Wizard Class Overview in Diablo Immortal
The Wizard is one of six classes available to play as in Diablo Immortal, demonstrating mastery of elemental forces at their command as they eliminate scores of enemies through iconic spellcasting. Whether from afar or close up, the Wizard also has a defensive tool for any situation, as befitting a knowledgeable master of magic.
Choose the Wizard if you want to bend the elements to your will, wielding the might of fire, ice, lightning and pure arcane power into the singular purpose of annihilating your enemies. While weaving spellcraft into storms, twisters, and explosions, the Wizard remains safe behind by mighty shields of ice — whether fighting from afar, or into fierce melee.With the ability to tear open gorging Black Holes into the fabric of reality itself, the Wizard is the embodiment of elemental power in Diablo Immortal.
- Wizards are masters of elemental synergies, and their spells are much more interactive with each other than the abilities of other classes. Skill fusions like reflecting or scorching enemies when cast on -burnt ground lead to devastating primordial combos that are extremely satisfying to pull off. Such combos scale nicely with the increasing mastery of the player.
- Contrary to the expectation of sorcerous frailty and the spell-slinging archetype, Wizards offer a good variety of playstyles at all ranges, including completely viable melee wizardry.
- WIth the superb maneuverability and unpredictability of , Wizards can dive in and out of PvP combat before their enemies can react accordingly — dishing out bursts of elemental damage that eradicate a foe, and then quickly blinking out of reach. This can be of great appeal to PvP players that like to nuke opponents down, picking out unsuspecting victims to erase out of a fight.
- While this might appeal to a certain subset of players, effective use of a Wizard's arsenal requires precise aiming; their hardest-hitting spells are not of the fire-and-forget kind, and careless use will plummet your DPS.
- Compounding the effect of the above, Wizard skills have considerable downtimes, and their combo-oriented, interconnected nature means that failed executions of rotations will heavily punish your damage output.
- Wizards can definitely hold their own in a group as far as pure DPS is concerned, but they contribute little to the overall utility of the team. The class lacks meaningful buffs for their party members and have a poor class consumable in the form of Scroll of Westmarch.
Below, you will find a list of all Wizard builds we currently have on the site:
- Wizard Leveling Guide
- Wizard Meteor Bounties Build
- Wizard Disintegrate Dungeon Build
- Wizard Black Hole Challenge Rift Build
- Wizard Ice Crystal Boss Killer Build for Raids
- Wizard Storm Armor PvP Build
You can also see an overview briefly explaining all of these builds on the guide below.
Early on, you should focus on trying out the skills that get added to your arsenal, and equipping better gear as it drops (the in-game cue comes from the flashing bag, indicating an upgrade piece). Your gear can be improved at the Blacksmith at a material cost — and while it starts out small, it quickly scales to a hefty amount. Make sure you pick up all items you come across (the auto-pickup option in Settings helps), and salvage them in town.
Upgrading your equipment is a central part of power acquisition in Diablo Immortal; never hesitate to upgrade a piece, regardless of its stats, since its upgrades will carry over to its eventual replacement for free. Upgrading all Primary gear pieces to level 6 before moving forward to level 7 on any of them is advised, since you gain an additional attribute at that level.
During leveling, you will occasionally hit experience walls (accompanied by the message "You must reach level X before continuing.") as you do the Main Story. To quickly get over the Experience hurdle, your most efficient route is to complete Battle Pass activities — namely, repeatedly grinding out Dungeons, with Bestiary turn-ins and Tasks mixed in. To mitigate the amount of time spent grinding, as well as to (likely) enjoy the game more, you can purposefully seek out Hidden Lairs and complete Tasks as they open up during the storyline completion. While this will slow down your questing, it will pay off later down the line as it diminishes some of the grind walls.
Pay extra heed to the Battle Pass tracker, as it unlocks consumable bonuses along the way, as well as a Legendary Item early on in the leveling process. Legendary items are potential gamechangers for every character, so you ensure you pick the one that will benefit you the most.
Legendary items are exceedingly rare gear pieces that provide unique bonuses — enhancing or altering an ability's powers altogether. When you come across one, especially for a slot where you still have Rare or lower tier items equipped, replace it immediately. Legendaries innately roll superior stats to lower tier items. Feel free to experiment with your newfound Legendary and the skill it enhances; once you no longer need it, extract its power at the Essence Transfer NPC in Westmarch. This allows you to overwrite subsequent Legendary items (likely with better stats) in the same slot with the extracted power, retaining the legendary bonus. Extract as many Legendary powers as you can, so you can easily adapt from one build to another whenever you need. Of course, feel free to salvage duplicate Legendary items that you have already extracted.
Similarly to all Diablo games, gems will make a huge difference to your character in Diablo Immortal — so make a point to hunt down Normal Gems in Hidden Lairs, and Legendary Gems in Elder Rifts (they get a chance to drop if you use a Crest consumable). Additionally, you should follow the quest line to unlock the Helliquary activity as soon as it becomes available at Level 41. This is done in order to receive thecurrency while doing Bounties.
When you turn in Bestiary pages, you will receive a class-specific consumable. For Wizards, this item is the Scroll of Westmarch, which opens a portal to Westmarch that any party members can use. This is a very underwhelming consumable; still, it can be occasionally useful, so do not hesitate to use it.
Skills and Legendary Items
Skills are your primary means to defeating enemies, and their interaction with skill-enhancing or skill-altering Legendary Items are what forms the synergies that define the success of your character. The power of Skills is enhanced by Charms, and the power of Legendary Items can be increased when they are Awakened. The game limits you to the use of five Skills — a Primary Attack and four Active Abilities that have some form of limitation to their use (charges, cooldowns). Primary Attacks are not limited in their use, and charge up an Ultimate bar as they are used. When it is fully charged, you are able to use the Ultimate version of that Primary Attack. Below, you will find a breakdown of all Wizard skills (divided by categories), as well as some advice for their general use.
— Available at Level 1. Launch a missile of magic energy, dealing damage. Its Ultimate is — Enhance for 12 seconds, increasing its damage and slowing the movement of affected enemies. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a single-target-oriented Primary Attack that hits surprisingly hard for a basic ability, and will be able to whittle enemies down even as it is interwoven as a filler in your basic rotations. While the remainder of your skill lineup will mostly focus on AoE, is best used to chunk down priority targets, and should be cast in their proximity to ensure it homes in on the correct target. The Ultimate is decent and grows in value in content with scaling difficulty, i.e. Challenge Rifts and Raids.
- (Main-hand) — damage is increased by 20%. Awakened effect: damage further increased by 10%.
— Available at Level 34. Arc lightning from your fingertips, dealing damage to the first enemy struck, and then leaping to 3 additional enemies for 30% as much damage. Its Ultimate is — Enhance for 12 seconds, increasing damage per hit, allowing movement while attacking, and increasing the number of secondary targets. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is an AoE-oriented Primary Attack sacrifices upfront damage numbers for a potential multiplication of affected targets. Interestingly, its Ultimate allows movement while attacking, opening up a potential path that aims for high uptime with the - combo. However due to the superior AoE abilities already present in the Wizard's arsenal and the lack of sufficient supporting legendaries, this potential cannot be fully realized (yet).
- (Main-hand) — leaps to 3 additional targets. Awakened effect: damage increased by 10%.
— Available at Level 47. 0.5 second base cooldown (channeled skill). Channel a barrage of arcane projectiles, each dealing damage to all enemies in an area. Using slowly consumes its energy, which recovers while is not in use. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a D3 Wizard signature and a flashy, visually appealing skill to play around with, but its stationary channeled nature demands a lot more item and skill synergy to make it worth using. As it stands, it had no supporting items in the Diablo Immortal beta, making its endgame applications highly questionable.
— Available at Level 1. 9 second base cooldown. Unleash a blast of wind in a direction, dealing damage and knocking away enemies. Charging longer increases range, knock away distance, and damage. Deal 50% increased damage to Burning enemies. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is one of the first AoE abilities available to Wizards, and is able to affect and crowd control enemies in a decently large, front-facing, cone-shaped area. Unfortunately, it has an unwieldy charge-up mechanic baked into its base effect, making it undesirable to use in its default state. Thankfully, finds a strong cast of supporting legendaries, with a standout item in the form of — whose tornado-like alteration of the base effect and interaction with Burning ground effects (i.e. from ) propel it well into endgame viability.
- (Main-hand) — now summons a Tornado that damages enemies in a line. Also increases maximum charges by 1. Awakened effect: damage increased by 10%.
- (Main-hand) — can no longer be charged up, and now unleashes an icy wind, damaging and Chilling enemies. Awakened effect: damage increased by 10%.
- (Main-hand) — now summons a tornado that follows enemies and continually damages all enemies in its path. Awakened effect: damage increased by 10%.
- (Off-hand) — Maximum charges increased by 1. Awakened effect: damage increased by 10%.
- (Pants) — Increase damage by 10%. Awakened effect: damage further increased by 10%.
— Available at Level 29. 0.5 second base cooldown (channeled skill). Channel a beam of pure energy in a direction, continually dealing damage to all nearby enemies caught in the beam and causing them to take 2% increased damage for 1.5 seconds, stacking up to 5 times. Using Disintegrate slowly consumes its energy, which recovers while Disintegrate is not in use. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a stationary channeled skill with a ramping effect, which — as you might easily guess — demands a lot in return to make it worth using over a more mobile and instantaneous ability. Interestingly, you can circumvent its baked-in limitations and turn it into an immediate debuff against affected enemies with the power of . This legendary alone makes it a worthy addition in a group-oriented Wizard build, as this is the class's solitary party contribution outside of their own DPS.
- (Main-hand) — damage increased by 10%. Awakened effect: damage further increased by 10%.
- (Shoulders) — will fire a stronger instantaneous beam after a short delay. Awakened effect: damage increased by 10%.
- (Shoulders) — now fractures into a short-ranged cone. Awakened effect: energy consumed 10% slower.
- (Shoulders) — now channels Fire, Burning enemies for additional damage over time. Awakened effect: energy consumed 10% slower.
- (Legs) — channels up to 3 additional beams at nearby enemies, each continually dealing damage. Awakened effect: damage increased by 10%.
- (Legs) — Enemies killed by will explode, dealing damage to all nearby enemies. Awakened effect: damage increased by 10%.
— Available at Level 3. 6 second base cooldown. Hurl 10 balls of lightning away from you in all directions, dealing damage as they pass outward and again as they return to your new location. Limit 6 hits per target. Hits 2 and beyond on a target deal only 30% damage. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:rewards careful positioning around a pull. The initial radial burst of projectiles follows the Wizard's movements — allowing you to reposition just beyond a particular target and have all the projectiles hit them on the way back. This is a potent combo with , which allows you to pull off the move even on targets that are far away on the battlefield. The combo is further strengthened by , which turns into a secondary movement skill, and allows Wizard farming builds to cross over great distances in a short timespan.
- (Main-hand) — damage increased by 10%. Awakened effect: cooldown decreased by 10%.
- (Off-hand) — Casting temporarily increases your movement speed by 60%. Awakened effect: cooldown decreased by 10%.
- (Chest) — now hurls balls of Burning fire. Awakened effect: cooldown decreased by 10%.
- (Chest) — now hurls balls of Immobilizing arcane energy. Awakened effect: cooldown decreased by 10%.
- (Chest) — now hurls balls of Chilling ice. Awakened effect: cooldown decreased by 10%.
— Available at Level 41. 9 second base cooldown. Summon an immense that plummets from the sky, dealing damage and Stunning all enemies in the impact area for 3 seconds. The ground it hits is scorched, Burning enemies for damage over 6 seconds. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is one of the hardest-hitting skills at the Wizard's disposal, and the Burning ground effect it provides upon landing enables elemental synergies that further solidify its place in endgame builds. The momentary delay before the lands is part of the skillshot hurdle you need to overcome to master the skill, but with some practice and/or crowd control at your disposal (i.e. the pulling effect of ), nuking enemies from orbit becomes trivial. has several standout legendaries that enhance it, most notably which extends the radius of its devastating effect.
- (Shoulders) — damage increased by 10%. Awakened effect: damage further increased by 10%.
- (Chest) — radius increased by 20%. Awakened effect: damage increased by 10%.
- (Legs) — now summons an Icy Meteor, dealing damage and covering the area with ice that deals additional damage and Chills enemies. Awakened effect: damage increased by 10%.
- (Legs) — now continually damages enemies in an area, but no longer Stuns. Awakened effect: damage increased by 10%.
Ray of Frost
— Available at Level 8. 0.5 second base cooldown (channeled skill). Channel a beam of frost in a direction, continually dealing damage to all enemies caught in the beam and inflicting 12% Chill for 1.5 seconds, stacking up to 6 times. Using slowly consumes its energy, which recovers while is not in use. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is a stationary channeled skill with a ramping effect, which — as you might easily guess — demands a lot in return to make it worth using over a more mobile and instantaneous ability. Interestingly, you can circumvent its baked-in limitations and turn it into an immediate crowd control tool against affected enemies with the power of . This legendary alone makes it a worthy addition in a PvP-oriented Wizard build, as you can easily catch enemies off-guard with the ray's long range.
- (Shoulders) — Enemies killed by will shatter, dealing damage to all nearby enemies and inflicting Chill. Awakened effect: damage increased by 10%.
- (Chest) — now unleashes a stronger instantaneous beam after a short delay, damaging and Freezing all enemies in its path. Awakened effect: damage increased by 10%.
- (Chest) — now channels a blizzard around you, continually damaging and Chilling nearby enemies. Awakened effect: energy consumed 10% slower.
— Available at Level 1. 9 second base cooldown. Launch a flaming orb that deals damage and knocks away enemies, leaving a Burning trail that deals damage over 6 seconds. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:deals substantial DPS on its own and provides the valuable Burning ground effect, which can be combo-ed with to create a Firestorm for even more damage. sports a vast array of supporting legendary items that alter its effect — from the positioning-dependent Arcane Orb of , through the somewhat disappointing Frozen Orb powered by , to the blistering damage heights of the Flaming Orbs of , among others. Take special note of the PvP powerhouse , which stacks ruthlessly efficient crowd control on top of the AoE and DoT already provided by .
- (Off-hand) — damage increased by 10%. Awakened effect: cooldown decreased by 10%.
- (Shoulders) — will now knock enemies away. Awakened effect: damage increased by 10%.
- (Shoulders) — radius increased by 20%. Awakened effect: damage increased by 10%.
- (Head) — now launches an Arcane Orb that explodes when activated again or when it expires, damaging all nearby enemies. Damage and explosion radius grow as it travels. Awakened effect: damage increased by 10%.
- (Head) — now conjures four Flaming Orbs that orbit around you and explode when they strike enemies, damaging and Burning all nearby enemies. Awakened effect: cooldown decreased by 10%.
- (Head) — now launches an Electric Orb that explodes on impact, creating an electric field that continually Stuns and damages nearby enemies. Awakened effect: cooldown decreased by 10%.
- (Head) — now launches a Frozen Orb that continually damages nearby enemies and Chills them. Awakened effect: cooldown decreased by 10%.
— Available at Level 38. 20 second base cooldown. Conjures a Black Hole for 3 seconds at a location, which will pull in all nearby enemies and deal damage over 3 seconds. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is one of the strongest utility additions you can make to your Wizard's arsenal. Its powerful monster-pulling effect more than makes up for the middling damage, serving as an excellent opener in battle and allowing the remainder of your AoE-oriented roster to shine as follow ups. sports several supporting legendaries, with a standout in the form of the generous radius increase from .
- (Main-hand) — also absorbs nearby enemy projectiles. Awakened effect: cooldown decreased by 10%.
- (Off-hand) — instead conjures an unstable star which explodes when it expires, damaging and Stunning nearby enemies. Awakened effect: cooldown decreased by 10%.
- (Off-hand) — moves forward a short distance, pulling in and damaging enemies as it travels. Awakened effect: cooldown decreased by 10%.
- (Head) — radius increased by 20%. Awakened effect: cooldown decreased by 10%.
— Available at Level 24. 30 second base cooldown. Conjure a giant at a nearby location, where it will deal damage to all nearby enemies over 12 seconds and inflict 30% Chill. When the crystal expires, it will shatter for damage to all nearby enemies and inflict 80% Chill for 4 seconds. Activate again to shatter the crystal immediately. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:deals a considerable chunk of damage over the total amount of time it remains active on the battlefield, and across a sizeable area to boot. 's notable downside is its humongous cooldown, which makes it highly impractical in farming content — but it can be made to work in content with scaling difficulty, like Challenge Rifts and Raids. has a notable interaction when targeted by Channeled skills like and , reflecting their beams to enemies in the Crystal's proximity.
- (Chest) — now summons a Freezing Crystal that inflicts greater damage over time and a stacking Chill. Awakened effect: cooldown decreased by 10%.
- (Pants) — cooldown decreased by 15%. Awakened effect: cooldown further decreased by 10%.
— Available at Level 50. 18 second base cooldown. Invoke a bubble of warped time and space for 6.3 seconds at a location, reducing the attack and movement speeds of affected enemies by 80%, and slowing the movement of enemy projectiles by 80%. The attack and movement speed reduction effects are reduced by 50% against players. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:provides a solid crowd control effect and a fun, visually appealing skill to play around with. However, it had no supporting items in the Diablo Immortal beta — making its endgame applications highly questionable.
— Available at Level 18. 15 second base cooldown. Teleport forward. Maximum 3 charges. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:is the solitary movement skill available to Wizards, barring enhancing into a movement buff. is a staple to pretty much all endgame Wizard builds, and the heavier they lean into farming content, the more necessary its inclusion becomes. The skill sports a good amount of supporting legendaries — most notably and , which add an offense-oriented aspect to the skill and make it a surprisingly effective opener in battle.
- (Head) — now conjures a lightning cloud at your destination, dealing damage to all nearby enemies over 2.5 seconds. Awakened effect: damage increased by 10%.
- (Head) — now causes you to become invisible and leave behind a mirror image. Awakened effect: cooldown decreased by 10%.
- (Shoulders) — now causes you to gain a shield that absorbs damage. Awakened effect: cooldown decreased by 10%.
- (Legs) — now targets a location where it also damages all nearby enemies. Awakened effect: damage increased by 10%.
- (Legs) — can now be recast, transporting you back to your original location. Awakened effect: cooldown decreased by 10%.
— Available at Level 44. 20 second base cooldown. Surround yourself in a barrier of ice for 8 seconds that absorbs damage. When the barrier expires, it will shatter for damage to all nearby enemies and inflict 40% Chill for 4 seconds. Activate again to shatter the barrier immediately. Charms increase damage from 2 to 10%, growing in 2% increments.
Advice:provides a decent baseline protective power that is unfortunately hampered by its disproportionately long cooldown. Without legendary power augmentation, its damage potential is also quite low. All is not lost however, as potent item synergies can turn into a meaty opener in PvP combat. Most notably, inverts the skill's protective properties into an AoE Chilling field surrounding the Wizard, damaging nearby enemies and slowing them for the convenience of your nuke rotation. Another PvP-oriented annoyance can be found in which passively damages enemies from afar, so you can follow up on a conveniently softened up enemy.
- (Off-hand) — becomes Storm Armor, continually damaging nearby enemies. Awakened effect: damage increased by 10%.
- (Off-hand) — now also grants damage absorption to your nearby allies. Awakened effect: cooldown decreased by 10%.
- (Off-hand) — no longer absorbs damage, instead conjuring an Ice Storm around you that continually damages and Chills nearby enemies. Awakened effect: cooldown decreased by 10%.
- (Chest) — While is active, enemies attacking you are afflicted with 40% Chill for 2 seconds. Awakened effect: cooldown decreased by 10%.
Improving your attributes in Diablo Immortal generally revolves around increasing the total amount of Combat Rating, or CR. Every primary attribute point (Strength, Fortitude, Vitality, Willpower, and Intelligence) grants you 1 point of CR.
The priority attribute for Wizards is Intelligence, which gives +0.3 Damage per point; given otherwise identical options, use the one with higher Intelligence to increase your DPS. Second in the priority order is Fortitude, which adds to your Armor Penetration — indirectly increasing damage dealt by also improving your crit chance. This attribute suffers from diminishing returns due to crit caps, but is still quite valuable. Third in the priority order is Vitality, which simply increases your Life total; the longer you can stave off death, the better.
Stat priority order and stat benefits for Wizards are as follows:
- Intelligence — Grants +0.3 Damage to Wizards, and +1 to your total CR.
- Fortitude — Grants +0.1 Armor Penetration, which affects your crit chance. It also grants +0.1 Armor; Armor increases your Block chance, and blocking attacks mitigates 20% of the damage dealt. More mitigation is never amiss, and even more so when dealing with riskier content like the Helliquary. It also adds +1 to your total CR.
- Vitality — Grants +3 Life; the more you can add to your total health pool, the better. Notoriously frail classes like the Wizard benefit nicely from stacking at least somewhat into Vitality. This attribute also adds +1 to your total CR.
- Willpower — Grants +0.1 Potency and 0.1 Resistance. Potency increases the duration of harmful effects that you inflict on your foes. Resistance lowers the duration of harmful effects inflicted by your enemies on you. This attribute also adds +1 to your total CR.
- Strength — Grants +1 CR. This attribute does nothing else for Wizards, and should be avoided as much as possible.
Secondary (Special) Attributes
You should not put an emphasis on Special Attributes when considering between gear pieces. This is due to the overpowering importance of Primary Attributes and your CR total. That being said, the better Special Attributes are the two Crit Stats (Critical Hit Chance and Critical Hit Damage), Cooldown Reduction, Beneficiary Effect Duration, and Movement Speed. You can also consider Increased Damage to Players for PvP gear.
Pieces of Primary Gear that you upgrade at the Blacksmith attain up to three additional Bonus Attributes for Reforging at Ranks 6, 11, and 16. These Bonus Attributes belong to "families" (outlined and ranked below); a Family Bonus can be unlocked if all three Bonus Attributes are from the same family. Multiple Primary Gear pieces can have the same Family Bonus to improve your proc chance. The process of Reforging is done with the Reforge Stone consumable. Note that only Primary Gear pieces can be reforged; Secondary Gear pieces cannot. For Wizards, priority Bonus Attributes are:
- is mostly valuable due to its innate attributes, as it brings valuable Critical Hit Chance to the table. The Hydra summon from the Family Bonus is mostly an extra minion to soak up damage.
- brings a single-target-oriented Family Bonus that becomes increasingly important as you push the difficulty of the content you are doing, i.e. Challenge Rifts. Its ability to enhance all damage dealt with a Primary Attack proc is an excellent boon to any build.
- has a Family Bonus that brings some much-needed mitigation to Wizards, a class that is notorious for its frailty. The absorption shield is paired with some excellent innate attributes like Damage Taken Decreased and Block Chance, which further reduce incoming hurt.
- offers situationally valuable bonuses; it has Beneficial Effect Duration Increased as an innate attribute, which is decent for groups, and a Cheat Death proc which is never amiss when soloing content. Its Family Bonus brings soft CC to attackers, which is decent mostly for PvP.
- offers some marginally useful bonuses when doing PvP, but since its (otherwise excellent) Family Bonus only functions in melee range, it is all but lost on Wizards.
- offers summoner-oriented innate attributes that are all but useless to Wizards. Its Family Bonus requires enemies to be slain to proc, significantly diminishing its usefulness when doing progression content like Challenge Rift bosses and Helliquary.
The Awakening mechanic further increases the power of a Legendary Item and is done by socketing a Rank 10 Legendary Gem inside the item and using theconsumable at the Master Jeweler. Awaken with 1-Star Gems early on, sacrificing higher ones as necessary later. Prioritize Awakening legendary items that provide straight bonuses (increased damage) to your most frequently used skills, and ones that enhance the strengths of those build-defining skills (such as cooldown- or energy cost- reduction). For Wizards, priority Awakenings are:
- Off-hand: , ,
- Shoulders: , ,
- Head: , ,
- Main-hand: , ,
- Legs: , ,
- Chest: , ,
Normal and Legendary Gems
As per tradition for Diablo games, socketed gear allows you to insert beneficial gems according to your needs. In Diablo Immortal, gems are divided between Normal Gems (socketable in Secondary Gear) and Legendary Gems (socketable in Primary Gear).
Normal Gems can only be socketed in Secondary Gear. Normal gems are divided into Red, Blue and Yellow sockets, and their priority is listed below. Priority-wise, gems are decent power increases to your character, but should never come at the cost of Primary Attributes and your CR score. Go for Red and Blue gems over Yellow if possible, as they provide a stronger bonus overall.
- Red Sockets: Prioritize Tourmaline as it provides a straight Damage increase. Ruby is also decent for the Life increase, but only if you lack Tourmalines.
- Blue Sockets: Prioritize Sapphire, which increases your Armor Penetration, and your Critical Hit Chance stat as a result. Note that Crit Chance provided from Sapphires has diminishing returns, capping out at 33%; when benefits from ArPen get too insignificant, swap to Aquamarine. Aquamarine provides Armor, which is a decent source of damage mitigation.
- Yellow Sockets: Prioritize Citrine for the Potency gains, increasing the duration of harmful effects you inflict on enemies; however small its benefits, they trump the Resistance effects provided from Topaz.
Legendary Gems can only be socketed in Primary Gear. They provide unique and very powerful bonuses on top of a robust stack of stat increases. Legendary Gems are found in Elder Rifts enhanced by the Crest consumables, as well as through crafting at the Jeweler in Westmarch.
Early on in Wizard character progression, you should use common, 1- and 2-Star Legendary Gems like:
- — Can be obtained from the Battle Pass, saving you some Crests. Provides a stacking damage increase against a target with successive attacks; great for single-target damage.
- — For the mere cost of a critical hit, this gem inflicts a considerable DoT and an Attack Speed increase to boot. Even at a low quality, this gem starts off with incredible stats and fits nicely from the get-go.
- — This gem increases damage dealt at the cost of an increase in damage taken. Wizards can balance out that damage intake with mitigation, making the gem a nice fit for the class overall.
- — This is a great early game gem, especially during farming where you usually pull hordes of enemies to maximize your AoE skills. It amplifies your damage the more enemies you fight, encouraging chaining fights together.
- — Despite its low proc chance, this damage-dealing gem can wipe out entire packs when activated, or focus down a larger foe, making it a decent addition to you legendary gem lineup.
- — With an increase to all damage dealt as well as extra damage dealt to Elites once it reaches Rank 3, this legendary gem provides a solid starter bonus for the paltry requirement of killing an Elite monster once every 60 seconds — trivial during farming PvE content.
When perfecting your character for endgame content, the 5-Star Best-in-Slot Legendary Gems for Wizards include:
- — With its Damage and Movement Speed increases, it is largely considered to be the best legendary gem in the game for pretty much all forms of content.
- — The value of this gem scales with the number of attacks you inflict, fitting well into Wizard builds that vortex enemies in clumps and scorch the very earth beneath them. With a considerable damage proc and a spreading effect, it is one of the best additions to your legendary gem lineup.
- Frozen Hearth — With percentage-based mitigation against ranged damage, this is one of the strongest defensive legendary gems you can support your character with.
- — Wizards dive in melee ranges surprisingly often for their frail stature, making the retaliation proc of this gem quite valuable.
- Chip of Stone Flesh — This is a PvP powerhouse of a gem, inflicting hard CC and increasing damage dealt on affected targets. It also provides decent value for progression content.
- — Triggered off Primary Attacks — in the Wizard's case, the relentless spam — this legendary gem adds yet another hard-hitting ranged proc to your overall DPS.
Paragon Points are character-specific progression system that allows you to advance in power after you reach maximum level. Each level gives you a Paragon point to spend into currently available nodes on the five Paragon Trees. While Paragon Trees are specialized for certain tasks, you should always keep in mind the tenets of character building — increasing damage and mitigation as much as you can. With that in mind, focus down the Vanquisher tree first, pick up the experience bonus from the Treasure Hunter tree, pick up whatever is useful from the Gladiator tree, and finish off with the group powerhouse of the Soldier tree. Always keep in mind that the (circular) Persistent Attributes are always active once leveled, but the (square) Specialization Skills are only applied when their respective Paragon Tree is active.
- Vanquisher Tree: The offense focus of this tree makes it the best starting point for all characters. It is recommended that you start with the middle row, maxing out Damage and picking up Zeal. Go down the bottom row, maxing out Damage and picking up Wrath. Finally, go along the top row, maxing out Potency, putting the point in Exorcism, and finishing off with Deeper Pockets and Heart of Wrath. This puts you at Paragon level 49.
- Treasure Hunter Tree: This tree unlocks at Paragon 50 and focuses on rewarding you more for your grinding efforts, making it an attractive mid-progression pickup. Go through the middle row, maxing Armor to attain Swift Learner. Then go on straight by maxing out the Damage node. This puts you at Paragon 70.
- Go back to the Vanquisher Tree. Max out the Life nodes in the mid row that follow Zeal, and put one point in Judgment to finish off that row. Then, go to the bottom row and put 3 points into Armor Penetration, which puts you exactly at Paragon 99.
- Right around this point, you have a decision to make. If you focus on PvE content, you should divert your attention back to the Survivor Tree — the other tree unlocked by default. Start out by maxing Life, picking up a point in Unyielding and progressing downwards. Max out Armor, then through the middle row — taking Escape Artist, additional Life, and Precognition along the way. Finish off with the coveted Damage increase. If you focus on PvP content, you should focus on the Gladiator Tree instead; this tree unlocks at Paragon 100, and offers brawling-oriented bonuses. Start off with maxing Armor Penetration, picking Uncontrollable right after it and continuing upwards. Max out Life, attain Quick Witted, and go into maxing Resistance and the second Life node. Get the Cheat Death right above the Life node. Finish with the consistently desirable Damage.
- At this point, you are hovering around the Paragon 180-185 point. One thing to consider is going back to the Vanquisher Tree to finish off the bottom right Armor Penetration node. You can also divert to the Treasure Hunter Tree to grab Gold Find and its subsequent Armor Penetration node. Alternatively, if you group up a lot, you can tab over to the Soldier Tree. This tree unlocks at Paragon 150 and is focused on grouping bonuses and provides tremendous utility for most modes of play. Take Hold Formation and head down to Resistance, then even further down into Damage. Attain the full bottom row — Battle Morale into Armor Penetration into Sacrifice. Then, finish off the middle row with Combat Veteran and Potency. Finally, go through the top row of Life and First Aid.
It is important to reiterate that your utmost priority is picking up all the Damage nodes you can, deviating into one tree or another only to further that goal. Secondary valuable pickups are found in Armor Penetration and Life nodes. Once you are done with leveling all the Damage nodes, you are free to fill out Paragon trees as you see fit, as well as to activate specific Trees for the needs of the content you are doing.
In summation, Wizards are one of the most mechanics-intense class choices you can make in Diablo Immortal — but they pay off in spades with immensely satisfying, ground-scorching combos and wallops of arcane energy that can out-burst many builds in the game. Wizards reward calculating and deliberate play, and the sheer control you can exert over the battlefield is a testament to the strategic depth of the class. Enjoy the Wizard, and let the teachings of the Yshari Sanctum lead you to victory!
- 31 May 2022: Guide created.
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