Some builds are restricted in solo play - though some are completely viable. Had a wiz solo NM Diablo for me at 58, with no special gear. Disentigrate being his main attack.
It was pretty quick, and he was never in risk of dying. Those who've fought Diablo know how much survival can be a pain, especially in NM.
Kite & Meteor builds are perfectly viable solo, as is Disentigrate. Arcane Orb / Disentigrate are trash mobs.
Lots of options here - but I don't think they really keep up to 40+ Witch Doctors with their INSANE Dire Bats. Although if you let him sit still, a Ray of Frost(0 energy) / Comet frost mage can tear shit up.
srsly, ive played the wiz since launch and there is 1 lesson to learn. Get vitality.
you are going to be in melee alot, some of your abilities are even focused on melee range - but you are squishy.
yes you can turn on invincibility, rune 20% dam reduction etc etc but in the end you need to live long enough for the big bads to die so you can health globe to the next group of mobs.
after you got the basic hp problem down, then do what the hell you like.
While I have noticed that I don't have enough Vitality, I by no means feel under powered. I'm only starting into NM though. But I melted the SK my first time on NM in about 2 minutes. It was an awesome fight, and I was never close to death. But on blue packs earlier in the cathedral I was getting rocked. It's about kiting, that's the key to a more offensive based Wiz build. I haven't gone out of my way to get vitality, but I'm absolutely maximizing damage at the moment. This will have to change I'm sure, I'm guessing around the middle of ACT II I'll have to start stacking more defensive stats, but the Wizard is not under powered. Just in order to get the most damage out you need a strong build for kiting, in solo play it's all about the kiting.
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I have to agree - the last two bosses on normal were a pain.
Couldn't solo the last one at lvl31 no matter what I did - I was geared completely toward dps and barely made a dent, if I'd have geared more towards protection I'd still be running around trying to chip away 1 hp at a time.
A friend of mine joined in with a lvl24 monk and he could tank it without issue.
The best spell to keep me alive I found was mirror image btw
I just killed Diablo on normal last night at level 30. I died and redid my build multiple times, what i found worked out was getting hydra, familiar (+damage% rune), teleport, arcane orb, and Diamond Armor (-AP cost rune). Basically kited around, kept hydra up, and threw orbs as i could, couple close calls but in the end i got him. was a rough fight though.
I told you guys wizard dps would suck. Especially at low levels till you get proper +Crit% and +AP on crit gear.
My wizard's DPS doesn't suck at all imo, Especially with disintegrate it's <3, add anything else on top of that and stuff just falls over (non-bosses obviously). Sometimes survivability gets rough though is all, Diablo was the hardest because i didn't have a follower to take hits here and there for me, didn't realize how much the Templar helped with that.
Anyone else feel like the wizard is too weak and the barbarian too strong? i am dying heaps in normal with wizard.
Edit: also wands seem useless compared to swords.
You need to provide more info than just a general Wizard dps is weak. I'm playing wizard and I'm having no problems. Gear and skills/playstyle plays a lot into this as well.
Also if you're using a Wand, you NEED to also have an off-hand Orb/book.
My wizard is not having problems in Act 2, if anything it almost feels too powerful. Even elites/champions are fine. In no way does the wizard feel underpowered. This is my current build.
Also those that said Energy Twister was useless, man are you playing it wrong. Being Melee, it is an awesome spell to use as the mobs are coming to you and when you have a whole group in front of you. The kicker here is that the wizard's AP regens very fast.
it's called skill combinations ya'll. In normal you could make almost any set of skills work, but it would be pretty hard. You still need to get the right combo of offensive / defensive and so on. This isn't supposed to be a cake walk =P And if you think it is, wait until you run into a champ pack of those charging beasts from act 1 with waller and jail.
I've not played wizard yet (only till level 10 in order to unlock hc). But i'm playing HC 100% of the time partying with an wiz and monk friend and i think the wizard is pretty good.
He 2 shots any enemy with meteor and frost nova is the best CC in the game vs. non bosses (best duration/cooldown ration, 20 yards area, leave enemies in place, fucking GODLY). Against bosses his doing pretty well with RoF and teleport to move around. He just soloed Azmodan and Diablo w/o any problem. And his using +xp gear.
The split magic missile will almost allways do 3 hits in bosses for a total of 150% weapon damage which is not bad. Ray of Frost isn't bad either. His damage is lower then the barbs but the barb have to get close.
I dunno what you're doing but i'm pretty sure wizard can faceroll normal difficulty w/o any problems and his far from weak in parties. At least in normal / nm, which is the difficulty i've experience on.
these people obviously don't know how to play the class they have selected.
Get real, folks, the diablo you all knew is dead, a few years ago i said right here in this forum that D3 had a pretty good chance of being blizzard first bust (i was flamed to death ofc), and what you know, its not even beta and its already looking that way.
I am tired of pussy games without challenges. I am giggling with glee when I get gibbed. I laughed my ass off, as I unloaded on the butcher with my little wiz, and he proceeded to grapple me into the fire basically squashing me in about 2 seconds. LAUGHED.
I understand the appeal of being overpowered, but I think people can't see past their noses in that regard. I like to pick the underdogs simply for that reason, and to see if I can't make it work.
In a game like this, challenging is *good*. I could understand if it was extreme, and some spells didn't flat out work, but I'm level 20 right now, and I've certainly not felt underpowered, and I don't even have the best spells yet.
TLDR: challenging is more interesting than being overpowered.
a combo of jailer/waller was the only thing giving me problems early in the game, as a lvl 31 wizard bosses were ok. i used magic missile, desintegrate, diamond skin, hydra, ice armor and familiar most of the time.
I soloed normal, went through NM act 2- little of 3 with a 4 person group (monk, WD, barb, me-wiz). Monk and I finished 3 and 4, then started Hell.
There's a ton of things that go into how successful you are. You NEED to keep your weapon updated constantly once you hit late Act 1 NM. Not even joking, the game gets ridiculous when you find your first jailer/frozen elite pack.
You need to change your build a LOT. I've gone through at least a dozen builds that were viable for a period. I've got a cold-centric build that I'm pretty sure is one of the most viable ones late game because it does a great job keeping large packs away from you long enough to melt them.
Vitality. Vitality. More vitality. Seriously I have more vitality than intelligence.
The very fact that you can do damage at range makes Wizards good. I'm playing a Monk and once I hit act 3 Nightmare, there were some enchanted groups that I literally could not kill without dying a few times in the process. Some of the heavy hitting enchanted mobs = guaranteed death for melee characters, because you simply cannot out-maneuver or out-heal it. I even have 2 self-healing spells! Just be glad you can do damage and kite. I fully intend to make a Wizard or WD for farming Hell and Inferno because of this very fact (even IF they do less damage.... at least they can kite).
Sounds to me like you just need to learn to play the class you picked.