Diablo 3 Wizard Guide Review by KillerGuides

D3 WizardWhile struggling with coping with the Wizard class, the only thing I’m encountering is countless deaths in dungeons. I’m sure I’m not the only one dying here. Apparently I was using the wrong skill builds and rotations which ultimately led to my death. I’ve tried a couple of guides but none of them really suggested a concrete skill rotation build for me. Annoyed and irritated, I was losing a lot on my subscription time because I was dying. Other than losing precious subscription time, I was beginning to lose my patience with the game. About to quit, my friends told me to check out this place called Killer Guides. Heading over to their website, I took notice of the 20+ games they have in the library. The games ranged from hit titles such as World of Warcraft, Star Wars: The Old Republic, Age of Conan, Final Fantasy XIV, City of Heroes and so forth. The website has guides for $29.99 USD each and an advertised bundle for $59.99 including every class and the Diablo 3 Wizard Manual.

So, what did I get for the price of $29.99 USD? An instantly downloaded guide with over 80 pages or so of Wizardry content. The guide came prepped with a gorgeous cover and a detailed table of contents. The table of contents are divided into sections. For example: quests, runs, equipment and gear, crafting and a full on walkthrough. But, I was mostly interested in the skills and traits section the guide offered. Because I didn’t know much about skill rotations and builds, previously in the game I just equipped whatever skill I had and used it in the dungeon. This was a “n00b” mistake. There are reasons why skills and traits have descriptions beside them. The author who wrote the skill rotations suggested several rotations for me to pick from. I had the chance to test out every skill rotation the guide suggested and they all work!

I particularly liked the leveling strategy section. The guide doesn’t tell you to go out to a dungeon and kill everything on site. The guide recommends, as mentioned before, skill rotations which can be used effectively in dungeons.

Overall, I’m very happy with this guide from the bundle I bought. If you asked me if I would go back to Killer Guides? Absolutely!

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Diablo 3 Wizard Leveling Guide

Perfecting your Wizard with the right skill combinations could be quite hard, therefore I’ve actually always referred to this Diablo 3 Wizard guide as my main source of information.

Coming from the Xinasai Island, the restless female Wizard went to Caldeum to learn the hidden ways of the true mages. Being a rude and uncooperative student, she was transferred from the lesser Zann Esu mage clan to the Vizjerei, the most powerful teachers in Caldeum, to break her anarchic spirit. However, even the Vizjerei were unable to contain her; continuously she slipped into the depths of the night learning about forbidden magics without any thought of the consequences.

Caught in the Ancient Repositories, she was confronted by the Vizjerei, however, she manages to escape with the forbidden knowledge, now wondering the world of Sanctuary using schools of magic she cannot understand or fully control. No one knows exactly what knowledge she managed to steal from the repository, but the danger still lingers upon the world and the wizard clan itself.

The Wizard’s magic power is enhanced by its Arcane Power, a mystic energy that flows through all the men and women that can control the primal forces of nature. With this force, they can conjure powerful spells like meteors and freeze the ground underneath their enemies, stunning them into place. Storms of fire or ice wreak havoc into the ranks of the Burning Hells legions and masterfully placed decoys vex them to their demise.

The Wizard’s armor is not for great protection once compared to the D3 Demon Hunter class, instead it shows the power and cunning of these supernatural humans, being a statement of their physical and mental condition. Their quick reactions and extraordinary power is what makes them strong. Intelligent, cunning and spiteful, the Wizard is an embodiment of the nature itself.

If you have the power and calling to be a true master of the primal forces and seek perfection in obliterating your enemies, then perhaps it is your destiny to disintegrate the legions of the Burning Hells as the Wizard.

It was rumored in Caldeum that she ventured into the infamous Bitter Depths below the Sanctum, but the


Diablo 3 Wizard and the Elder Scrolls Sorcerer

Said to be a game having the most intresting class system, many unique classes in the Elder Scrolls Online have already been introduced to the world including dragon knight, nightblade, templar. However, there is still a classic class in the game which is a sorcerer. It seems like this spell caster must be covered in the world of roleplaying game even in Diablo 3.

the elder scrolls online sorcerer

If we take a loot at it closely, we could easily find that ESO Sorcerer and Diablo 3 Wizard shares a lot of similarities. First, their main magic are based on electricity. Shock Purse, a lighting based attack, is almost the first signature spell that a magic user in Diablo 3 can cast. For the Elder Scrolls Sorcerer, Storm Calling is the first magic skill that a wizard beginner call cast. Not only that, these spell casters from two different games have lightening spell as their ultimate moves also. Plus, a sorcerer in trailer for these 2 games are both female. It may look to be a co-incident, but it also could be interpreted that woman sorcerer trend is uprising.

There is no much information much about the elder scroll online sorcerer class to be compared. However, I strongly believe that it should be very closed to Diablo 3 Wizard. Let’s wait and see.

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Diablo 3 Wizard Guide and Their The Four Aspects

DIablo 3 WIzard

Please note that this is a preliminary guide to the Wizard. More advanced content such as gaming strategies, tactics and techniques could be found at this not to be missed D3 Wizard guide.

Every hero in Diablo 3 contains their own rich lore; all with a definitive purpose to battle in Sanctuary against the beasts of the Burning Hells. Some battle for vengeance while others battle for honor. While some, as mysterious as they are, battle for their tribe. The Diablo 3 Wizard is no exception. The wizard fights for pursuing powerful spells to increase their magic power without causing harm to others. There are four aspects that you need to know about this spellcaster.

Mastery of the Elements
Fire, Air, Water, and Arcane are elements possessed by the Diablo 3 Wizard. This arsenal of elemental damage is exceptionally potent because in many respects it bypasses defenses.

AOE
Wizards are masters of raining down destruction on large groups of enemies. When players spec for group situations where defensive skills are less necessary, their DPS can go unmatched.

Defensive Tactics
When it comes to crowd control, from slowing to freezing them in place, Wizards are among the best. They can engage skills such as: Diamond Skin, Wave of Force, Frost Nova and Ice armor to keep themselves protected and out of harm’s way.

Constant Arcane Power
Rarely will players run low on the Wizard’s primary resource for spells. However, bigger spells cost more, and must be used tactfully.

During the last part in the diablo 3 wizard leveling on Normal difficulty, players begin to dial in on their specific style. Some concentrate more on one element progression than another, for example fire or ice. Other players may place more emphasis on defense than burst damage offensive spells. Passive skills play an especially crucial role in defining the Wizard’s approach to battle. Some are geared for survival and solo gaming like Blur, while plenty of others such as like Conflagration and Cold Blooded are about laying down incredible DPS.


Diablo 3 Wizard Leveling Guide and Review

Creating efficiency in your arcane generators and arcane using skills will help you run through different difficulties with less deaths. Therefore having this Diablo 3 wizard skills guide helped me out tremendously.

The Diablo 3 Wizard is a magical artillery class in Sanctuary possessing 4 elements: Fire, air, Water and Arcane as his or her supernatural weapons of choice. There is far more than stunning graphics and memorable gaming for the Wizard; fresh arcane masters of Diablo will reach an entirely whole new level of gaming, using this stunning class.

Some people prefer to pick Runes and abilities that compliment or enhance one specific element class over all others. While there are those diablo 3 class wizard who stick closely to Arcane magic, others gear for fire, air or water depending on their style. Water affords CC and slowing mechanics along with decent DPS; fire provides plenty of heavy burst damage using a substantial amount of Arcane Power. As Arcane is a balanced build, air is more defensive in nature. It will be those Wizards that learn to balance effective defense with enhanced CC abilities and persistent DPS that achieve domination in both PvE and PvP environments.
From level one to twenty, Diablo 3 Guide will show players how to avoid damage and introduce the player how to manage Arcane Power resources. While it quickly regenerates, however due to the vast array of spells which will be obtained in time, beginning to tackle the dynamic tactical aspect of this class is crucial. Balancing strategic offense with defense is crucial to transforming yourself into a successful Wizard.

For the next twenty levels, to serve the purposes of this Diablo 3 Wizard Guide, the player will begin to realize how efficient this class can be when it comes to crowd control and AOE attacks. Experimenting with the active and passive skills, along with Runes is recommended.
While this diablo 3 wizard guide contains extensive information about: spells, abilities, tactics, play styles, builds, etc., the guide provides an insight how how impressive Wizards can become in Blizzard’s new expansion really are. Adventurers should approach this class with care because they can be demanding and take time to master, but the payoff is huge!

 


Diablo 3 Wizard Utilitiy Spells II

Here’s a brief look at the Wizard’s utility spells which is also revealed in this Wizards Guide to Spells which I believe would come in quite handy for more serious Diablo 3 gamers looking to perfect their Wizard.

Diablo Wizard and Barbarian
Mirror Image
. Summon two 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. It means your illusions are not going to be dealing damage, but they are going to be confusing to your Enemy.

Slow Time. Cool down 20 seconds. Invoke a bubble of warped time and space for 8 seconds, slowing the movement speed by 30% and attack speed of Enemies by 20%. This bubble also slows the movement of Enemy projectiles by 90%. This means, if you’re getting shot, you’ve got range attackers, archers, anything like that, this bubble of warped time, anything that comes towards you, you’re going to be able to easily dodge it. I mean, to a degree, you already can, but this is going to make it just so much easier to do, in addition to that slowing the movement and attack speed of Enemies.

Now, it doesn’t say anything about the range. Invoke a bubble of warped time and space for 10 seconds. What I don’t know about slowed time is whether it’s a bubble around you, or it’s a bubble in a location where it’s just location dependent, you drop down somewhere, you can use it defensively, offensively, no idea.

Wizard Armor Suit

Okay, so, our next ability here is going to be Teleport. 15 Arcane Powers, 16 seconds, long cool down. Teleport through the ether to the selected location up to 35 yards away. The 35 yards away, I’m not sure of the exact distance on that. I haven’t gotten the distances down totally flawlessly here, but 35 yards seems like it should be pretty good.

It seems like with the Furious Leap, Barbarian jump skill, Diablo 3 barbarian guide says that this skill can actually go over obstacles. It seems like with Teleport you should  be able to go over obstacles as well, because you’re just going to a selected location. If that selected location is valid, you will appear there. I don’t know that for sure, but that’s my guess.

Energy Armor. Focus your energies, increasing your defense by 65%, lowering your Maximum Arcane Power by 20. lasts for 2 minutes. This is an Armor Spell, and only one Armor Spell can be active at a time. We’ve got a few Armor Spells: Ice Armor, Storm Armor or Energy Armor. Increasing your defense by 20% but lowering your Arcane Power by 20. I will explain these skills again in diablo 3 wizard guide, but these things look they are for a play style that I wasn’t expecting out of the Wizard and that I haven’t tested out on the Wizard.

Familiar. 20 Arcane Power. Summon a companion that will attack your targets for 20% weapon damage as arcane. This companion cannot be targeted or damaged by Enemies. The pet lasts for two minute. Unlike other pets this one has a hard expiration date, two minute, and then, on top of that, it can’t be damaged. You can’t lose it. So this is just going to be something where, if you are using this, you want to make sure that you’re refreshing it every two minute. The 20 Arcane Power is pretty low, so hopefully that’s going to be a pretty good addition.

Diablo 3 Wizard

I hope you enjoyed this little walk through of the Wizard, the Passive and Active Abilities. The Active skills, just one quick thing. You only have two when you start. You get a third one, I believe, at Level 9, possibly Level 6. I’m not exactly sure when I got that third one, the third slot available to me, but, obviously, 12, 18, and 24. By Level 24, you have all six active skills available at a given time.

Let’s go ahead and try one thing. Leki other classes, we cannot keep our Buffs up if we switch the ability out of Hot Bar For example, let’s put on Ice Armor, which is a Buff for 2 minutes, but when I switch that ability out, and the Buff does not stay active. It looked like, very briefly, when we were looking at diablo 3 demon hunter guide, like the Debuff Marked for Death did stay active even after we switched it out, and, so, I’m not exactly sure what the mechanics are here, but certainly these 2 minute Buffs, one minute Buffs, from some of these Classes, if you try to switch that out, basically you can’t play the system. You can’t get a Buff out and then switch the ability after you’ve buffed yourself to something else to your benefit, because the Buff will immediately expire if you try to do that.

So, anyway, that’s how this all works. I hope you’ve enjoyed this little look at the Wizard. The Wizard is a lot of fun to play. I believe at this point I’ve covered the play throughs and the abilities of the Passive and Active skills for Diablo 3 Wizard. I hope you enjoyed this. Thank you!


Passive Skills Guide for Diablo 3 Wizard

Passive skills may seem unimportant, however they do make a huge difference if used correctly. This is all revealed in a guidebook I recently bought of KillerGuides – Diablo 3 Wizard Guide

In this post, I’m going to be covering the Passive for Diablo 3 Wizard. Arcane Power is a fast-regenerating resource used for the Wizard’s Secondary Spells. So, that’s the main thing that we’re going to be using, and there are going to be a few Skills that involve it. In fact, there’s one very early on, which is our very first, which I’ll actually recover some every time we use the Health Globe.

Okay, before going any further, before going into the actual Skills, let’s go ahead and cover how the Skills work.

Passive Skills. You can have three Passive Skills available to you at any given time. However, each slot that you have, they unlock every ten levels. So, at Level 10, you have your first one. Level 20, you have your second one. Level 30 you have your third one. You can have up to three by the time you’re in Level 30, and you can just switch them in and out. What I mean by switching them in and out is, you’re not making a permanent decision here. This system is all the same in every Diablo 3 class.

Diablo 3 Wizard Hydra

The first one is Power Hungry. Gain 30 Arcane Power whenever you are healed by a Health Globe. This means that any time that I hit Health Globes, or somebody near me hits one of these Health Globes that I’m affected by it, I’m going to gain 30 Energy back, or 30 Arcane Power back.

Diablo 3 Wizard Guide quickly span and run out of Arcane Power while activating powerful skill. If I’m getting Health Globes, which are pretty common from Groups and Mobs. They can drop out from almost anything, or anything that I’m aware of. They’re pretty common. You would get Mana back. I don’t think it would be too often that you would actually be getting enough Mana back to sustain this, but it will help, depending on the situations you’re in.

Temporal Flux. Whenever you deal Arcane Damage, Enemies are slowed by 30% for 2 seconds. This is just a Slow that activates when you’re dealing Arcane Damage. I’ll give you a couple of examples here. I have used Shock Pulse and Electrocute, which deal lightening Damage than Magic Missile, an arcane damage skill, because it is about ten times more fun and Electrocute and Shock Pulse are so effective at what they do.
Diablo 3 Wizard Female

Glass Cannon. Increases all Damage done by 15% but decreases armor and resistances by 10%. This is interesting, because you get a penalty for using this, and you get that penalty at a very early stage. I found in diablo 3 witch doctor guide that the witch doctor has passives skills that have penalties attached to him, but usually deeper, and usually not like this. It is more substantial, like you lose a cool down, but it costs X amount, like a substantial amount more energy. As I recall, on the diablo 3 monk guide, you got like a 6 second cool down kick and several other abilities. They lost their cool down but you paid 50% more on your energy cost using them. Now, Glass Cannon, here, it increases all damage done by 20%. That’s fantastic. If you don’t get hit, it’s wonderful bonus. Obviously, that’s a decision to be made situationally, depending on how you are playing.

Prodigy. Every time you cast an Academic Spell, you gain 4 Arcane Power. The following Skills are Academic Spells: Magic Missile, Shock Pulse, Spectral Blade, and Electrocute. These four are basically Academic Spells. Actually, nothing else in your toolkit is going to be an Academic Spell.

Astral Presence. Increases your maximum Arcane Power by 20, and Arcane Power regeneration by 2 per second. Regenerating Arcane Power 2 per second, it could have a very substantial return on what you’re doing.

Illusionist. Whenever you suffer more than 15% of your Life in a single hit, the cool down on your Mirror Image and Teleport Abilities is automatically reset. So far, as weak as the Wizard has been, this basically for me would mean, if I get hit, I get the cool down reset. Just because I’m pretty weak, and so when I take a hit, it’s usually more than 15% of my Life. On the other hand, maybe you should be getting hit at all. It will just depend on your play style and how you’re playing, how effective you are, and the situations you’re in.

Diablo 3 Wizard and Skeleton King

Galvanizing Ward. Increases the duration of your Armor Spells by 120 seconds. As long as an Armor Spell is active you gain 310 Life per second. The following Skills are improved: Energy Armor, Ice Armor, and Storm Armor.

Blur. Decreases Melee Damage taken by 20%. Evocation. Reduces all cool downs by 15%. These are pretty straightforward Passives. The Blur is probably going to make a big deal, depending on how you are playing. The Wizard does have a few Melee-range Spells, so this would play into that dynamic.

Arcane Dynamo. Every time you cast an signature spell. you gain a Flash of Insight. After 5 Flashes of Insight your next non-Academic Spell yields 75% more additional damage. The following skills are Academic Spells: Magic Missile, Shock Pulse, Spectral Blade, Electrocute. Again, those are the Rapid Cast Spells under Active Skills. We’ll get to those soon.

Unstable Anomaly. When reduced below 20% Life, release a Shock Wave that knocks all Enemies back. This effect cannot occur more than once every 60 seconds. This is basically a save. It’s going to be passive, so I’m going to say that it will be triggered automatically. If you are below 20% Life, this will probably save your Life as long as you didn’t take a hit that was, like, you were at 21% and you took a hit for 22% and you’re dead.

If it does land in that 20% window, this will knock everything back. I don’t know how it will effect something like a Boss Mob. What I will say is my CC’s on the Skeleton King did work on other Classes, like diablo 3 monk leveling, so I don’t know if Knock Backs will work or not on a Boss Mob. In some cases it may. Overall, it’s going to depend on your play style. It’s going to depend on, basically, are you really good at staying away, or are you sometimes getting in? Are you playing with other players who keep things at a distance? Any number of things. Are you using the Templar who is taunting things off you? It just depends on the play style. It depends on which other skills you are using.

Diablo 3 Wizard Image


Attack Spells for Diablo 3 Wizard

I think I might have found the best possible offensive skill/spell set for the Diablo 3 Wizard. It was available in this exclusive Diablo 3 Wizard guide I recently just downloaded. I’s a pdf book that covers practically all sections. From equipment, builds, rare runes, skill sets all specifically for the Wizard. Also did a google search on this guide and it seems it is high recommended!

Diablo 3 Wizard Attack Skills
Magic Missile
. Pretty straightforward. Very, very hard, even at an early stage, to run out of Arcane Power doing this. I can just spam it. Single Target, that’s all it is, Single Target Damage. There’s nothing more to it. This is an Academic Spell. Academic Spells cost one less Arcane Power every time you gain a Level. I don’t know if that gets down to a certain level and just stops. It would be impossible for me to find that out inside of the Beta, unless it is already at the cap, if it could only go down to 6 Arcane Power, or if it goes down to zero, or maybe it returns Arcane Power to me at some point. I really have no idea.

Shock Pulse. 8 Arcane Power. Release a pulse of 3 unpredictable charges of electricity that deal 105% weapon damage as lighting to Enemies they hit. Okay, I love this ability. This is one of my stock abilities. I’ve had a lot of fun with it. It’s like poison toads from the diablo 3 witch doctor leveling, but it’s not. The toads are pretty cool. I’ve kept a pretty good distance. It will stop on random obstacles, like, if I’m shooting it upstairs, if there is anything in here, for some reason it will just stop. If I’m shooting it near obstacles, it will do the same thing. Put in the code, obviously, but sometimes it looks like when it should continue traveling, it just doesn’t continue traveling.

Okay, so our next one here is going to be Spectral Blade. 10 Arcane Power. Summon A Spectral Blade that strikes all Enemies in your path 3 times, causing 135% Weapon Damage with each hit. This is what I’m going to kind of give away, that I don’t know much about these alternative play styles for the Wizard, because I’m not sure how Spectral Blade is supposed to be used if it is possible to build a Wizard that is melee range, that is making use of a weapon, etc.

But here’s basically what it is. It’s short range. I mean, it’s not super short range, but it is short range. I don’t know if a good and viable option to actually become a melee range Wizard that is close range at all time. obviously that there are, like we’ve said in the past, some skills. There are a few Passive skills that will lend themselves towards a melee weaponed Wizard, but I just don’t know much about that play style. I didn’t try it out too much because I did like the range skills. I prefer playing diablo 3 barbarian guide or diablo 3 monk guide to play melee wizard.

Diablo 3 Wizard Electrocute

In particular, I like Electrocute, which is going to be our fourth ability here, fourth Academic Spell. Lightening arcs from your fingertips towards an Enemy, dealing 80 weapon damage as lightning. The lightening can jump, hitting up to 2 Enemies. Damage is reduced 30% each jump. I love it. It’s a lot of fun. You can just demolish groups of Enemies from very long range. It goes exactly where you want it to. I can actually shoot it through other things to hit my target, and then it’ll bounce from there.This is just a wonderful ability

Electrocute, a stock ability. What I have found myself doing is using these two in combination with each other. The Electrocute I’m really using a lot more than Shock Pulse, because the Electrocute will cause me to kind of keep moving, keep shooting like I would on, say, The Demon Hunter or like I would on the Witch Doctor, while getting Damage in on Enemies. The Shock Pulse, on the other hand, to really get the Damage out from Shock Pulse I have to be standing still, or I have to at least have to be moving slowly to get the cast in. And, so, I do find myself using Electrocute a whole lot more than Shock Pulse, but definitely using both depending on the situation.

Diablo 3 Wizard Hydra

Hydra. 40 Arcane Power, so this is going to be even more expensive than the previous one, but, presumably, your available Arcane Power is continuing to go up. Summon a multi-headed hydra for 15 seconds that attacks Enemies with bolts of fire, dealing 33% weapon damage as fire per attack. For 15 seconds, so it does have a limit on the duration.

Wave of Force. Explode a wave of pure energy that repels projectiles and knocks back nearby Enemies. This also slows the move of Enemies by 60% and deals 200% weapon damage as physical. Pretty straightforward. I haven’t wanted to use it too much, because of it’s 15 second cool down

Arcane Orb. Hurl an orb of arcane energy that explodes when it hits, dealing 175% weapon damage as arcane to all Enemies within 10 yards. This is a powerful spell and also a fantastic way to run out of Arcane Power, and that’s really what it comes down to. I’ve used it. I’ve had a lot of fun with it, but, ultimately, I couldn’t sustain it. And, again, something like Electrocute, the Academic Spells, the Rapid Cast spells, those you can sustain and deal tons of damage with. I do prefer to keep the other ones on my Hot Bar in my diablo 3 guide.

Energy Twister. Release a twister of pure energy that deals 360% weapon damage as arcane per second to everything caught within it.

Diablo 3 Wizard Disintegrate

Disintegrate. Cause 20 Arcane Power per second. Thrust a beam of pure energy forward dealing 155% weapon damage as arcane per second and disintegrating Enemies it kills. This looks like it’s channeled. it looks like Cyclops, Laser Beam, could be incredible. I mean, the animation looks kind of incredible. Somebody is getting shot through with a laser.

Explosive Blast. 20 Arcane Power with 6 seconds cool down. Interesting that it has a cool down. It’s a very, very high cost. Gather in a fusion of energy around you that explodes after 1.5 seconds, causing 205% weapon damage as physical to any nearby Enemies wihin 12 yards.

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 speed by 30% for 5 seconds. Ray of Frost is 20 Arcane Power per second. Let’s go back up here. Disintegrate is 20 Arcane Power per second, but, now, here’s what I don’t know. Disintegrate may go through the target. It doesn’t say anything about not going through the target, whereas Ray of Frost says pretty clearly to the first Enemy it hits

So, I’m not going to say anything about Disintegrate like, do I know that it goes through the target or not? I’m just assuming that, because of the laser going through the guy’s bones and continuing out the other side, but sometimes those icons aren’t the most accurate. So, this is going to slow your target. It seems to me that this could be very, very good in a single target situation in particular, maybe in a Boss fight or something like that.

Arcane Torrent. 20 Arcane Power per second. This is another low cost one, just like the Disintegrate. Relatively low cost, I mean. 20 Arcane Power, you would quickly run out of if you were at the point in the early stage. Hurl a barrage of arcane projectiles and deal 175% weapon damage as arcane per second to all Enemies near the impact location. So, you are picking a location as opposed to this where you are shooting out in a direction, and I’m not sure whether this looks like it’s going to be a line, not a column. Arcane Torrent is, you pick a location, and it’s going to be basically the same thing.

Meteor. 60 Arcane Power. Summon an immense meteor that plummets from the sky, causing 180 weapon damage as fire Damage to all Enemies it crashes into. The ground it hits is scorched with molten fire that does 60% weapon damage as fire over 3 seconds.

Diablo 3 Blizzard

Finally, Blizzard. Cost, 45 Arcane Power. Call down shards of ice to pelt an area, dealing 255% weapon damage as cold in the area over 6 seconds. I don’t know if Blizzard just loves keeping its spells named Blizzard, but this is basically identical to every other Blizzard spell in every other game that they’ve ever made.


Diablo 3 Wizard Utilitiy Spells I

Wizard Utility Spell

Used wisely, utility spells might just keep you alive in deadly battles in Hell and Inferno. Here’s a few strategies I use to keep myself alive in the game found in the expert gamers blog with strategies for the Wizard.

Now, Utility is interesting, because, so far we also have another magic weapon here, which is another melee range thing, but let’s go ahead and jump in.

 Frost Nova. An explosion of ice that freezes nearby Enemies for 3 seconds and causes cold Damage. Another one that I didn’t use much because of 12 seconds cool down. I prefer the spamming abilities. I don’t prefer the long cool downs. I don’t want to put anything on a long cool down because I can easily be in combat in less than twelve seconds after I was in combat the first time. So, I want to keep other abilities on my Hot Bar. That said, you know, maybe that wasn’t the best decision, because, honestly, like I said, Electrocute, I wound up using it once I got it all of the time. And I started using the Shock Pulse less frequently, and so I could have made more use of it.

However, our next ability, Ice Armor. 25 Arcane Power. Surround yourself in a barrier of ice and chilling melee attack enemies for 2 seconds, lasts for 2 minutes. Pretty cool animation on it, and I keep spamming it. This, again, goes with Spectral Blade, and it goes with our next ability.

Magic Weapon. Imbue your weapon with magical energy, granting it 10% increased Physical Damage. Can only affect Melee Weapons. Lasts for 2 minute. So, it kind of comes down to, there is some melee play style which I am not familiar with, and I am not going to be able to tell you much about, but other people maybe can. There is something going on that makes a melee play style with the Wizard viable, like a good thing to do.

Diablo 3 Wizard Diamond Skil

Diamond Skin. Diamond Skin here is the ability that transform your skin into diamond for 5 seconds, absorbing up to 10853 Damage from incoming attacks. Not only does this have a cool animation, if you’re coming up across, like the Exploding Guys, which is when you come up across them, and they’re about to explode, just pop this. Now, this does have a cool down, but it blocks a lot of damage. It blocks about half of my health bar, so I have found it situationally very useful.

I can justify this on my Hot Bar, because it’s a kind of ability you’re not trying to spam anyway. It’s a kind of ability that will save you when you know you’re about to take that big hit. It’s a good defensive cool down to have. I like it a lot. It probably, aside from me finding it good as a solo adventurer. It’s probably another one of these things that plays into, you could potentially play a Melee Wizard. For me, I would like to play diablo 3 barbarian guide or diablo 3 monk guide instead of Melee Wizard as I told you before.

Storm Armor. 25 Arcane Power. Bathe yourself in electrical energy, shocking range and melee attackers for 70% weapon damage as lightning. Lasts for 2 minutes. Again, this is another on which it’s assuming that you are taking attacks, so take it for what it is.


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