It focuses on fire damage, but has no at-will arcane power spending. It rather focuses on spending what you have; generate just enough naturally to be able to spend your abilities and have no downtime of abilities to cast (bar the short cooldown). Allows offensive pressure to also be defensive in its utilization.
Basic rundown: black hole to group, spectral blade for quick stacks, meteor to crush, and explosive blast as filler, mirror images to cc via black hole and add damage.
Keep enemies grouped up and essentially rooted in place indefinitely (with a little luck) with no opportunity to counterattack.
Cons Teleporters can escape, though only annoying when they are ranged-teleporters. Melee-based, so susceptible to melee hazards.
Spectral Blades: Flame Blades - for building additional fire damage. It is easy to maintain 20-30 stacks on any group (more with lots of +attackspeed). Because its a melee-build, why not?
Black Hole: Blazar - Both offence and defense. Bring enemies into a single spot for all other abilities to be used with ease, especially with stacking flame blade's stacks. The damage it deals is also nice (and the ragdolling physics of the explosion is awesome as well). Pull enemies away from you into a more practical spot (fire chain enemies or electrocution enemies for instance). Keep ranged enemies still and prevent them from moving away.
Explosive Blast - can use either Chain Reaction or Short Fuse. I prefer short fuse as there is no delay, but it isn't like delays really matter for this build, heh.
Meteor: Molten Impact - Power ability, on a short cooldown. Using immediately after a black hole practically guarantees a hit on all targets to makeup for its delay in impact.
Mirror Images: Duplicates - Because 4 is better than 2. This makes at least 4 black holes per cast of mirror images, let alone all the meteors they cast. It essentially roots enemies in place for the most part, while providing a boost in damage.
Force Armor: Prismatic Armor - Because this build is centered on melee, and arcane power is roughly a moot resource, might as well pick this. Though this ability slot is essentially free for choice, I recommend something defensey, that doesn't cost additional arcane power.
Blur - melee build
Evocation - cooldown reduction to use abilities more often. More on this in a bit
Audacity - melee build
*Arcane Dynamo -Intelligent usage will make meteor usage much more potent. And explosive blasts as filler (or always explosive blast if wand of woh?). Some might say that this gives the build a skill cap for maximizing damage output, heh.
Gearing is fairly obvious, fire damage and fire damage and more fire damage. There isn't really any specific gear that is end-all-be-all gear, except for perhaps the upcoming firebird set boost (to do 3k% fire damage on kill). Wand of Woh will make it much more potent for obvious reasons. Too bad there aren't any items concerning meteor (skill) or black hole (if there is point me at it). Some additional cooldown reduction would be nice, but not incredibly needed. Some items with defense may be needed.
If restricted to a limited amount of paragon points for vital choices, then I would recommend Cooldown Reduction as a first choice. This will alleviate any pieces required from items, and help make the build feel more fluid.
Cooldown reduction plays a vital role in this build. It allows you to use your abilities more often (duh). But the potent part is getting enough cdr such as that you can maintain a duration on mirror images, making it roughly a 40% increase (more realistic 25-30%). Let alone more constant black holes occuring, preventing most enemies from moving or attacking. The strong point here is that it isn't considered a cc ability, but you are effectively cc'ing the enemies. Unfortunately, some enemies cannot be pulled, such as rift guardians.
I have roughly 45% effective cdr, which allows me to cast mirror images every times it runs out. Only piece I have additional cdr is on shoulders. With gem, paragon, and evocation, you have all you need. Having more will, unfortunately, cause you to have arcane power issues and cause delays in ability usage. This is, of course, assuming you have no additional sources of arcane power. A single item with APoC would suffice for having items with CDR (group play), or the templar's resource buff would suffice (solo play).
It is my opinion that this build would work well with most any gear level, as it is the cdr that is most important (meaning have a helm socket). Everything else just makes it do more damage, but does not change its functionality. It helps greatly in both solo and group play by bunching up enemies (similar to a cyclone monk, right?), but doesn't allow enemies to surround the wizard while grouping, let alone being able to move enemies away from arcane sentries, or frozen orbs, frozen pulse, etc.
You know what, forget everything I talked about Unwavering Will or Conflagration passives. Arcane Dynamo is so much better. I just tested it and it brought the fun up another notch. Yeah, I think I'll stick with this in its entirety now.