Leveled your Wizard to 70 already? It is time to go and get your free set for this season! We will be talking about some Wizard builds that will ensure that you get Haedrig’s gift the soonest, and lead to your endgame as a fresh 70 Wizard.

Firebird’s Finery is Season 9’s free set. You can easily disintegrate the seasonal journey and get your free set in no time! (Defense can be a tiny issue later on…)

NO Free Set? Go to PAGE 2!

Fresh 70 Wizard: Free set available! | No free set!
Getting the Free Set | Free Set 70 | Gaining Power | Bridging to the End-game

Fresh 70 Wizard: Getting the Free Set!

Click below to reveal the instructions you need for each step:

IMPORTANT: Setting up!
Seasonal Journey Chapter 2: Getting 2 piece
Seasonal Journey Chapter 3: Getting 4 piece
Seasonal Journey Chapter 4: Getting 6 piece
Wizard GR 20: 4pc Firebird's Finery
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Fresh 70 Wizard: 6pc Free Set Build

Quick value note: Firebird 6 piece is ALL ABOUT KILLING ELITES. Change your playstyle accordingly. You can even make elites follow you while they’re burning so you can obliterate random whites along the way. You’ll see soon enough…

S9 Fresh 70 Wizard Firebird’s Finery 6pc Build
Skill Rune
Hydra (Open) (ANY FIRE SKILL!) Blazing Hydra (Mammoth) (ANY FIRE RUNE!)
Disintegrate Convergence
Teleport Wormhole (Safe Passage)
Energy Armor (Ice Armor) Prismatic Armor (Crystallize)
Familiar Arcanot
Magic Weapon Ignite
Passives
Unwavering Will Unstable Anomaly (Audacity)
Blur Galvanizing Ward

I will NOT recommend an Archon build path. It’s NO GOOD for early speed farming,
which should be our immediate goal. 

Firebird’s build is HIGHLY CUSTOMIZABLE. The build works as long you have three fire skills. Disintegrate-Convergence and Magic Weapon-Ignite are my choices. Hydra is the open fire skill slot, which you can change to any skill you like.

Firebird is an open set, and I can’t possibly
account for all
the legendary drops you get.
Customizing your build to fit high-power legendaries will be key.
Below I will put a table of common Wizard “weapon pairs”.

Wizard Skill Item 1 Item 2 Note
General Use >> Etched Sigil << Deathwish Fits into “any” build
General Use Mantle of Channeling The Furnace Fits into “any” build
Energy Twister Twisted Sword Ranslor’s Folly Probably best…
Explosive Blast Orb of Infinite Depth Wand of Woh Good but Woh is RARE
Arcane Orb Unstable Scepter Triumvirate Needs extra button press.

Our goal is to get a brainless third fire skill – most easily done with Etched Sigil

You’ll learn more in the coming chunks of this guide. But for now, it’s time to power up. Legendary Gems and Key Items are discussed in the next sections. But you have quite a good summary via the table just up there.

A quick review before proceeding…

Keep these important things in mind as you progress!

Item Review

Gaining Power!

Now we have to gain as much power, as quickly as possible.

Legendary Gems

This is the easiest way to gain power simply because acquiring them has little to no RNG. Getting 3 of your best gems will increase your power dramatically in a short time span.

Click on the tabs to see Firebird’s Finery’s “Big 3” gems, and “others”.

Wizard Firebird's Finery 6 Fresh 70: Big 3 GemsOther gems?

Get these three to L25 ASAP:

Taeguk is godlike for any build that relies on channeling skills. It helps us out with armor and damage – you can’t ask for more! If you ever transition into a non-channeling build, use it for augments!

Bane of the Powerful is pure value. For 25 levels you already reach the maximum damage potential of the gem! It plays nicely into our style of elite genocide.

Bane of the Trapped is difficult to trigger with the base build. The slow isn’t easy to come by with Firebird but luckily the 25 helps us out in that regard.

(Want a defensive gem to help you early on? Molten Wildebeest’s Gizzard is probably the best one for you in the extreme early game…)

Any other gems worth it?

Bane of the Stricken is mandatory once you’re at the “limits”. It’s worth investing into, once RG’s life is well into the trillions. I digress – this is a fresh 70 guide after all.

Esoteric Alteration is the “Stricken” of the defensive gems. Sometimes you just have to reliably survive in order to clear – and this is probably the gem for you.

(Zei’s Stone of Vengeance deserves an honorable mention. It sucks since it doesn’t stack with Audacity. Luckily Power Hungry exists! It’s quite poor in solo play, though)

Boon of the Hoarder: You need this for speedfarming.

(See: Speedfarming General, Wizard Speedfarming Primer)

Aside from these gems, any other gem is downright unusable.

Do nephs and GRs until you get your gems and leveled them up to 25. Be efficient in leveling them up. GR38 is enough to get a gem to 25.

With 3 of your best gems at L25 – try much higher Torment levels (VIII at least). NOw, the farming begins….

Playing the Build & Adjustments

Now that you have the base “power level” of your 6 set and gems, let’s take a short time to review How to Play the Build. Here’s some really basic tips for playing Firebird’s Finery to help you as you progress into higher difficulties. It’s by no means comprehensive, but still helpful.

You might need to tweak your build to make up for some weak points as you get your items. Below are the possible options for said changes.

Here we discuss Playstyle Notes and build Build Adjustments.

Playing Firebird's Finery 6 - BasicsOffense & ResourceDefense & HealingSpeed & Mobility

ACTIVELY and I mean ACTIVELY – Search for ELITES
Trashing elites is literally, making your life 20x easier.

Re-read your 6pc bonus. Igniting an elite (3 burn spells) gives the 20 stack bonus, which means 2400% damage bonus and 60% damage reduction. Fighting small clumps feels terrible when you can literally kill an elite 23x faster than its non elite counterpart.

You can take this further – gather mobs, ignite elite, kill mobs – CONTINUE ALONG YOUR WAY WHILE THE ELITE IS BURNING. Killing any random stragglers AS THE ELITE BURNS AWAY (The DoT is infinite!) – then pick up the balls when they do die!

There’s not much to be said about the mechanical finesse to play this flavor of Firebird. It’s more an adjustment of playstyle/thought, and decision making within rifts.

Feel free to experiment for your third burn source – Even if I recommend Hydra (followed by Wave of Force), there’s a ton of viable ones. I chose Hydra since you don’t need to stop channeling Disintegrate. As long as you have three fire sources – you’re good as gold.

Also, again, I’m not recommending an Archon build path because the build is way too fine tuned, and requires a metric ton of support items. It makes no sense to jump straight into it.

More offense or Arcane Power needed?

Offense is usually categorized in Damage or, indirectly, Resource Gain.

For resource gain, there’s a ton of ways to get more AP. In our base kit though, you shouldn’t look further than Familiar-Arcanot. It’s “passive” and gives a ton. Any more is overkill. (If you need the skill slot, the best AP passive is Astral Presence).

Arcane Power on Critical Strike will solve all your problems later on. This wizard only stat shows up on Sources and Wizard Hats.

Storm Armor-Power of the Storm should only be considered for speedfarming weak content. It’s the best Arcane Power management skill, but comes at a heavy cost of being a non-defensive armor choice. Use at your own risk.

There are a whole host of items to help you here, most notably Cindercoat. However, AP isn’t really a huge issue in our build.

—–

Damage? If you need more damage, there are a lot of ways to get that up! Just keep in mind that it won’t interrupt our “Three burn spells”. We currently stack full up on defensives to progress reliably, so we’re not using many offensive options in our build.

Audacity is the best DPS passive, followed by the well-rounded Unwavering Will. This pair is oft used side by side in the later game iterations of many wizard builds.

Familiar Sparkflint gives 10% damage, and is a fire spell! It’s pewpew contributes to our burn as well! However, it’s unreliable against large mobs and losing Arcanot in the early game is a significant loss. If you don’t need Arcanot – this becomes juicy.

Glass Cannon is a solid boost that comes at an obvious cost. It’s a great “thoughtless damage boost” for non-threatening speedfarm content.

Conflagration is not bad for multiplayer scenarios with more than 1 DPS player.

Power Hungry is solid, but a little more narrow than Audacity in practice. Obviously they don’t work with each other, so I’d rather take the latter.

Long story short, between Audacity and Unwavering Will, that’s a 40% damage increase. Other sources aren’t very practical in the early game, but at least you have an idea now.

More defense needed?

Defense is seen as self-healing and damage reduction.

I crammed as much defense as I could in the base build. Many of these are already
part of the basic setup. I’ll discuss them and a few more options.

Wizards have no innate self-heal – they rely on shields. Which is why Life per Hit is valuable in the early game – going shield heavy isn’t a luxury we can go for right now!

Shielding comes in many forms, but Galvanizing Ward is arguably the best – it allows you to have 1.6x your toughness before engaging, and very easy to reset mid-fight via Teleport-Wormhole. Learning to abuse Galvanizing Ward will be important later on.

The other popular source for shielding is Magic Weapon-Deflection, sadly our rune is solidly locked into Ignite for the foreseeable future.

Unwavering Will is straight up one of our best passives. Offense and defense!

Blur is as basic as it gets.

Unstable Anomaly is a free death mechanic. Between this and Firebird’s 2pc, you have a lot of leeway for messing up.

Frost Armor-Crystallize is one of our best defensive skills. But it will only shine
once you have good armor rolls and gear in general. It’s our late-game armor of choice.
Oh, check out Halo of Arlyse… right.

More mobility needed?

If you need to speed bounties early on, or just clear weak nephs faster.

Wizard mobility is MOSTLY locked behind items (Aether Walker, In-geom). The class isn’t known for its built in mobility aside from Teleport-Wormhole.

Any other changes for speed at this point is too greedy, and I can’t recommend it. And honestly, that may nearly be the entire list of in-built wiz speed skills.
(See: Speedfarming General, Wizard Speedfarming)

Items to look for

Well, finding those gems was the easy part! Since Firebirds is an “open set”, there can be any number of possible builds you can transition into. I’ll put up the trusty table here again:

Wizard Skill Item 1 Item 2 Note
General Use >> Etched Sigil << Deathwish Fits into “any” build
General Use Mantle of Channeling The Furnace Fits into “any” build
Energy Twister Twisted Sword Ranslor’s Folly Probably best…
Explosive Blast Orb of Infinite Depth Wand of Woh Good but Woh is RARE
Arcane Orb Unstable Scepter Triumvirate Needs extra button press.

The items I will recommend are based on abusing Etched Sigil + Energy Twister. Note that Energy Twister can be changed to ANY SKILL as the “free third burn”.

You do not have to wear all 7 pieces
feel free to unequip one if you find a good filler item!

LEGENDARY ITEMS LIST

Blood ShardsDeath's BreathClassics
Using Blood Shards:

Source: Dump all your Shards into getting an Etched Sigil ASAP. While there are more than a few useful sources out there that you can definitely leverage…

Etched Sigil is the SINGLE ITEM that will truly OPEN THE GATES
to multiple build paths and the elusive “free third burn”.

Shoulders: for great offensive and defensive hybrid item Mantle of Channeling. The only downside is many shoulders don’t do jack for you.

Bracers: Ah, there are a TON of good bracers. Nemesis Bracers is what I’ll look for first. More elites is exactly what we want.  Ashnagarr’s Blood Bracer is freakin’ OP early on with Galvanizing Ward. And Ranslor’s Folly is a great “brainless farming” item with Twister.

Chest: Cindercoat is a great filler but is ultimately a crutch. It rolls with Fire% so it’s not bad to equip. It helps with Arcane Power if that’s an issue for you. Aquila Cuirass comes out here too, which CAN WORK given SPECIFIC SETUPS – it’s worth sacrificing a defensive passive or skill to facilitate “Infinite AP” to trigger Aquila Cuirass consistently.

Gloves: have low level fillers. Magefist, which I guess is better than nothing. St. Archew’s Gage is also decent given our playstyle (No, it doesn’t stack with Ashnagarr’s).

Belt: Good ‘ol Goldwrap.

After that, shards are pretty disposable – it’s time for RINGS.

There are many good ring wizards can use – Convention of Elements, Unity, Compass Rose, Occulus Ring (for your follower), and the elusive Halo of Arlyse.

Again reminding you of the bounty rings:
Ring of Royal Grandeur: Act I bounties, to fit all our greed.
Avarice Band: Act III bounties, for speedfarming.

Using Death’s Breath – Rare to legendary:

Upgrade Sources for Etched Sigil. Okay I know you’re tired of hearing about it. But yeah. Be absolutely relentless in your quest to bag one (and hopefully one for the cube, lel).

Okay okay… I get it. Something else? Sword is the next best thing. Deathwish and or Twisted Sword are what you’re after for in this pile. In-geom is also more than welcome!

The very last weapon I would try hard for is 2H Mace for The Furnace. It’s not too relevant in the early on, but Furnace WILL BE when Rift Guardians have trillions of HP.

Past this, look at the weapon table if anything interests you.

The Classics: Good for any type of newer character, and even the most battle-hardened of builds.

Obsidian Ring of the Zodiac: A unique form of cooldown reduction. It works extremely well with channeling skills which proc it more than once a second!

Ring of Royal Grandeur: “Break” your 6-piece to make space for a good filler item!

Accessory Sets: FocusRestraint or Traveler’s Pledge. Completing any of these 2-sets is a vast power jump. +100%++ is substantial for only 2 slots.

Convention of Elements: Good ‘ol CoE. Wear it, Kanai it, as a filler or till the end of time. Learning to maximize CoE in any build you choose is a turning point for higher GR’s.

Unity: Straight 50% damage reduction in the cube. Too bad you need two of ’em.

Goldwrap + Avarice + Boon of The Hoarder: I don’t care how many times I have to remind you about this combo. Be on the lookout. Avarice drops from ACT III bounties.

Bridging to the End-game

So you skipped a whole chunk of the powering up phase with the free set. Now what? Like I always say, “Speedfarming first before pushing GR’s”. So, convert what you have NOW to be as speedfarmy as possible, first.

Other Wizard Guides:

Check out our D3 Guide Directory for other resources.

Fresh 70 Wizard:Free set available! | No free set!
Getting the Free Set | Free Set 70 | Gaining Power! | Bridging to the End-game

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14 COMMENTS

  1. Hey guys,

    I’ve been following this guide for about a week now and compared to “competitors” builds, I find this one the most enjoyable. But I’ve seen to hit a rough spot, and I’m stuck hovering between T5-T7. Unfortunately I didn’t come accross this guide until I already progressed a little bit so my rolls aren’t perfect. Any advice would be greatly appreciated.

    http://www.d3planner.com/947058520

    • Well that would first depend on your personal goals. If you’re “stuck”, you should first find out where you’re progressing. What do you envision it is your goal this season would be? The free set is meant to be a free set, and you don’t need to STICK with it to the end – the build entailed in the fresh 70 guide will help you along to reach to “point of freedom”. Let me know what exactly is keeping you down? Survivability? Speed in clearing? What’s your goals this season?

  2. which fire skills do you recommend for a 6p firebird set and etched sigil+death wish pair? hydra as damaging skill or another big damaging fire based skill? my deathwish does +fire damage.

    thank you for this great guide!

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