Diablo 3 Wizard Build – “Steel Storm Tank”


Today I have for you one more “tanking” build for Wizard. This time it’s not designed for Inferno but for Hell. If you are having problems surviving Hell or you want to level faster then you can try this build. It will allow you to stay alive for a long time while still doing a lot of damage.

Why this build is different and why it can be useful?

If you are leveling your character for a while then you may be bored with traditional way of playing Wizard. Maybe you do not want to kite mobs all the time and kill them from the distance.

Well, I guarantee you that with this build you won’t have to do it anymore. Finally you will be able to do something different and probably much more fun. CLICK HERE for THE BEST Diablo 3 Wizard Guide.

1. Primary

- “Ray of Frost”

“Project a beam of frozen ice that blasts 215% weapon damage as Cold to the first enemy it hits, slowing the target’s movement by 30% for 3 seconds”.

Rune: Sleet storm

Create a swirling storm around you, dealing 215% weapon damage as Cold to all enemies caught within it.

Description: This will allow you to channell the storm right around you. It doesn’t take that much Arcane power so you can use it for quite a while.

2. Secondary

- “Blizzard”

Rune: Frozen Solid

Description: Classic skill for both damaging and slowing enemies. Rune Frozen Solid is perfect for additional chance to freez and controll enemies. It also works really great with this build because it slows enemies so you won’t have to deal with too many of them at once.

3. Teleport

- “Teleport”

Teleport through the ether to the selected location up to 35 yards away.

Rune: Fracture

Summon 2 decoys for 8 seconds after teleporting.

Description: This skill can be used for offensive and defensive purposes You can always Teleport and run away when it is too hot:D. Also you can Teleport into the group of mobs and kill them faster with the Ray of Frost/Sleet storm.

4. Defensive

- “Diamond Skin”

“Transform your skin to diamond for 6 seconds, absorbing up to 10853.395 damage from incoming attacks”.

Rune: Crystal skin

“Increases the maximum amount of damage absorbed to 21706.79 damage”.

Description: Absolutely one of the best defensive skills for Wizads and probasbly alos in the game. The amount of absorbed damage by this skill is insane. It is useful especially in this level because mobs do not deal enough damage to kill you that fast when this skill is being active.

5. Defensive

- “Energy Armor”

“Focus your energies, increasing your Armor by 65% but decreasing your maximum Arcane Power by 20. Lasts 120 seconds”.

Rune: Energy Tap

“Rather than decreasing your maximum Arcane Power, Energy Armor increases it by 20 while it is active”.

Description: Another great skill for tanking Wizard. This skill helps both your defense and spell casting abilities. Simply you will be able to use more Ray of Frost and of course get additional defense that you will need once you are near mobs.

6. Defensive

- “Frost Nova”

“Blast nearby enemies with an explosion of ice and freeze them for 3 seconds”.

Rune: Bone Chill

“Enemies take 15% more damage while frozen or chilled by Frost Nova”.

Description: Perfect skill for tanking Wizard. Once ther is a lot of enemiesd you can freez them with Frost nova and finish for free:). It also works great when you need to escape from the enemies.

Passive Skills

1. Astral presence

“Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second”.

Description: Nice Arcane Power regeneration is always helpful.

2. Cold Blodded

Cold damage dealt to chilled and frozen targets is increased by 20%.

Description: You will freeze a lot of mobs with this build so you additional damage will be.

3. Galvanizing Ward

The following skills are improved:
Energy Armor
Ice Armor
Storm Armor

Description: Perfect and exactly what you need with this build.

How to fight with this build?

Wel it’s pretty easy

1. You Teleport to the group of mobs.
2. Use Diamond Skin
3. Use Frost Nova and Blizzard
4. Finnish them with Ray of Frost

This simple strategy will allow you to quickly and easily kill more mobs and thanks to that you will level much faster.

Very improtant in this build. You need “Life per Hit” becasue with Ray of Frost/Blizzard combo you will hit enemeis nearly all the time and greately benefit from this stat. CLICK HERE for THE BEST Diablo 3 Wizard Guide.

Patch 1.0.4 Few Words About Changes for Wizard

  • Active Skills
    • Arcane Torrent
      • Arcane Power cost reduced from 20 to 16
      • Weapon damage increased from 175% to 210%
      • Skill Rune – Death Blossom
        • Projectiles are now less random
      • Skill Rune – Arcane Mines
        • Weapon damage increased from 150% to 180%
      • Skill Rune – Cascade
        • Weapon damage increased from 175% to 210%
    • Archon
      • Slow Time duration increased from 8 seconds to 15 seconds
      • Skill Rune – Arcane Destruction
        • Weapon damage increased from 450% to 1600%
    • Diamond Skin
      • Skill Rune – Mirror Skin
        • Amount of damage reflection increased from 50% to 100%
      • Skill Rune – Enduring Skin
        • Duration bonus increased from 8 seconds to 9 seconds
      • Skill Rune – Diamond Shards
        • Weapon damage increased from 155% to 210%
    • Electrocute
      • Weapon damage increased from 80% to 90%  (this also benefits Chain Lightning, Forked Lightning, and Surge of Power)
      • Skill Rune – Forked Lightning
        • Weapon damage increased from 46% to 55% per charged bolt
      • Skill Rune – Lightning Blast
        • Weapon damage increased from 80% to 86%
      • Skill Rune – Arc Lightning
        • Weapon damage increased from 80% to 115%
    • Energy Twister
      • Proc coefficient reduced from 0.25 to 0.125
    • Explosive Blast
      • Skill Rune – Time Bomb
        • Weapon damage increased from 293%  to 315%
    • Hydra
      • Skill Rune – Arcane Hydra
        • Weapon damage increased from 28% to 60% per Arcane Orb
      • Skill Rune – Lightning Hydra
        • Weapon damage increased from 34% to 64%
      • Skill Rune – Frost Hydra
        • Weapon damage increase from 31% to 36%
        • Cone width changed from 15 yards with a 60 degree spread to 35 yards with a 30 degree spread
      • Skill Rune – Mammoth Hydra
        • Weapon damage increased from 22%  to 67%
    • Ice Armor
      • Increased the likelihood that attackers will be Frozen rather than Chilled
      • Skill Rune – Crystallize
        • Armor bonus per stack increased from 15% to 30%
      • Skill Rune – Jagged Ice
        • Weapon damage as Cold increased from 100% to 130%
    • Meteor
      • Weapon damage increased from 200% + 60% over 3 seconds to 260% + 60% over 3 seconds
      • Skill Rune – Molten Impact
        • Weapon damage increased from 260% +78% over 3 seconds to 390% + 90% over 3 seconds
      • Skill Rune – Meteor Shower
        • Weapon damage increased from 80% to 104%  for each smaller Meteor
      • Skill Rune – Comet
        • Weapon damage of initial hit increased from 240% to 312%
    • Shock Pulse
      • Skill Rune – Fire Bolts
        • Weapon damage increased from 136% to 152%
      • Skill Rune – Lightning Affinity
        • Arcane Power restored per pulse increased from 2 to 3
    • Spectral Blade
      • Skill Rune – Impactful Blades
        • Now guarantees to Slow the movement speed of enemies by 80% for 1 second (rather than a 5% chance to cause Knockback and Slow the moment speed of enemies by 60% for 1 second)
      • Skill Rune – Siphoning Blades
        • Arcane Power restored per hit increased from 1 to 3
    • Teleport
      • Skill Rune – Calamity
        • Weapon damage increased from 75% to 265%
  • Bug Fixes
    • Cold Blooded
      • Tooltip has been updated to clarify that all damage is increased by 20% to Frozen or Chilled targets, not just Cold damage (functionality of the skill has not changed)

Overall Wizard was nicely buffed in Patch 1.0.4 Blizzard made literally both defensive and offensive skills were buffed and will definitely help you to farm and play more efficently.

Personally I am very happy with these changes. It will be easier to play at Inferno and also level to 60 faster. CLICK HERE for THE BEST Diablo 3 Wizard Guide.

Patch 1.0.4 Preview: Wizard

Like the other classes, the wizard is also seeing a lot of tuning improvements to help promote build diversity. Rather than focus on those minor adjustments, though (which you’ll be able to learn more about in the 1.0.4 patch notes), I’m going focus the majority of this preview on Hydra. CLICK HERE for THE BEST Diablo 3 Wizard Guide.

 

Here are the major points I’ll cover:

  • Skill design philosophy for Diablo as a whole
  • What makes Venom Hydra as strong as it is
  • Why, rather than nerfing Venom Hydra, we’re simply going to buff all the other Hydra variants

Wizard Runes

The Nature of the Beast

From a development standpoint, we love Hydra and put a lot of effort into its design. In fact, Hydra took many times more development time to create than an average skill. There are more art variants, more spell effects, and more lines of code associated with Hydra than almost any other wizard skill in the game (except potentially Archon). We did this because Hydra is an iconic skill in the wizard’s arsenal and we wanted it to stand out. When you’re in a multiplayer game and you see that Hydra spawn, it’s instantly recognizable. And for those who are familiar with the class, you can also immediately tell which rune variant a wizard is running with.
Our goal for Hydra is to not just have each rune variant be visually distinct, but also for it to be better at something than the others. Specifically:

  • Arcane Hydra: Best at AoE
  • Lightning Hydra: Good against targets that move a lot
  • Venom Hydra: Good against targets that stand still
  • Frost Hydra: Good for snaring
  • Mammoth Hydra: Best in hallways

New Tristram, We Have a Problem
Despite these goals, it doesn’t take long to figure out that Venom Hydra is simply the best Hydra to use, regardless of the situation. This is mostly to do with its very high damage output. Although (technically) against fast-moving targets the Lightning Hydra does slightly more damage, Venom Hydra does three times more damage if you get the target to stand still, and that difference is simply too big to pass up.
The other rune variants have similar issues. The range on the Frost Hydra is too short to be useful. The DPS loss Arcane Hydra takes for being good at AoE makes it too weak versus single targets (especially when you consider that most of the hard fights are against high health Elites). The niche for Mammoth Hydra is very narrow and, if you can get a target to stand still, Venom Hydra does more damage in hallways than Mammoth Hydra anyways.

Five Heads Are Better Than One
To address these issues, we’ve decided to boost the damage of Lightning, Frost, Arcane, and Mammoth Hydra. Venom Hydra will remain the best against stationary targets, but if the targets are moving in any way, Lightning should be a clear winner. The range of Frost Hydra has been more than doubled as well, which should allow it to fill the intended role of snaring. Arcane Hydra will do less damage than Venom Hydra versus a single target, but rather than doing approximately 60% less damage, choosing it should only cause about a 15-20% DPS hit against single targets — and you should be much better against groups. Mammoth Hydra will be getting a modest bump, but ultimately “good in hallways” just doesn’t seem like a very good specialty. We’re going to keep an eye on this one for now, but down the road we’d like to find something much cooler for the Mammoth Hydra — like giving it the ability to move around the battlefield without needing to be recast (just as an example).

Skill Diversity
One concern is how this change will affect skill diversity. If our goal is to promote a large variety of builds, why are we taking one of the most powerful wizard runes and then bumping all of the variants to match it rather than simply nerfing Venom Hydra?

From our point of view, it’s okay for Venom Hydra to be extremely powerful. One of the trickiest things throughout our design process has been creating lots of appealing skills. You only have six skill slots, so the more appealing skills we can make, the more significant your choice becomes of which skills earn a spot on your bar. If a Signature skill is on the strong side, it starts to trump the other Signature skills. If a Signature skill is way too strong then it starts to trump your Arcane Power spenders as well. This hurts build diversity. Similar situations exist for Arcane Power spenders, many defensive skills, and the trio of Armor skills (Ice Armor, Storm Armor, and Energy Armor).

However, in the case of Hydra, the risk of trumping other skills is much lower. It’s totally okay for Hydra to be one of the most used skills because there’s still a lot of flexibility beyond making it your only source of DPS. If you can spare the skill slot, you’ll almost certainly want to combine it with a Signature skill to cast while the Hydra is out. If you can spare two skill slots, you can do even more damage by adding a secondary Arcane Power spender.

Trigger-Happy
While patch 1.0.4 has very few nerfs, one of them does affect the wizard. Rather than waiting for players to discover this change in the patch notes or while playing, I wanted to call it out here because it affects a build that I find to be quite cool and enjoy a lot.

Energy Twister is having its proc coefficient reduced from 0.25 to 0.125. For players who may not know what proc coefficients are: they affect how effectively a skill triggers procs (or effects that have a small chance to activate). Many skills (like Magic Missile) have a proc coefficient of 1. Skills that hit multiple targets or pulse multiple times have lower proc coefficients.

In the case of DiabloWikiEnergy Twister, specifically Wicked Wind, the 0.25 proc coefficient causes the skill to generate more procs in a given time period than any other skill. Currently, this is used in combination with Critical Mass to lower the cooldown on skills like Frost Nova and Diamond Skin. By reducing the proc coefficient from 0.25 to 0.125, the build still works and remains fairly strong, but it won’t be quite as good as it is now. (For those with extremely high Crit rates, you may not even notice much difference, but I wanted to call it out anyway. )

Originally, we weren’t going to make this change, but 1.0.4 also brings with it a number of new Legendary items, and many of them have phenomenal new proc effects. If we left high proc coefficients as they were, then a handful of skills with higher coefficients would become the de facto choice to use with these sexy new items. We were faced with a choice: we could either reduce the proc coefficient, or we could make it so these skills could not trigger the procs on Legendary items at all. We opted for the former because it seemed like getting a Legendary with a proc effect but never seeing it trigger would be very disappointing. Regardless, having well-balanced proc coefficients on all skills is not only better for Legendaries, but also for the game in the long term.

Buffs, Buffs, and More Buffs
The reduced proc coefficient is just a drop in the bucket, and overall wizards are seeing their fair share of buffing.

In addition to the Hydra buffs, we’re also increasing the damage of some lesser used Signature skill runes. A few skills are very popular right now such as Seeker (Magic Missile) and Piercing Orb (Shock Pulse), so we’ll be buffing the other runes to match. We’ll be revisiting all of the other Signature skill runes with much the same philosophy as Hydra.

Meteor and Arcane Torrent are both going to get buffs, as well, since neither of those feel strong enough to justify the Arcane Power expenditure. Meteor requires the player to correctly predict enemy movement in order to deal maximum damage, and Arcane Torrent requires you to stand still for extended periods of time to do damage. Since a player is putting in some extra effort to use these skills, some extra damage seems justified.

How to Kill Diablo at Inferno – With Gear Under 1 Million

Do you want to finally beat Diablo on Inferno? Is it hard? yes it is hard. Is it impossible for some that is playing this game few hours a week? Yes it is possible. All you need is about 1 million gold and proper build.

How to do this? Well it is all about things you know about Wizard and usage of his unique skills.
CLICK HERE for THE BEST Diablo 3 Wizard Guide.

1. Primary

- „Magic Missile”

Launch a missile of magic energy, causing 110% weapon damage as Arcane.

Rune

- “Seeker”

Missiles track the nearest enemy and their damage is increased to 121% weapon damage as Arcane.

Description: Your basic damage dealer that will take you trough the game. It will allow you to do the damage while you are running away from the enemies. You do not ahve to aim this skill just use it and it will find enemy

2. Force

- “Hydra”

Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 28% weapon damage as Fire. You may only have one Hydra active at a time.

Rune

- “Venom Hydra”

Summon a poison breathing Hydra that leaves a pool of acid that causes 18% weapon damage per second as Poison to enemies who remain in the pool.

Description: Great damage dealer.

3. Defensive

- “Teleport”

Teleport through the ether to the selected location up to 35 yards away.

Rune: Fracture

Summon 2 decoys for 8 seconds after teleporting.

Description: This is a great skill that can be used mostly for defensive reasons. Whenever you will be surrounded by enemies or rare mobs you can run away with this skill pretty easily. It is a necessary thing at Inferno.

4. Mastery

- “Mirror Image”

Summon 2 illusionary duplicates of yourself that last for 7 seconds and have 25% of your Life. The images may cast some of the same spells as you, but those spells deal no damage.

Rune: Duplicates

Summon 5 Mirror Images that have 25% of your Life each.

Description: Great skill for confusing the enemies and helping yourself to stay alive. Use it whenever mobs are focusing you too much.

5. Defensive

- “Diamond Skin”

Transform your skin to diamond for 6 seconds, absorbing up to 10853.395 damage from incoming attacks.

Rune: “Crystal Shell”

Increases the maximum amount of damage absorbed to 21706.79 damage.

Description: What else you can say about this skill except it is great for defense.

 

6.Conjuration

- “Energy Armor”

Focus your energies, increasing your Armor by 65% but decreasing your maximum Arcane Power by 20. Lasts 120 seconds.

Rune

- “Force Armor”

While Energy Armor is active, incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.

Description:

At inferno you will be hit a lot so you need additional defense. Especially when you will fight against rare packs and champions you must be ready to for big blows and “Energy Armor” will save you.

Passives

- Illusionist

Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image and Teleport are automatically reset.

Description: Great passive that will many many times save your life. Whenever you are on your last breath it will allow you to teleport from the mobs.

- Evocation

Reduces all cooldowns by 15%.

Description: This passive combines great with this build. You have different defensive skills that are on cooldowns so you need to reduce them to survive.

- Galvanizing Ward

Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain 310.097 Life per second.

The following skills are improved:
Energy Armor
Ice Armor
Storm Armor

Description: Additional boost to your defensive skill.

 

How to use this build?

1. Activate “Diamond Skin

2. Use “Venom Hydra

3. Kite (hit and run) with “Magic Missile

4. To confuse Diablo use Mirror Image

5. When ever you are in trouble use “Teleport” and “Energy Armor

CLICK HERE for THE BEST Diablo 3 Wizard Guide.

Diablo 3 Wizard Build for Normal Level 20+

Today I got another “low” level build for you. Naturally enemies at Act 2 are much stronger still they are not too challenging for you. With this build you will be able to quickly and efficently deal with waves and waves of mobs. Your main focus should be offense and you really do not have to care about defense too much. Ofense is very important to kill mobs faster and thanks to that to level faster. CLICK HERE for THE BEST Diablo 3 Wizard Guide.

1. Primary

- “Electrocute”

(no rune available)

Lightning arcs from your fingertips, dealing 80% weapon damage as Lightning. The lightning can jump, hitting up to 2 additional enemies.

2. Secondary

- “Arcane Orb”

Hurl an orb of pure energy that explodes when it hits, dealing 175% weapon damage as Arcane to all enemies within 10 yards.

Rune: “Obliteration”

Increase the damage of the explosion to deal 228% weapon damage as Arcane.

3. Defensive

- “Frost Nova”

Blast nearby enemies with an explosion of ice and freeze them for 3 seconds.

Rune: “Shatter”

A frozen enemy that is killed has a 50% chance of releasing another Frost Nova.

4. Force

- “Wave of Force”

Discharge a wave of pure energy that repels projectiles and knocks back nearby enemies. This also slows the movement of enemies by 60% and deals 200% weapon damage as Physical.

Rune: “Impactful Wave”

Increases the distance enemies are knocked back and Stuns all affected enemies for 2 seconds.

5. Conjuration

- “Magic Weapon”

(no rune available)

6. Mastery

“Explosive Blast”

(no rune available)

OR

6. Might:

- “Diamond Skin”

Transform your skin to diamond for 6 seconds, absorbing up to 10853.395 damage from incoming attacks.

Rune: “Crystal Shell”

Increases the maximum amount of damage absorbed to 21706.79 damage.

Passives

- “Power Hungry”

Gain 30 Arcane Power whenever you are healed by a health globe.

- “Glass Cannon”

Increases all damage done by 15%, but decreases Armor and resistances by 10%.

 

How to use this build?

- Main damage dealer and basic spell will be “Electrocute“. It doesn’t ahve as much singel target damage as “Magic Missile” but it has efficent AOE damge so it’s worth using.

- “Arcane Orb” is perfect spell for packs of enemies and with “Obliberation” it is very powerful.

- “Frost Nova” with “Shatter” will allow you to control mobs and kill them efficiently (for example you use “Frost Nova” and then finish freezed enemies with “Arcane Orbs” and “Electrocute“. Also “Frost Nova” will be very useful when you get in trouble.

- “Wave of Force” plus ”Impactful Wave” is great additional “crowd control” spell. Thanks to that you will be able to easily control mobs both on offense and defense.

- “Magic Weapon” is a 10% damage boost – enough said.

- “Explosive Blast” is just there to fill in a gap; we don’t really care for it much.

- If ou are dying too much or ahving problems to stay alive and level fast then you can try to use Diamond Skin it is perfect defensive spell if you do not have good gear. Maybe you won’t need to use this skill but sometimes (to fight Belial) it can be useful.

- As Passive you should use “Glass Cannon” mostly because you can kill more enemies. Switch it for “Blur” or Prodigy if you are having problems with survivability. However with Diamond Skin you won’t need it. CLICK HERE for THE BEST Diablo 3 Wizard Guide.

[VIDEO] the Wizard God Mode Exploit

There is another exploit in Diablo 3. Right now when I am writing it it is not fixed yet (23-07-2012) so you can try it.

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