If you solo, or play public games where you aren't too sure how much you can trust the abilities of strangers, you're better off with a 1-handed and an orb, so you can maneuver better and escape bad situations.This Wowhead guide covers detailed information about the Starter Board and eight Class Boards for the Sorcerer class in Diablo 4. I would suggest a two-handed for the huge increase in damage, and not needing to spam abilities often. Generally, if you have a really strong group that knows your roll as a wizard, and is able to keep you safe. The downside is no two handed weapon gives bonus arcane, or arcane on crit, and so you lose two slots to have these. If you use arcane orb, your orb can one-shot waves of minions, eradicating the need for IAS, since you don't need a second attack anyway, and against elites the hydra and blizzard will do a lot of damage. You don't drain as much AP as far as I've noticed, and you do a lot more damage in single bursts. One handed weapons often have higher attack speeds, so if you're spamming magic missile, this is good.Ģ-handed: This, in my experience, works best for DoT abilities such as blizzard/hydra/disintegrate/ray of frost. Also, if you have a crit/arcane orb build, you can get up to 20 arcane power per crit with 2 slots. Given that you can have two sources of higher intelligence, plus the added life-on-hit/crit-chance/stats/etc. However, with a lot more attack speed, the drain on AP is noticably significant.ġ-handed+source: The most notable benefit of this is that over time, the damage output will most likely be better. They also don't go by attack speed as far as the numbers I've jotted down seem to appear. As far as I can tell, blizzard/hydra don't really consider criticals. That part is going to be up to you.įirstly, your build is the most important thing. So I've got a couple points of mention, even though I can't tell you exactly which is better. I've been doing a lot of act II testing with my wizard, trying to figure this out for myself as well.
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