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Diablo 3 Class discussion - WIzard


Video Games


This thread is for talking about specific tips/tricks/etc for the Diablo 3 class Wizard.

I'm currently about level 21. I like some of the powers, like teleport, but I can't have it up because I need to use another power from that list. Diamond skin in my case.

Basically my strategy is to hire the Paladin (or whatever it's called) so he can meat shield for me as well as heal. Then I use disinigrate until I run out of arcane power then electrocute +chain lightning glyph, rinse repeat.

If something gets close (usually a bunch of small enemies) I diamond skin, blast (the fire thing that takes up button 3), it's about this time I'll be surrounded by a bunch of little enemies and immune to damage at least for a few seconds thanks to diamond skin Then hit the force wave+knockbback button.

The diamond skin keeps you immune to damage for just long enough for the fire wave to hit and seconds latere the force wave hits, damages and knocks them away just in case anything survives.

Then just mop up. Naturally this changes depending on the situation, but the game seems to have hordes of little things attack you at the same time.

Anyone else have a good strategy?


So far I am level 19 and use:

Chain Lightning, Arcane Orb, Ice Nova, Force Push or whatever they are called. Ice Armour is left on most of the time since it's cheap to have more or less permanently.

Ice + Force are usually used one immediately after the other for crowd control and breathing room. Then a pair of orbs into the biggest clusters of monsters and chain lightning as a general attack. It might not be the best but it's fun. :)


I have two strategies I've flipped between. The one I'm using now, and I'm 24th level, is almost exactly what you have. I put on the diamond skin ability that reduces mana costs, prodigy for more mana and evocation for faster cool downs, and I just rock it with the disintegrate. When things get close, I force push.

For a long time I used the enchanter instead of the templar and so I didn't have a meat shield. In those days, I relied almost totally on the diamond armor and the blade spell. I'd time the force push for right when the armor ran out and switch to a ranged spell and run around until the armor came back if the enemies were still to strong, though usually after the first force push I could just stay in hacking.

Side note, now that I have like 3 vitality boosters, I've just been walking next to the paladin with the blade spell, hacking and chopping, and not bothering with defense. It is really nice.


I like the idea of ice nova followed by Force wave, but I really do like my diamond armor (to reduce cost) + disinegrate combo. Makes me feel like a marvel superhero.


Pathfinder Companion, Modules, Roleplaying Game Subscriber

I've gotten my wizard to level 30 and beaten the first difficulty with him. I didn't like him at first, but once I got the AOE spells... muahaha.

I generally start off with blizzard to slow an incoming enemy group, and then use disintegrate to kill them before they reach me. If they do reach me, I use diamond skin, force wave, and split magic missiles at point blank range. Split magic missiles are nasty when they all hit a single enemy.


My wizard is 23 and this is my set up so far:

Frost nova, Hydra, Familiar and the explosive spell (I forget the name, I also don't find it very useful, too slow).

For my buttons I have Arcane Orb (runed for extra damage) and Electrocute (runed for additional targets)

Passive Skills I use Hungry for power and the one where you regenerate energy for casting electrocute.

Personally I'm not a huge fan of the Ray spells (like disintegrate). I liked the way they looked in videos but I do not like them in practical use.

I use Hydra to "scout ahead", when they are aggroed I use electrocute if they are a pack of regular trash, then Arcane Orb them if they are elietes.

I do like how they made the skills in this version. It allows a LOT of experimintation and customization and you don't get "punished" for a misspent skill point or have to sink levels into various "tree branches" just to get to the better stuff.

Can't wait to try more classes.


Matrixryu wrote:

I've gotten my wizard to level 30 and beaten the first difficulty with him. I didn't like him at first, but once I got the AOE spells... muahaha.

I generally start off with blizzard to slow an incoming enemy group, and then use disintegrate to kill them before they reach me. If they do reach me, I use diamond skin, force wave, and split magic missiles at point blank range. Split magic missiles are nasty when they all hit a single enemy.

Nice, I might try this out. I do like the split MM but I haven't messed with Blizzard yet.


How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?


Pathfinder Companion, Modules, Roleplaying Game Subscriber
Tiny Coffee Golem wrote:
How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?

I briefly tried teleport. I would like to at least have it as an option, but at the time I felt that I needed the other powers more. Though, there is a rune that prevents the cooldown for teleport from starting right away, so maybe that would be it more helpful.


Tiny Coffee Golem wrote:
How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?

I was using it for a while. I think you can pair it with force push. The problem with the teleport is that the armor spell that negates damage is too good.

The way I was using it was to make my character as offense heavy as possible. When the enemies get close, force push them away and keep blasting. Use the stun on the force push. If they are too strong when they get close, teleport away then and start blasting / run away.

I found that it worked, but I also found that it was a lot of work to keep paying enough attention, plus fights are longer because you have to run away more.


cranewings wrote:
Tiny Coffee Golem wrote:
How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?

I was using it for a while. I think you can pair it with force push. The problem with the teleport is that the armor spell that negates damage is too good.

The way I was using it was to make my character as offense heavy as possible. When the enemies get close, force push them away and keep blasting. Use the stun on the force push. If they are too strong when they get close, teleport away then and start blasting / run away.

I found that it worked, but I also found that it was a lot of work to keep paying enough attention, plus fights are longer because you have to run away more.

Sounds like a glass cannon build.


Tiny Coffee Golem wrote:
cranewings wrote:
Tiny Coffee Golem wrote:
How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?

I was using it for a while. I think you can pair it with force push. The problem with the teleport is that the armor spell that negates damage is too good.

The way I was using it was to make my character as offense heavy as possible. When the enemies get close, force push them away and keep blasting. Use the stun on the force push. If they are too strong when they get close, teleport away then and start blasting / run away.

I found that it worked, but I also found that it was a lot of work to keep paying enough attention, plus fights are longer because you have to run away more.

Sounds like a glass cannon build.

I'm using glass cannon and disintegrate right now, but the armor power that reduces its cost is pretty key to me. With the templar in my way, I've found I don't really need to get away from anything at this point.


cranewings wrote:
Tiny Coffee Golem wrote:
cranewings wrote:
Tiny Coffee Golem wrote:
How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?

I was using it for a while. I think you can pair it with force push. The problem with the teleport is that the armor spell that negates damage is too good.

The way I was using it was to make my character as offense heavy as possible. When the enemies get close, force push them away and keep blasting. Use the stun on the force push. If they are too strong when they get close, teleport away then and start blasting / run away.

I found that it worked, but I also found that it was a lot of work to keep paying enough attention, plus fights are longer because you have to run away more.

Sounds like a glass cannon build.
I'm using glass cannon and disintegrate right now, but the armor power that reduces its cost is pretty key to me. With the templar in my way, I've found I don't really need to get away from anything at this point.

Side note--I've seen a few people mention wishing they could take Teleport or Frost Nova, but Diamond Armor is too good to not have. There's an option in the options menu that lets you ignore the annoying categories and take multiple from the same type. For instance, at one point I had Frost Nova, Diamond Skin, and Teleport at the same time.


Rogue Eidolon wrote:
cranewings wrote:
Tiny Coffee Golem wrote:
cranewings wrote:
Tiny Coffee Golem wrote:
How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?

I was using it for a while. I think you can pair it with force push. The problem with the teleport is that the armor spell that negates damage is too good.

The way I was using it was to make my character as offense heavy as possible. When the enemies get close, force push them away and keep blasting. Use the stun on the force push. If they are too strong when they get close, teleport away then and start blasting / run away.

I found that it worked, but I also found that it was a lot of work to keep paying enough attention, plus fights are longer because you have to run away more.

Sounds like a glass cannon build.
I'm using glass cannon and disintegrate right now, but the armor power that reduces its cost is pretty key to me. With the templar in my way, I've found I don't really need to get away from anything at this point.
Side note--I've seen a few people mention wishing they could take Teleport or Frost Nova, but Diamond Armor is too good to not have. There's an option in the options menu that lets you ignore the annoying categories and take multiple from the same type. For instance, at one point I had Frost Nova, Diamond Skin, and Teleport at the same time.

I heard about that. What's the deal with that? Is it an easy mode because the game designers don't think you should be aloud to mix and match that way or what? I don't get the point of the default separation but having a menu option to change it.


cranewings wrote:
Rogue Eidolon wrote:
cranewings wrote:
Tiny Coffee Golem wrote:
cranewings wrote:
Tiny Coffee Golem wrote:
How about Teleport? I like the idea, but with it's cooldown time it's just not an effective tactic. Thoughts?

I was using it for a while. I think you can pair it with force push. The problem with the teleport is that the armor spell that negates damage is too good.

The way I was using it was to make my character as offense heavy as possible. When the enemies get close, force push them away and keep blasting. Use the stun on the force push. If they are too strong when they get close, teleport away then and start blasting / run away.

I found that it worked, but I also found that it was a lot of work to keep paying enough attention, plus fights are longer because you have to run away more.

Sounds like a glass cannon build.
I'm using glass cannon and disintegrate right now, but the armor power that reduces its cost is pretty key to me. With the templar in my way, I've found I don't really need to get away from anything at this point.
Side note--I've seen a few people mention wishing they could take Teleport or Frost Nova, but Diamond Armor is too good to not have. There's an option in the options menu that lets you ignore the annoying categories and take multiple from the same type. For instance, at one point I had Frost Nova, Diamond Skin, and Teleport at the same time.
I heard about that. What's the deal with that? Is it an easy mode because the game designers don't think you should be aloud to mix and match that way or what? I don't get the point of the default separation but having a menu option to change it.

I believe that the game designers don't want new players to screw themselves over (also the reason for the new system vis-a-vis the D2 one), so they made it in such a way that you get a balanced set of options unless you check that box. For instance, without that, a player who is very excited about blasting might take like Meteor, Force Wave, Arcane Orb, and Disintegrate all at the same time, which would be disastrous.

But yeah, having several defensive spells is very useful. It was pretty much an auto-win all the way up to Belial (whose final form is kind of annoying, since it can outdamage Diamond Skin and kill you during the duration if you stand still to cast).


got ya, thanks


Rogue Eidolon wrote:
There's an option in the options menu that lets you ignore the annoying categories and take multiple from the same type.

Elective mode, under game options.


I figured that out today And I'm so glad not to have useless slots, like the blast thing.

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