Wizard Passives

The Wizard has a wide variety of passive that mainly revolve around stacking shields and the different elements. Core passives include EvocationElemental ExposureGalvanizing Ward or Arcane Dynamo. For more details, check out the list below:

Arcane Dynamo

Mechanics
Grants a stack each time you use a Signature spell up to a maximum of 5. Your next non-Signature spell will have a separate multiplicative multiplier of 1.6 applied to it.

Best use
Great passive if you have play a build that hits hard only a few times and not with high frequency; it imposes the restriction of playing a Signature spell though which limits its usefulness significantly. It's a very defining and nice niche passive though.

Astral Presence

Mechanics
Grants +20 Maximum Arcane Power, exactly the same as the secondary affix on Wands, Wizard Hats and Sources, and an additional 2.5 Arcane Power Regeneration per Second to the base of 10.0 Arcane Power Regeneration per Second.

Best use
Usually investing into Resource Cost Reduction, for example via Captain Crimsons Silk Girdle, or rolling the primary affix Arcane Power on Critical Hit is a better choice then attempting to "regenerate" your ressources. Hence, due to these better choices, this passive only has limited usage; mostly during leveling.

Audacity

Mechanics
A separate multiplicative and global damage multiplier of 1.3 against enemies within 15 yards.

Best use
The go-to DPS choice for any melee fighting Wizard build. One of the most commonly picked Wizard passives in history of the class.

Blur

Mechanics
A separate damage reduction of 17%.

Best use
A great passive during the leveling process, however, for nearly every build other strong choices exist that are more important than the damage reduction at hand. If at all this passive is to be considered filler, if nothing else fits in your build (which is very unlikely).

Dominance

Mechanics

  • All stacks share the same duration. Each stack adds +0.5 seconds to the base duration of 3 seconds.
  • All stacks refresh at the same time and debuff at the same time.
  • Stacks refresh when you kill a monster.
  • If you lose the shield due to taking too much damage, all stacks will be dropped.


Best use
Galvanizing Ward is a strictly better choice to protect your hit points for Squirt's Necklace with Ashnagarr's Blood Bracer.

Cold Blooded

Mechanics
Applies a debuff on the target that last 3 seconds. The 10% damage buff is additive and applies to party members as well. The debuff is unique meaning it does not stack from multiple Wizards.

Best use
Unfortunately 10% conditional, additive damage is not great. If you have an open passive and you'd want to include additional damage, you should rather consider Elemental Exposure or Unwavering Will; that is if you have a build where you can remain stationary. Only for Wizard support builds this passive is a default include.

Conflagration

Mechanics
Applies a debuff on the target that last 3 seconds. The target has a 6% increased chance of being critically hit. The debuff is unique meaning it does not stack from multiple Wizards.

Best use
Unfortunately not a great DPS choice whatsoever, however, a default include for Wizard support builds. If you have an open passive and you'd want to include additional damage, you should rather consider Elemental Exposure or Unwavering Will; that is if you have a build where you can remain stationary.

Elemental Exposure

Mechanics

  • Each stack is a debuff for one of the following elements: Arcane, Cold, Fire or Lightning.
  • Each stack is unique and will refresh its own duration when re-applied.
  • Any ability with a proc-coefficient > 0 will apply a stack of its respective element. This inherently means that abilities casted from Etched Sigil will not grant any stacks.
  • The elemental range on the Weapon applies its respective stack with all abilities if the elemental range is of the type: Arcane, Cold, Fire or Lightning. The only exception to this is Hydra, which only applies the stack of the Hydra element itself.
  • Does not grant a damage bonus to party members.
  • Each stack is a unique debuff on a target meaning multiple Wizards in the group will compete for the debuff.
  • The Magistrate has a special interaction. Hydra applies the stack of the Hydra element itself. The Frost Nova casted by your Hydras will, however, apply the Cold stack as well as the stack for the elemental range of your weapon.
  • The damage from each stack is additive to each other adding up to a total of 20% extra damage. The multiplier is a separate multiplicative global multiplier.
  • Primordial Soul sets the bonus per stack to 10% (40% total). Everything else remains exactly the same.


Best use
The best DPS choice after Audacity and Power Hungry; however, arguably the most complicated passive in the game. The element of the damage range on a weapon only matters when this passive is being played, elsewise it's absolutely inconsequential what element a weapon rolled with. This also leads to insane weapon requirements when attempting to roll a perfect weapon.

Evocation

Mechanics
Grants flat 20% Cooldown Reduction.

Best use
Amazing passive if you play Archon or an Explosive Blast with Wand of Woh. Elsewise an underwhelming passive that doesn't provide any interesting mechanic.

Galvanizing Ward

Mechanics

  • After 5 seconds of not taking damage you receive a shield.
  • The shield is refreshed after 5 seconds of not taking damage, even if the damage you took only damaged your shields.
  • The shield has no maximum duration.
  • The shield snapshots based on your maximum life (not current life).


Best use
By far the best shielding passive in the game and the best choice to protect your hit points for Squirt's Necklace with Ashnagarr's Blood Bracer. It's very surprising that the shield refreshes after 5 seconds even though "you didn't really take any damage" and only your shields did. This is not in line with the wording of Squirt's, which does not drop when only your shields take damage.

Glass Cannon

Mechanics
The damage increase as well as Armor and All Resistance penalty are all additive.

Best use
One of the worst passives in the game, by far. The cost of the passive at hand is massive, while the upside is nearly neglectable. Sometimes used in Nephalem Rift builds, where Goldwrap makes toughness irrelevant.

Illusionist

Mechanics
The passive activates even if the damage taken is only on your shields. After taking 15% of your maximum Life as damage Mirror Image, Slow Time and Teleport. After using any of these aforementioned abilities, including Archon Teleport, you gain a 30% Movement Speed Buff.

Best use
Amazing utility passive, especially great for efficient farming. A default include for Nephalem Rift farming.

Paralysis

Mechanics
Paralysis behaves differently for skills with an inherent speed coefficient = 1.0 (damage hit skills) and speed coefficient > 1.0 (channeling skills).

  • Inherent speed coefficient = 1.0: These skills have a flat 15.0% chance per attack to proc Paralysis on the target. If Paralysis is procced by a damage instance, that instance will additionally apply a Manald Heal damage instance. For instance Spectral Blade Thrown Blade applies three hits per animation - each hit will apply a Manald Heal damage instance if Paralysis is procced for that attack.
  • Speed coefficient > 1.0: These skills have a different chance per damage instance to proc Paralysis for your character. The proc-chance for Electrocute is 7.804555427071125%; the proc chance for Arcane Torrent Static Discharge is 5.086232538105606%. If Paralysis is procced by a damage instance, it opens a 67 frame window on your character. Each damage instance within that specific window from the same skill will additionally apply a Manald Heal damage instance to all targets hit.

In short: "Hit" skills proc Paralysis on a target. "Channeling" skills proc Paralysis for your character and open a frame window (this also means you can proc it without hitting a target, e.g. in town). At this point it is also worthwhile noting that while a Paralysis window is open, each damage instance within that window can reproc a new window (there is no ICD) giving you the possibility to chain Paralysis procs. Additionally, there is an anomaly, where, while there is window open that one created with a channeling skill (speed coefficient > 1.0), any damage hit skill (speed coefficient = 1.0) will immediately close said window. This effect can drastically decrease one's damage when attempting to damage with channeling abilities while also incorporating any non-channeling Lightning abilities.


Best use
Only use this in conjunction with Manald Heal; unfortunately these type of builds are not viable nowadays.

Power Hungry

Mechanics
The ranged counterpart of Audacity. A separate multiplicative and global 1.3 multiplier against targets 30 yards away from you.

Best use
Rarely used since Wizard is DPSing in melee range for the most time. At most some Frozen Orb might use it due to its fixed travel distance.

Prodigy

Mechanics
You gain 5 extra Arcane Power when you use a Signature spell.

Best use
Usually investing into Resource Cost Reduction, for example via Captain Crimsons Silk Girdle, or rolling the primary affix Arcane Power on Critical Hit is a better choice then attempting to "regenerate" your ressources. Hence, due these better choice, this passive only has limited usage; mostly during leveling.

Temporal Flux

Mechanics

  • Applies a debuff for 2 seconds on a target each time you hit it with a Arcane ability.
  • Does not work with the Arcane Damage Range from a weapon.
  • Is unique and therefore does not stack multiple times or from multiple Wizards.


Best use
One of Wizard's worst passives. Never use it. Ever.

Unstable Anomaly

Mechanics

  • Grants you a 400% shield of your Maximum Life for 5 seconds. You are not immune; you can still die!
  • Knockbacks and stuns all targets in a 50 yards radius around you.
  • Stun for 3 seconds applies first. Monsters are immune afterwards.


Best use
Our cheat-death passive. A must include for Hardcore players.

Unwavering Will

Mechanics

  • After remaining stationary for 1.5 seconds you gain a buff.
  • The buff grants 20% additive Armor, 20%.
  • The buff grants 20% additive All Resistance.
  • The buff grants 10% additive global Damage.
  • The buff lingers for 7 Frames (93 ms) after you start moving.


Best use
Quite the useful passive, specifically early season when you appreciate the tankiness a lot. Especially great for channeling builds incorporating Deathwish and Etched Sigil. Once you have decent toughness from other sources though, and especially from Paragon, you should rotate it out for the multiplicative passives Audacity and Elemental Exposure.

Post by sVr