I have to admit to agreeing with everybody who has stated that this build doesn't do much in the way of actual fun. In D2, you did roughly the same thing, but instead of actually running around, you teleported around the area and just killed everything. In D3, with teleport so enormously nerfed, your only choice is to kite away into oblivion until you can't kite anymore--on foot.
It's not only annoying, but also makes you feel like your character is insignificant and unable to kill tougher mobs without using all the tricks up your sleeve--which is basically the truth here. Of course we also have to realize that this will probably not change for a while. Not until we could all afford the best sort of gear available and do to Inferno what we do to Hell--tank and one-hit everything.
The entire situation is actually so tedious, I prefer to stick to ether A3 Hell or A1 Inferno (both provide great loot and are easily cleared).
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Thanks to DeathFalcom, I have a suggestion for A2 and further:
With an HP pool of roughly 30k or 35k and resistances of around 250-300, the Wizard could, in fact, drop Diamond Skin as a skill (Wizards are not native tanks and never will be anymore). Instead, the Wizard could attempt to substitute it with a greater defensive spell: Teleport.
It's nature of time and space manipulation lets the Wizard blink from out of existence for a span of a micro-second and appear further away--upon the targeted area--to escape certain death.
If, hypothetically, the Wizard were to be pulled back across the screen by a mob of hard-hitters, right into their center, Diamond Skin would not last a second--whereas Teleport would actually save the Wizard's life if applied instantly.
Additionally, the passive "Illusionist" will cut down cooldown of Teleport to 0 if the Wizard's life drops to less than 15% from a single hit.
Lastly, while Wormhole was proposed, Fracture seems to be working better. It leaves 2 illusions of the Wizards behind for the mobs to play around with--actually giving the Wizard a few seconds to spam their signature moves.
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Sugahbear:
I have used Arcane Dynamo for quite a while before A2 Inferno. Once A2 rolled in, however, its use became restricted to bosses, which are nothing in difficulty compared to champion packs.
That 75% actually affects all damaging spells--that includes Hydra. Hydra becomes ridiculously strong. Nevertheless, you would not be allowed to use it very often against champion packs. When fighting them, you need to move around a lot. Away from the Hydra that you have cast--and sometimes you do not even have the time to shoot one orb.
It works wonders in anything before A2, though. Great for mfing.