Diablo® III

Mobile Wizard

I'm trying to create a Wizard build that allows you to deal damage while maintaining a very high level of movement.

http://us.battle.net/d3/en/calculator/wizard#aVPQfk!ZXf!ZbYYaa

The only stopping would be to see the animation of a cast, or to kite-spam MM. Gear-wise I could see this working with a variety of setups, but you're definitely going to want movement speed on your boots.

I'm not entirely convinced on it; I think it's missing something. What variations on this theme can you guys think of?
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I'm always looking for the most mobile build i can do with the wizard and i fined DRIFTING fun so why not make a Drift wizard.

http://us.battle.net/d3/en/calculator/wizard#bUjTlY!XdZ!ccYYYZ

The build is drop damage and let it drift while you keep mobile I'm not sure how energy twister with storm chaser works but i think it follows your signature spells.

This will make for a deadly combo and a very fun build.

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mobile wizard without teleport?
this is my idea for a storm wizard lol
http://us.battle.net/d3/en/calculator/wizard#jUgimP!UXd!YZaZcc
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Well, what I meant by mobile was that I never stop running around... not necessarily that I have high mobility. Teleport could probably replace the armor spell.
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03/19/2012 10:52 PMPosted by Scowarr
Well, what I meant by mobile was that I never stop running around... not necessarily that I have high mobility. Teleport could probably replace the armor spell.


Just don't pick any channel spells and you be mobile.
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It seems like a mobility build would be better off without a channeled spell. I think you should throw Explosive Blast runed with Time Bomb, and Teleport runed with Reversal in there. Also, Slow Time would give you a mobility advantage over your enemies.
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03/20/2012 06:39 AMPosted by Silent
Well, what I meant by mobile was that I never stop running around... not necessarily that I have high mobility. Teleport could probably replace the armor spell.


Just don't pick any channel spells and you be mobile.


That's not necessarily true, at least not for what I'm trying to accomplish with this build. Using Arcane Orb or anything similar causes you to stop to aim and cast. Even if it's very brief, it's still more time than Arcane Mines or Meteor.

One of the issues I'm having with this build is what to do when out of Arcane Power... I don't like having a stop to cast Signature.
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