relying on massive amounts of Cooldown Reduction, Gogok of Swiftness and Obsidian Ring of the Zodiac. We stack up all damage buffs imaginable to throw a big Meteor combo with Archon-stack overlap and Convention of Elements active.
Gameplay The gameplay is described in more detail in the section above. Activate your buffs at the start of a run and once again within 10 minutes (Storm Armor and Magic Weapon).
Stack up Gogok of Swiftness, then enter Archon on the Arcane cycle. As you exit Archon, reset its cooldown by throwing Meteors and stack up Arcane Dynamo exactly 4 times. Then cast Black Hole Spellsteal for the damage buff, get the final Arcane Dynamo stack and throw the final Meteor to land during Arcane. Make sure to enter Archon in that moment and repeat.
Setups If you have toughness issues or problems to get full Arcane Power back for your damage rotation, you can use Magic Weapon Conduit and swap Black Hole with Diamond Skin Prism. Audacity can be replaced with a defensive choice like Blur or Unstable Anomaly if needed.
At the very high end (Paragon 5000+), it's possible to drop Aquila Cuirass for Shi Mizu's Haori while replacing all Recovery and Critical Hit Chance stats with more Area Damage and Defensive Stats.
Concept This version does not rely on the Archon rotation or Cooldown Reduction. You can always move around with Teleport and deal damage outside of the Convention of Elements cycle. We go for a strong nuke during our Arcane CoE cycle using Star Pact in conjunction with Deathwish.
Gameplay Activate your buffs at the start of a run and again within 10 minutes (Storm Armor. Always keep up Orb of Infinite Depth.
Gather enemies using Teleport. As your Convention of Elements Arcane cycle is coming up, cast Black Hole Spellsteal, make sure you have 5 stacks of Arcane Dynamo, cast Star Pact then immediatly channel Disintegrate for Deathwish.
Setups Elemental Exposure can be replaced with a defensive choice like Blur or Unstable Anomaly if needed.
At the very high end (Paragon 5000+), it's possible to drop Aquila Cuirass for Shi Mizu's Haori while replacing all Recovery and Critical Hit Chance stats with more Area Damage and Defensive Stats.
Concept This version does not rely on the Archon rotation or Cooldown Reduction. You can always move around with Teleport and deal damage outside of the Convention of Elements cycle.We go for a strong nuke during our Arcane CoE cycle using Star Pact.
Gameplay Activate your buffs at the start of a run and again within 10 minutes (Storm Armor and Magic Weapon).
Gather enemies using Teleport. As your Convention of Elements Arcane cycle is coming up, make sure you have 5 stacks of Arcane Dynamo and cast Star Pact.
Setups Elemental Exposure can be replaced with a defensive choice like Blur or Unstable Anomaly if needed.
At the very high end (Paragon 5000+), it's possible to drop Aquila Cuirass for Shi Mizu's Haori while replacing all Recovery and Critical Hit Chance stats with more Area Damage and Defensive Stats.
Concept This version is way easier to play and gear as we don't rely on the Archon rotation or Cooldown Reduction. You can always move around with Teleport and deal damage outside of the Convention of Elements cycle. We go for a strong nuke during our Cold CoE cycle using Comet.
Gameplay Activate your buffs at the start of a run and again within 10 minutes (Storm Armor and Magic Weapon).
Gather enemies using Teleport. As your Convention of Elements Cold cycle is coming up, cast Black Hole Absolute Zero and spam Comet.
Setups Elemental Exposure can be replaced with a defensive choice like Blur or Unstable Anomaly if needed.
At the very high end (Paragon 5000+), it's possible to drop Aquila Cuirass for Shi Mizu's Haori while replacing all Recovery and Critical Hit Chance stats with more Area Damage and Defensive Stats.
Concept We play a 32 second Archon rotation, relying on a massive amount of Cooldown Reduction and Obsidian Ring of the Zodiac. We stack up all damage buffs imaginable to throw a big Star Pact combo with Archon stack overlap and Convention of Elements active. Note that the build is perfectly playable manually since the Deathwish & Archon interaction is long gone. Be warned this setup puts a crazy amount of pressure on the zBarb and it is pretty much required to have a skilled one to get good results.
Gameplay Activate Storm Armor and Magic Weapon as soon as you start a Greater Rift.
Enter Archon on the Arcane cycle. As you exit Archon, you have 12 seconds to get your Archon Cooldown back for your Arcane cycle. This requires you to spam Wave of Force Arcane Attunement for Obsidian Ring of the Zodiac procs. During your Lightning cycle, get 5 stacks of Arcane Dynamo then throw Star Pact a split second before Arcane. Immediatly turn into Archon and Teleport into an Oculus Ring or at the edge of the screen for Zei's Stone of Vengeance if there is none.
Setups It is also possible to play with Mang Song's Lesson which is in theory way more damage but this setup has proven to be incredibly tedious in practice due to Attack Speed rate and Cooldown requirements. Indeed, the Cooldown Reduction requirements and the rotation to pull off to reset Archon in time are no joke.
Discard The Smoldering Core for Aether Walker and Tal Rasha's Unwavering Glare.
Go for Thunder Crash since these meteors have no landing delay, which blends perfectly with this game mode.
Equip Bane of the Powerful since we are fighting hordes of enemies.
Drop Convention of Elements for Stone of Jordan.
Reroll Area Damage to Average Damage as we do not need to make huge pulls.
Gameplay
Click Speed Pylon instantly to boost your mobility and dodge Green Meteors.
Around Wave 90, click Channeling Pylon and Power Pylon.
After Wave 100, use Conduit Pylon.
At Wave 122, stop attacking and run to the corner to let the timer run out.
Cast Storm Armor as soon as you enter. Dominance and Galvanizing Ward will make sure you get permanent full benefit from Squirt's Necklace. Storm Armor Power of the Storm is making sure your Meteor has almost no Arcane Power cost... Spam Thunder Crash everywhere... Profit!
Video Guide
Mechanics
Wizard Shields
In order to keep up your shields to survive while 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 requires practice.
Shields have no direct UI indicator unless you mouseover 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 Shield values scale with your total life, Vitality and Life % stats become substantially better for toughness scaling compared 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, the whole setup will fall apart really quickly. Make sure you understand your limits and survivability in different situations.
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.
Wave of Force Arcane Attunement
Is 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.
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 to the impact.
The Smoldering Core
Each hit from Meteor on an enemy applies a debuff granting you a 50% separate damage multiplier, up to 3 stacks.
Meteors from Tal Rasha's Elements(2) Bonus and Mempo of TwilightMeteor Shower effect are stacking the effect.
This effect is a debuff on monsters, meaning another Wizard with The Smoldering Core equipped can stack the effect for other Wizards in the party but one has to equip it to benefit from the damage multiplier.
The debuff stacks add up as one combined 150% separate damage multiplier.
The debuff stacks have a duration of 5 seconds. All stacks have their duration refreshed on hit.
The ground DoT effect of Meteor does not contribute to stacks.
The lure effect means enemies are taunted by your MeteorImpacts and run towards them.
The Shame of Delsere
The Attack Speed bonus of The Shame of Delsere 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 and when you are waiting for your Convention of ElementsElementalcycle!
Elemental Exposure
Each stack is a debuff for one of the following elements: Arcane, Cold, Fire or Lightning.
Each stack is unique and refreshes its own duration when reapplied.
Any ability with a proc coefficient greater than zero applies a stack of its respective element. This inherently means that only selfcasted abilities 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.
Since the build already deals Fire and Arcane damage by default, having a Cold or Lightning damage roll on your weapon is the most optimal choice.
The 5% damage from each stack is additive to each other adding up to a total of 20% separate damage multiplier.
In-Depth Season 16-19 Reverse ArchonStar Pact “Bazooka” Build Overview
If you ever played between Season 16 and Season 19, you might have heard of the ReverseArchonStar Pact"Bazooka" Wizard. This overview will explain you everything there is to know about this infamous build! Since Season 12, Firebird's FineryMeteor Star Pact's reign on the leaderboards was absolute, (ab)using damage multipliers stacking, especially the combination of Deathwish, LegacyEtched Sigil and Mantle of Channeling. But with Season 16, allowing players to build around the newly (and massively) buffed Legacy of NightmaresRings, the LoN32 "Bazooka" Wizard quickly emerged with this post from sVr and Rob, presenting the build to the community.
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 ElementsArcane 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!"
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.
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.
In-Depth Season 27 LoD “Bazooka” w/ Messerschmidt's Reaver Build Overview
During Season 27, the LoD "Bazooka" build had a special setup thanks to Sanctified Powers. The reason is that you could build differently and incorporate Messerschmidt's Reaver and proc it consistently thanks to a zMonk using Sanctified Wave of Light. As a result, you were reseting the Cooldown from Archon without needing Obsidian Ring of the Zodiac nor Cooldown Reduction on top of generating Archon stacks (up to 220+ stacks).
Since you were reseting Shields from Dominance consistently, there was also no need for Magic Weapon Deflection which was replaced by Black Hole Spellsteal for even more damage.
Gameplay Enter Archon on the Arcane cycle. As you exit Archon, you have 12 seconds to get your Archon Cooldown back for your Arcane cycle. This requires you to spam Wave of Force Arcane Attunement for Obsidian Ring of the Zodiac procs. During your Lightning cycle, use Black Hole Spellsteal, get 5 stacks of Arcane Dynamo then throw Star Pact a split second before Arcane. Immediatly turn into Archon and Teleport into an Oculus Ring or at the edge of the screen for Zei's Stone of Vengeance if there is none.
Summary
Put together the core items and level up the Legacy of Dreams gem.
Use Meteor Thunder Crash for farming and Star Pact for pushing.
Keep up your Storm Armor/Halo of Karini and Magic Weapon buffs at all times.
Stack up tons of Cooldown Reduction and execute the combo right for massive nukes with Archon.
Several non-Archon variants are playable an easier to build but weaker.
Play around the Convention of Elements cycle to maximize your DPS.
I hope you enjoyed this guide! Meteor is one of the coolest and visually appealing skills in the Wizard's arsenal. The Star PactArchon playstyle offers a challenge allows you to create some of the most impactful nuke combos in the game.
Good luck!
Credits
Thanks to Northwar for help & wudijo for initial write-up! Overhauled & Updated by Chewingnom.