Aloth is not always about AoE damage output, due to friendly fire concerns. Druids have the best AoE damage spells and have several that only target enemies and/or last the whole fight, so they take care of business on that end more straightforwardly.
Wizards are all about game-changer AoE crowd control spells like Exxon Valdeze, Confusion, and Slumber Party. Those can single-handedly win you fights.
I usually initiate with his FF AoE damage spells from stealth (pulling enemies into priest traps when necessary), and try to set up tank positioning to cleanly chain fireball the line of enemies afterwards, but that doesn't always work out, so when things get messy I focus on crowd control spells like the ones mentioned, and instabursting squishy back line spellcasters with his fast and consistent missiles (missiles at spell level 5 put in work), throwing in some debuff like Expose Weakness as appropriate. Sometimes, though, you have to go to Defcon 1 with his nukes and cross your fingers.
Wizards definitely require finesse in this game but they're a lot of fun to use and invaluable in difficult fights.