Just a starting point / Jump off build for a effective Wizard, with a few options as to play style.
Wizard / Monk (Helwalker)
Race: Godlike (Nature)
Helwalker Monk, to provide access to a few Monk Passives, and attacks, but primarily for Turning Wheel, and the Might / Wounds portion of Helwalker. Once you are buffed, you should be looking at +2 Power levels, +10 Might, +10 Int, +25% Action Speed, +70 Deflection, +50% Melee damage as Burn and a Large +Accuracy Bonus. Due to the nature of these spells / effects this will take about 1 second. (Set up your buffs using the shift button, so you can have them all go off, use any +Int Buff first, to increase other buffs duration).
Con and Resolve are fairly safe to Dump, how low really is up to you. Since Duration based damage is going to generally be better for this build I would prioritize Perception, Intellect, Might, Dexterity. Bad Save (Con - Fort, Resolve - Will) are balanced by over the top Str (Fort) and Int (Will), and Resolves - Deflection is entirely negated with Wizard +Deflection buffs, if you do have something get into combat with you.
Perception (Especially on higher difficulty) will make a huge difference as to how much of your spells actually land solidly, and there aren't any great self buffs for that stat within the build. Infuse at level 2 gets you +5 Con and Int, and should last the entire fight with one cast, and triggers Wellspring of Life.
Dexterity is the other tricky one 'in class' but we want that solely for the +Action Speed, which Swift Strikes provides.
Pick up the Proficiency for Arbalest, early game it can reliably knock anything on its back; and Scepters, for if you feel like generating Wounds safely, the Modal will burn you and help that way.
Dance of Death, Monk 2 is great, since I would plan (at least pre - end game) on using this as a back line character, will Generate Wounds for you, and give you an Accuracy Buff. If you're using this, don't burn yourself with Scepters.
Blade Turning, Monk 3, is just funny when you have 30+ Intelligence. Who needs Deflection when every swing the bads make at you, hits them instead of you, the Intelligence makes this last quite a while.
Duality of Mortal Presence, Monk 4, give you +Int = to your Wounds, and upgrades at Monk 6 to add +5% per Wound Burn Damage.
Monk 7 has Dichotomous Soul, which give you 2 Elemental versions of your Massively statted character.
For Skills, I would push as much as you can into Arcana and Metaphysics. Aside from getting you access to more spells (Scrolls) including Tier 8 and 9 ones, that you can't cast normally, this is the stat for Gear for this build. Spearcaster (Arc) from the Brass Citadel, and Chromastaff (Meta) from Nemrock the Super Imp. Spearcaster is just incredible damage and Crowd Control, and Chromastaff will allow you to really start beating on things, while also giving you multiple +Powerlevel for your Evocation type spells.
End game you can easily choose between a Wizard style character that just does way more Nuke than a pure Wiz could achieve, or a Monk style character, with more Offense and Defense than any normal monk, by using the Wiz side to Buff.
Edited by Lokithecat, 20 May 2018 - 11:11 PM.