Builds – Wizard Solo Inferno – Shock Pulse Evader.
Level Required - 54
Build thanks to IGN’s AlexbroPA
The Wizard solo Inferno build we will be talking about focuses mainly on a high damage output, enough survivability to soak up several hits, a decent life regeneration rate and a lot of mobility.
Let’s have a quick look at the skill setup:
Left Mouse Button – Shock Pulse with the Piercing Orb rune
Right Mouse Button – Teleport with the Fracture rune
Action Key 1 – Hydra with the Venom Hydra rune
Action Key 2 – Energy Armor with the Force Armor rune
Action Key 3 – Blizzard with the Snowbound rune
Action Key 4 – Diamond Skin with the Crystal Shell rune
Passive Skill 1: Blur
Passive Skill 2: Illusionist
Passive Skill 3: Galvanizing Ward
The Mechanics Of The Build
The main attack, Shock Pulse, should be used mainly when the Wizard is not taking damage.
It is a situational ability. When things get to hectic, Teleport comes to play. With the fracture rune, three mirror images will appear at the landing point. It can be used to get out of melee range or just jump away a few clicks to focus the mobs away from you.
The Venom Hydra should be used mainly for targets that stand still such as archers and casters. It drops a poison pool that can stack up and cause massive amounts of damage. Its AoE damage works best when monsters stand grouped closely to each other.
As we move forward through the build, the Energy Armor seems to be an obvious choice for Inferno. It causes the Wizard not to take hits that take more than 35% of his HP.
Blizzard comes to play as a crowd control skill. It can slow enemies and deal some decent damage.
Finally we have Diamond Skin. This skill causes the Wizard to gain more survivability due to its damage absorption rates.
In terms of passive skills, things are plain and straight forward. Blur decreases melee damage by 20% and we know how hard the mobs hit a wizard when they get to close range. Illusionist causes Teleport to reset its cooldown almost every time the Wizard receives a hit. Galvanizing Ward increases the duration of armor skills and ads some life regen to the mix.
Resistances are critical in Inferno. To know exactly how much the Character needs we will use a simple formula:
(HP / 35 ) – 310 = Value of resists
Armor is also important. Just multiply the value of resists to 10 and that’s the right amount to have.
In terms of stats, let’s not forget that Intelligence adds resistance to elemental damage. For every 10 points of intelligence, the character gets 1 point in resistances.
This aspect needs to be taken into consideration when choosing items with resist to all. Dexterity should not be much of a concern. About 100 points are sufficient. Everything above starts to show extreme diminishing returns.
Increased attack speed should not be something to focus on to heavily. For 1-hand weapons, 30% is enough while for two handers, the value can fluctuate between 45 and 60%.
To get into more detail regarding weaponry, 2 hand weapons should be preferred mainly because of the higher minimum damage. Weapon speed is not much of a concern, the character will only cast a spell then move a bit then cast again.
For such situations, movement speed is important. Boots with at least 12% increased movement speed are critical when kiting mobs.
The Wizard should be able to run faster in order to get ahead, stop and cast a damaging attack before the mobs get into melee range again. Other than that, Intelligence and Vitality are the only stats to look for.
The follower will not help much at this stage of the game. A Templar would die too easily, making him useless.
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