Wizard Meteor Build Guide for Solo Farming and Bounties
This build for the Wizard class in Diablo Immortal aims to defeat multiple enemies as quickly as possible when playing solo with Meteor and Arcane Wind to maximize efficiency while completing bounties and other content.
This build is designed to fit most PvE content done by a soloing Wizard, allowing you to crush your enemies while maintaining considerable speed — a decisive factor in effective farming. While the build does not rely on any specific legendary powers, certain items will greatly assist its performance over others. The build carefully balances burst damage from the Meteor- Arcane Wind combo with tons of mobility, provided by The Siphon-ed Lightning Nova and the ubiquitous Teleport.
If you are interested in approaching a different type of content, please see our other Wizard builds below.
The core of any farming build is its mobility skill, which in the Wizard's case puts Teleport front and center. While it has a generous reserve of three charges and has some combat applications, you should use the charges deliberately in fights and always have at least one charge up to cross greater distances with. The one undeniable application of Teleport in combat is repositioning to maximize the damage of Lightning Nova, as the radial burst of projectiles can be targeted on a pinpoint location on their way back, simply through accurate movement with the Wizard. You can use Lightning Nova either as an opener in battle, or simply spam it as a movement skill with the equipped The Siphon. Once you are fully engaged in a fight, simply do your one-two combo of Meteor into Arcane Wind, as the Burning ground left by the former will greatly increase the damage of the latter. Always take into account the delayed drop of Meteor from the sky, and lead your targets into the shot. Last but not least, keep up the Magic Missile barrage to whittle down sturdier single-target enemies.
Skills and Alterations
Primary Skill: Magic Missile 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, Magic Missile 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 Ice Missile Ultimate is decent and grows in value in content with scaling difficulty, i.e. Challenge Rifts and Raids.
AoE Damage Dealer 1: Meteor 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 Meteor 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 Black Hole), nuking enemies from orbit becomes trivial. Meteor has several standout legendaries that enhance it, most notably Starcaller's Drapery which extends the radius of its devastating effect.
- Alternative: If you dislike playing around Meteor's delay, another amazing option for a Fire-based damage dealer is Scorch. Scorch deals substantial DPS on its own, has built-in crowd control with its knockback aspect, and still provides the valuable Burning ground effect, which can be combo-ed with Arcane Wind to create the desired Firestorm.
AoE Damage Dealer 2: Arcane Wind 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, Arcane Wind finds a strong cast of supporting legendaries, with a standout item in the form of Windshaper — whose tornado-like alteration of the base effect and interaction with Burning ground effects (i.e. from Meteor) propel it well into endgame viability.
Supplementary Damage Dealer / Mobility: Lightning Nova 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 Teleport, which allows you to pull off the move even on targets that are far away on the battlefield. The combo is further strengthened by The Siphon, which turns Lightning Nova into a secondary movement skill, and allows Wizard farming builds to cross over great distances in a short timespan.
- Alternative: If you are doing Bounties in a group and do not mind the loss of mobility (it is still somewhat manageable with Teleport alone), you can swap this slot out for Black Hole. 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.
Mobility: Teleport is the solitary movement skill available to Wizards, barring The Siphon enhancing Lightning Nova into a movement buff. Teleport 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 Riftdancer's Stride and Lyan's Resonant Wisdom, which add an offense-oriented aspect to the skill and make it a surprisingly effective opener in battle.
Equipment is split into Primary (right side of character screen) and Secondary (left side).
Primary equipment includes the Main-hand, Off-hand, Head, Shoulders, Chest, and Legs slots of your character sheet. These slots can — and should — be filled by Legendary items, since their legendary powers and ability to be socketed with Legendary gems vastly overpowers lower tier gear. Of course, these slots will be temporarily filled with Common (Grey), then Magic (Blue), and then Rare (Yellow) gear, before graduating into Legendaries (Golden).
The suggested Legendaries for soloing Meteor Wizards are:
- Main-hand: Windshaper — This legendary main-hand wand alters the base powers of Arcane Wind into a tornado with a devastating damage-over-time effect, especially in combination with Burning ground that ignites it for 50% more damage.
- Off-hand: The Siphon — This legendary off-hand source can be easily acquired by the Battle Pass. It adds a massive, 60% movement speed boost after casting Lightning Nova — allowing you to not only reposition and maximize the skill's damage, but also use it as a pure mobility skill when crossing large, open spaces is necessary.
- Head: Lyan's Resonant Wisdom — This legendary helm adds an offense-oriented aspect to Teleporting, spawning an AoE damage dealing effect at your point of arrival. Still, resist the temptation of dumping all three charges in battle, and have some teleports in reserve for when you need to move to the next fight.
- Shoulders: Shoulders of the Cataclysm — These legendary shoulders have a simple, yet undeniable effect; increasing Meteor damage by 10%, which can be further Awakened for another 10% damage to one of your main damage dealers. If you opt for a Scorch-based alteration of this build, you should use Phoenix Mantle in this slot instead.
- Chest: Starcaller's Drapery — This legendary chest increases the radius of Meteor by the generous 20%, and can be Awakened to also increase the skill's damage by 10%.
- Legs: Riftdancer's Stride — These legendary pants add a smattering of extra damage at the targeted location of your Teleports, further incentivizing its use as an opener in battle.
Secondary equipment includes the Amulet, Rings, Hands, Waist, and Feet slots of your character sheet. These slots can — and should — be filled with Set items, since the bonuses they form once completed vastly overpowers lower tier gear. Of course, these slots will be temporarily filled with Common (Grey), then Magic (Blue), and then Rare (Yellow) gear, before graduating into Sets (Green). Secondary equipment can only be socketed with Normal gems.
The recommended sets for soloing Meteor Wizards are the combination of 2-piece Windloft Perfection and 4-piece Issatar Imbued. The combination of these sets provides consistent Movement Speed bonuses and a matching, Movement Speed-based scaling bonus to Damage dealt. You can use any combination of set pieces from these sets to attain the necessary bonuses; an example (but not mandatory) setup would be:
- Whipcrack (Waist) — Farmed at Destruction's End in difficulty Hell I and above.
- Stump-Stir (Feet) — Farmed at Kikuras Rapids in difficulty Hell I and above.
- Issatar's Open Hand (Hands) — Farmed at Forgotten Tower in difficulty Hell II and above.
- Issatar at Rest (Neck) — Farmed at Mad King's Breach in difficulty Hell II and above.
- Issatar Undone (Ring 1) — Farmed at Cavern of Echoes in difficulty Hell IV and above.
- Issatar Enraged (Ring 2) — Farmed at Pit of Anguish in difficulty Hell IV and above.
The 2-piece set bonus of Windloft Perfection is as follows:
- 2-piece Set Bonus: Gain Thousand Winds, increasing your Movement Speed by 15%. Thousand Winds deactivates for 3 seconds if you take damage.
The 4-piece set bonus of Issatar Imbued is as follows:
- 2-piece Set Bonus: Each time you defeat an enemy, you gain 30% increased Movement Speed for 2 seconds.
- 4-piece Set Bonus: Damage dealt increased by 2.5% for every 5% increase in your Movement Speed, up to a maximum damage increase of 25%.
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:
- Wildfire Stone 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.
- Vengeance Stone 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.
- Barrier Stone 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.
- Jolt Stone 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.
- Tremor Stone 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.
- Ravager Stone 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.
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:
- Fervent Fang — 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.
- Everlasting Torment — 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.
- Berserker's Eye — 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.
- Chained Death — 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.
- Lightning Core — 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.
- Seled's Weakening — 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:
- Blood-Soaked Jade — 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.
- Seeping Bile — 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.
- Blessing of the Worthy — 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.
- Howler's Call — Triggered off Primary Attacks — in the Wizard's case, the relentless Magic Missile 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.
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.
- 31 May 2022: Guide created.
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