- Diablo Iii Wizard Guide
- Diablo 3 Wizard Guide
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Top Tier Wizard build for Season 16 and Patch 2.6.4 based on the Firebird's Finery set
Firebird's Finery was, and still remains, one of the most powerful Wizard sets in the game. It has not received any changes in Patch 2.6.4, which was apparently required to keep a greater balance between classes and their sets. The following guide introduces an interesting variation of the Firebird's Meteor build, which is based on Channeled spells and Meteor with the Meteor Shower Rune. It's inferior to the Star Pact version of this build but still offers formidable firepower.
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- General information
- Recommended items
- Recommended skills
General information
I am playing a Vyr/Chantodo wizard, and wondering the raw damage difference in damage between a +1000 int roll on an amulet vs. A +20% cold damage int roll on an amulet. Right now, my wizard has 19,500 int/20% cold damage (from bracers). Assuming all else equal, and that my wizard is doing 100 damage pre-multipliers, could anybody explain to me. So, any time you want to increase the damage bonus of Tal or FB, you indirectly make itβs respective archon / Chantodo build king. When you look at it with this in mind, perhaps option 3 (current proposed) is the right approach. Edit : specified cap for AS damage scaling in mentions. Was not specific on this at the time of posting.
The entire build is based on the Firebird's Finery set which provides the following bonuses:
- If the character dies, a Meteor will fall from the sky to revive them (60 seconds cooldown) (2/6)
- Dealing Fire damage with one of the Wizard skills causes the enemy to take 1000% damage as Fire per second for 3 seconds. This effect can be repeated a second and third time through different skills. If an enemy is burning due to three different skills simultaneously, the enemy will Ignite, dealing 3000% damage per second until they die (4/6)
- The Wizard gains +200% increased damage, and 3% reduced damage taken for each enemy that is Ignited with three different skills. This effect can stack up to 20 times. An Ignited Elite monster grants full 20 stacks (6/6)
The Firebird's set causes different sources of Fire damage to apply a stacking debuff on enemies. Applying this debuff by three different skills simultaneously Ignites enemies. Each ignited enemy increases your damage by 200%, stacking up to a total of 4000% increased damage, while Ignited Elites grant the maximum buff instantly. There is a popular strategy to always keep an Elite alive and 'carry it along' when Rifting to have 100% uptime on the maximum buff.
This build allows you to ignite monsters by using simply channeling the Arcane Torrent - Flame ward skill. With Etched Sigil equipped Meteors will be cast automatically, and the summoned Familiar will act as your third Fire damage source. This makes this build extremely powerful and easy to master. https://treeside309.weebly.com/universal-current-sensor-ppt.html. It allows players to learn the Firebird's set's mechanics and enjoy the game at the same time.
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Recommended items
Equipment | |
Head - Firebird's Plume Stat priorities: 1) Critical Hit Chance 2) Intelligence 3) Vitality 4) Secondary res. Socket: | |
Chest - Firebird's Breast Stat priorities: 1) Intelligence 2) Vitality 3) Life% 4) Secondary res. Sockets: | |
Pants - Firebird's Down Stat priorities: 1) Intelligence 2) Vitality 3) Armor 4) Secondary res. Sockets: | |
Gloves- Firebird's Talons Stat priorities: 1) Intelligence 2) Critical Hit Chance 3) Critical Hit Damage 4) Area damage% / Vitality 5) Secondary res. | |
Boots - Firebird's Tarsi Stat priorities: 1) Intelligence 2) Vitality 3) Increased Movement Speed 4) Armor 5) Secondary res | |
Pauldrons - Firebird's Pinions Stat priorities: 1) Intelligence 2) Vitality 3) Area damage% 4) Life% 5) Secondary res. | |
Bracers - Ashnegarr's Blood Bracer Stat priorities: 1) Critical Hit Chance 2) Fire damage% 3) Intelligence 4) Vitality 5) Secondary res. Special power: Increases the potency of absorption shields by 75β100% | |
Amulet - Traveller's Pledge Stat priorities: 1) Socket 2) Critical Hit Damage 3) Critical Hit Chance 4) Fire damage% 5) Intelligence (Part of the Endless Walk set) Set bonuses:
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Ring - Compass Rose Stat priorities: 1) Socket 2) Critical Hit Chance 3) Critical Hit Damage 4) Area damage% 5) Intelligence 6) Vitality (Part of the Endless Walk set) | |
Ring - Convention of Elements Stat priorities: 1) Socket 2) Critical Hit Chance 3) Critical Hit Damage 4) Area damage% 5) Intelligence Special power: Gain 150β200% increased damage to a single element for 4 seconds. This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison | |
Belt - Witching Hour Stat priorities: 1) Critical Hit Damage 2) Intelligence 3) Vitality 4) Attack speed 5) Secondary res. | |
Weapon - Deathwish Stat priorities: 1) Socket 2) High average damage 3) Damage% 4) Intelligence 5) Vitality Sockets: Special power: While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 250-325% | |
Off-hand - Etched Sigil Stat priorities: 1) Critical Hit Chance 2) High average damage 3) Intelligence 4) Vitality 5) Area damage% Special power: Arcane Torrent, Disintegrate, and Ray of Frost also cast one of other damaging Arcane Power Spenders every second and increase the damage of Arcane Power spenders by 125-150% | |
Bonus Items for Season 16 (thanks to built-in Ring of Royal Grandeur power) | |
Chest - Cindercoat Stat priorities: 1) Intelligence 2) Vitality 3) Secondary res. Sockets: Special power: Reduces the resource cost of Fire skills by 23β30% | |
Kanai Cube powers | |
The Grand Vizier Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 300-400% | |
Nilfur's Boast Increase the damage of Meteor by 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 675-900% | |
Halo of Karini The Wizard takes 60-80% less damage for 5 seconds after their Storm Armor electrocutes an enemy more than 15 yards away | |
Legendary Gems | |
Bane of the Trapped
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Bane of the Stricken
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Taeguk
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Active Skills | |
Arcane Torrent Hurl a barrage of arcane projectiles that deal 400% weapon damage as Arcane on impact Arcane Torrent damage is increased by 305% damage every second, up to 1010% weapon damage Flame Ward You take 15% less damage from attacks while channeling, increasing by 5% every second up to a maximum of 25% damage reduction. Damage type is changed to Fire Your main skill. With the Etched Sigil equipped, channeling Flame Wards will auto-cast Meteor spell | |
Teleport Teleport to the selected location up to 50 yards away Safe Passage Grants 25% damage reduction for 5 seconds after using Teleport Used as a mobility skill, and for the damage reduction buff | |
Familiar Summon a Familiar that attacks for 240% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies and lasts 10 minutes Sparkflint Increases Wizard's damage dealt by 10%. Also, Familiar damage type is changed to Fire Required as the third source of Fire damage. Simply summon the Familiar | |
Storm Armor Periodically shocks a random nearby enemy for 175% damage as Lightning. Lasts 10 minutes Power of the Storm Reduces the Arcane Power cost of all skills by three while Storm Armor is active Keep the buff up at all times. It procs the damage reduction bonus on Halo of Karini ring and reduces Arcane power cost of your Flame Ward spell | |
Magic Weapon Grants 10% increased damage. Lasts 10 minutes Deflection Gain a protective shield on attacks for 3 seconds that absorbs damage equal to 4% of maximum Life Keep the buff up for both defensive and offensive bonus | |
Meteor Summon a Meteor that plummets from the sky, dealing 740% weapon damage as Fire. The ground it hits is scorched with molten fire that deals 235% damage as Fire over 3 seconds Meteor Shower Summons 7 Meteors instead of one, hitting random locations within 30 yards of the target. Damage of each meteor is reduced to277%, and blast radius to 8 yards. Meteors deal no periodic damage Simply keep it on the skill bar to gain the effect of the Meteor's most powerful rune. Casting it manually is not recommended | |
Passive Skills | |
Unwavering Will Standing still for 1.5 seconds increases damage dealt by 10%, and Armor and all elemental resistances by 20% Moving cancels this effect | |
Blur Damage taken is reduced by 17% | |
Audacity All damage done to enemies within 15 yards of the Wizard increases by 30% Generate new ssh key cisco. | |
Unstable Anomaly Receiving fatal damage prevents the Wizard from dying. Instead, it grants an absorb shield for 400% of maximum Life for 3 seconds and releases a shockwave that knocks enemies back and stuns them for 3 seconds. This effect cannot occur more than once every 60 seconds |
In general, there is no item trading in Diablo 3. However, loot found while playing in a party can be given to other members within 2-hour time frame. This allowed Legendary and Set gear to be offered by boosters in the form of Multiboxing and Boosting services - all of which can be found on Odealo marketplace. |
We hope you will enjoy this build as much as we did. And see you soon in the world of Sanctuary.
If you have any ideas how we could improve this build, or if you believe the Firebird's Finery Meteor wizard is not suitable for this title, please let us know in the comments below.
Pictures used in this article are the intellectual property of Blizzard Entertainment.
Wizard High Damage Build submitted by Kosic.This build is down to doing pure damage. There is some survival skills in it. But no crowd control abilities.
You can edit the build around to how you like it. But with this set up.
Diablo Iii Wizard Guide
I'm getting average damage of 14-17k on arcane missiles (non crits) and 42-55k ticks on Archon form's beam ability.
This is the build:
Diablo 3 Wizard Guide
http://us.battle.net/d3/en/calculator/wizard#ajXmSO!TYf!aaacZY
You buff yourself with the increase damage buffs from the Familiar, weapon enchant and passive buff of glass cannon.
This is a 42% increase of damage through 3 buffs.
You use Arcane Missiles as your normal single target ability, you can change it to other skills to your liking. But this is our hardest hitting primary attack (143% weapon dmg).
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Archon Form:
When you stack 5 stacks of Arcane Dynamo, you can use Archon form. Because of the 5 stacks, you get 75% increase damage per stack (375% increase damage to Archon).
You only want to use this form when you know there is a lot of trash, so you can stack up the duration buff per kill (The highest duration stack I got on an AE group was 3mins and 23 seconds in Act 4 on hell mode, this was the actual timer left on the buff after the first room).
You also should use this on special elites, and bosses when you know you got a good 8 seconds or more of a straight forward nuke.
Now for gear.
As abilities scale on percent of weapon damage. You need to aim for the best possible damage weapon. Don't worry if it doesn't have intellect. But intellect helps too (I'm using an axe with 732 dmg, + 15% speed increase, no other stats).
I then aimed to get some speed increase. This would be rings, neck and gloves, as their the only items (also weapons) that have increase speed stat.
Gloves I would aim for int and speed increase. Rings was just speed increase (int and speed would work better but never found em), and neck int and speed increase.
If you're becoming over whelmed by adds, you can switch out the shield for piercing orb for a decent AE (not tried it in Inferno, since I stopped using it in act 3 on hell mode, but it was hitting for about 5-6k a tick when I was lvl 58).