Level 70! Finally! Now what? It’s time to setup build and get some easy, fast power spikes to make it to the endgame! Well, our Fresh 70 Wizard guide is here to help you out with that.
Basic skill setup for bounties, nephalem rifts and low-level greater rifts to get you going!
|Wizard Fresh 70 Build|
|Storm Armor||Reactive Armor|
|Magic Weapon||Force Weapon|
|Astral Presence||Glass Cannon|
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The build is designed to Disintegrate with near-infinite Arcane Power using a slow 2Hander. (Arcanot + Astral Presence is the best combination of resource management for this). Everything else is a passive effect to improve your performance, and a single spell for “emergencies”.
Overall, there’s nothing special goin’ on here. Lots of passive effects, brainless residual AoE damage and very good single target DPS.
After that, everyone progresses a bit differently and below are adjustments you can make to cover the weak points of your current setup.
Offense is usually categorized in Damage or, indirectly, Resource Gain.
Honestly, I don’t think there is a practical way to increase offense right now without finding a game-changing legendary of some sort. Familiar – Sparkflint is a straight % dmg up (at the cost of significant resource gain, losing Arcanot rune)
Defense is usually categorized in either Toughness or Self-healing capability.
Unstable Anomaly (Passive) is the free death of Wizards, use it if you find yourself getting one-shot too much.
I honestly don’t think Wizards can get much more movespeed without legendaries and Paragon levels… So for now, you’re stuck with Teleport – Wormhole which is quite decent anyways.
(See: Speedfarming General | Speedfarming for Wizards)
Equip your Wizard with level 70 gear! Craft your yellows or pick them up IDC, make sure that they all have Intelligence! It wouldn’t hurt if they have Vit in them,as well.
Disintegrate% in boots or helm is crazy value for the low cost of a few dusts and crystals.
Fire% is nice to have on bracer and/or amulet. Try to get at least one!
Other re-rolls: Crit on helm,accessories and glove. Crit damage is optional at this point. Get as many sockets as you can in preparation for Legendary gems.
DON’T BE AFRAID TO RE-ROLL YELLOWS. It’s cheap and the effects are staggering. Not all legendaries are better than yellows at this point! Crafted or swiped off the ground, keep an eye out for yellows you can turn into solid fillers. But don’t try and make the PERFECT yellow…
Templar: Why go through all the bounties, nephs and GRs alone when you can hire Templar?! You get free healing, Arcane Regen, and damage from him. So, abuse the hell out of him!
Collect keys (neph), materials (bounties), and legendary gems (GRs) and level them up!
Unlocking Kanai’s Cube
Unlocking your Kanai’s Cube early on once you get to level 70 is imperative. Not only can you use 3 extra legendary powers, you can also upgrade your yellows and turn them into legendaries!
Getting your legendary gems
Bane of Powerful – is one of the best filler gems to keep at 25~. great until late game. You don’t need to upgrade this too high, and you can focus on other gems in the meantime.
Bane of the Trapped – One of the best gems – so level this up as high as you want! Quite brainless to trigger it since Wiz is pretty much in “melee” most of the time (Templar takes care of it the rest of the time).
Taeguk – amazing synergy with Wizard. It’s a great choice at this point since you need damage and toughness to get up in the torments.
Wreath of Lightning – classic speedfarmy gem. You’ll never be sad to own a L25~ one.
Items to look for
So now, you should be on the hunt for set items, or certain generically powerful legendaries to help give you some serious power ups.
Halo of Arlyse is a notable ring for Wizards, although I wouldn’t suggest to get it from Kadala or Death’s Breath upgrade as you’ll have a low chance of seeing it.
The main use of blood shards this early on is to find set pieces. Getting a 2, 4 and of course 6 set bonus is the biggest power gain you will get. Along the way, you’ll be getting some random legendaries with, uh, indeterminate usefulness…
Orb/Source: a number of these will greatly improve your power once you find ‘em.
Etched Sigil – The single most powerful thing you can get from 25 blood shards. It’s absurd legendary power is worth a 4 or 6 set, yet here it is. Meteor Shower, Twisters… have fun with it. No matter what skill you pair up with Disintegrate, you’ll see huge results.
Belt: Hergbrash’s Binding – the best belt a Wizard can own for the cost reduction of almost all of your secondary skills. But don’t forget the “basic belts”, Goldwrap, The Witching Hour, and String of Ears. Never sad to gamble for some belts…
Bracer: Ashnagarr’s Blood Bracer – a noteworthy bracer for Wizard as it increases shields. Use it with Galvanizing Ward and Dominance passives. This ONE item and a passive or two will take care of all the toughness you need in this point of the game.
Storm Crow – A janky bonus to wear or stick in the cube. It’s better than nothing.
Shoulders: Mantle of the Channeling: Again, increasing power and defense in one slot, you can’t pass this up. One of the better “bonuses” while looking for set items.
Chest: Cindercoat is one of those pleasant surprises.
It’s hard to recommend what to try and aim for first as Wizard… it really depends on the set you’re after. But there are a some standout ones…
1H swords: Deathwish – Straight DMG+ whenever we need it. Brainless value.
In-geom – One of the classic speedfarm items. Great for the Wizards speedfarming set.
The Twisted Sword – Deserves a special mention… this is absurdly powerful but a bit difficult to use fresh off the 70 boat. You should definitely aim to own one as soon as possible though, cause once your build can support it… Oh boy.
Fragment of Destiny is hax early on. Try it out, you might be shocked.
Ring of Royal Grandeur: Makes your journey one piece shorter. Always good to have. These drop from ACT I bounties.
Obsidian Ring of the Zodiac: If you read closely it says “Near 100% CDR for Wizards”.
Reaper’s Wraps: the plans drop from Malthael so it’s a rather easy non-RNG boost early on. Used by the utmost greediest of Wizard builds.
Convention of Elements: Good ‘ol CoE. Wear it, Kanai it, as a filler or till the end of time…
Unity: Straight 50% damage reduction in the cube. Too bad you need two of ’em.
D3 end-game basically consists 2 main objectives: Clearing high-level Greater Rifts, and Speedfarming. I recommended building up your speed-farming set, first. Let’s be realistic though, speed-farming is more about tweaking what you have RIGHT NOW!
Other Wizard Guides:
- Wizard Leveling
- Firebird’s Finery | Firebird’s Set Dungeon
- Delsere’s Magnum Opus | Delsere’s Set Dungeon
- Tal Rasha’s Elements | Tal Rasha’s Set Dungeon
- Vyr’s Amazing Arcana | Vyr’s Set Dungeon
Check out our D3 Guide Directory for other resources.
So, your fresh 70 Wizard is as good as it’s going to get right now! Good luck! Remember, “speed-farming before GR progression”!
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