This thread is designed to foster theorycrafting for Wizard builds to survive and advance in Inferno difficulty.
I currently use this build in Act I inferno. http://us.battle.net/d3/en/calculator/wizard#bcYlXO!Xba!bYYbZb I have 51k health, 7k DPS, 4k armor, 200 resist. This build keeps me alive and usually allows me to keep going in the act. I tend to tear through minions no problem. When i run into a group of elites or champions I cast a blizzard every few steps and run from them, the slow is effective enough to give distance and allow you to use diamond skin. The reduced mana cost using with prism and the added mana from energy armor and astral presence allows me to cast arcane orb 16 times before running out of AP. If you have time,or to hit enemies in a straight line while you recharge AP, shock pulse with piercing orb can do decent damage. This build works, but takes some time on most groups and still can't handle combos like jailer, mortor or freeze, fast. Build suggetions are welcome! http://us.battle.net/d3/en/calculator/wizard#bcYlXO!Xba!bYYbZb
Your build can't kite. Kiting is the most important thing for wizards because with your current stats ur gonna get 3 shotted in act 2 even with 400 resist 1 hit from those poison flies deals 20k hp. Better to get 40k hp, 7k armor, at least 15k dmg and 800 resist. I stack crit chance and crit damage and int with it. Basically what I do is hit and run, I rely on my crits to instantly cooldown all my spells and give me arcane back. Diamond skin--> dual comet--> freeze --> tp away as far as u can and hit with charged blast. Tp with wormhole might be a bit difficult to get used to first but most of the time if ur quick to pay attention to the map you won't tp into the wall. Tp is mandatory in inferno, I don't care what anyone says! No tp = no control over positioning. The passives I use are blur, crit mass, and astral. I use blur because sometimes you're against mortar units and they force you to fight in their melee range, or you're against fast or invcinbile units. These units force you to take damage, so I think melee resistance is very important. The critical mass is for cooldown and saving your butt, a few crits can basically refresh diamond skin giving u 21k bonus hp again and/or letting you tp away. I think this is the most useful passive skill for wizard. And the astral presence is for letting you dual comet and tp away more frequently. http://us.battle.net/d3/en/calculator/wizard#aXYkOQ!agX!aacYcZ
Do you happen to have a video and or link to you character showing what gear you are using to gain that kind of dps,resist, that your referring to?
I changed my skill build & items a bit http://us.battle.net/d3/en/calculator/wizard#ZQYkOX!XgT!bZZZca . I can show you the 4 screenshots showing the stats. This is based off solo runs because I grow tired of useless team mates. I use 2 different types of builds. I swap around them depending on the mob. One of them is very tanky where I can just stand in a mob to frost nova, diamond skin & comet. The other really forces me to position, hit and run much more but deals 75k crits. It depends on the mob, I don't believe there's a 1 build to kill all elites because some elites just force you to fight in their melee range. Like the mortar units, you have to fight in their close range or else those fire bombs will just annihilate you at long distance. If they're fragile I'll use my dmg build to hit & run. If you're having trouble farming, then I suggest doing quick swap mf gear on butcher run 100000x. I've had to do it.