NOTE: Definitely not my own guide, was browsing D3 forums and saw it linked. Looks amazing, so sharing it here.
NOTE: This guide was last updated one week before D3 came out, so the info in this guide is not 100% accurate. It is a good base to start off with though!
D3 Comprehensive Wizard Guide
By Heratli
Table of Contents
I. Introduction
i. To the Author
ii. To the Wizard and the Guide
II. Mechanics
III. Spell and Passives Guide in Alphabetical Order
IV. As-You-Level Recommended Spell, Rune, Passive, and Boss Guide
i. General Guide
ii. Difficult Boss Build (Solo)
V. Level 60 Spell, Runes, Passives, and Item Guides PvM
i. High Damage
ii. Survivability
iii. Mix
iv. Wacky
VI. Level 60 Spell, Runes, Passives, and Item Guides PvP
i. High Damage
ii. Survivability
iii. Mix
iv. Wacky
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I. Introduction
i. To the Author
A small note about myself seems to be in order. You’re probably asking yourself – why should I bother reading any of your guides?
I am most commonly known as Heratli. My other characters are Iltareh, Zeusatli, and other forms of Greek gods and goddesses with the suffix ‘atli’. As far as my PvM (PvE) experience goes, I have raided hardcore in the top 100, often scoring U.S. top 10 kills in World of Warcraft since Vanilla WoW. I have raided in Rift with many World #1 kills with Maximation. As far as PvP goes I have participated in 5 R1 Teams in WoW Arenas – both as a Holy and Retribution paladin. I have many other Gladiator titles on several different classes spread out through many Battlegroups. I am also a Platinum League of Legends Player in Solo/Duo Queue (I only solo). A common pastime for me ever since Vanilla WoW has been experimenting with and clarifying spell mechanisms, synergies, as well as building talent trees that no one would expect. (Max/Min like a boss) Read any part of my guide for yourself and be my judge. I hold myself to the highest standard. Any incorrect data in my guide regarding spells is a personal insult to my name! Those who point them out will receive presents. I attempt to hold myself to the same level with grammar and spelling but I’m generally more forgiving to myself in those areas. Still, point out any mistakes and you will be rewarded!
ii. To the Wizard and the Guide
The Wizard Class in Diablo 3 is a long-range spellcaster. A Wizard’s playstyle generally includes keeping their enemies at range by impairing their movement or teleporting away his or herself and destroying them from that range. This guide will reveal the mechanics of the Wizard, and then will explain skills level-by-level . After that will be a guide to skills (and all of their runes) in alphabetical order with an explanation of various tricks for each skill, followed by a list of spells based on Damage Type, then suggested builds for leveling, and finally examples of end-game builds for skills, runes, and items for PvM and PvP separately. This Guide will be updated for every patch with any changes that are significant to any section herein. As it is currently pre-release many spells will have notes for myself that say I must test something. They are included in the guide both because you may know the answer already and because they may further your knowledge of each spell. If you have any suggestions for improving the guide or notice any incorrect statements you can contact Heratli via a simple thread response. I will read most if not all responses.
I hope you enjoy the guide!
II. Mechanics
This section will explain mechanics that affect the Wizard alone, without concern for mechanics shared between all classes. It is suggested that this section be read after reading the D3 Comprehensive Gameplay Guide’s Section on Shared Mechanics. For now, this will be a collection of notes. I will attempt to increase the clarity of this, but I suspect there isn’t a great way to organize individual class mechanics seamlessly.
**************Test when weapons have +fire/frost/lightning damage whether or not they proc passives and with what spells, i.e. explosion and spectral blade.
+Intelligence/Strength/Dexterity/Vitality
The Wizard’s primary attribute is Intelligence. This means that they gain 1% damage for every intelligence point they get on top of the general .1% resistance per intelligence point. While this makes Intelligence the best stat, you do still get 1 armor per strength, .1 dodge per Dexterity, and 10 life per Vitality. This makes any stats you get beyond intelligence useful if they happen to be on a piece of gear that is an upgrade, but I wouldn’t take them over Intelligence unless they’re drastically higher or you need damage reduction. Preferable stats are generally Intelligence, Vitality, Strength, and Dexterity in that order. Vitality, Int, and Strength apply to Magic Damage and Physical Damage, whereas Dexterity only factors into Physical Damage (or just spells/attacks that can be dodged). Strength and Int apply to all incoming damage, whereas Dexterity is only a chance to dodge and may not even work on all abilities. Mitigation is generally better than avoidance, because we don’t pray to win. There is definitely a point where upping your dodge is better than upping your armor or resistances point-for-point from these stats, but it's not til well after 10,000 life. I'd say ~20,000, but it depends what mobs are hitting you for. If mobs you are fighting hit for a max of 4999, then the important points to hit are 5000 life, 9999 life, and 14998 life. Dodge is then better than health or a small amount of mitigation until it adds another hit to your ability to survive. Dodge is always better for a Wizard using Energy Armor's Force Armor until mobs hit for less than 35% - at which point you wouldn't want to use Force Armor. (You'd not use it after you could get mobs to hit for less than 35% switching to the Resistance armor, but that's another story). Healing from lifesteal or life per hit or heals from allies or life regen per second can also change these breakpoints. If you can heal for 200 before a mob hits you a second time then the 'breakpoints' change to [(Mob Damage X Hits) - Healing Between Hits] which is somewhat hard to analyze perfectly with varying mob hit speed.
Other Magical Properties/Attributes on Gear:
-Arcane Power per Crit
It's probably going to have a limit of 1 benefit per spell cast because critting 10 times with a spell and gaining 100 AP from +10 ap per crit is ridiculous
BUT consider the following:
Electrocute hits 3 targets and gives 3 ap with 240% wd.
Spectral Blade range 20 yards hits 10 targets 30 times for 1100% wd.
Now, let's factor in AP per crit.
Electrocute requires a 33% chance to crit to get 'kinda' a guaranteed crit per spell.
Spectral Blade requires more or less based on # of enemies hit.
Let's say that 10% crit is easily obtainable and you have 6 AP per crit. Once every 3 electrocutes you'll get that AP per crit. Every spectral blade that hits ~4 targets will get the AP per crit
At 3 electrocutes: 15 AP regenned
At 3 spectral blades: 18 AP regenned
Chances are 6 AP per crit's going to be pretty easy to get, as will 10% crit, and 4 monsters in a 20 yard range is probably going to be fairly easy for the most part, you could even go down even further and it would be similar. You could even get AP regen rune on Spectral if you can afford to get into melee range.
AP per crit opens up spectral blade range 20 as an option and makes it just flat out better in my opinion - even in small amounts. None of the other signatures can really compare to that in my opinion, although you do have cones or line aoes, but they're just not as effective. With range 20 you keep all survivability of other spells and AP per crit becomes increasingly effective with it based on your crit rate.
1h/oh will benefit more from AP per Crit than 2h if it works as I assume. 14 casts per 10 seconds versus 10 casts per 10 seconds will leave you with 4xyour ap per crit more AP regenned total. This helps offset the larger ap per second cost of 1h/oh in comparison to 2h.
-+Max Arcane Power Pool
This stat is probably only useful for builds that are casting a ton of spells, unless you can increase your max pool VERY significantly and just spam one spell with your regen sources and AP per crit freeing up slots for more +% damage spells instead of signatures. If you think about it this way: having 104 AP versus having 100 AP gives you 4 ap at the start of the fight extra. That’s it. If you don’t let yourself hit max AP (by using AP cost spells) your regen will be giving you ap full time. It adds 4 ap whenever you let yourself get topped off – but you’re losing tons of AP from whatever you could have been regenning.
To cover all my bases, if your AP per Crit is somehow so high that you find yourself constantly hitting your cap, by all means expand it to maximize on your total Regen.
Damage Types
A Wizard has 6 Damage Types, which makes us the most versatile of all Heroes. You generally want to pick from at LEAST two damaging types to be able to kill monsters with various resistances. Three and four are probably optimal. They are as follows:
-Cold (21 Spells + Runes: 1 Frost Nova, 6 Ray of Frost, 6 Ice Armor, 1 Hydra, 1 Meteor, 6 Blizzard)
-Fire (9 Spells + Runes: 5 Meteor, 2 Hydra, 1 Shock Pulse, 1 Familiar)
-Arcane (32 Spells + Runes: 6 Magic Missile, 6 Arcane Orb, 6 Arcane Torrent, 6 Energy
Twister, 6 Disintegrate, 1 Hydra, 6 Archon)
-Lightning (20 Spells + Runes: 5 Shock Pulse, 6 Electrocute, 6 Storm Armor, 1 Hydra, 1 Magic Weapon, 1 Familiar)
-Physical (28 Spells + Runes + Basic: 1 Basic Attack, 1 Diamond Skin, 6 Spectral Blade, 6 Wave of Force, 6 Explosive Blast, 6 Magic Weapon, 1 Teleport, 1 Mirror Images)
-Poison (2 Spells+Runes: 1 Hydra, 1 Magic Weapon)
Attack Speed’s Effect on AP: 2Hs vs 1H/OH and Notes on Damage
Attack Speed is a double edged-sword for Wizards as far as damage goes. (Any spell that does not deal damage 1h/oh and attack speed wins every time over 2H, making it ideal for Hardcore) Our Arcane Power (AP) Regen is constant at 10 without passives or runes. Remember that your AP regenerates even while you cast spells that cost AP. This brings the ‘True Cost’ of abilities down 10 per second. A 1.0 Attacks Per Second weapon will have Ray of Frost cost 20 per second, but the true cost will be 10 per second allowing for 10 seconds of use before you run dry and must wait. A 1.4 attacks per second Weapon would have a AP per Second cost of 28 for Ray of Frost. Its casts would be faster, but weaker. This means slower weapons will allow for indefinite use, where it is nigh impossible for 1h/OH to. This gives you the *possibility* of freedom to eliminate Signature Spells from both your rotation and thus your choice of 6 skills completely, which is vastly superior to both Casting Signature Spells and using a slot on them. With base regen, a weapon with .1666 attacks per second (highly unlikely) will be able to spam Unruned Meteor 100% of the time. If you find a weapon with .5 Aps, you will be able to spam Unruned Arcane Torrent, Disintegrate, and Ray of Frost 100% of the time. Unruned Arcane Orb spam would require .33 aps or so. Granted that these low attack speeds are unlikely, but you would need a good bit of Intellect on that 1H/OH to even make it even to a 2H that is slow enough for indefinite use just because you would have to mix signature spells (weaker) into a 1h/OH combo due to the difference in AP Cost Per
Second. Any AP Cost reducing abilities will change the Atk Speed requirement for infinite use. With the Ray of Frost R4 (Rune Number 5 Based on my Spell Guide below) named Cold Blood, you change the cost of Ray of Frost from 20 AP per Cast to 12 AP per cast. This means that with base regen pre-rune the true cost of Ray of Frost is 10 AP per second with a 1.0 speed weapon, but with the rune it is 2 AP per second with a 1.0 weapon, wheras with a 1.4 speed weapon the True Cost is 18 pre-rune then 6.8 post-rune. As you notice, since Cost Reduction abilities come into play on every cast of the spell – faster attack speeds will have a larger improvement in ap per second with reduction runes. R4 Cold Blood changes the Atk Speed needed for indefinite spam of Ray of Frost to .83 aps. Any slower and you regen AP while using Ray of Frost. With passives or other runes you can reduce the true cost even further – by increasing your AP Regen per second or by reducing spell costs. From my knowledge you can reduce the cost to 9 per second (with Storm Armor R2 Power of the Storm), true cost being -1 per second (at 1aps), and then increase regen by 2 to get a true cost of -3 per second (1 Aps). And then you can increase your regen by 2 AGAIN with your Familiar R4 Arcanot for -5 per second (1 aps). You can get even more than that! With just increasing your regen pool (Through the Passive Astral Presence) you will be able to have a true cost of 0 AP per Second with a 1.0 Aps weapon. 1.0 aps is the standard for almost all 2hs that I have seen. Though it is possible, it’s perhaps not wise as you’re missing out of damage increase modifiers and survivability from other passives and actives for minimal gain.
While the goal is to remove Signature Spells from our rotations, it is not necessarily the best dps. In 10 seconds a 1.0 weapon gets 10 casts and a 1.4 weapon gets 14 casts. (10 casts of 20AP cost spells runs you dry). These last 4 ‘free’ spells enable you to equalize if not overcome the difference that the 2h makes. It is important to note that these free spells can be used earlier in the rotation after using some AP to cast spells like Slow Time R2 Time Warp or Frost Nova R5 Bone Chill, both of which cost no AP and increase damage for the entire group. A very good benefit, but you should keep in mind these spells aren’t restricted to only 1h/oh users. It does however give them a boost in comparison as spells such as those favor attack speed.
In general the best judge of which is superior is the ‘Damage’ portion of your character screen, which will show your dps. Since Wizard damage is taken from weapon damage and attack speed, this is accurate for us as well as all other classes. However, if you are mainly using spells that cannot crit and one of your weapons is barely above the others yet has +crit or +crit bonus on it or perhaps ap per crit – then you must take this into consideration. Do not rule out 2hs simply because they cast slower.
Some Math to support 2h: (Note that 10WD on a 2H and 7WD on a 1H seems to favor the 1H a bit, but I don’t add in the +int factor or the +damage from the OH until the end)
Let's assume 10wd 1.0 aps 2h vs 7wd 1h 1.4aps
Ray of Frost will cost 20 AP Per Second for the 2H and do 200% weapon damage with 10 wd (for easier math) per cast. With a total pool of 100 and 100 AP regenerated from the base regen you'll be able to use it for 10 seconds from a max pool (On the 10th second your pool will run dry and you'll have to use a sig spell or otherwise.
10 casts at 200% damage with a 10 damage 2h is roughly 200 dmg (if logic works!)
Ray of Frost still costs 20 to cast, but becomes 28 Per Second instead of 20 per second with a 1.4 speed. This means after 6 seconds (roughly 8 casts) you'll be out of AP and have to cast signature spells. Within the 10 seconds you will still get 10 casts, but you will also get 4 signature spells or 'free casts.'
10 x (200% wd which is 7)
10 x 14 = 140
140 + 4 'free casts' versus 2h's 200 so far.
4 free casts need to make up 60 damage for them to be equal. This means 857% weapon damage still needs to be made up. The highest signature ability I know of would only do 143% damage. So just to finish the math....857%wd-572%wd = 285% = 19.95.
10 DPS 2H wins over 7DPS 1H by 19.95.
200 2H vs 180.05 dmg 1H.
This is an example pulled from same level requirement weapons in game, both blue quality, so it is actually real. However, if 1h has Intelligence and the 2h does not then it would be equal after 11 Int and superior after 12. The blue quality off-hand I have adds 1-2 damage, which would make 1h/oh outright superior. +2 Damage to a 1.0 aps 2h is +2 dps, but to a 1.4 aps it is actually 2.8 dps.
It is notable that you can use defensive spells which increase your damage offensively instead of defensively as part of these ‘free casts’ to help make up for the damage disparity, if not overcome it completely. However, once you start adding runes you will be able to use AP Spells indefinitely with 2hs and still may use these spells offensively to help cover using even more expensive AP spells, although 1h/oh wins when casting any spells that do no damage, including all defensive spells except those that do not take a casting cooldown (see Diamond Skin). Defensively, 1h/oh wins every time provided the higher cast speed. With 1h/oh you can ‘stutter step’ more quickly and you are not rooted in place as long. This makes them the obvious choice for Hardcore.
I suggest you read the AP per Crit section above if you have not done so already. This stat helps even out 1h/oh’s higher AP cost per second and if it gets high enough could even eliminate it. Active Regeneration is better with 1h/oh. Any Cost Reduction runes will be best for 1h/oh but any passive regen passives/runes will work better for 2h.
I am by no means suggesting that 1h/oh or 2h is ALWAYS better. If you have a good 1h and a good 2h but a crappy offhand that may end up being better for you.
Pet spells will benefit more from 2h as will spells like Storm Armor that take from weapon damage but don’t require a cast. Diamond skin is always better with 2h because you can cast a spell immediately afterwards. Hydra is better with a 2h, Familiar, Living Lightning Shock Pulse, etc. Frost Nova is better with a 1h/oh as are spells such as Arcane Torrent (Depending on how it works with ap per crit). Slow Time and Teleport will both benefit more from 1h/oh.
Either way - 2h remains extremely viable. If you get one to drop that puts you at higher 'dps' on the blizzard calculator then you should probably use it, as the calculator on your character screen is accurate. I generally recommend avoiding the +attack speed stat at all times except in Hardcore because for survivability and defensive spells attack speed wins. Weapon swapping may be ideal at times. if it continues to be possible.
A Note on Shields:
While shields are the same for practically every class I feel it is worth mentioning in every guide simply because most people don’t think to wear a shield if they aren’t ‘the tank.’
Wearing a shield will buff your armor tremendously – as well as all your % modifiers to Armor.
Wearing a shield will allow you to block. You can block from any direction (front, behind,
sides) and you can block while Channeling. This is particularly good against ranged mobs that are particularly hard to CC. If you’re going up against an elite pack of ranged it is sometimes very difficult to not get hit. You can either duck out and only fight with slow time and wave of force or you can throw on a shield and diminish their damage and block them quite a bit.
If you have a terrible OH but an amazing shield it sometimes is quite pointless to use the offhand. Particularly in Hardcore. Generally, an OH is ~15% damage for you, only including +damage. (could become more significant later) You can find Intellect on Shields, but not AP per Crit.
For the most part I will be using a shield in Hardcore over an Offhand unless I get a very
amazing one. The only problems I have noticed thus far in PvM are both those very large mobs who hit hard with the attribute Teleport and the ranged mobs with the attributes Teleport or Nightmarish. Nightmarish is a fear – and on ranged mobs it can be quite nasty if you don’t dodge