Set Dungeons - Wizard - Firebirds Set

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  • Disintegrate Convergence
  • Black Hole Blazar
  • Meteor Molten Impact
  • Teleport Wormhole
  • Familiar Arcanot
  • Storm Armor Power of the Storm
  • Astral Presence
  • Glass Cannon
  • Evocation
  • Illusionist


More Details
  • Legendary Gems

    • Gogok of Swiftness
    • Esoteric Alteration
    • No Gem Selected

Kanai's Cube

  • Deathwish
  • Pride's Fall
  • Talisman of Aranoch

You can find general Set Dungeon information and Set Dungeon guides for the other classes at my Set Dungeon Thread.

TL;DR - Please read below for more detailed information!

Lower your damage - Easier to achieve burn effect (remove gems from equipment, adjust paragon points, use weaker gear etc.)

Lower your toughness - Easier to achieve Firebirds 2 piece meteor effect (remove gems from equipment, adjust paragon points, use weaker gear etc.)

Walk past monsters, gather them together, then cast the following spells in the order listed: Black Hole, Meteor, Disintegrate.

**UPDATE** I've updated this build guide and replaced Magic Missile - Conflagrate with Disintegrate - Convergence, which you should have enough Arcane Power to use with the new Hergbrash's Binding belt. The Deathwish Weapon/Etched Sigil Source will also help you burst through the elites and Glacial Monstrosities more effectively if required. I've added an updated clear of this Set Dungeon using Disintegrate and not using a Talisman of Aranoch. If you don't use Talisman of Aranoch (or you don't have one available), I highly recommend using the Esoteric Alteration gem (thanks to user 'NorsemanXXI' for reminding me) and/or stacking as much Cold Resistance as possible as you will take fatal damage very easily (Diamonds in all your spare socket slots). You require very good positioning if you attempt this Set Dungeon without Talisman of Aranoch.

The Firebirds Set Dungeon is by far the most 'numbers' dependant dungeon in the game, for two big reasons which I will go into more detail on below. I don't like to spreadsheet and work all this stuff out as it is simply more fun to play the game and manually test things in the dungeon, so I'll try my best to give tips on this but be prepared for trial and error, and the usual RNG from random monster spawn locations.

In particular, I had 700k odd sheet damage, and 4 million toughness, 355k health. Stack as much cooldown as possible to reduce the downtime on your Black Hole and Meteor! I also use skills and passives to gain Arcane Power/Reduce Arcane Power costs so that I can teleport more often. Your own experiences will probably vary a great deal, but following the tips below should help:

Causing enemies to burn (via the Firebirds 4 set bonus) requires that the enemy has taken at least a minimum of 3000% weapon damage as Fire. Firstly, if you do too much damage, you will not reach the 'burn' status before the small monsters die, so you need to reduce the damage you deal (remove gems from any socketable slots, use non ancient weapons, lower your primary stat by using random supporting equipment and removing paragon point in Primary stat and Offense category). I make two gem exceptions here, I use a Diamond in my weapon to increase the damage I deal to the elite monsters (as you want these to die as fast as possible), and I use a Gogok of Swiftness for the additional cooldown reduction.

Back to setting up the 'burn' status, the Firebirds 4 set bonus will deal the same damage as your own fire damage, so as long as you do around 1500% Fire damage, it will be sufficient. I found a combination of Black Hole - Blazar rune and Meteor - Molten Impact to be perfect for causing the burn. Basically just walk around and stack a lot of monsters on top of each other, then Black Hole/Meteor and this objective should be simple.

Now you also need to take enough damage to cause the Meteor to fall (via the Firebirds 2 set bonus). Note you need to deliberately lower your toughness in order to take enough damage for your health to reach 0, so you need to remove ALL paragon points in the Defense category and Vitality in the Core category.

The other issue is that trash mobs do deal a fairly high amount of damage with such low toughness, so the solution here is 'TALISMAN OF ARANOCH'. This is the most core item outside the Firebirds items and I feel is absolutely essential as almost all the mobs deal Cold damage. Only the Glacial Monstrosity (Large snow beasts) and the Guardian of Finery (Elite snow beasts) deal physical damage and they are very easy to kite around. The Elite's physical attack is enough to take your health to 0 to proc the Firebirds 2 Set Meteor if your toughness is as low as mine was.

My best tip for this Set Dungeon is to try and get all 50 of your Meteor hits at the very start of the dungeon, or at least 30+ as the Firebirds 2 set bonus has a 60 second cooldown so you can only do this a few times. The easiest way is to remake the dungeon until you get good density along with an Elite who can hit you (as shown in my video). Otherwise run back to the entrance and remake to avoid having to Town Portal which can save time.

Paragon Priorities


Movement Speed
Maximum Resource
Primary Stat


Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage


Resist All
Life Regeneration


Resource Cost Reduction
Area Damage
Life on Hit
Gold Find

Lower your damage and toughness to suitable values! Trial and error, please comment on your own experiences in clearing this Set Dungeon, I enjoyed tinkering with my gear!

Build Guide

Welcome to my Set Dungeons Build Guides!

You can find general Set Dungeon information and Set Dungeon guides for the other classes at my Set Dungeon Thread.

This build focuses on the Firebirds Set for the Wizard.

Requirements for Mastery

  • Kill all monsters without taking fatal damage (Note: cheat death passives and the Firebirds 2 Set Bonus does not count as fatal damage).
  • Set 20 enemies on fire within 3 seconds, 6 times.
  • Hit 50 different enemies with the Meteor that revives you.

Location: Act 2, Desolate Sands. The easiest way to access the portal is to take the Act 2 - Archives of Zoltun Kulle, then go backwards and out into the Desolate Sands. Backtrack a little more over the bridge and the portal is just to the right of the Bridge entrance.

At the end of the video, I hover and mull over some items and options you could consider.

Feel free to comment below, you can also ask questions or catch me at: http://www.twitch.tv/CrayonsMinD