Thursday, April 12, 2012

Arkon Form - Page 2

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I'm assuming you'll become a being of pure arcane power, like Starcraft's Archon. The D3 Wizard seems to be a Protoss unit. It's 'Slow Time' Spell animation and effect was originally an ability of The Protoss Mothership, it's Disintergrate (and the ice version) spell works like the Protoss Void Ray in that the damage increases the longer the beam is on the target, Electric Bolt is an AoE effect like psionic storm, and now they can become Archons too.




You get the whole timeline wrong! Protoss are evolved wizards from sanctuary! Or they are just their dimensional counterparts, since those universes rather exists beside each other and their maybe on the same timeline.|||I meant more from a technical design perspective, it is kind of funny, lore-wise though. Often we only see official art of Diablo and Warcraft, rarely (never..?) of Diablo and SC. I like it anywya, Protoss are my favorite race, and sorc was my favorite class in D2.|||Also spectral blades and BLINK. Oh w8|||Imo it will be something like the Archangel form of the disc priest in WoW in term of usability.|||I can't wait to kill things with lasers in archon form =D|||Quote:








I'm assuming you'll become a being of pure arcane power, like Starcraft's Archon. The D3 Wizard seems to be a Protoss unit. It's 'Slow Time' Spell animation and effect was originally an ability of The Protoss Mothership, it's Disintergrate (and the ice version) spell works like the Protoss Void Ray in that the damage increases the longer the beam is on the target, Electric Bolt is an AoE effect like psionic storm, and now they can become Archons too.






OMG D3 is turning into a Starcraft clone. Blizzard you fail. |||what the f***, arkon looks amazing !

http://www.youtube.com/watch?v=K5xYa...layer_embedded @ 0:17 !|||Holy crap, yeah, that is pretty awesome. Particularly the enhanced disintegrate.|||Cosmic beam of doom. Archon really should modify Arcane Torrent, Blizzard, and Meteor into things of pure epic.

Hopefully something that matches the epicness of HoMM 5's Implosion and Armageddon nukes:

http://www.youtube.com/watch?v=HgZIvjFlHMM&t=3m20s

With D3's updated animations, something like those things would be incredible.|||Nerdrage: "They copied from Dragonballz, OMGWTF!"

Nerdsatisfaction: "OMGWTF they copied so good it looks better than when Saiyan's do it!"

Wizard, just like the sorceress will be simply awesome!

Arkon Form

[:1]This is a new one.


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Wizards now run on Arcane Power, and have a few spammy damage spells counterweighed with more costly status spells like Slow Time and an Arkon form that transforms both the character and her skills.




http://www.joystiq.com/2011/08/01/di...-beta-preview/|||Technically it is spelled Archon form, ut leave it to the press.

But yes, that sounds totally awesome. We get our own super saiyan mode! Apparently you extend its duration by killing in it.|||Konfeta, have you heard anything else about this?

This is the only quote I saw of it.|||All I found was from here


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Archon – transforms and completely new abilities, enhanced version of disintigrate, etc. When you kill an enemy ups the duration of archon|||Quote:








All I found was from here




Oh, very nice! Thanks for the link.

That sounds really cool, actually.|||Pretty cool. Sounds a little too similar to the Barb's Wrath of the Berserker, but hopefully they'll find a way to properly distinguish the two. As long as it doesn't take the place of the Wiz's Familiar!!!|||It sound a lot like each class is going to have this high-tier, 2 minute cooldown super-buff skill.|||Quote:








We get our own super saiyan mode!




Now i really do like that interpretation. I have neither found any real pictures of that form or any more details. A killing frenzy skills to dispatch huge groups of enemies.

Wonder how long you can keep it going?

Will there be a cap to extending its duration? |||A cap sounds lame. This should be a risk-reward move - you should be able to cast it as long as you herd monsters together.|||I'm assuming you'll become a being of pure arcane power, like Starcraft's Archon. The D3 Wizard seems to be a Protoss unit. It's 'Slow Time' Spell animation and effect was originally an ability of The Protoss Mothership, it's Disintergrate (and the ice version) spell works like the Protoss Void Ray in that the damage increases the longer the beam is on the target, Electric Bolt is an AoE effect like psionic storm, and now they can become Archons too.

Beta Wizard

[:1]Trying out the spell Electrocute .. it is insane!

As you attack enemies the lightning jumps between them .. but as they thin the lightnings starts to lash out at nearby objects as it runs out of 'wet' targets.

---

I walk through an endless outdoor graveyard where the fog and pale moonlight bringing the very shadows alive. While others would tread with caution, I stride confidently .. for the endless fount of arcane power within washes away my fear ..

Almost gently raising my arm, lightning lashes out before me blinding those who stare into the flash. Blood and body parts from the unfortunate undead who cross my path splatter across the tall wet grass as the licks of my lightning cause nearby objects, such as tree limbs and gravestones to explode into fragments.

When the dust has settled and silence returned, I glance back the way I have come .. my soft footsteps have not left a sign of my passage, there is nothing but the wasteland of rubble and charred corpses to mark my journey.|||Wanted to post something quick before I crash .. tired enough the screen is blurry ..

Not alot of spoilers in the Beta .. a few hints but no grand plot reveals .. I really don't like spoilers myself, but I think you can safely watch clips and read about people playing the beta without regretting it

Wow what a beautiful game .. only stopped occasionally to admire the scenery (probably should have done more of that .. but wanted to experience it all) ..very interested in my 2nd play through and how different the areas/mobs are.

Playing through as a Wizard and exploring everything/not rushing, took around 4-5 hours to reach the end of the road (with several few pauses to post bugs) .. ended up level 9.

I pretty much burned through it all trying the different skills but when in trouble, being pretty tired .. ended up using Electrocute .. it also looks insane (I like blowing everything up .. statues/desks/monsters).

The next few days I plan on playing the other classes to get a feel for them and then most likely repeating the Wizard but going to avoid using Electrocute next time around and see what else works well .. looking up the skill tree's I anticipate that various combinations of skills and runes (once unlocked) will have nice synergy .. but at low levels there are only a handful of basic choices.

I also want to see how the mobs scale/adjust to my level.

Didn't really get a feel for what the gear was like .. except for a nice +10% wizard damage orb in my offhand .. I found a few other nice pieces but nothing that I remember fondly. Not understanding precision, etc makes it hard.

Only tried the game out on my desktop sofar (which is a beast) .. currently game bugged on my laptop (blank screen, just a mouse cursor).

One thing I didn't know about that I love are the new shrines. They give a 2 minute super buff (+25% magic find or +25% experience or -25% damage received .. etc.) .. getting the buff tends to make you reckless as you try to make the most of it .. I really like the length of time they last .. quite a rush Elixirs are the same, the ones I had lasted 5 minutes .. but no pauses for pretty things when you are on the juice

The one thing I didn't like was the respec anytime .. which was weird as I had imagined that I would find other things more annoying .. perhaps the experience was to surreal

As a wizard I imagined that I was memorizing the spells from my spellbook .. but honestly the respec anytime feels to me at least that making choices with skills is pointless and that you are generic and not defined by your choices .. you can change them whenever you want. As runes and gear come into play I would anticipate that this would ease somewhat as you would stick with your favourites most of the time, but I think I still would prefer a time delay system .. something along the lines of once you change a skill you cannot change another for x minutes (perhaps your level in minutes). So at low levels you can experiment but as you get higher you can only change them once per hour (at level 60 for example). I think this would still let you be strategic with your skills but make the choice a bit more meaningful and strategic. You also would have to be careful what you swap in harder difficulties if you had to live with the choice for 30 minutes or an hour .. it still lets you vary your character but perhaps I would feel that my choices mattered.

Edit: posting screenshot as a separate post simply to avoid it distorting the layout of this post so much.||||||VERY COOL! congrats on getting the beta. Thanks for the screenshot.|||I envy you. Thanks for sharing your experiences; I can't wait to get my hands on the game whether it is in two weeks or six months..

How does the resource system feel like? As in does it impose interesting restrictions on skill usage.|||Great summary, cannot wait to play the wizard!|||Would you mind giving us a little detail on how the controls work?

I am watching one of the beta videos and it looks like you have two spots for skills. Are those for right and left mouse click?

I am assuming with the 6 skill limit we will want to use all of the skills...can you assign hot keys for them and still have something for your regular attack?

Thanks.

Wizard Active / Passive Skills (Originally by Zediono) - Page 2

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My biggets gripe with The Wizard is that there isn't any skill that's the equivalent of Firewall




Don't worry. One rune makes the Hydra spell summon not three but only one Hydra head, but it will cast Fire Walls instead of Fire Bolts, assuming it hasn't changed since last year's BlizzCon.|||Quote:








My biggets gripe with The Wizard is that there isn't any skill that's the equivalent of Firewall. This was THE damage spell, and once you got it in Normal (and to an extent, Nightmare too.) that was GG for the enemy. Not only was the damage frigging insane for anything standing in it, but while they were caught in it, roasting away, you were free to blast them with more stuff, like Glacial Spike/Lightning.

The closest combo I see now is to throw down Hydras and Ray of Frost them while they beat on you, and hope you out DPS them... I know Duriel/The council/Mephisto/Iswald/The Armorer/Diablo/Shenk/Nihaltak/The Ancients/Baal/Andariel(Nm)/Radamant(Nm)/Duriel(Nm) All could be out DPSed by a Firewall & Glacial Spike or Lightning combo.




I agree, this game is very good.

Wizard Active / Passive Skills (Originally by Zediono)

[:1]Taken from the original post by [user=338963]Zediono[/user], i copied out the wizard part, for us to take apart an discuss.

Many passive skills for 3 slots comes to my mind first. The active skills seem mostly familiar, apart form Archon and

Active Skills
  • Frost nova

  • Magic missile

  • Ice armor

  • Shock pulse (What's this?)

  • Wave of force

  • Spectral blade

  • Electrocute

  • Magic weapon

  • Arcane orb

  • Diamond skin

  • Energy twister

  • Disintegrate

  • Storm armor

  • Explosive blast

  • Mirror image

  • Slow time

  • Teleport

  • Hydra

  • Ray of frost

  • Energy armor

  • Arcane torrent

  • Meteor

  • Blizzard

  • Familiar

  • Archon (Not Archon! "Super Saiyan"!)



Passive Skills
  • Blur (level 10):

    Reduces melee damage taken by 20%.

  • Drain power (level 10):

    All basic attacks (TL's note: not clear, melee attacks maybe?) provide 10 Arcane Power.

  • Quickening (level 10):

    Increase casting speed by 10%.

  • Flight before fight (level 13):

    Increases run speed by 5% when the Wizard is blocked in melee (TL's note: slowed? or actually blocking attacks?)

  • Glass common (level 13):

    Increases damage dealt by 20%, but reduces armor by 20%. (Not Glass cannon? )

  • Aggression (level 15):

    Increases attack by 20%.

  • Superior skill (level 15):

    Increases precision by 20%.

  • Expert defense (level 17):

    Increases defense by 20%.

  • Astral presence (level 20):

    Increases maximum Arcane Power by 20%.

  • Black ice (level 20):

    Damage dealt to frozen targets is increased by 20%.

  • Temporal flux (level 21):

    When an enemy takes damage from an Arcane skill, its speed is reduced by 24% for 4 seconds. (TL's note: unsure if movement speed, attack speed, or both)

  • Piercing attacks (level 25):

    Reduces the magical resistances of enemies by 20%.

  • Temporal shift (level 26):

    Reduces cooldowns of skills by 10%.

  • Unstable energy (level 28):

    When under 20% HP, the next skill (TL's note: loosely interpretated, may be wrong) knocks back all targets it hits. Can happen once every 90 seconds.

  • Knowledge is power (level 30):

    Passive skill still being worked on. Used to provide 25% extra Willpower (a stat that is not included in the game anymore)



Black Ice, Temporal Flux and Piercing attacks?

What do you think, how it will be to extract 3 passive skills out of that many for your build?

Are there so many to complement the amount of combinations of active skills there are, also taking runes into account?

I am really wondering how this panes out.|||I actually suspect that Piercing Attacks will be ideal for mono-element builds, not dual element builds. Think about it - if you are using an Arcane Spell and come across a monster with high arcane resistance, why lower its resistances instead of just picking a flat +% damage passive that will allow you to kill it faster by alternating the spell damage type?

It has to be inferior for multiple element builds, otherwise it would be the single strongest damage booster, no?

But, yeah, if I was building a Wizard oriented around kiting/control, Black Ice and Temporal Flux sound like two primary choices. Casting speed sounds very useful for that play style as well.

Personally, though, my first Wizard will be a Lazer Wizard. With as much +% damage stacked as possible.|||IMO, Jay Wilson loves the idea of a melee-wiz, so we should probably watch out for amazing build diversity out there..

I'm probably done making theoretical skill builds, as they change everything every now and then.

That said, I might go with the defensive traits at first while the training wheels are still on... Max damage, later |||Real men build Glass Cannon first build, every game, every time.

Block all damage with the manly testosterone of your hairy chest!


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Shock pulse (What's this?)




I am guessing it's a damage oriented nova? If Frost Nova is disable and Repulsion is deflect/knock back.|||Looks cool. I see things breaking out into the following categories:

Armors/Buffs

* Energy armor

* Ice armor

* Storm armor

* Diamond skin

Defensive/Monster Evasion Skills

* Slow time

* Teleport

* Mirror image

* Wave of force

Single-Target Damage Spells [typically far range?]

* Magic missile

* Ray of frost

* Disintegrate

* Arcane orb

Near/Mid range Damage Spells

* Explosive blast

* Frost nova [could be more defensive if like d2]

* Shock pulse? (I am assuming this is like charge bolt)

Melee

* Spectral blade

* Magic weapon

Crowd Control

* Electrocute

* Energy twister

* Arcane torrent

* Meteor

* Blizzard

* Hydra

Godly abilities [probably have hefty cooldowns, like the barb skills recently revealed]

* Familiar (still no idea wtf this is)

* Archon

I imagine most of us will use a good mix of the above categories since we're restricted to just 6 skills. Here's how I'll probably make my first wizard:

* Arcane orb [assuming this will be my boss killer]

* Electrocute [i'm a sucker for lite sorcs from my D2 days]

* Arcane Torrent [in conjunction with Slow Time, Arcane Torrent should feel like casting a Blizzard]

* Archon [unless Familiar ends up being really cool]

* Slow time [best crowd control/defensive ability?]

* Teleport [every sorc will need it ofc]

* Ice/Energy/Storm Armor [whichever works best]

The 3 passives are kind of a no-brainer in my opinion. Just go for damage:

* Astral Presence

* Piercing Attacks

* Aggression or Glass Cannon [whichever gives greater damage]

*Quickening or Temporal Shift may actually end up giving more damage depending on cast time benefits

Also, where's the Passive love for Fire skills (meteor/hydra)? Ice skills get Black Ice, arcane skills get Astral Presence, fire gets nada?!? No fair!|||Arcane Orb and Disintegrate are AoE abilities.

Frost Nova is definitely defensive.

Fire seems like utility attack spells, believe it or not. Meteor is guaranteed to be our highest spike damage nuke. Hydra has the advantage of doing damage while you do other things (action economy).



And, see, there is a huge problem with classifying. Arcane Orb becomes a bloody armor spell with the right skill rune. Hydras change elements with every rune. Frost Nova is, at base, a defensive disable, but It has a Hurricane (D2 druid) skill morph.|||Quote:








I actually suspect that Piercing Attacks will be ideal for mono-element builds, not dual element builds. Think about it - if you are using an Arcane Spell and come across a monster with high arcane resistance, why lower its resistances instead of just picking a flat +% damage passive that will allow you to kill it faster by alternating the spell damage type?




Depends on how resistance works. If it is a percent based system and Piercing Attacks reduces resists on subtraction basis (I.e. a monster with 50% resist has 30% resist after Piercing Attacks) then Piercing attacks is superior to a flat 20% damage boost if resistance greater than 0, and equal if resistance is 0.|||Quote:








Real men build Glass Cannon first build, every game, every time.

Block all damage with the manly testosterone of your hairy chest!



I am guessing it's a damage oriented nova? If Frost Nova is disable and Repulsion is deflect/knock back.




LOL |||My biggets gripe with The Wizard is that there isn't any skill that's the equivalent of Firewall. This was THE damage spell, and once you got it in Normal (and to an extent, Nightmare too.) that was GG for the enemy. Not only was the damage frigging insane for anything standing in it, but while they were caught in it, roasting away, you were free to blast them with more stuff, like Glacial Spike/Lightning.

The closest combo I see now is to throw down Hydras and Ray of Frost them while they beat on you, and hope you out DPS them... I know Duriel/The council/Mephisto/Iswald/The Armorer/Diablo/Shenk/Nihaltak/The Ancients/Baal/Andariel(Nm)/Radamant(Nm)/Duriel(Nm) All could be out DPSed by a Firewall & Glacial Spike or Lightning combo.|||I think that's an argument against Firewall from Blizzard's perspective :P. Blizzard has made it very clear that they want all skills to be viable, and to encourage builds that make good use of all your skills. From that perspective, removing the 2 power win button that was Firewall + Glacial Spike seems like a necessity.

I do wish there was a spell or 2 with a wall type effect as I suspect battlefield control will be important to the Wizard (like channeling enemies into a line for easier disintegration). We'll have to hope that some of them become wall spells when given the proper rune.

The Wizard Knowledge & Guide Library [1st Edition] - Page 5

[:1]Some minor changes and Wiki links updates.

Rune Stone showcase!

The Wizard Knowledge & Guide Library [1st Edition] - Page 4

[:1]So where can I purchase a wizard vending machine?

Anyway, teleporting in town would be nice since in act 5, Lod, I bought books of identify since walking/running all the way over to Cain was frustrating!


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A rich kid took back a Mercedes his father bought that was blue and not red.|||Quote:








if you take in example act 3 town, or act 2 town from wp to tp, to drognan, to jerhyn, to meshif, it takes quite a lot with no f r/w

so i was woundering, if we still going to have town, why we wont be able to tele in town? sounds like more then just reasonable

Mike




Wouldn't people use it in item drop scams or just plain taking things? It would make the Wizard the ultimate at picking up free charitable stuff that all players should have an equal chance of grabing.|||Thanks a lot for regrouping all this information, melianor !!!|||I don't like the "Conjuring" spells. I feel like that makes the Wizard feel too much like the Witch Doctor/Necro.|||Quote:








Wouldn't people use it in item drop scams or just plain taking things? It would make the Wizard the ultimate at picking up free charitable stuff that all players should have an equal chance of grabing.




But why should game mechanics be based on stopping idiots from doing idiotic things? Getting scammed is good. It builds character.|||Very nice thread indeed.|||Time to overhaul this whole thread with current information. I will have a browse through the wiki and put up links on the top and other information that i can find.|||Did some changes and additions. This will grow further. If you have any of the wiki pages you want added, just post away! |||I'll keep this post in check, especially from the b�ta release onwards

Thanks for all your efforts by putting this together.|||Quote:








I'll keep this post in check, especially from the b�ta release onwards

Thanks for all your efforts by putting this together.




It will become really interesting, once we know more about the nitty gritty details Looking forward to heated build discussions!