Wizard Storm Armor PvP Build Guide
Being a ranged class in Diablo Immortal, this PvP-focused build for the Wizard aims to take advantage of being able to passively deal damage from afar while dictating when to engage in combat using signature Wizard skills.
This build is molded by the needs of ranged combatants during PvP in Diablo Immortal, while taking advantage of the hit-and-run tactics that Wizards are masters of. The playstyle relies on lots of character-centric, passive damage dealing that whittles enemies down as the Wizard phases in and out of battle at their whim.
If you are interested in approaching a different type of content, please see our other Wizard builds below.
The build's success revolves entirely on the concept of movement, relying onto both get you in and out of trouble before the enemies can realize how you hit them and retaliate in kind. To your advantage, the vast majority of your skill lineup — , , and — can be cast prior to engagement, and their supporting legendaries will lengthen or delay their effects just long enough so you can position favorably in battle, and disengage at whim. into battle, focusing down an enemy and staying relatively close to them; letting the combination of 's Flaming Orbs, 's Icy Nova, and 's Lightning procs chunk them down. As they do, hold down to finish them off. Once you have downed your target, away, reassess combat, and repeat the process.
Skills and Alterations
Primary Skill: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 Damage Dealer: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 .
- Alternative: finds similarly effective augmentations from (Frozen Orb) and (Electric Orb), both of which alter the skill into a ranged, crowd-controlling menace in their own way. The interaction with remains intact, making them a viable choice.
Secondary Damage Dealer: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. In this PvP-centric build particularly, you will be using to slow down affected enemies, giving you enough time to finish them off.
- Alternative: Another strong option for the slot, particularly if you can guarantee a focused follow up by your team members, is the AoE pull of . If you cannot, but still want more control at your disposal — and gaining a bit of ranged versatility in the process — you can use in this slot, coupled with the augmented effectiveness from .
Tertiary Damage Dealer: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.
Mobility: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.
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 PvP Storm Armor Wizards are:
- Main-hand: — This legendary main-hand wand strengthens your single-target barrage, which will be instrumental in finishing off fleeing low health targets.
- Off-hand: — This legendary off-hand source turns into Storm Armor, making it an autonomous damage proc menace that surrounds the Wizard and whittles enemies down. Another option for the slot is , which provides a slightly less powerful damage proc from , but adds crowd control on top.
- Head: — This legendary helm turns from a targeted skillshot into an orbiting heavy-hitter, allowing you to burn enemies down by simply sticking close enough to them. Other options for the slot include and , as outlined above.
- Shoulders: — These legendary shoulders add a powerful crowd control aspect to (which functions with all its possible alterations from the helm slot). The knockback happens continually with every single damage tick, making this item especially potent for rendering enemies helpless.
- Chest: — This legendary chest adds a crowd control aspect to the spammable radial damage of , which is trivial to take advantage of with proper positioning around the enemy. Another option for the slot is the Immobilization effect from .
- Legs: — These legendary pants add a smattering of extra damage at the targeted location of your s, 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 set for PvP Storm Armor Wizards is, which provides a mighty shielding bulwark that counteracts the overall frailty of Wizards as they dive head-first into PvP combat. The set consists of:
- (Waist) — Farmed at Mad King's Breach in difficulty Hell I and above.
- (Feet) — Farmed at Forgotten Tower in difficulty Hell I and above.
- (Feet) — Farmed at Pit of Anguish in difficulty Hell II and above.
- (Neck) — Farmed at Cavern of Echoes in difficulty Hell II and above.
- (Ring 1) — Farmed at Temple of Namari in difficulty Hell IV and above.
- (Ring 2) — Farmed at Kikuras Rapids in difficulty Hell IV and above.
The set bonuses ofare as follows:
- 2-piece Set Bonus: Each time you take damage, you have a 20% chance to gain a shield that absorbs damage equal to 13% of your maximum Life. Cannot occur more often than once every 9 seconds.
- 4-piece Set Bonus: Shield's damage absorption increased to 33% of your maximum Life, and you can move unhindered through enemies while this shield is active.
- 6-piece Set Bonus: Your shield has a 25% chance when it expires to explode for 40% of your maximum Life in damage to all nearby enemies.
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 reduces 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.
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 provides some welcome damage reduction for PvP Wizards, as they fearlessly dive into the fray to deliver the bulk of their damage. Its inclusion can mean the difference between life and death in engagements.
- — 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.
- — When timed correctly, this gem will provide a decent boost to your Primary Attack damage. Note its rotating bonus, alternating between Primary Attack- and Cooldown-boosting at 9 second intervals, and try to fit your and usage in the Cooldown half of its bonus.
- — This gem increases the attack speed and damage dealt by your Primary Attacks, which fits into 's role as a finisher in PvP Wizard builds.
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. Paragon specialization for PvP-oriented players is a little different to general PvE strategies, prioritizing the mitigation of the Survivor tree first, and swapping into the PvP-centric Gladiator tree later. 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.
- Survivor Tree: The defensive bonuses of this tree function in PvP, which cannot be said for the other default tree (Vanquisher) — making Survivor the preferable tree for PvP-focused players. Pick up the first five Life nodes at the top, then a point in Unyielding. Then, go down and max out Armor, and pick up the one-point Escape Artist. Go back to the upper row to max out the second, 20-point Armor node, and finish the row with one point in Stalwart. Return to the middle row, max out the 15-point Life node and finish the row with a single point in Precognition. From Precognition, go straight down and max out the Damage node. This puts you at Paragon 79.
- Vanquisher Tree: Move over to that offense-oriented tree for a short while, allocating 5 points in the Damage node in the middle, picking up Zeal on the way, and spending another 14 points in the Damage node directly below. This puts you right at Paragon 99.
- Gladiator Tree: This tree unlocks at Paragon level 100, and is entirely dedicated to PvP bonuses. It makes the most sense to respec your Paragon points completely and delve directly into this tree. Max out the middle and top rows of the Gladiator tree (granting you Life, Damage, Resistances and Armor Penetration, alongside unique bonuses like Quick Witted, Cheat Death and Uncontrollable), costing you exactly 63 Paragon points. Spend the remaining points on the Vanquisher tree (the lower left corner of 5-point Damage node, Zeal and 25-point Damage node), and Treasure Hunter tree (5-point Armor node).
- Treasure Hunter Tree: Pick up Swift Learner, then the 15-point Damage node. Go over to the Soldier Tree and take Hold Formation, head down to the 15-point Resistance node, and then further down to the 15-point Damage node.
- Life and Utility pickups: In the Vanquisher tree, pick up the 25-point Life node straight across Zeal, and get the 1-point Judgment to finish off the middle row. Get the 5-point Life node right at the start of the Survivor tree, then the 15-point Life node in the first column of the Soldier tree. Continue in the Soldier tree — right across the Life is the 1-point First Aid, just below is the 1-point Combat Veteran, and then — the 1-point Battle Morale. Pick all these 1-point wonders up for a nice increase of overall utility.
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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