The main choice for critical hit wizards is between Oblit/celestial orb; celestial works on elite packs, you do less damage but an add getting in the way doesn't waste a shot, and celestial is better for mob control. However, obliteration orb is an elite killer, although it feels a little down-tuned.
T flux passive is so underrated for critical hit wizards. If you have orbs (obliteration or celestial), and arcane hydra (more damage than venom as venom stacking rarely works kiting-use venom if ur party play with a tank) your main spells snare 30% for 2 secs, and still do uber damage.
I personally like pinpoint barrier over an max ap buff (energy tap), you get less arcane power but; after you initially spam 1 extra orb with energy tap, energy tap is useless. It is much better to have 1 less on initial hit, kite and then let off orbs that crit more when u have enough AP for 2+. Tport fracture is also really useful for kiting, as it gives you a window against tougher elites to spam orbs, n get your crits.
& on venom hydra; overrated for what it actually does, good for non crit/snare wizards but if ur a crit wiz try arcane --> If you use temporal flux you get a much stronger snare and hit damage w arcane- allowing ur main hitter 250k+ orbs to charge. If you are against a group that actually needs hydra for added damage, you'll be line kiting, making venom pooling useless.
Critical arcane Orber
Critical arcane Orber dps (I use dps build)