Hello guys! It has been awhile since I have posted a guide on Diablo 3...
But here we are, looking to another Diablo 3 guide in Web Junkies Blog!
This time around, we will be discussing all the things a Wizard needs to survive until the last act of Inferno mode in Diablo 3.
In this guide, I will be showing to you some of the builds that I have ADAPTED for my Wizard in Diablo 3, meant for surviving every level and every act of Inferno mode. Now, we will not be tackling about just one build for Wizard. Oh by the way, when I say I have adapted, this means that I did not originally made this guides. They are from other players of Diablo 3, and I have tested it and so far, I can say that the ones you will see here are the best Inferno builds for Wizards in Diablo 3.
Why not? It is because IMO, there are two things that Wizard can do to survive Inferno Mode. One is the usual doing of a mage and that is KITING. As we know it, range classes like Wizard are often seen doing this kind of strategy. What we do here is like hitting and running. So far, it is the safest way to survive in Inferno but, here is the big catch.... You need a lot of practice doing Kiting in Diablo 3. Inferno mode pose a lot of threat especially to squishy class and that being said, knowing when to kite enemies must be implemented if you want to go with what I called "KITING" build (guide made by Absolute copied from diablo3blog.blogspot.com).
The other build is the one I called "MASSIVE DAMAGE" build (guide made by PKCarwash copied from diablo3blog.blogspot.com). In this build, we will try to inflict as much damage as often as we can before the enemy can get close to us. How do we do this? The key here is getting as much crit as possible! Remember that aside from boosting the magical attack power of a Wizard, you also would want to maximize her crit to do more damage. And of course, in this build, we need to stack as much Attack Speed also. Remember that the faster we hit, the more damage per second we do. In addition, there are two variation in this build: The AOE focus and the Single Target focus. And yes! you will be changing you tree with this one depending on the situation. The AOE focus variation is best use of course to wiped out a crowd. When I say I crowd here, it means that average mobs in Inferno mode that we can pawn. While the Single Target focus is for the Elites and Bosses in Inferno mode.
Now that I have summarize what you will be seeing in this guide, let us then proceed to the best Inferno Wizard Builds in Diablo 3...
KITE UNTIL THEY DROP DEAD!
SKILLS
Primary
Shock Pulse with Piercing Orb Rune- This skill is really good because of its versatility and power. Not only does it deal good amount of damage (105% weapon damage) to the enemy but it also pierces not only through all enemies it pass, but also to objects such as some rubbles, columns and walls and, it may reach enemies which are out of sight. It should also be mentioned that because the orbs sway from side-to-side as they fly towards enemies, a pseudo-splash effect exists--meaning that all enemies within the limits of the orbs' reach are hit.
Force
Blizzard with Snowbound Rune- Nearly self-explanatory, Blizzard does what blizzards in general tend to do: pelt the soft-bodied flesh constructs with icy shards and death-inducing winter-cold winds (in this case, enemies--although they are not always so soft-bodied). It deals 210% of weapon damage over 6 seconds in a particularly small target area and tends to slow mobs down to a point.
As the Wizard gracefully kites and moves around and/or away from the enemy on sure footing, he or she will pause for approximately 1 to 2 seconds to cast and re-cast Blizzard and Hydra. The former activates instantly and therefore deals damage the second it's cast (unlike an alternative, like Meteor) and slows them down, while the latter dishes out the main body of damage.
Important: Blizzards do NOT stack. If one were to cast two Blizzards in one area, the damage dealt would NOT double.
Snowbound is not part of this build--it is merely a preference. It reduces the cost of Blizzard from 45 to 20, which is extremely significant for a build that only has a max of 80 Arcane Power.
As the Wizard gracefully kites and moves around and/or away from the enemy on sure footing, he or she will pause for approximately 1 to 2 seconds to cast and re-cast Blizzard and Hydra. The former activates instantly and therefore deals damage the second it's cast (unlike an alternative, like Meteor) and slows them down, while the latter dishes out the main body of damage.
Important: Blizzards do NOT stack. If one were to cast two Blizzards in one area, the damage dealt would NOT double.
Snowbound is not part of this build--it is merely a preference. It reduces the cost of Blizzard from 45 to 20, which is extremely significant for a build that only has a max of 80 Arcane Power.
Force
Hydra with Venom Hydra Rune- A skill loved by all who understand its marvelous secrets. A skill that if nonexistent would make the Wizard a class so useless the only reason to actually use one would be nostalgia. On paper, it looks ridiculously under-powered and only advisable to players with some sort of upper limp handicap. In actuality, this is the most prominent skill when damaging champion packs.
It deals 18% of weapon damage a second by the way of a poison pool (horrifyingly acidic poison) and spews poison spit at enemies for (what is assumed) 28% weapon damage. The strategy used here reflects that of what was said in the above Blizzard's informational bubble.
Alternative: There are certain users who prefer to use a different type of Hydra. So far, Arcane is the only other considered choice. Where it lacks the damage possessed by its venomous counterpart, it makes up for it by having instant splash-damage effects and a potential part in a combo that deals with passives. The latter is really the more important, as one of the passives (Temporal Flux), slows enemies hit by Arcane spells down by 30% for 2 seconds.
It deals 18% of weapon damage a second by the way of a poison pool (horrifyingly acidic poison) and spews poison spit at enemies for (what is assumed) 28% weapon damage. The strategy used here reflects that of what was said in the above Blizzard's informational bubble.
Alternative: There are certain users who prefer to use a different type of Hydra. So far, Arcane is the only other considered choice. Where it lacks the damage possessed by its venomous counterpart, it makes up for it by having instant splash-damage effects and a potential part in a combo that deals with passives. The latter is really the more important, as one of the passives (Temporal Flux), slows enemies hit by Arcane spells down by 30% for 2 seconds.
Conjuration
Magic Weapon with Force Weapon Rune- Another skill that's now practically synonymous with "Wizard." Its 15% increase in damage to your weapon may increase damage by up to approximately 25% with low-end gear and significantly more with high-tier gear. The 2% chance of a force-push must also be mentioned, as it stacks up with other equipment; and therefore may be used to (if the collected force-push % is high enough) keep mobs at a distance--so that Jedi friends are given enough time to reinforce the young Wizard during their time of peril.
Conjuration
Energy Armor with Force Mirror Rune- Once the epitome of perfection, a pale hope in the blight that Inferno spreads throughout the Diablo world. Before Blizzard took it upon themselves to redesign this skill, it was the most overpowered defense possible. It is no longer what it once way; but in no way does that mean it's unusable. Arguably, it is still the preferred choice for Wizards who do not possess titanic pools of health--50k and higher, or akin. Energy Armor itself increases armor by 65%, but that is not the reason for its use.
Force Armor: Many misunderstand how this was nerfed. Many believe that this is how it works:
Luke has 20k Hp. Suddenly, he loses his footing as the ground under his feet trembles and welts, sending a shroud of sand so thick no eye could hope to see. A roar that breaks spines into pieces could be heard. Luke peers through the now dispensed dust and sees something too terrifying for words--three skeletal beings linked by chains that stared right into his eyes.
Death, it meant. Before he could escape, one hits him with an attack intended to deal 10k damage. His magical barrier, however, holds up, and his life only drops by 35%, to 13k hp. He flees for an instant, chewing on an energy bar and healing up to his full 100% health. The beings, however, would not give up, and chased him down. This time, a critical shot of 21k damage landed right into Luke's face--instakill.
How it actually works:
Ex. 1: Luke has 10k Hp. Luke is hit for 9k damage. Force Armor reduces that to only 35% of his health--leaving him with 6500 Hp. Ex. 2: Luke has 10k Hp. Luke is hit for 15k damage. Force armor absorbs 10k (the maximum amount of Hp Luke has) of that 15k damage and leaves him with 5k Hp. Ex. 3: Luke has 10k Hp. Luke is hit for 20k damage. Force armor absorbs 10k of that 20k damage--leaving him with 0 Hp.
Force Armor: Many misunderstand how this was nerfed. Many believe that this is how it works:
Luke has 20k Hp. Suddenly, he loses his footing as the ground under his feet trembles and welts, sending a shroud of sand so thick no eye could hope to see. A roar that breaks spines into pieces could be heard. Luke peers through the now dispensed dust and sees something too terrifying for words--three skeletal beings linked by chains that stared right into his eyes.
Death, it meant. Before he could escape, one hits him with an attack intended to deal 10k damage. His magical barrier, however, holds up, and his life only drops by 35%, to 13k hp. He flees for an instant, chewing on an energy bar and healing up to his full 100% health. The beings, however, would not give up, and chased him down. This time, a critical shot of 21k damage landed right into Luke's face--instakill.
How it actually works:
Ex. 1: Luke has 10k Hp. Luke is hit for 9k damage. Force Armor reduces that to only 35% of his health--leaving him with 6500 Hp. Ex. 2: Luke has 10k Hp. Luke is hit for 15k damage. Force armor absorbs 10k (the maximum amount of Hp Luke has) of that 15k damage and leaves him with 5k Hp. Ex. 3: Luke has 10k Hp. Luke is hit for 20k damage. Force armor absorbs 10k of that 20k damage--leaving him with 0 Hp.
Defensive
Diamond Skin with Crystal Shell Rune- Short, but sweet. Tough as nails, and yet as fragile as glass. Hated for its necessity, and yet loved for its accessibility. The Diamond Skin is yet another one of those skills that's simply a part of what the Wizard is. For 6 seconds, it absorbs 21,707 damage. On its own, it would almost be unimpressive. It is when combined with the following skill that it shines like the brightest star in the galaxy and beyond (and a long, long time ago--far, far away).
Passives
Glass Cannon- Increases all damage by 15% and decreases armor/resistances by 10%. It is a must. As simple as that. A must.
Galvanizing Ward- Increases armor duration by 120 seconds (on top of the two minutes already present) and provides a life-regeneration rate of 310 a second at level 60.
Cold Blooded- Cold damage done to chilled and/or frozen enemies is increases by 20%. This is to build on the relatively low damage that Blizzard as a skill provides. At the very least, it will kill more efficiently.
CHOOSING YOUR ITEMS!
How to choose a weapon
To avoid spending currency on a weapon that would be better suited for a melee class, one must first understand how utterly worthless on-screen DPS is to a Wizard in Inferno.
White monsters may be massacred by any means at hand--from a basic attack to a combination of several spells. Whichever way it's done, white mobs are of no consequence and should never be taken into consideration when building the Wizard both skill-wise and gear-wise. It is the elites that one should always consider. It is the mobs with ridiculous health pools and infinitely better and more damaging attacks than you, yourself, have at your disposal.
When dealing with such champion packs, a Wizard does only what he or she can: cast Hydra, Blizzard, and kite like they've never kited before. While the Wizard is on the move, and the dark forces of the Sith on the Wizard's tail, the greatest percentage of damage dealt is channeled through Hydra--whose damage is dependent on weapon damage (not the damage done per second, but the damage done per hit).
Average weapon damage is calculated simply by taking the minimum, (say, 500) the maximum (1000), adding them up (1500) and dividing by two (ending in an average damage per hit of 750). It is that 750 that skills like Hydra and Blizzard use as base.
A weapon with lower DPS and slower attack speed may provide much more damage than a weapon with higher DPS and faster attack speed if the right condition are met--that condition being that the average damage of the former weapon is higher than the latter.
It may also happen that a weapon with a high DPS and fast attack speed has a high average damage. Simply put, when a search for weaponry is afoot, one must seek out the highest average damage accessible--within limits, of course, as will be explained below.
Since attack speed not only affects the time between attacks, but also the animation, a Wizard with a low enough attack speed will not last long enough to dish out the potential damage at their finger tips. He or she must be quick enough to spam Hydra and Blizzard with barely a break in stride as they move out of the way of attack. Taking that into account, weapon speed cannot be too low.
A total character attack speed of approximately 2.0 should be reached to safely allow a Wizard to cast both Hydra and Blizzard in nearly an instant. This 2.0, however, may be reached in ways beyond just the attack speed of a particular weapon. If, for example, a weapon's attack speed rests at 1.30 (which is too low for comfort), necessary steps must be taken to increase it to that desired 2.0. If we take the 1.30 weapon as an example, one would need approximately 55% combined increased attack speed from equipment such as rings, amulets, gloves, helmets, shield, etc. to reach it. Any more attack speed, and the Wizard is getting nothing out of it. Any less, and he or she might as well just sign that Will the Sith have been asking to be signed.
Armor
Into detail, this little green one shall not dwell.
Let it just be said that 12% faster running speed is highly advised for those tricky little kiting adventures. The Wizards know--they knows how to run well.
Sockets are practically mandatory--especially with the low prices of Flawless Squares and below.
Resistances a Wizard must work out on his or her own. Work, it is not of the little green one.
The higher the HP, the safer a Wizard is. Simpler than that it cannot be.
A shield's blocking chance may save you once in a hundred encounters, while an orb will serve you continuously with a significant increase in damage--upwards of 8k (8k DPS, which may not mean much--but damage is damage, and an orb with 100-400 damage adds 250 damage to weapon damage) if chosen wisely.
MASS DAMAGE DIABLO 3 WIZARD BUILD!
PROS+ Unquestionably the best AoE build for Wizard
+ VERY high survivability, and CC output.
+ Can solo easily, but also provides massive utility to co-op play
+ Very fun to play
+ You don't have to kite things for half an hour
CONS
- Ranged units can be trouble
- Item dependent later on (what isn't?)
- RNG (Can be overcome with items)
- Requires high level skills
BUILD EXAMPLES:
AoE Focus Build
Single Target Focus Build
The Basics
The gist of this build is to stack as much attack speed and crit as possible, and use the Critical Mass passive to reduce the CD's of the rest of your spells. With good items you can literally cast long CD spells like frost nova, and diamond skin more than once per second.
As a secondary goal, you will stack as much HP regen/Life on hit as possible with NO VITALITY to make full use of the force armor rune.
The goal is to have enough HP regen to heal back 35% of your life per second or more, while having as little HP as possible, so attacks against you take down less of your diamond skin.
With zero +vitality, you diamond skin can take around 20 hits before running out, which gives you plenty of time to reduce the CD and cast it again.
Required Passives
- Critical Mass (Reduces your CD's by a ridiculous amount)
- Paralysis (Main nuke is high hit/second lightning nuke, so it porcs often)
- Glass Cannon (You wont take any more damage due to diamond skin, so it's free damage, only use if you have good gear)
- Galvanizing Ward (If you need more HP regen)
- Arcane Dynamo (Makes Explosive Blast do 75% more damage)
- Evocation (More CDR, better if you don't have good gear yet)
- Shock Pulse [Living Lightning] (Highest rate of attack so it procs literally dozens of crits per second, costs 0 AP)
- Diamond Skin [Crystal Shell] (This becomes your HP bar)
- Frost Nova [Cold Snap for single target, Deep Freeze for AoE] (Perma-Freezes enemies)
- Energy Armor (Force armor makes your diamond skin able to tank a ton of shots before it goes down) (Pre-Inferno, you can use pinpoint barrier for the extra crit, since you don't need the damage reduction as much)
- Wave of Force ("OH CRAP" button + extra stuns...highly recommended)
- Hydra [Venom] (deals MASSIVE DoT with attack speed, great for champion packs and single target) Explosive Blast [Chain Reaction] (No cast animation, so you dont have to stop spamming to use it. With critical mass, you can cast this multiple times/second, best for AoE)
- Enchant Weapon [Force Weapon] (15% more damage, but honestly not that great in this build.)
Int, life regen, and sockets are always something to look for on any item, but some items can't get certain stats...here's what to look for.
- Amulet - Crit chance, Attack speed, Crit damage
- Belt - Chance to freeze Boots - Chance to immobilize
- Bracers - Crit chance, Chance to knockback
- Chest - Nothing special
- Gloves - Attack speed, Crit chance(huge), Chance to stun, Crit damage
- Helm - Crit chance, Chance to fear, Bonus crit to explosive blast, Arcane power on crit (good for co-op, lets you spam high cost spells)
- Pants - Nothing special Ring - Attack Speed, Crit chance, Crit damage
- Shoulders - Nothing special
- Dagger (For fastest base attack speed) - Attack speed, Chance to CC
- Off-hand - Increased shock pulse damage, Crit chance, Extra damage
Followers are mostly personal preference.
- Scoundrel - 3% passive crit, some CC (crowd control)
- Enchantress - good AoE CC's
- Templar - extra healing, and some CC
- Try to peg ranged enemies with your first frost nova, so things don't get spread out. If you get them with the first one, it is easy to keep reapplying the freeze.
- For single targets, only use your nova, and WoF to stall for time for your Diamond skin to come back up again. Your CD's will be longer for single targets, so try to chain your CC's as efficiently as possible. Use them to interrupt telegraphed attacks.
- If you are in too deep, its better to stay and try to tank it than to run. Not attacking = no CDR, and your defensive skills are no good while they are on CD.
With items I could buy on the auction house right now, I could get these numbers.
Crit chance = 44.5%
Attack speed = 2.685/s
Chance to CC on hit
- Stun- "up to" 10.2% (Im not sure exaclty how much power surge gives)
- Freeze - 4.5%
- Fear - 5%
- Immobilize - 4.5%
HAPPY GAMING WEB JUNKIES!