Diablo 3's Wizard class relies on long-range damage combined with a mixture of supernatural minions, there to do your bidding in combat. The Wizard derives much of its damage effectiveness from the Intelligence stat, but also reliant on Vitality as we approach higher levels and increasingly challenging difficulty settings.

Apart from the usual business of scouring Rifts for legendaries and powerful rares, it's worth spending hard-earned Bounty shards at the Gambler. The ultimate objective is to get a Mask of Jeram as the Legendary Head item, a Stone of Jordan ring, and one of the many powerful off-hand items. The head slot completely changed the game in combat.
While hunting down Legendaries at the Gambler, I equipped the best yellow Rare items I could find. I got to very high Intelligence rating on every item, plus three sockets on the Chest item and two on the Legs. Into these sockets, I placed the best Topaz gems you either have in your inventory or can craft at the Jeweler.

Clever use of some of the Wizard's skills can put significant damage on enemies at a range that other classes can't even begin to target.
Wizards have six class sets:
Chantodo's Resolve (60 minor weapon set, 2 items)
Tal Rasha's Elements (60 full set, 7 items, 6 are required to complete it)
Firebird's Finery (70 full set, 7 items, 6 are required to complete it)
Vyr's Amazing Arcana (70 full set, 6 items)
Delsere's Magnum Opus (70 full set, 6 items)
The Typhon's Veil (level 70 full set with 6 items)

The Wizard's damage output is significantly greater than any of the Followers, unless provided with better gear than the Wizard itself. As such, it is generally redundant to base a Follower around damage output (e.g. Lyndon).

Kormac is an excellent choice as a companion for the Wizard due to his multiple healing abilities, his AoE stun with Charge and his power regeneration with Inspire to directly counter the squishy nature of the Wizard.
Eirena is also quite viable due to her multiple crowd-control abilities and her buffs that can boost both the attack and the defense of the Wizard.
Wizards do not have internal healing abilities, but has shields of force or encase themselves in diamonds to absorb damage.

They also have a very limited ability to enhance their allies, but some of their attacks make enemies more vulnerable to damage, benefitting all members of the group. Almost all Wizard skills are oriented at maximum damage output; even defensive skills may be turned into damage boosters. In a group, Wizards rely heavily on other classes for protection, but when uninterrupted by enemies' counterattacks, can devastate large areas in a blink of an eye.
Most, if not all of the Wizards' skills can hit more than one enemy at once, making Wizards lethal for hordes of lesser enemies. Many of their skills also become more potent as they are continuously cast against the same target, and many are channeled: while sustained, they grow in power, compensating for the danger of standing in one place. In return, Wizards' Crowd Control capabilities are tied closely to elemental damage: Stun effects for Lightning skills, Chill or Freeze for Cold, and Slow for Arcane.
I'm glad I chose the Wizard class as I feel it is the most superior. Even though I tried out the other classes for a smaller amount of time, the Wizard stuck out to me as the best.
No comments:
Post a Comment