Disintegrate

Disintegrate

Active Skill · Secondary · Wizard

  • 5 Runes
  • From level 21

Effect

Cost: 18 Arcane Power

Channel a beam of pure energy, dealing 390% weapon damage as Arcane.

Disintegrate damage is increased by 250% weapon damage every second, up to a maximum total of 890% weapon damage as Arcane.

Runes

5 Runes

  • Convergence

    from level 26 · Fire damage · Proc coefficient 0.111

    Increase the width of the beam allowing it to hit more enemies.

    Disintegrate's damage turns into Fire.
  • Volatility

    from level 30 · Arcane damage · Proc coefficient 0.125

    Enemies killed by the beam have a 35% chance to explode causing 750% weapon damage as Arcane to all enemies within 8 yards.
  • Entropy

    from level 39 · Arcane damage · Proc coefficient 0.167

    The beam fractures into a short-ranged cone that deals 435% weapon damage as Arcane.

    Disintegrate damage is increased by 340% weapon damage every second, up to a maximum total of 1115% weapon damage as Arcane.
  • Chaos Nexus

    from level 48 · Arcane damage · Proc coefficient 0.111

    While channeling the beam you become charged with energy and discharge at nearby enemies dealing 115% weapon damage as Arcane.
  • Intensify

    from level 59 · Arcane damage · Proc coefficient 0.167

    Enemies hit by Disintegrate take 15% increased damage from Arcane for 4 seconds.

The proc coefficient scales the chance of on-hit effects (e.g. legendary powers, gems, Life per Hit) for each hit of the skill. Game files, version 2.8.0.

Disintegrate

Disintegrate channels a continuous beam of energy in the direction you face. The trick lies in the ramp-up: the longer you hold the beam, the harder it ticks, until it reaches its ceiling. The spell rewards patience and a stable position rather than constant target swapping, making it superb against durable single enemies and bosses.

The runes decide the beam's reach and hit pattern. Convergence widens the beam so you catch several enemies at once and converts the damage to fire, which dovetails neatly with fire builds. Entropy flips the whole approach: the beam becomes a short-range cone with a much higher damage cap, ideal when you are willing to fight up close anyway. If clearing packs is your goal, Volatility helps, since slain enemies explode and can trigger chain reactions.

Runes at a glance

  • Convergence (from level 26): wider beam, Fire damage.
  • Volatility (level 30): a 35% chance for slain enemies to explode for 750% weapon damage within 8 yards.
  • Entropy (level 39): a short cone that ramps up to 1115% instead of 890% weapon damage.
  • Chaos Nexus (level 48): while channeling, energy discharges at nearby enemies for 115% weapon damage; the most common pick in practice.
  • Intensify (level 59): enemies hit take 15% more Arcane damage for 4 seconds.

Items built for channeling

All four items revolve around channeling. Deathwish raises all damage by 250–325% after at least 1 second of channeling. Mantle of Channeling adds 20–25% damage and 25% reduced damage taken. Hergbrash's Binding cuts the Arcane Power cost by 50–65%, and Etched Sigil casts an Energy Twister every second.

Firebird's Finery

The set puts Disintegrate at the center: the beam Ignites enemies, and when you die a meteor revives you (60-second cooldown). From four pieces you build up to 50 Combustion stacks, each shaving 2% off the cooldown of Teleport, and while you maintain them you take 80% less damage. Six pieces add 5000% increased damage while a target is Ignited.