Can clear rooms of NPC enemies from a safe distance like the Ranger can Dark And Darker Gold. With the right Spell combination Wizards can almost always outrun or outplay their opponents if needed. Doesn’t heavily rely on found items or rare weapons like some other classes do. Has very limited options to rely on if the enemy manages to close the distance.

Wizard is incredibly squishy in terms of health, and can easily die in just two hits from a Barbarian or Fighter. Doesn’t have a natural healing Perk or Skill. Can be a detriment to the team if they hit teammates or use their Spells at a bad time. Very hard to scale with gear unless a player happens to find the perfect item or an Epic/Legendary variant.

Requires constant focus, skill, and precision to play at a high level. Meditation means that Wizards leave themselves vulnerable quite often if they think they’re safe. Not a class really ‘built’ for Dungeon Crawling in general. Wizard Skill Loadouts Aren’t All Too Varied. As far as the Wizard’s Skills go, it’s a lot less inventive or fun to use the Wizard’s Skills than most other classes.

Half of them provide passive effects, and between the two active Skills only one of them (Intense Focus) feels ‘fun’ to use. Meditation is by far the better option, but it’s not exactly enjoyable to press a button, sit down, and meditate to get some Spell casts back. That said, there are basically three different configurations Wizard players use, listed below from most commonly used to least.

The Perks With The Best Bonus For Wizards. The Wizard is actually one of the few classes that have a large range of different Perks to pick from. To be more specific, there are 9 options for players to pick 2 from, with the most commonly used ones being: A 20 percent buff to Dark And Darker Gold for sale casting speed is absurdly strong considering that’s the majority of how a Wizard does damage.