Showing posts with label [:]. Show all posts
Showing posts with label [:]. Show all posts

Friday, April 13, 2012

Spellsword?

[:1]Anyone think it'll be possible to make one with a wizard? Or am I the only one that likes that build :P

Imagine a Sorceress if you will, with enough power to use a sword and enough magic to deal with monsters.

Of course this would just be a PvM build.

One tactic would be to use magic while they're far off and if they keep coming you'll be able to slice some monsters down while juggling with different kinds of spells. |||Well, I assume it's possible because of the gem stat boosting system and defensive buffs, but we don't know if the Wizard will have skill support for specifically improving melee combat ala Enchant.

Things like slow time, frost nova, mirror image, various armor buffs, and the Hydra spell are conductive to a melee build, though.|||Well I'm thinking this only because we have speculation on the last class, but no for-sure ideas. So... instead of being a bulky behemoth, I'd rather be well... said build.|||Quote:








Well, I assume it's possible because of the gem stat boosting system and defensive buffs, but we don't know if the Wizard will have skill support for specifically improving melee combat ala Enchant.

Things like slow time, frost nova, mirror image, various armor buffs, and the Hydra spell are conductive to a melee build, though.




I have the feeling spectral blades were ment to replace the need for a sword, just my thought.|||Yes and yes and yes and yes and yes

This iteration of the Wizard has enough melee enhancing spells, it's like the Dev team almost wants a melee Wizard to be a possible build, especially with no stat requirements on items anymore |||There will be some interesting builds I'll tell you that, I wonder if there will be any guides? If so, I wonder how "valid" they will be, since you know... it will almost boil down to personal preferences.|||There will be plenty of "guides" such as those hosted on these forums. There will always be player guides.

Guides for D3 will be as "valid" as guides for D2, since there will no doubt be Unique items or a set of mods on a Rare that will be better than others for different classes.|||Possibly, but Blizzard has stated time and time again that they want Diablo 3 characters to be fully customizable. With that I mean Runes for the skills, weapons, items, gems whatever else they're not telling us, and artisans. There will undoubtedly be hundreds of customizations for a character, that a guide will almost be moot.

What I'm saying is, will you really need a guide if the way you feel something should go can and will go that way? Say a guide suggests that you use this rune instead of these, but you think differently so you add this rune and these gems and you get a different result, but the same damage or more possibly.

That's all I'm saying... why use a guide when there isn't exactly a "limit". Take for example the Paladin, for combat skills for PvP you either had:

Zeal

Smite

Blessed Hammer

Fist of the Heavens

Charge

That's it, Sacrifice, Conversion (doesn't even work in pvp), Vengeance (had terrible damage), and Holy Bolt (doesn't work for pvp except for healing) were bad skills. I don't know if you understand. With Diablo 3 you could for another example turn Vengeance into a Zeal attack 5 hits with elemental damage... I think I'm contradicting myself, now.

I guess all I'm saying is there will be a lot of options for one character that a guide won't necessary, because it's based off of personal preference. There I think that statement did it.|||I understand what you are trying to say, but I think you are being too generous with respect to how well Blizzard will be able to balance Diablo 3.

Typically PvM guides are already (in D2) very much a set of guidelines. They typically outline the skills with a main attack skill (or skills for a hybrid etc) then the "no brainer" passives and buffs. These guides usually offer multiple ways of doing the same thing, if you want to do this, then max this skill, if you want to do that, then max that skill etc. With regards to gear, again they typically have a wide range of gear, from lower and cheaper up through to the most expensive and best.

I find it very hard to imagine that PvM guides will change a lot in structure.

PvP guides however, WILL find the most efficient Skill / Gear combos, no matter how much "balancing" Blizzard entertainment will do.

Regarding the example you have given of Vengeance. If one rune turns it into a Zeal like attack, another gives it AoE splash damage, the third increases its damage but costs life, the fourth turns it into a Conversion like attack and the fifth adds an extra chance to Critical Hit, then it would be a rather easy choice with regards to PvP.



This will most likely be the same with all other skills. Even looking at Hyrda and how it will change element etc people will work out the most effective rune regarding damage for it.

Overall I understand what you are saying, but I believe that D3 will have guides, there will just be more of them compared to D3.|||I suppose we can agree on this. I wonder how long it will take for a guide like a "spellsword" to actually come out.

What do you think skill runes will do to the armor skills?

[:1]The wizard is currently set up with 3 armor skills and energy shield, which I'm lumping into this class of skill. Provided below are the descriptions.


Quote:




Ice Armor

* Description: Surrounds the Wizard in a barrier of ice that increases armor by X%, freezes attackers for X seconds, and causes X-X cold damage. Cold damage chills enemies, slowing their movement and attack speed. You can only be affected by one armor spell at a time.





Quote:




Diamond Skin

A powerful defensive skill, this absorbs considerable points from all types of damage for a short duration.

* Description: Turns the Wizard's skin to diamond for X seconds absorbing up to X damage from incoming attacks.





Quote:




Energy Shield

The classic protective skill returns, now trading Arcane Power for damage reduction.

* Description: A protective barrier that absorbs damage, draining arcane power in its place. Absorbs X% of all damage dealt to the Wizard.





Quote:




Storm Armor

A fire and forget skill, this one shocks enemies with electrical bolts for the duration of effect, without requiring the Wizard to aim or target them.

* Description: Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for X-X lightning damage.

o The Wizard may only use one of the "armor" spells at a time.




Remember, there are 5 skill runes, and there is no reason not to think up exotic, yet awesome, changes given the giant toad making it into the game.

What do you think the skill runes will do to these skills?|||well, mostly duration or radius improvement. cant really see "Ice Armor" shooting lightining.|||In one of the PvP hands on report someone said that Diamond Skin was runed to increased how much damage it could absorbed. As for what other runes might do. It really is anyone's guess. Especially when some of these runes are supposed to change the effects of these skills.(One of these will probably have a rune to set the attacker on fire. Too hot to touch =P.)

Personally MiniMonk thinks that there are too many kinds of 'armor' for the Wizard and that a few of them might be taken out of the game.|||Ice Armor
1) more armor

2) longer duration

3) chance to directly shatter enemies attacking you into chunks of ice

4) chance to cast frost nova on hit

5) periodically shooting tiny frostbolts for minor damage + chill effect at random targets
Diamond Skin
1) higher damage absorption

2) longer duration

3) very short immunity instead of absorption

4) dispel all root/snare/stun/fear effects on use

5) short stun on being attacked (as if encasing the enemy in a thin layer of diamond)
Energy Shield
1) better AP/dmg ratio

2) longer duration

3) more maximum damage absorbed/transfered

4) chance to knockback on being hit (speaking as a physics/mathematics student this would even be the most reasonable effect, because particles/bodies/objects have a general tendency towards areas with a lower (e.g.) energetic potential -> http://en.wikipedia.org/wiki/Stationary_state )

5) disorient/confuse debuff on being hit
Storm Armor
1) more armor

2) chance to do electrical overcharge effect on hit -> the enemy hits you, gets electrically overcharged and is knocked back, knocking away other enemies in his path (due to being overcharged ) -> this would look ridiculously awesome

3) minor chain lightning effect on shocks

4) longer duration

5) more damage
just some ideas of the top of my head, some pretty straight-forward and obvious and others maybe a little too scientific . i fell in love with those knockback-effects that have at least some physical background. it would be nice if anyone proposed them in the forums, maybe one of the devs likes the idea.|||Diamond skin was 100 absorb at level 5. With the rune it was 150. I just wish I remembered which rune.

The offensive skills aren't that hard to figure; crimson is almost always more damage, indigo is multishot, and golden is usually lowers cost. (Most of the pvp arena skills were lowers cost, so probably golden, though I didn't write down the runes involved.) Alabaster and Obsidian seem to be usually wildcard.

How that translates to defensive skills is a good question. Which is, of course, Synik's point in making it.

The offensive skills get all kinds of weird stuff from runes, but it's always more dmg, at least in the ones we've seen so far. Odd types of damage and creative ways of granting it, but none of them turn the offensive skill defensive, or healing, or other changes in nature. Will runes turn defensive skills offensive, sometimes? I'd say no, at least not exclusively. The skill should still do more of less what it's supposed to do; it'll just do it better/differently.

So Diamond skill will still absorb damage, but... differently. We know one rune makes it absorb more dmg. one might just lower the cost of use, or increase the duration. What else? It could absorb and reflect dmg back. It could absorb different types of damage; all types of elemental dmg, or just some in particular.

Also, they should all be at least roughly useful. If one absorbs damage and deals damage and washes your car, then that's the one everyone will take. One can't be miles cooler/more effective than the rest. So if one absorbs and deals damage, then I guess it'll have to absorb less than the others.

Wizard Skills Showcased On The Blizzcon 2010 Gameplay Panel

[:1]Greetings!



I was just watching the part of the gameplay panel with the skill runes (again).

About 12 minutes in Julian Love starts to give us a quick heads up on skill runes and what they are, with some footage playing on the screen. At about 12:32 it switches from Barbarian to Wizard and the following happens:



- At the beginning, the Wizard splits herself into 2 and suddenly, the copy of the Wizard is casting too! Could this be a rune effect from Mirror Image? Everytime they showed the skill before, the Images just used Auto Attack on the enemies.

- Another thing I've seen is a D2 Druid Hurricane like effect swirling around one of the Wizards. Maybe a rune effect for Ray of Frost.

- After that she shoots a glowing white ball in front of her which explodes at enemy contact. It doesn't really look like Magic Missile or Arcane Orc, but the explosion effect seems like it's an Arcane spell.

- She follows with a couple of Rune Rank 7 Multi-Strike Magic Missiles.

- Then she casts a big Tornado, which is probably a rune effect for Energy Twister, turning the small ones into a big one

- Following that she casts some Explosive Blasts and Electrocutes

- But at 13:00 she casts some blueish missile with trails into the lower right corner and I don't know what to make of it. It doesn't really look like the classic Electrocute effect to me. At 13:04 you even see that it pierces through an enemy.



Anyway, overall it shows some possible rune effects which I didn't see mentioned anywhere else, but I can't for the life of me figure out what the last one is supposed to be or even the white projectile before she multishots Magic Missile, could anyone help me out? |||Quote:








- Another thing I've seen is a D2 Druid Hurricane like effect swirling around one of the Wizards. Maybe a rune effect for Ray of Frost.




MiniMonk would probably say that it is a rune version of either Ice Armor or Blizzard rather then Ray of Frost. What MM is more interested about is that right before that(yet after cloning herself) the Wiz used some sort of Ice skill that looks like a long range Frost Nova.


Quote:




- After that she shoots a glowing white ball in front of her which explodes at enemy contact. It doesn't really look like Magic Missile or Arcane Orc, but the explosion effect seems like it's an Arcane spell.




Probably Arcane Orb, but runed to have a bigger AoE. MM also notice that she seems to have an frost aura(probably Ice Armor runed).


Quote:




- But at 13:00 she casts some blueish missile with trails into the lower right corner and I don't know what to make of it. It doesn't really look like the classic Electrocute effect to me. At 13:04 you even see that it pierces through an enemy.




Umm, maybe a runed version of Charged Bolt? It is the only thing that comes to MM's mind besides Electrocute.

Anyway. For the Barbarian that was on before the Wizard, It looked like he was using a runed Leap Attack that increase the area of knockback... maybe. A runed... Seismic Slam? that turns it into fire, and a runed(probably Indigo) Ancient Spear that multiplies and spreads out how may harpoons that are sent out.

Oh, and of course some rune version of probably Taunt and Threatening Shout.

What skill is this?

[:1]During the Wizard's gameplay trailer she casts a spell I had never noticed.

She casts it 3 times in a row @1:38

It kind of fits the description of Explosive Blast, except for the part where it says "around the Wizard":
Quote:




Builds up energy around the Wizard that explodes after x seconds, causing y-z physical damage in a small radius.




Can anyone confirm?





|||Whatever it is, it sounds like a cool self offensive/protection skill, just like storm armor.|||It's the old version of Explosive Blast. It used to function basically like meteor, you picked a location, it went boom after a second.

NEW Wizard Skill Calc. Application

[:1]I would like to thank Wolfpaq777 for inspiring me to do this. - Thx W

Its basically the same thing but with more color and style.

Check it out and let me know what you think.

If you like it, please share it around.

http://diablo3calculator.blogspot.com|||Hmmm, not meant to bash but it looks too busy and therefore unclear.

The wizards familiar... - Page 5

[:1]Quote:








D3 does not have that design goal, it will not have "crazy fun stuff" toned down for sake of competitive balance.




I really hope you're right =)

obviously some stuff will get tweaked but I don't want entire builds dying or massive nerfs to certain spells just because someone's epeen got hurt in the optional, rewardless arena.|||Quote:








I really hope you're right =)

obviously some stuff will get tweaked but I don't want entire builds dying or massive nerfs to certain spells just because someone's epeen got hurt in the optional, rewardless arena.




No worries there as it confirmed that PvE and PvP will use there own skill tables.

The wizards familiar... - Page 4

[:1]Quote:








I hope it'll be a pet cub or so and that it'll grow with you as you level up.



NO I don't mean upgraded!




Familiar is a level 26 skill...bit pointless that when you're starting Act 4 and assaulting the Demons of Hell to have a baby animal help out...|||Quote:








Familiar is a level 26 skill...bit pointless that when you're starting Act 4 and assaulting the Demons of Hell to have a baby animal help out...




That solely depends on what that baby animal can do already, doesn't it...

I don't mind having a dragon whelp along |||I think the familiar will be the rainbow of doom crapping unicorn.

In all seriousness, I think I'd like a little elemental type guy that's some damage type default (like, oh I dunno, Arcane) with runes that can change it to being ice, fire or whatever else we get.|||Quote:








I think the familiar will be the rainbow of doom crapping unicorn.

In all seriousness, I think I'd like a little elemental type guy that's some damage type default (like, oh I dunno, Arcane) with runes that can change it to being ice, fire or whatever else we get.




Sounds like a nice idea. An elemental which changes color/stats depending on what rune you put on it.|||Quote:








1) Alright, if I missed your "point" of talking about core spells, you say that the D3 development team is uninnovative and resorts to "copy/paste" from D&D for their skills. This just doesn't make any sense to me. D&D is a pen&paper rpg and also the universe used by dozens of fantasy games as basis for their own adaptions of it. There are 0 visuals for skills, especially concerning the example you referred to...the "familiar" is not even an invention of D&D, it's a part of european medieval history. Plus you don't know anything about the skill design yet, apart from attacking the player's enemies. Seems pretty farfetched to call it a copy if there's nothing known about it, yet .... o_0

Ofcourse DnD didn't invent familiars and other things, you can say this about everything but try to avoid Warhammer fanboys, their skull is to tough to understand this.

Problem is that Blizzard is even copy from itself and that is getting little boring for example did they really need bring back soreceress's meteor, blizzard for wizard, couldn't hey made him more refreshing?


2) How did D2 items ever alter the function and visuals of skills? And if there are any at all, how many of those items were there? Comparing this to D3's rune system is ridiculous.

They didn't, they altered stats as i wrote plus they were adding some alternative effects like knockback.

3) WoW's talents improve skills. They almost never change their function and if so, to a minimal extend. And after 5 years of WoW I can't think of any talent that ever changed a skill's visuals.

Both WoW's talents and glyps improve/altering skills but not as much as Diablo 3 will do, it has more to do with community balance whine and Blizzard fear, still you can look at WoW as testing ground for what you will have now in Diablo 3.

4) You've got a point concerning the resource reduction rune that many skills will most probably have. Let's say, 70% of the skills have one resource reduction rune and a pure +dmg/+number/+aoe rune. Out of the 4 examples we already know this seems to be a pretty good estimate. This still leaves ~500+ rune effects changing visuals and function. Try to copy/paste those somewhere o_0...




I do not know how did you calculate this number, We will see how it work and if it will be in final version i do not want to be pessimistic but i was with SC2 since first announce and before final version hit shelves they removed or dumb down nearly all skills and units they showed, i felt really cheated.|||Quote:




or dumb down nearly all skills and units they showed, i felt really cheated.




They were removed because playtasting demonstrated them to be unfeasible in a competitive RTS. Could they have somehow balanced them and retained as they were originally? Perhaps, but Diablo 3 isn't going to have that problem as it doesn't need to sacrifice quirky abilities/monsters for sake of esport balnace.|||Quote:








That solely depends on what that baby animal can do already, doesn't it...

I don't mind having a dragon whelp along




Dragons are SO DnD. The Diablo universe has very few true "monsters" such as Dragons etc. And most of them are twisted by Demonic influences.|||Actually, the only one single dragon is completely unknown to demons.|||Quote:








They were removed because playtasting demonstrated them to be unfeasible in a competitive RTS. Could they have somehow balanced them and retained as they were originally? Perhaps, but Diablo 3 isn't going to have that problem as it doesn't need to sacrifice quirky abilities/monsters for sake of esport balnace.




You may believe it i don't. Right now new units are terrible and straight minded in what they do, they are just used as counters a+move units.

For example.

Reavers >>> Colossi in terms of design and others.

Old Thor was so much better and more interesting that final one which is just oversizes Goliath 2.0

Old Reapers were more fun and more useful, new one no one even consider building (maybe one for scouting).

Old mothership had cool spells like planet cracker, new one is Arbiter 2.0

....|||Old Thor was "Tank 5.0," Reapers were hideously broken early game and simply the threat of their possible appearance nearly broke Zerg early game, old Mothership had an amount of power concentrated in it that is not workable in the SC2 game style, Reavers were only interesting because they had a large number of bugs associated with scarabs that made them quirky.

However, again, I reiterate - SC2 changes came to improve it as a competitive game (whenever you agree if the changes succeeded or not is completely irrelevant). D3 does not have that design goal, it will not have "crazy fun stuff" toned down for sake of competitive balance.

The wizards familiar... - Page 3

[:1]I hope that the runes change what form the familiar takes. If they are animals, one rune could make it a bear, another a wolf, or a bat or a hawk or an owl.. And so on. It would also be cool if they were elementals and each rune changed elemental type similar to hydra. Because they cannot tank or take damage they will be a little strange to implement, hoping for more than just the druids raven.|||I am rather hoping no animal themes with them. Elemental could work, but it would be nice to see something cooler and more abstract, more fitting with "forbidden super duper magics" theme.

Would a mini-beholder be too much of a copyright infringement? Cause I could go for a floating eye that pews pews enemies.|||Quote:








Would a mini-beholder be too much of a copyright infringement? Cause I could go for a floating eye that pews pews enemies.




...then I LOL'd!|||Quote:








"forbidden super duper magics" theme.




How about a unicorn?

No flames please. |||Quote:








How about a unicorn?

No flames please.




I wouldn't flame you for a unicorn...

I would if you'd say 'My little pony'... |||Well, it could be a twisted version of a Unicorn... from Hell... with Horns and fiery manes and hooves. |||How about a "My little pony style" unicorn that shoot rainbows? /joke

I agree an elemental/monster type familiar would be cool.|||Quote:








Well, it could be a twisted version of a Unicorn... from Hell... with Horns and fiery manes and hooves.




You mean a Nightmare?|||How about some sort of cosmic entities like Cthulu? Heheh.. but I'm kind of serious. This familiar needs to be into the theme of the Wizard. Space/Cosmic things would be very welcome, awesome and fitting. I don't see monsters, elements or technology as familiars, but weird cosmic entities with strange shapes and looks. Nothing realistic...

Reminds me a little of the five God Hand members in Berserk, although they have humanoid aspects: http://berserk.wikia.com/wiki/God_Ha...f_the_God_Hand

It would be a great oportunity to expand the lore of the Sanctuary universe.

I could even see the Flying Sphaguetti Monster as an Easter Egg xD



I just had to... xD|||I hope it'll be a pet cub or so and that it'll grow with you as you level up.



NO I don't mean upgraded!

The wizards familiar... - Page 2

[:1]Nice site. Would like to see an update here for the Diablo Wiki as well.

Familiar definition: "An attendant spirit, often taking animal form." This sounds a bit like the summons from Diablo 2 druid, spirit wolves. But what kind of spirit would fit with the wizard? From what i have read about the wizard until now, its kind of hard to imagine him/her with an animal spirit companion. Might be more something that might be related to its resource. Some arcane spirit assisting with resource generation linking the resource plane of the wizard closer with its appliance in the "real" world.|||Quote:








Mongrels don't suck up experience and I don't think the Familiar will, too.

It probably won't too a TON of damage and if your only goal is to run around with it and let him kill things for you, you'll take forever and a day, or die trying.

Also, they could make it so that he only attacks when you attacks and if you are idle he does nothing.




I think they are joking, in dnd based games like neverwinternights your companions (summons, mercenaries) lowered amount of xp you would get from fight.

It just Blizzard spell ideas has obvious source but they said itself that they love DnD so... it just they could use more imagination instead of copy/paste.|||Oh...yeah. Because lack of imagination is so obvious in the current state of development? Seriously, I've never come across anything so freaking innovative like the entire rune system. I doubt they will find examples to copy/paste from for all the ~750 skills with runes they have to invent and design.|||Nice way of missing a point, I was talking about core spells here....

But honestly new rune system is buffing altering your spells when older was making same but with items, is that much different? No! Is this give you more options and fun? Yes.

WoW already had talents that were altering spells so no this is not that innovative like you are trying it to sound...

And please do not make me laugh about this ~750 skills to invent and design, from what i saw most of time they are just changing stats like higher damage, bigger aoe, cheaper cost, that are simple things to do. Go to wc3 or sc2 editor pickup core spell and you without problem will alter it in many different ways.|||1) Alright, if I missed your "point" of talking about core spells, you say that the D3 development team is uninnovative and resorts to "copy/paste" from D&D for their skills. This just doesn't make any sense to me. D&D is a pen&paper rpg and also the universe used by dozens of fantasy games as basis for their own adaptions of it. There are 0 visuals for skills, especially concerning the example you referred to...the "familiar" is not even an invention of D&D, it's a part of european medieval history. Plus you don't know anything about the skill design yet, apart from attacking the player's enemies. Seems pretty farfetched to call it a copy if there's nothing known about it, yet .... o_0

2) How did D2 items ever alter the function and visuals of skills? And if there are any at all, how many of those items were there? Comparing this to D3's rune system is ridiculous.

3) WoW's talents improve skills. They almost never change their function and if so, to a minimal extend. And after 5 years of WoW I can't think of any talent that ever changed a skill's visuals.

4) You've got a point concerning the resource reduction rune that many skills will most probably have. Let's say, 70% of the skills have one resource reduction rune and a pure +dmg/+number/+aoe rune. Out of the 4 examples we already know this seems to be a pretty good estimate. This still leaves ~500+ rune effects changing visuals and function. Try to copy/paste those somewhere o_0...|||Quote:








I think they are joking, in dnd based games like neverwinternights your companions (summons, mercenaries) lowered amount of xp you would get from fight.

It just Blizzard spell ideas has obvious source but they said itself that they love DnD so... it just they could use more imagination instead of copy/paste.




Well for starters Familiars are older than DnD, and there's many meanings the one that applies here as a Spirit being that helps magic users (it dates to the 1500 at lest), also where your proof it a copy and paste from DnD? It only a copy and paste if it's a bat, cat, rat, snake, weasel or some other small animal, (from DnD wiki info) which don't match with the known skill info.

All that is known about the skill for now "Creates a companion that accompanies the Wizard, attacking enemies for X-X damage. This companion cannot be targeted or damaged by enemies" so it basically a moving Hydra.

^ Sound like a little bat, cat, rat etc?|||I can tell you now that it's more like the Druid's Raven in D2 than anything in D&D.



I DM'd a group when they started. The ranger had a companion (functionally similar to how they'd use a familiar, so bear with me here).

Oh, it could be injured all right.





He sent it under a door to scout ahead. Enter the Flamestrike trap he triggered. I had his empathic link make him feel like he was on fire. XD















Point is: This is no copy from D&D. The name's the same. Similarities stop there.|||Still, some ideas from DnD could be fitting here. Assuming it basically just pews pews at the base skill, it could have skill runes to cast spells (perhaps even ones that the Wizard has).|||So basically, a Shadow Master.|||Yes and no. It would still remain unhittable. And the skills used should be carefully selected.

Damage rune - just increase familiar damage. Maybe make it shoot explosive stuff. Whatever.

Efficiency rune - make it restore some AP to the Wizard with attacks.

Now, for the last 3 runes, I am thinking 2 unique familiar spells/abilities to choose from (like, a curse it casts, or a defensive spell like catching projectiles and converting them to Wizard's HP, whatever). For the third rune, it would be something like Shadow Warrior, where it casts a skill assigned to a certain mouse button (probably L1 for balance reasons) with some sort of limitation to keep it balanced with the damage increase rune. Like draining Wizard's AP per cast, etc.

The wizards familiar...

[:1]Familiar

Creates a companion that accompanies the Wizard, attacking enemies for X-X damage. This companion cannot be targeted or damaged by enemies!

If it doesn't take a chunk of XP away.....

Only positive here \o/

http://d3db.com/pc/wizard|||Wonder how it looks like...|||Oooh, so now we have Hydras and Familiars. Kewl.|||i am curious about runes in this shill. change the beast type or just what it does? i would love 6 different familiars all doing different things.|||Heh, I can just picture a Familiar that flies to the target and slows it. Will be the most annoying thing ever in PvP.|||Would be a DnD thing.

I'll be happy with my ice-mephit that'll spit little iceballs that slows/damages enemies

Quite simlar to the D2 Act3 merc, only looking 'cool' instead of a eunoch.|||Yeah, they could do a lot with familiars. Maybe animals, elementals, spirits, and/or beasts. Would there ever be a reason to not get a familiar?|||If a familiar sucks up XP I'm not getting one...Well, maybe on LVL 60.|||Mongrels don't suck up experience and I don't think the Familiar will, too.

It probably won't too a TON of damage and if your only goal is to run around with it and let him kill things for you, you'll take forever and a day, or die trying.

Also, they could make it so that he only attacks when you attacks and if you are idle he does nothing.|||that site is amazing, i'v been searching for an up2date-database like that like forever! thanks for the link, very much appreciated!

D3 Wizard Skill Calc - Page 3

[:1]Quote:








Ok TheMythe I have added some images to it.

I am sick of having to basically rewrite my CSS for IE since Microsoft sucks, so from now on I will only be supporting chrome & firefox. For now, you should see new background images if you ctrl-shift-r the page in Firefox.

Update: Restored ability to increase level by spending points =)




Pictures in the background was totally the opposite of what I wanted but anyway, you're not making this solely for me.

*thumbs up on the screw IE part*

Love the level up bit and choose skill(points) again, working like a charm.

LVL 30 for all 7 slots used... So by the end of Normal (according to Blizzard) we start to powerhouse our skills?

Sidenote: Do we have info on bonus skillpoints from quests?

If so, it should be added later on of course

Long story short: GREAT WORK SO FAR, WOLFMAN |||You should add a tooltip box with the description of each skill when you hover it!

Btw, great job x)|||This thread is continued here.

Might want to post it there as it is a good suggestion IMHO.

D3 Wizard Skill Calc - Page 2

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don't worry about it that was just me being dumb for a min it works fine in the fact that I can get skills from the same tier.




I don't think it's you being dumb as much as it is the skill calculator isn't very intuitive, could use some better design.


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We will definitely be interested in hosting skill calcs as they are developed. Obviously this one is very early and rudimentary, but it's fun to play around with even in this state.




I'm glad you're having fun with it. Unfortunately I'm going to be very busy planning for and going on vacation, but when I get back hopefully I can take a more serious look at turning this into something worthy of being hosted here!

Because I know all of you are going to ask, and because I'm just bursting with excitement and want to tell the whole world, I will be honeymooning here with my wife of 3 weeks :

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Because I know all of you are going to ask, and because I'm just bursting with excitement and want to tell the whole world, I will be honeymooning here with my wife of 3 weeks :






What, couldn't you find someplace tropical and scenic for your vacation? *cough*

Have fun, and good timing, setting it after Blizzcon. You'd have ruined the honeymoon trying to download the 5th char reveal video over some tin can and string hotel wifi.|||congratulations on your wedding and have fun there !

in a couple of days, i'm going to new zealand with my fianc�e, as well. so i know pretty well how that excitement feels

make sure to polish that skillcalc once you get back, nice work so far.|||Progress has been made! I returned unscathed by the TSA and got some stuff done tonight =) Got a better placeholder graphic for the skills, displayed available skillpoints and made character level controlled through the character level dropdown. Also hide the rank until you select a skill and defaulted your starting level to 60 because what other level would you want to be when you are planning your skills?

I think that my next step will be skill runes and then ability to remove an individual skill before I jump into the horrid mess that is the graphics & import/export.|||Quote:








Progress has been made! I returned unscathed by the TSA and got some stuff done tonight =) Got a better placeholder graphic for the skills, displayed available skillpoints and made character level controlled through the character level dropdown. Also hide the rank until you select a skill and defaulted your starting level to 60 because what other level would you want to be when you are planning your skills?

I think that my next step will be skill runes and then ability to remove an individual skill before I jump into the horrid mess that is the graphics & import/export.




This thing just gets better and better. I hope we get more skill/trait/rune info soon for you to crank your noodle on

THANKS

Update: Wouldn't it be best to start out at lvl 0? That way everything is grayed out untill you reach the minimum level needed.

The more skillpoints you click the higher your toonlevel gets.

Update2: When enlarging in FireFox the fields get messed up and overlap eachother.

No criticism intended, just bughunting to make your idea PRO! |||Quote:








This thing just gets better and better. I hope we get more skill/trait/rune info soon for you to crank your noodle on

THANKS

Update: Wouldn't it be best to start out at lvl 0? That way everything is grayed out untill you reach the minimum level needed.

The more skillpoints you click the higher your toonlevel gets.

Update2: When enlarging in FireFox the fields get messed up and overlap eachother.

No criticism intended, just bughunting to make your idea PRO!




Well, originally you started at level 1 and incremented level by spending skillpoints, but having the skill point spending AND the dropdown controlling your character level seemed confusing to me, so I changed it to just be the dropdown. I can re-evaluate this decision though.

Btw, just tested in IE and skill points aren't working. Sigh.

Anyway, if you could clarify what you mean by "enlarging" in firefox (giving exact step by step details), or upload a screenshot to demonstrate that would be very helpful. I developed it in firefox and I can't seem to reproduce your problem. I'm using firefox 3.6.

Thanks so much for your help with bughunting, no offense taken at all =)

update: made quite a few display changes and a few bug fixes to make it work properly in IE 8, please re test if you get the chance =)|||Quote:








Anyway, if you could clarify what you mean by "enlarging" in firefox (giving exact step by step details), or upload a screenshot to demonstrate that would be very helpful. I developed it in firefox and I can't seem to reproduce your problem. I'm using firefox 3.6.




With FF enlargement I mean the CTRL++ and I think the same effect can be achieved with CTRL+SCROLLWHEEL.

If I make it smaller CTRL+- it still stays messed up

I'll look at the new version nonetheless though, it's fun tinkering with my next game-to-play

Update: I do not think every skill gets to go to 15 or even 5 skillpoints. Will you make a max of every skill?|||Quote:








With FF enlargement I mean the CTRL++ and I think the same effect can be achieved with CTRL+SCROLLWHEEL.

If I make it smaller CTRL+- it still stays messed up

I'll look at the new version nonetheless though, it's fun tinkering with my next game-to-play

Update: I do not think every skill gets to go to 15 or even 5 skillpoints. Will you make a max of every skill?




Yeah, when Blizzard releases more info I will definitely be making adjustments accordingly. Can you perhaps take a screenshot of the weird display bug you are getting? I tried ctrl mouse wheel really far in and out and nothing horrible happened for me. Thanks again for the help =)|||Quote:








Yeah, when Blizzard releases more info I will definitely be making adjustments accordingly. Can you perhaps take a screenshot of the weird display bug you are getting? I tried ctrl mouse wheel really far in and out and nothing horrible happened for me. Thanks again for the help =)




Nope, I'm afraid I cannot Your last update fixed it, probably a row/colomn thing.

I still prefer leveling up and adding skill(points) accordingly prior to level 60 ALLIN.

Although I do prefer your skill calculator by far over that other one. Your looks nice and easy.

If you make it completely black with yellow/bold text it'd be easier on the eyes for everyone though

It'll look cooler, your decision of course!|||Ok TheMythe I have added some images to it.

I am sick of having to basically rewrite my CSS for IE since Microsoft sucks, so from now on I will only be supporting chrome & firefox. For now, you should see new background images if you ctrl-shift-r the page in Firefox.

Update: Restored ability to increase level by spending points =)

D3 Wizard Skill Calc

[:1]Hi Guys,

My first character is most definitely going to be the Wizard, I knew that from the moment the character was announced, and the new classes released since have not changed my mind. Now that we have a little bit more structure as far as how the skill system will work, what skills are available I decided to do a little bit of coding and get a very rough calculator up and running on the free web host Zymic:

http://d3wizardcalc.zymichost.com/

I developed it using firefox, but my minor tests in IE8 show that it's working in that browser as well. Please give me some feedback as to how you guys like it.

Functionality that i would like to add but haven't had time yet (in no particular order):

-Ability to export / import builds

-Ability to remove an individual skill

-Skill Runes - we actually have the images for these

-Graphics / layout (major room for improvement here)

-evolve into multiclass calculator (low priority since I don't really care about the others lol)

-traits addition (low priority)

Current rules are as follow:

max skill points are 59 (max level of 60)

new skill unlocks every 5 levels starting at level 5

tiers unlock at the same levels they did at blizzcon 2010

max skill rank is 15 - to keep it simple|||Very useful. Thanks.|||ROFL, this game is already for the pro's when stuff like this is already created even way before the game comes out

Looks good though, thanks!|||Nice and simple so far.|||Don't think all skills go up to 5 points though. There should be a maximum set per spell in those calculations. Also there must be made a choice of several skills from the same tier. All will be well, I know this is just the first (beta) version, or maybe I'm doing something wrong...|||aint skills suppose to get unlocked with their tiers?

I think I read one of flux's post saying that leveling to 11 unlocks the 4th tier.|||there should be some way to pick more then one skill from the same tier, that and tiers shouldn't be unlocked by spending points in skills. You have to find a way to unlock the tiers by added lvls and building up skill points.|||Quote:








Don't think all skills go up to 5 points though. There should be a maximum set per spell in those calculations.




Yeah, you're right, but since none of us know how many ranks are possible I just picked 15 sort of arbitrarily based on rumors going around the forums (Blizzard has said you will be able to max 3 maybe 4 skills, which implies an average cap of around 15).


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Also there must be made a choice of several skills from the same tier. All will be well, I know this is just the first (beta) version, or maybe I'm doing something wrong...





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there should be some way to pick more then one skill from the same tier




I am not having a problem choosing multiple skills from the same tier, but maybe I'm not understanding you correctly. Can you take a screenshot, or give a step by step description of how you arrived at the problem?


Quote:




tiers shouldn't be unlocked by spending points in skills. You have to find a way to unlock the tiers by added lvls and building up skill points.




Good suggestion. I'll have to allow simulation of "point hoarding" and allow the direct setting of the character level. This will go on my list.|||Quote:








I am not having a problem choosing multiple skills from the same tier, but maybe I'm not understanding you correctly. Can you take a screenshot, or give a step by step description of how you arrived at the problem?




don't worry about it that was just me being dumb for a min it works fine in the fact that I can get skills from the same tier.|||We will definitely be interested in hosting skill calcs as they are developed. Obviously this one is very early and rudimentary, but it's fun to play around with even in this state.

Wizard Battle Arena Report

[:1]Here's the Wizard section from the lengthy battle arena report I posted today. I talked about Wizard issues throughout it, in terms of tactics and strategy and such, so do check out the whole thing, but here's the most relevant part for this forum.

http://diablo.incgamers.com/blog/com...-arena-report/


Quote:




Wizard

The Wizard was built very much as a glass cannon in the Battle Arena demo, though like all of the characters, she had enough variety in her skills to fight and escape.

The Wizard was clearly not given her best spells for the the Arena. Any sort of projectile would have been enormously useful: Magic Missiles, Arcane Orb, or Energy Twister. Disintegrate was very useful, and the speed of it let you hit anything in a straight line, but it wasn�t very damaging, and the fact that you had to stand still to use it made it dangerous. A skill that fired out projectiles, which the Wizard could constantly have tossed out while moving, would have been awesome.

Even better would have been some more effective �fire and forget� spells. Blizzard or Arcane Torrent would have been much easier to hit the enemy with, if less damaging than the �all or nothing� type attack that was Meteor. Hydra should have been useful for this purpose, but it was tweaked for the Arena so that only one could be active at once. A fair change; if a Wizard could have put out ten of them it would have been ruinous for the other team, but it nerfed the slow-firing dragon enough that it was not much use for the main battle.

What skills were available?

Wizard Skills:

* LMB: Spectral Blade

* RMB: Disintegrate�Runed for lower AP cost.

* 1: Meteor�Runed for bigger dmg. Did around 200-250 dmg. Chars had like 800 hps in arena.

* 2: Hydra�Runed for arcane damage/purple.

* 3: Teleport�Runed for lower AP cost.

* 4: Slow Time�Didn�t note the rune.

* 5: Diamond skin�Absorbed 100 damage. Runed to add another 50 to that, but very short duration.

Like the Barbarian, all skills were level 5 and runed. I noted more of the Wizard�s runes than the Barbarian�s or Witch Doctors, and they�re listed above.

Spectral Blade was fairly damaging, but it�s a melee range spell, and it wasn�t a good idea to get into melee range with anyone but another Wizard�who was probably zapping you with Disintegrate at the time. The Barb�s goal was to get melee on you, and a Witch Doctor could Sacrifice Mongrels point blank range, dealing far more damage than your Spectral Blade.

I�ve talked about Disintegrate a lot already. Very useful blasting, instant speed to the edge of the level, but it requires a clear line or sight, and it holds the Wizard in place while using it. Smart Wizards I saw used it a lot, but in bursts. Any time they had a clear shot they�d cook someone from a distance, ideally over one of the openings in the ground. The damage per second wasn�t huge, but it added up and was very easy to hit with.

Meteor packed huge damage; the most of any skill in the Arena demo. It was very hard to hit with, though. There were several seconds between the trigger and the arrival, and no one (intentionally) stood still for that long in the Arena. These were worth firing regularly since the Wizard was never low on Arcane Power, the cast only took an instant, and the reward for one hitting was huge. They seldom did, though. Smart players would have seen the circle showing the drop zone and tried to lead the enemy into it; Mongrels at least. Maybe next time.

Hydra was always one of my favorite skills in D2, so I was excited to use it. And disappointed. You could only have one Hydra active at a time, and it had a slow firing rate. Like Meteor, it was useful to stick these out there to let them ping away, hoping the damage would add up over time. They were very commonly used near the end of rounds, when one or two characters were chasing one on the other team. Most Wizards would cast Hydras in the path of the fleeing enemy, knowing they�d get in a shot or two and help finish them off.

Teleport was fun to use, and I was surprised at how quick it was. I�d thought with the new Diablo III animation�where the Wizard leaps up into the air before vanishing, and appears in mid-air and drops to earth on the other end�that it would be kind of slow. Not noticeable. Teleport felt as instantaneous as the Teleport in Diablo II. The delay was from the cooldown, which was around 8 seconds. This effectively turned Teleport into an emergency escape skill, one that was great during the busy scramble of an early round, but one that wasn�t so useful late game, if you were outnumbered and being hunted down.

Slow Time. One of the most useful skills in the Arena. Not just for the Wizard, but for the whole team. A Wizard who managed to cast one of these out in the center of the arena, where most of the early round action took place, gave her team a huge advantage. Enemy Barbs were nearly frozen in it, Mongrels were basically stuck there for the duration of the spell, and even other casters hated to be inconvenienced. It wasn�t as much on defense, since there weren�t many projectiles flying in the demo, but it was great to block movement.

Diamond Skin was a life saver, but only if you remembered to use it properly. I seldom did. At level 5 with a rune it absorbed 150 damage of any type, but the duration was quite short, so you had to cast it just before you needed it. Also, 150 sounded like a lot, but a Meteor or grinding Barb could do double that in a second, and Wizards with Diamond Skin on tended to feel invulnerable, and stuck around in dangerous, melee situations longer than they should have.



On the whole, Wizards were fairly glass cannony in the Arena. Seldom did they last to the end game, unless they played very cautiously. They tended to deal huge damage, but get carried away blasting with Disintegrate and get killed in the process. Teleport was a nice escape, but the long cool down meant it wasn�t that useful when things turned grim and sustained pursuit would run down any Wizard in short order.




Questions comments?|||Ray of Frost is going to own arenas so hard.

Did you notice any crits secondary effects in PvP? Because I imagine stuff like Ray of Frost or carpetting Charged Bolt will be hideously effective in PvP if you get high crit rates and crit secondaries are in effect.|||Targets stagger or stutter a bit under sustained exposure to Disintegrate, which I think is the crit causing them a bit of an interrupt. You'll note the lack of cold spells for any char, probably since as you point out, chilling would be very powerful. Not something that players could deal with their first time touching the Arena/D3, so Bliz kept the chars/skills simple in the demo.|||Well, Disintegrate crits should have silenced, at least.|||Quote:








Ray of Frost is going to own arenas so hard.

Did you notice any crits secondary effects in PvP? Because I imagine stuff like Ray of Frost or carpetting Charged Bolt will be hideously effective in PvP if you get high crit rates and crit secondaries are in effect.




imho killing barb, or energy shield based wiz, or any other vitality stacked char with ray of frost will be a huge pain|||Nowhere near as much of the pain as it will be for them to kill the Ray of Frost Wizard.|||control effects are nice ofc but i think with wizard everyone wants big damage

My Wizard PvM Blizzcon Report

[:1]Has been posted. See the main page for the full post, with links and images and much more on the char and skills, etc. Here's a quote of just the skill part.

http://diablo.incgamers.com/blog/com...-report-wizard


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Like the other characters, Wizards had 3 skills to start with, with 8 points invested into them. Each character seemed to have one skill with 5 points, making it pretty much their main/best attack skill. The other two skills had just 1 and 2 points between them, and were basically support. All of the skills became vastly more effective when improved with a runestone. Runestones dropped in the demo, but rarely, and in my limited demo time I didn�t choose to spend much of it sifting through item drops.

Characters of three of the classes (Wizard, Witch Doctor, and Barbarian) had two runestones in their inventory to start with, but I couldn�t determine if the type of those 2 were random, or as pre-set as the skills on each class. I played the Wizard twice, but they were my first two games and I wasn�t noticing everything yet. I played the Demon Hunter 5 times, but that class didn�t have runestones activated yet.

The Wizard�s pre-set starting skills were:

Magic Missile

Description: Fires a missile of energy causing X-X arcane damage.



Magic Missile immediately became my main attack skill. It was set to the right click and had 5 points invested into it. The level five MMs were quite powerful, capable of killing almost any normal monster with a single shot. The casting rate wasn�t that fast though, which was good and bad. Good because you could cast MMs forever, since they weren�t fast or expensive enough to deplete your Arcane Power. Bad because I wanted to kill faster. Faster!

The projectiles are very easy to hit with; they don�t move that quickly; slower than arrows, but much faster than some spell projectiles like Arcane Orb, and they�re pretty large. If you clicked on a target or shot them more or less at the monster, the MM would hit it. Naturally, MM + runestones = wonderful.

Runestones show nothing of interest when you hover over them in your inventory. There�s a very basic description that�s identical for all runes. Something like, �Socket in a skill to modify its function.� The tool tip is identical for all runes, no matter their quality. They don�t give any kind of hint about the general bonuses they may provide, etc. To get a more informative tool tip, you have to open your skill window, which shows your active skills; the ones you actually have a point in and can use. You click another button on that window to open the full list up beside that window, and its in there that you can add skill points, add new skills, or place runestones.

When you click a runestone and hover it over that window, then you see the tool tips that describe what that particular rune will do in a skill. I�m sure they�ll expand on those descriptions, and maybe even include a pop up image or short movie to demonstrate the modified effect, but as of Blizzcon the information was pretty minimal. With an Indigo rune Magic Missile said something like, �Increase the number of your Magic Missiles.� With an Alabaster rune the tool tip was something like, �Makes your Magic Missile a homing missile.�

Though I didn�t try it out, I noted that a Crimson rune in MM would increase the damage. This wasn�t needed, since it was killing almost everything in one shot anyway. I didn�t note every rune effect in MM, but the two I did get to try out were Indigo and Alabaster.

Indigo/Multishot was awesome. That probably goes without saying, and was demonstrated nicely in this year�s Blizzcon character panel, but the 2nd level runestone granted me 3 missiles per cast, with a proportional increase in damage. It felt like getting multishot in one of those old arcade side scrolling fighter plane games. Pretty much FTW. Triple missiles turned mobs into shooting galleries, and my wizard�s killing power was literally tripled. It worked like Multishot or Teeth in D2; multiple missiles would not hit the same target, but it was awesome against mobs, and pretty much guaranteed a hit against even the fast moving/dodging ones (though there were very few with evasive moves in the Blizzcon demo).

On the other hand, and Alabaster rune for homing MM was lame. It wasn�t a truly homing shot, like Guided Arrow. It just let the MM change direction once, at about a 90 degree angle, and only after it had traveled maybe half the screen in distance. If you shot past a monster near you, there was zero chance that the MM would hit it. The purpose of the �guided� seemed to be a way to shoot targets behind a mob. Say there were a bunch of monsters nearby, with a boss or shaman or caster back behind them. With the guided MM you�d be able to shoot off to the left or right, and your missile would make a sharp turn about 10 yards out, heading for the enemy in the back row.

In theory.

I never had that scenario to attempt in the Blizzcon demo, and there weren�t any fast moving or running or dodging enemies that the homing MM might have helped with. Well, maybe the Treasure Seeker but I didn�t get him in the game with the homing MM wizard, and besides, his movement was more like, �Run really fast off the screen, then stop and wait until the player caught up, before running again.�

As it was, I found the guided MM almost useless, and just shot things directly, while wishing I had another Indigo rune to switch to MS MM.



Spectral Blade

Description: Summons a spectral blade that strikes enemies in front of the Wizard X times causing X-X physical damage with each hit.

Spectral Blade is the Wizard�s melee-range spell. It got a lot of screen time in the Wizard gameplay, and I described it in detail in my 2008 Blizzcon report (quoted on the wiki page) and mentioned it in the Battle Arena report too, so I�ll be brief here. I used it a few times in the demo this year; it did potentially more damage than MM, even with fewer skill points, but the melee range thing isn�t what you want to be doing with a Wizard. Better you kill them from a distance with MM than use a slightly more damaging skill at melee range, when they can hit you back. Being hit is for grunting meat shields like Barbarians and Monks; sophisticated classes like Wizards don�t like to get their uniforms smudged by filthy monster paws.

I didn�t bother to rune this one, since I wasn�t using it anyway, but the effects I recall seeing were +damage, and lowered AP cost.



Explosive Blast

Description: Builds up energy around the Wizard that explodes after X seconds, causing X-X physical damage in a small radius

This was the third Wizard preset skill, and it provided some variety in play style. It�s basically a short-range nova, on a time delay. You click it, and after 1.5 seconds (at level one) it blew up, dealing fairly substantial physical damage. The time delay made it unsuitable for emergency situations, but if you got used to the timing it was fun to click midway through a battle, knowing it would blast a moment later and finish off the enemy.

You can keep fighting, running, shooting other spells, etc, while you wait, and my main use of it soon became triggering it near a pack of monsters, then running into the midst of them so when it blew up, I�d be in range of multiple enemies. The radius was fairly small, at level 1. Not much more than melee reach, so you had to be really surrounded to get much use out of it. It was also fairly AP expensive, so was best saved for special circumstances. Ideally it cleared out all or nearly all the remaining enemies, so you could then let your AP regen while you sifted through their splattered remains/item drops.

I didn�t get to rune it myself, but another Blizzcon report stated, �Another rune socketed into the Detonate skill turned the spell from a single area effect ability radiating out from the Wizard into three consecutive blasts.� That sounds pretty cool, and enough to make it a viable skill, rather than just a cute novelty thing, which was all the use I got out of the default version. As always, skill runes FTW.



Electrocute

Description: Lightning arcs from the Wizard�s fingertips towards an enemy dealing X-X lightning damage.

In my first game, when I finally forced myself to stop racing around, killing monsters and having fun, I added a skill point to Electrocute. I love beam/lock-on weapons in games, and this was probably my favorite Wizard skill to use in the 2009 Blizzcon demo. Not the most effective, (the damage isn�t that high, and it really gobbles down the AP) but man it�s fun to lock on and watch monsters cook, the beam curving and twisting as the monster writhes in agony and struggles to escape.

Okay, they don�t actually writhe or struggle to escape, but it�s fun to pretend.

When you use Electrocute, you can sweep it around like Disintegrate, but it locks onto a target and stays locked until they�re dead or vanished off of the screen. It only hits that one target, though. The lightning beam hits the first target it meets and sticks to them, cooking DoT on the target while steadily draining the Wizard�s resource. It�s not very high damage, so you�ll need to cook for a while on tougher targets, and at low levels this one isn�t very useful against bosses or champions; it�s just to AP expensive for big enemies; you�ll be out of resource before they�re out of hit points.

The value of the skill is as a very quick way to guarantee hits on small targets or moving enemies. I loved it in 2009 for fast moving small stuff like Desert Wasps, and I�d imagine it would be really useful against Fallen, or Scavengers, or anything like that. Whether it�s useful late game, or can be a main attack skill, depends on how it improves with more points, what skill runes do to it, and if you can specialize your traits and equipment to up your AP regeneration enough to use Electrocute all the time.

I certainly hope so.

The only rune I had available for it this year (Crimson, I think) added damage. That was useful, but not spectacular. I think lowering the AP cost per second would be more useful than increasing the damage, since this one was enough to deal quickly with regular monsters; it was just too expensive to use it all the time. It�s not designed as a high-damage, boss-killing skill. It�s more of a utility weapon, great in some situations, not so good for others. (Which is how all skills should be, IMHO. One-skill wonders = boring character/poor design.)

I would have loved to use it with multistrike, where the beam will chain to a second (or third) target. OR this one, from the Gameplanet NZ hands-on report: �A final rune socketed into Electrocute triggered Chain Lightning off any target killed by the spell.�



Frost Nova

Description: An explosion of ice freezes nearby enemies for X seconds and causes X-X cold damage. Cold damage chills enemies, slowing their movement and attack speed. Damage will break the freeze effect, but not the chill effect.

In my second Wizard game I added a point to Frost Nova at level 10. It�s very useful, almost OP. The nova doesn�t just chill, it freezes the non-bosses, and for more than a second, which I was surprised to see at just level one. Presumably chill time is reduced on higher difficulty levels, as it was in D2, but this was a very powerful spell for so low in the skill tree.

It�s also got quite a large radius; again more than expected. The ring goes about as far as regular Nova did in D2; more than halfway to the edge of the screen, and everything in that range is hit, since the ring passes through monsters, nailing everything, not just the front row of enemies.

As is the case in D2, this one isn�t hugely-damaging. It�s more of a change up, something to use in emergencies, or to drop into your usual skill barrage to delay the enemies. The visuals are much changed as well; it looks almost like a stone nova; sending out chunks and pieces of stuff; ice I guess; but they�re not blue or white; they�re more of a dark gray.

That odd coloration doesn�t show up so much in the screenshot, but maybe it�s changed over time; that screen is from back in 2009, since no more recent ones have been released.

The only rune I had for Frost Nova was a Golden rune and it, boringly, just lowered the Arcane Power cost. Sadly, since I was curious to see what the other runestone effects might have been.

Wizard Traits - Page 3

[:1]@fmulder : Thanks a lot for your message

Wizard Traits - Page 2

[:1]Arcane power is the wizards resource (like Mana for the Sorc) and willpower is the stat instead of energy from D2.|||Quote:




Ball of Lightning (1 point max.) : Periodically strike an enemy closeby for 1 to 120 damage.




This is the sort of thing I really want from traits! Traits that do something rather than just change numbers.|||brilliant stuff there. so many possibilities to create completely different wizards...a tough but probably still very damaging melee-wizard, a fragile and devastating typical glass-cannon (the naming on that one's more than awesome ), lots and lots of hybrids + variations of both. i think i have just decided to create a radical melee-wizard as my first alt, following the glass-cannon wizard main... . i love every aspect of this class and the devs make it several entirely different classes in one...this is all so great, looking forward to playing this game more than ever now.

once again, thanks alot zediono + judgehype!|||Thank you Zed, for sharing this information with us, it is much appreciated!

Personally I love the Lucky trait. Will absolutely get that one on my main Wizard, so someday in the future I can create a big building filled with shiny little gold coins I can swim in!|||Nice traits... I'm pretty sure some will have to be toned down eventually, but nice anyways...|||Great job on the translation and they've all been added to the wiki.

http://www.diablowiki.net/Wizard_traits

One problem with these listings; there were higher level traits. I didn't have a chance to take notes (or sneak video of them, like Judge Dread) but I scrolled through the full traits lists for at least a couple of chars, and they had traits up to Clvl 55 req.

All of these lists stop at 47, and there were more at 51 and 55 on at least the Barb/WD/Wiz. I guess the Judge Hype guy getting pics or video of these wasn't able to scroll down the traits list to the bottom?

I think that's kind of fun, actually. Now we know there are more, higehr level, mystery traits. Will they be revealed? Will so many others be removed to streamline things that we'll never notice the highest level ones when they're added? Mystery!|||Quote:








Great job on the translation and they've all been added to the wiki.

http://www.diablowiki.net/Wizard_traits

One problem with these listings; there were higher level traits. I didn't have a chance to take notes (or sneak video of them, like Judge Dread) but I scrolled through the full traits lists for at least a couple of chars, and they had traits up to Clvl 55 req.

All of these lists stop at 47, and there were more at 51 and 55 on at least the Barb/WD/Wiz. I guess the Judge Hype guy getting pics or video of these wasn't able to scroll down the traits list to the bottom?

I think that's kind of fun, actually. Now we know there are more, higehr level, mystery traits. Will they be revealed? Will so many others be removed to streamline things that we'll never notice the highest level ones when they're added? Mystery!




In a way, I'm glad that we won't have all the information about traits right now, since it seems a lot of them are not really close to their final iterations at all. As you say, it keeps that little bit of mystery as to what Blizz will do with these high level, presumably powerful traits!

On a related note, I kind of see why Blizz wants to give players a single trait/skill respec system instead of a general reset-all-points system, because it allows for people to tweak their builds in a much finer way, and with heavier consequences (assuming respeccing is relatively "hard" to accomplish).|||Quote:








Great job on the translation and they've all been added to the wiki.

http://www.diablowiki.net/Wizard_traits One problem with these listings; there were higher level traits. I didn't have a chance to take notes (or sneak video of them, like Judge Dread) but I scrolled through the full traits lists for at least a couple of chars, and they had traits up to Clvl 55 req. I guess the Judge Hype guy getting pics or video of these wasn't able to scroll down the traits list to the bottom?




Hi Flux,

Pics and videos were not allowed on the booth and in the press room. So we respected the rules and we took the time (a long time !) to write every skills and traits on a notepad.

I'm happy that the english community took the time to translate the traits for all the Diablo III fans

PS : Judge Dread has nothing to do with my nickname |||@ JudgeHype

Your website looks great. Too bad I don't read French |||too bad a lot of those are gonna change now that they've the stat system reform

Wizard Traits

[:1]As usual, I'm translating from Judgehype the list of traits for the Wizard.

Link: http://diablo3.judgehype.com/index.p...tences-sorcier

Thanks go to Judgehype, yet again!



Level requirement: 10 or lower

Arcane Channeling (5 points max.) : Increases the regeneration of your Arcane Power.

Toughness (5 points max.) : Increases your vitality.

Unbreakable Will (5 points max.) : Increases your willpower.

Prismatic Cloak (3 points max.) : Increases the effect of Ice Armor and Storm Armor.

Glass Canon (5 points max.) : Increases damage done by spells and reduces armor.

Lucky (3 points max.) : Monsters drop higher amounts of gold.



Level requirement: 11

Energy Reserves (3 points max.) : Health globes restore 10% of your Arcane Power.

Intimidation (3 points max.) : Increases damage done and reduces vendor costs.



Level requirement: 15

Staff Specialization (3 points max.) : Increases damage done by spells and weapons when the Wizard is wielding a staff.

Wand Specialization (3 points max.) : Increases damage done by spells and weapons when the Wizard is wielding a wand.

Weapon Master (3 points max.) : Increases damage done by spells and weapons when the Wizard is wielding a sword, an axe or a mace.



Level requirement: 19

Blur (3 points max.) : Reduces damage (Note: taken, I'm guessing??) while in melee.

Quickening (3 points max.) : Increases spell casting speed



Level requirement: 23

Beast Hunter (3 points max.) : Damage bonus against Beasts.

Demonbane (3 points max.) : Damage bonus against Demons

Just... Stay... Dead! (3 points max.) : Damage bonus against Undead.



Level requirement: 27

Cruelty (5 points max.) : Increases your chance of dealing critical strikes.

Superior Skill (5 points max.) : Increases your dexterity.



Level requirement: 31

Ball of Lightning (1 point max.) : Periodically strike an enemy closeby for 1 to 120 damage.

Soul Split (1 point max.) : When your health goes under 50%, an image of the Wizard appears to distract enemies for 3 seconds. This effect cannot happen more than once every 14 seconds.

Temporal Flux (1 point max.) : Enemies that have been hit by your Arcane spells are slowed down by 25% for 3 seconds.



Level requirement: 35

Drain Power (3 points max.) : You regenerate health and Arcane power equal to 10% of melee damage you deal.

Power Surge (3 points max.) : Increases critical strike damage by 10%.



Level requirement: 39

Conjured Armor (3 points max.) : Increases your armor by 25%. If Ice Armor or Storm Armor is active, your armor is instead increased by 50%.

Natural Leader (3 points max.) : UNKNOWN FOR THE MOMENT



Level requirement: 43

Expanded Mind (3 points max.) : Increases your Arcane Power by 12%.

Telekinesis (3 points max.) : Increases your chance to dodge projectiles by 10%.

Flight before Fight (3 points max.) : Increases your movement speed when you are blocked in melee (Note: I have no idea what this means). The movement speed increase can stack although there is a cap as to how much speed increase you can gain.



Level requirement: 47

Black Ice (3 points max.) : Frozen targets take 25% more damage from all sources.

Anti-Magic Shield (3 points max.) : Reduces magical damage taken by 15%.

Penetrating Spells (3 points max.) : Reduces the resistances of your target to your spells by 20%.



This time there are some pretty weird traits that are very unclear as to their effects... take these with a grain of salt! |||hum it seems the wizards traits is all over the place. Seems a bit jack of all trades master of none to me.|||This is awesome. Thanks for the work you put into this!

I think the point of the trait system is to provide a wide array of options and allow the player to choose what type of "master" he/she wants to be. As it is now, there are 99(?) total trait points, and the player only gets to use 30.|||You're awesome Zed, thank you!|||Some nice melee buffs there. I'm also liking the buff to Arcane spells, 25% enemy speed reduction.

Pretty obvious Blizzard is still working on these though.|||Quote:




Drain Power (3 points max.) : You regenerate health and Arcane power equal to 10% of melee damage you deal.




Lolwut? No, seriously? 30% life/mana leach? Are you sure this is the right transcription?|||Quote:








Lolwut? No, seriously? 30% life/mana leach? Are you sure this is the right transcription?




I think so. Here is the french:

Drain Power (3 points max. - L35 requis) : 10% des d�g�ts en m�l�e que vous effectuez sont donn�s � la vie et � l'Arcane Power.

Literally it can be translated as: "10% of melee damage that you deal is given back as health and Arcane Power."

The key word is melee, so I'm guessing you'd have to do a normal melee attack (and not a spell) to get this leeching effect. The Wizard's melee damage will probably be very low. From what I hear, Arcane Power regenerates fast enough to just walk away from a mob a few seconds and cast a spell for way more damage than a melee attack.|||Quote:








Glass Canon (5 points max.) : Increases damage done by spells and reduces armor.




Are you serious?! They actually made a trait called "Glass Cannon"?! That's hilarious and awesome at the same time!

They all look nice. Thanks for getting them, even if there are some questions to their total legitness.

Edit: While I'm on the subject, how do traits work? Am I given like 1 trait point per level, and I can only put trait points in traits that I fall within the level range for? So for example, I can only put points in say Glass Cannon or Lucky when I'm under level 10?

Or am I just spouting nonsense?|||Quote:




The key word is melee, so I'm guessing you'd have to do a normal melee attack (and not a spell) to get this leeching effect. The Wizard's melee damage will probably be very low. From what I hear, Arcane Power regenerates fast enough to just walk away from a mob a few seconds and cast a spell for way more damage than a melee attack.




Wizards have Magic Weapon, that is guaranteed to boost their melee damage quite up. If the HP/Damage ratio of characters is even 1/10th (not an exaggeration) of the ridiculousness it was in Diablo 2, this might be the most broken trait in the game, especially with massive crowd control the Wizard has.|||Quote:








Are you serious?! They actually made a trait called "Glass Cannon"?! That's hilarious and awesome at the same time!

They all look nice. Thanks for getting them, even if there are some questions to their total legitness.

Edit: While I'm on the subject, how do traits work? Am I given like 1 trait point per level, and I can only put trait points in traits that I fall within the level range for? So for example, I can only put points in say Glass Cannon or Lucky when I'm under level 10?

Or am I just spouting nonsense?




You get a traitpoint every 2 levels.

My own question though. They mention will power and Arcane power. To make my question short... HUH?