Wizard Energy Armor Trades Your Arcane Power for Defense.
The Wizard Energy Armor skill offers improved survivability in combat.
It becomes available at level 28 and has no cooldown but it costs 25 Arcane Power to be casted.
When used, the Wizard becomes surrounded by an energy shield that improves the armor by 65% but decreasing the maximum Arcane Power by 20.
This entire effect is active for a 2 minute period.
Check it out, Wizard Energy Armor
The available runes:
Absorption becomes available at level 32. It causes the Wizard to gain 4 Arcane Power whenever he is hit. Both melee and ranged hits trigger this effect.
Pinpoint Barrier becomes usable for characters of level 41. It increases the critical hit chance by 5% while the spell is active.
Energy Tap can be unlocked by players of level 48. It causes the Diablo 3 Wizard to gain 20 maximum Arcane Power instead of losing it. The gain is present only while the Energy Armor is active.
Force Armor becomes available at level 54. It causes hits that deal more than 35% of the Wizards life points to deal only 35% of its maximum hit points. Now caps at 100% max life of player
Prismatic Armor becomes unlocked at level 60. This rune causes the Energy armor to increase all resistances by 40% while it is active.

For spell synergies we have only the passive Galvanizing Ward skill.
The passive attributes of the skill causes Energy Armor to double its duration and regenerate 310.1 hit points each second. This particular synergy offers an improved survivability improvement.

However, the bonus makes the sacrifice of a passive skill slot only for PVP purposes and for the Hardcore and Inferno difficulties. Even so, for PVP, there are some better choices in terms of passive skills and this synergy should be avoided.
duration of the skill is sufficient as is without the passive and the hit point regeneration is compensated by the spawning of health orbs.
When Casted:





