Saturday, April 21, 2012

Wizard Summoning - Page 3

OK, God created the world with machines of progress, topic closed.|||There is a magic summoner class already, the Witch Doctor.|||Quote:








There is a magic summoner class already, the Witch Doctor.




really need to see the rest of his tree before i label him a summoner. i suspect he will get more/different summons but until we see more who knows how he will play|||Nothing dumbs down gameplay on a fragile offensive caster like a summonable tank, probably the most boring form of crowd control ever conceived of. I'm hoping D3 keeps the uninteresting fire-and-forget skills to a minimum.|||Quote:








Nothing dumbs down gameplay on a fragile offensive caster like a summonable tank, probably the most boring form of crowd control ever conceived of. I'm hoping D3 keeps the uninteresting fire-and-forget skills to a minimum.




Your opinion. I like summons as meatshields. Played a duo summoner in Titan Quest. :P|||Quote:




Nothing dumbs down gameplay on a fragile offensive caster like a summonable tank, probably the most boring form of crowd control ever conceived of. I'm hoping D3 keeps the uninteresting fire-and-forget skills to a minimum.




Who says tanks have to be boring drones? Something as simple a primitive RTS structure of commanding the tank could greatly spice up summoner gameplay. Not that I want Wizards to have any summons, but I could see a secondary interface for a summoning class to increase the complexity of summon use (for people who don't want to bother, there could always be the "mindless drone doing your generic bidding" setting)|||Quote:








Who says tanks have to be boring drones? Something as simple a primitive RTS structure of commanding the tank could greatly spice up summoner gameplay. Not that I want Wizards to have any summons, but I could see a secondary interface for a summoning class to increase the complexity of summon use (for people who don't want to bother, there could always be the "mindless drone doing your generic bidding" setting)






As long as it isn't similar to Ragnarok's 'Program your own AI' thing, that was so wide open to abuse.|||Something easy like, mark minions with mouse, point at which monster to attack, finished. Nothing fancy needed and would improve gameplay in areas where you want to focus on bosses and forget about the minions.|||I personally think the Mirror Images rock for summoning, and plan to build my eventual character around this (Granted they deal damage, of course)

In Diablo 1, you had the Golemn Spell, which was VERY Potent, even at Lvl 1

In Diablo 2, you had Act 2 Defense Hirelings, which made enemies stand still

In Diablo 3, you have...

|||In diablo 3, you have mirror image and slow time. Though not a "complete" replacement, those spells can give you the time to cast enough spells to get rid of your enemies.

Wizard Summoning - Page 2

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Seeing DIII wizards makes me hope that I'll be able to play a magic user that CAN say "If you say ONE MORE WORD, I'LL TEAR YOU TO SHREDS" -- and actually mean by his own magic -- and not by the swords in the hands of the 5 swordmen hiding behind the door.




Just from the gameplay experience we have been watching this sounds quite reasonable. All we have seen now are lower level skills, not supported by hig ranking passive skills. Once the wizard is in the level 90s everything will explode left and right |||Quote:








Which leads back on topic:

Seeing DIII wizards makes me hope that I'll be able to play a magic user that CAN say "If you say ONE MORE WORD, I'LL TEAR YOU TO SHREDS" -- and actually mean by his own magic -- and not by the swords in the hands of the 5 swordmen hiding behind the door.




Well, you can't really do that. Because all classes should be equal in the grand scheme. Having a class who does one action and the whole screen get atomized and a class who can kill one monster in a minute is unbalanced and not fun. |||Pffft. Stupid pointy stick using types, always hoping to compete with those who alter laws of the universe and shatter reality at whim.|||Yep.

Show me ONE religion with more than 100 worshippers where their god created the world with..:

a) A sword and shield

b) A huge axe

c) A pointy stick and four fish and a cow *

Show me ONE legend where a city was flying; or a world got crushed by the help of:

a) A shortsword and buckler

b) A throwing axe *

c) A shiny piece of armor

Show me ONE adventurer in "serious" fantasy who killed an unwilling god, in all its glory at full strength without magic beeing used against him to aid the adventurer, using:

a) A non-magical dagger and a tower shield

b) A non-magical bow and a quivver of non-magical iron arrows

c) A non-magical fist *

Show me ONE:

a) Non-magical sword which can create a secret pocket in reality where up to fifty people are served for four hours in a feast with magical servants and food and are subject to the effect of a full week's rest and get a morale bonus for the next 24 hours, while only fifteen minutes pass in the real world.

b) One non-magical dagger that can slaughter a city in 0.001 seconds

c) One talking mace where the talking guy's soul got trapped in the mace because he was hit so freaking hard in melee. *

Right.

Magic wins.

Again.



* I added these options to give you a chance.|||Wizards have the teleport skill. Shouldnt be too hard to stay away from melee'ers

Also, I havent read the skill trees but the d2 sorc had energy shield which made it a lot harder to kill. So maybe blizzard will add something like that to maker her tank more.|||Quote:








Yep.



Show me ONE adventurer in "serious" fantasy who killed an unwilling god, in all its glory at full strength without magic beeing used against him to aid the adventurer, using:

a) A non-magical dagger and a tower shield

b) A non-magical bow and a quivver of non-magical iron arrows

c) A non-magical fist *

Show me ONE:

a) Non-magical sword which can create a secret pocket in reality where up to fifty people are served for four hours in a feast with magical servants and food and are subject to the effect of a full week's rest and get a morale bonus for the next 24 hours, while only fifteen minutes pass in the real world.

b) One non-magical dagger that can slaughter a city in 0.001 seconds

c) One talking mace where the talking guy's soul got trapped in the mace because he was hit so freaking hard in melee. *

Right.

Magic wins.

Again.



* I added these options to give you a chance.




D2 Assassin, D&D Psionics. Techincally psionics and assassin mind skills aren't magic, and psionics rivals magic in power. Besides with the Spellplague, wizards are like half-dead.

Oh and Baldurs gate OT: Time stop>Energy Blades>Spell trigger with 2x greater curse and horrid wilting>Wish Rest>Rinse and repeat

Walking engine of destruction right there.

Oh and we had Ironguard in Baldurs gate?|||Quote:




In playing Titan Quest, for instance, summoning an elemental was very important... What I mean by this is that it was necessary to distract enemies - and provide the wizard character the space and time to launch magical attacks...




This isn't Titan Quest. This is Diablo. Diablo's always been a great, unique game, and I don't suggest giving the developers ideas of making it a standard fantasy game. We're having enough problems driving them away from the horrid WoW graphics (which are shared by just about every MMORPG or RPG, except some of them are more lego-like).|||Hah, with summoning the wizard would be the mix of all classes, she would only need leap and shape-shifting xD.

As it seems now, the wizard is supposed to be a lonely mage, that's one of the personality aspects which can be seen on the lore, she or he is supposed to be a master of magic by himself or herself, and does not need help. With summons the whole character personality would be broken.|||Quote:








Hah, with summoning the wizard would be the mix of all classes, she would only need leap and shape-shifting xD.

As it seems now, the wizard is supposed to be a lonely mage, that's one of the personality aspects which can be seen on the lore, she or he is supposed to be a master of magic by himself or herself, and does not need help. With summons the whole character personality would be broken.




*cheer*clap* !|||Quote:








Right.

Magic wins.

Again.




I would like to know what source you have that states God used Magic to create the world. I couldn't find anything in Genesis.

Wizard Summoning

Just a quick point about Wizard abilities...

First: have I missed something here? In the trailer I've seen nothing about Wizard summoning...

In most games, the 'wizard' or 'magic user' character is weaker in health and melee...

In playing Titan Quest, for instance, summoning an elemental was very important... What I mean by this is that it was necessary to distract enemies - and provide the wizard character the space and time to launch magical attacks...

For the same reason I think Blizzard should provide for the Wizard character a summoning capacity...

This is especially important in solo games - where more melee-focused characters could shield the Wizard...

Do other readers here have an opinion? Hope Blizzard is watching...|||They have... Hydra-- which MAY be something else than three heads popping out of the ground, and mirror images, which MAY be more than 4 when maxed.

Basicly: Wizards have the Amazon skill Decoy.|||So sorry you can't just summon an invulkyrie and hide behind it and do nothing...|||I think wizards summoning minions is pretty redundant. You don't NEED a minion to protect you...

Nox wizard can't summon. And he's not someone you'd call weak. His weakness is compensated by empowering spells such as Force Field or Invisibility or what not... besides, why does he need protection when he can kill you with 1-2 spells?

And a DnD Wizard/Sorcerer has a wide range of stuff like mage armor and stoneskin that make DnD wizard EXTREMELY annoying to kill. I spent ages killing a wizard in NWN with my fighter with halberd because he had stoneskin and partial invisibility and I wasn't able to kill him until he ran out of all those spells he memorized. In addition to that, he kept blinding me and casting all sorts of other stuff that I nearly died while standing right in front of his face.

Personally, any casting class would overpower any non-magic class automatically in a real-world situation...|||Doctor is your summoning.

Wizard is walking destruction incarnate, we don't need no stinkin' meatshields.|||Quote:








Doctor is your summoning.

Wizard is walking destruction incarnate, we don't need no stinkin' meatshields.




+1

and I think you cant generalize about this version of a Wizard....with the right gear and skill choices she may actually turn out to be quite a tank.|||The Sorceress in Diablo 2 did not need a shield to hide behind. Yes, most sorceress builds do use a mercenary as a kind of shield or place to direct monsters to cast her spells, but she can be just as capable on her own.

When not using a mercernary in D2, the sorceress relied on her skill to teleport keep monster groups in check by placing herself appropiately which made gameplay fastpaced and active.

Apart from Hydra, both in D2 and D3, i do not think that a mage caster class is in need of a summoning spell.

Even through the wizard backdoor, the Necromancer will not return as a playing class. |||Quote:








And a DnD Wizard/Sorcerer has a wide range of stuff like mage armor and stoneskin that make DnD wizard EXTREMELY annoying to kill. I spent ages killing a wizard in NWN with my fighter with halberd because he had stoneskin and partial invisibility and I wasn't able to kill him until he ran out of all those spells he memorized. In addition to that, he kept blinding me and casting all sorts of other stuff that I nearly died while standing right in front of his face.

Personally, any casting class would overpower any non-magic class automatically in a real-world situation...




The second paragraph made me lol. Really... too funny.

For the first, in NWN they are tame. Try a wizard/sorc in BG2. They are even more annoying. I still remember the 4 ADHW I get thrown in the face, simultanious from 2 Liches with their Chain Contingency.

In D3, it will be more balanced. And it seems that all classes are balanced around the fact you don't have a meatshield like a merc? So it evens out.|||It has been mentioned that there will be mercenaries available in Diablo III. How those will interact with your character or complete it is not known.|||Quote:








The second paragraph made me lol. Really... too funny.

For the first, in NWN they are tame. Try a wizard/sorc in BG2. They are even more annoying. I still remember the 4 ADHW I get thrown in the face, simultanious from 2 Liches with their Chain Contingency.

In D3, it will be more balanced. And it seems that all classes are balanced around the fact you don't have a meatshield like a merc? So it evens out.




Heading wildly off topic now... but...

I really loved AD&D wizards' ability to completely wreck an entire party -- over a long period of time.

In NWN -- they were completely and utterly vulnerable to direct attacks.

If you dare mention stoneskin to defend NWN -- I will mention Force Cage; The wizard creates a cage 20 foot long and wide and high, either trapping the enemy with no save, or protecting those inside the cage, either way protecting the caster from those on the other side.

It was unbreakable and lasted for more minutes than any sane balance monkey would allow.

If you mention confusion, I'll mention time stop: The wizard freaking stops the time and does whatever he wants for 6 to 15 seconds!

If you mention premonition, I'll mention Ironguard: No metal can harm the wizard.

NWN raped the mages twice over and left them cold out in the rain tied to the railway tracks hoping to get rescued by their longsword-wielding cleric friends -- compared to real D&D mages -- who'd eat two black dragons for breakfast before going to slay Demogorgon (again) with the cleric in his party to cast cure minor wounds (and because the cleric-player is a good friend) in case all hell should break loose (literally AND figuratively, and with pun intended) and the wizard get a scratch from the encounter.

Which leads back on topic:

Seeing DIII wizards makes me hope that I'll be able to play a magic user that CAN say "If you say ONE MORE WORD, I'LL TEAR YOU TO SHREDS" -- and actually mean by his own magic -- and not by the swords in the hands of the 5 swordmen hiding behind the door.

Melee Wizard - Page 7

i was thinking about wizard weapons

i think that blades will be suitable for this character, you could wear 2 and improve your spectral blade with the blade weapon mods, like posion, cb, critical strikes, life llech or mana leech...

Melee Wizard - Page 5

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Not true, people must stop overreacting on everything, seriously.

Most of the viable, useful and playable builds in D2 were built around either specialization in certain skills or a skill tree ( i.e Zealadin ) or certain items ( i.e Bowazon ), and both are still present in D3.

If you people lack the imagination to make a melee wizard in D3 that's your problem not Blizz, stats playing a large, effective role in character customization is a just myth ( calls Myth Busters for help )

As for making a good Melee Wizard, it is possible.

Melee Wizard:

-Melee Skills (Focus on the Wizard skills that work good with close combat)

Stone skin

Damage resistance

Weapon mastery

Mirror image

Armor piercing

Magic weapon

Slowing strikes

Conjured armor

Arcane Armor

Storm Armor

Power Armor

Temporal Armor

Lethal Energy

Slow Time

Teleport

-Melee gear (all with modifiers that improve melee combat)

Powerful Sword

Heavy Plate-mail

Heavy Boots, Gloves, Headgear, Pants

Rings and Amulets



So it appears that lack of customization is pure nonsense cause there are enough skills in the Wizard tree ( which i'm sure many didn't even bother to look at ) that scream for people to make a melee wizard, i'm tired of all the whining about "stats" and "no customization" in D3, at least when you say something try to back it up with facts FOR A CHANGE.




Good post.|||Quote:








Most of the viable, useful and playable builds in D2 were built around either specialization in certain skills or a skill tree ( i.e Zealadin ) or certain items ( i.e Bowazon ), and both are still present in D3.




A bowazon is build around stats specialization just as much as items specialization - no dex = bad damage. And eventually, zealadins are good because they don't need that much dex/str to get good defence/block/damage. Force them to take high str/dex - as in, auto placed stats to get max block with bad block shields/low holysheild and to wear heavy armours - and zealadins seem atleast to me much more fragile as it would damage their life greatly.|||Quote:








A bowazon is build around stats specialization just as much as items specialization - no dex = bad damage. And eventually, zealadins are good because they don't need that much dex/str to get good defence/block/damage. Force them to take high str/dex - as in, auto placed stats to get max block with bad block shields/low holysheild and to wear heavy armours - and zealadins seem atleast to me much more fragile as it would damage their life greatly.






Not bad points, but you have to remember that what makes a Bowazon play different from any other amazon build with the same stats is the skills and items used.

Besides, stats works quite differently than in D2, in D3 each one has several effects ( increasing max life, Block, critical chance ... etc etc ), so if items are made in two categories, one that moderately increases a certain stat as a whole ( STR, WILL POWER, .... etc etc ), and one that significantly increases a certain one of those stat effects directly ( life, critical hit chance, block, .. etc etc ) this will ensure that any build can be complemented by the right items and skills.

Examples would be:

-Heavy Chainmail of STR: one of its modifiers would be ( +10 to STR ) which is a stat

-Breastplate of Life: one of its modifiers would be ( +40 to life ) which is a stat effected value

-Claymore of Might: one of its modifiers would be ( +20 to STR ) which is a stat

-Violent Double Axe of Massacre: one of its modifiers would be ( +35% chance to do critical damage ) which is a stat effected value

And so on, now imagine that a crafting system in D3 that allows to modify items and increase their efficiency by a certain percentage ( including increasing their modifiers value ) for a huge cost of gold, now no more tedious stat allocation will be needed if the items had good stat increasing modifiers variety + a crafting system that allows for increasing item quality and its modifiers effects .. specially the stat increasing ones ... volia |||Actually... interesting point you got there, maybe the new crafting system will be the new attribute customizers?

A little like enchanting from WoW?|||Quote:








Not bad points, but you have to remember that what makes a Bowazon play different from any other amazon build with the same stats is the skills and items used.




I know, though with the same stats, bowazon aren't that good. That's one of the reason why there aren't that many hardcore bowazon.

However, I'm not saying that diablo III will not pull it off. They actually may make it work very well. I'm just saying that diablo II does work on stats quite a bit and that I will feel it as a lost when I can't do anything about stats.

On thing that might work is to get different pre-set lines; One forinstance would focus on heavily on mana or vitality - or what ever will be the equivalence - making in interesting for a pure caster. While an other path might go for an more or less even distribution between the different stats making it better for a mele build. the same can then be done for a barbarian. One that focusses heavily on health and str with a minor focus on the other stats. And one that solely focusses on str - damage - fury and a tiny bit of life.

If you change the stats system to an item-bases system, this will mean that certain items will be much less interesting, simply because they don't offer the needed stats. You are going to use a Claymore of Might meaning that you can't use a Claymore of speed because it doesn't offer the stats you need.

they are different thing thus are best kept as apart as possible.



@ konfeta: why does everyone want things from WOW. Really, if wow were that a good game, I wouldn't be playing diablo, now would I.|||Quote:








However, I'm not saying that diablo III will not pull it off. They actually may make it work very well. I'm just saying that diablo II does work on stats quite a bit and that I will feel it as a lost when I can't do anything about stats.




If you examine Stats carefully you will realize that they are just indirect representations of other important factors ( besides previously working as item caps in D2 which is no more the case in D3) important factors like ( life, block, critical, .. etc etc ) which are what really matters.

So if you have in D3 a passive skill that makes each point in a stat pool more effective ( like the Barb skill the makes each point in STR stat equal more damage ) thus increasing those resultant factors effects, then it is no different than manually increasing the stat itself.

And if the crafting system can modify items then the game becomes really what it should be, focusing on customizing characters using a large selection of items and skills.




Quote:








If you change the stats system to an item-bases system, this will mean that certain items will be much less interesting, simply because they don't offer the needed stats. You are going to use a Claymore of Might meaning that you can't use a Claymore of speed because it doesn't offer the stats you need.




If you are going for a fast attacking build take the Claymore of Speed, if going for the brute builds then use the Claymore of Might, and if you want a bit of both there could be a unique Claymore that offers a small bonus to both stats, or just find another item than the claymore to increase the wanted stat, so now getting the right items will be critical and different from player to player depending on their selected skills ( clearly made in D3 with specializations chances in mind )




Quote:




why everyone doesn't want anything from WOW. Really, if wow wasn't a good game there wouldn't be millions of Blizzard fans playing it, now would they.




/Fixed

Ahm, actually the WoW hate is getting kinda ridiculous, just because you don't like WoW as a whole ( and it surely has its problems ) doesn't mean it doesn't have good ideas, and those good ideas will benefit Diablo 3 and make it a better game which ALL that matters regardless of the origin of the idea .. it just has be viewed separate from it source and have its benefits logically examined, mindlessly refusing ideas just cause they are related to WoW is illogical.|||Quote:








If you examine Stats carefully you will realise that they are just indirect representations of other important factors ( besides working as item caps ) important factors like ( life, block, critical, .. etc etc ) which are what really matters.

So if you have in D3 a passive skill that makes each point in a stat pool more effective ( like the Barb skill the makes each point in STR stat equal more damage ) thus increasing those resultant factors effects, then it is no different than manually increasing the stat itself.




You are going from a 3 layer system to a 2 layer system where the 3th layer is simulated in the 2 remaining Layer. That ain't the same. Now stats like system will be in competition with direct skills and with items.

It's kind of like a hardware. Each hardware component has different layers, going from a physical layer over some sort of interface to software and all those complicated things. Why do they do this, because combining layers just can't offer the same functionally/safety as different layers.



In short, cutting down a layer is only acceptable when it give huge improvements towards balancing - atleast for me. Strangely, you find lots of reasons , though balancing isn't one of them. And that surprises me.



@Knight_Wolf: the problem isn't that enchanting is part of wow. The problem is that it appears to me that konfeta likes the idea simply because it's part of wow and simply because it works there. Diablo ain't wow so simply taking over idea doesn't work.|||Quote:








@Knight_Wolf: the problem isn't that enchanting is part of wow. The problem is that it appears to me that konfeta likes the idea simply because it's part of wow and simply because it works there. Diablo ain't wow so simply taking over idea doesn't work.




The real problem is that you assumed two things without much evidence.

1-You assumed Konfeta likes the idea JUST because it is in WoW, actually i never played WoW nor did i know that enchanting in WoW is any similar to what i wish the Crafting system in D3 to be, i think he merely used the WoW example as reference, which doesn't mean in any way that the crafting system in D3 must be exactly identical to the WoW enchanting ( whatever it is )

2-You also assumed that JUST because it is a mechanic from WoW that it simply won't work in D3 ( which is what the majority of WoW haters do ), that's very biased thinking and things in game development don't work purely on personal preference, if it was tested and proven that the crafting system that allows to modify/enhance items will make D3 a better game then it must be included in the game regardless of anyone's preferences.





Personally i think a system like that will make the game impressive, the limitless possibilities to modify items will result in almost endless variations of items ( modifications with some limits for balance ), for example every item can only be modified one time and the player can only modify one of the item aspects ... plus .. the more important/effective that aspect is the more gold the player will pay to get that modification which will make a good gold sink.

With this no longer will we have 100 players with identical copies of the same gear, instead each player will modify his gear respectively to fit his skills and play style.|||Quote:








2-You also assumed that JUST because it is a mechanic from WoW that it simply won't work in D3 ( which is what the majority of WoW haters do )




There is just as little reason to assume the opposite.



anyway, lets give this thread back the melee wizard shall we?|||Quote:








There is just as little reason to assume the opposite






Actually there is no reason to assume it won't work before testing it out, so Blizz is the only one who has an actual say in this matter ( not the angry WoW haters ), let's leave it at that ( or maybe until they actually reveal what kind of crafting system they have on mind for D3 to replace the Cube )




Quote:








anyway, lets give this thread back the melee wizard shall we?




Ok, so what kind of Melee Wizard variations do you have in mind.



I think it is possible to make a speed based melee Wizard be investing a lot in these skills:



Slowing strikes

Slow Time

Teleport

Mirror image

All of them allow the wizard some space to move and slow his/her enemies to a crawl, combined with gear that increases Hit%, Dodge%, Block% and Running speed this wizard will move very quickly, distract the enemies, stop their projectiles and be able to inflict damage on them before they can even react.

Another option would be making a brute melee wizard by investing heavily in those skills for example:



Stone skin

Damage resistance

Weapon mastery

Armor piercing

Magic weapon

Slowing strikes

Power Armor

Lethal Energy

With this many physical enhancements abilities this wizard can really deal lots of physical damage ( given a good weapon ) and stand a lot of punishment ( and could even tank if the gear provides a life/vitality bonus )



Mix some medium range magic skills with any of the above builds and you will get a very versatile and effective warlock at your command.



So what are your dream builds for a melee wizard ?

Melee Wizard - Page 4

as far as hybrids go, if they're trying to make mana harder, you just wont be able to mass spam the same spell over and over like you could in d2, you also gotta take in the duration of each spell to the ability to regain mana, should be interesting|||What about casting 'Delayed Spells' or force one of your spells to be delayed ( you casted this spell a few seconds ago so you can release it at some point unexpectedly on some person, kinda like hiding it until the last moment )|||1.25x more powerful spell effects if casted at pointblank range? like freezing/slowing for 5seconds instead of 4 normally? and slowing at 25% instead of 20%?|||I think people try too hard to not fit a archetype...sure in D2 there where paladins with bows, amazons w/ 2h swords, barbs with bows. etc etc etc. they may "work" but ultimately suck because the class is a wizard. your SUPPOSE to cast magic. the asian girl is not big and swole like the barbarian chick and in cloth a wizard looks 1 shotable by a whirlwind. (and they should be if a wizard is stupid enough to get into melee range)

even if it would work im sure blizzard would fix skills. so there would not be wizards meleeing barbarians to death. no barbarians shooting rangers to death.|||do wizards shout their spells when they cast?|||lol! popalot! you are cracking me up with your random suggestions

what if the wizard had a little golem up her sleeve that she could release to absorb the energy of the earth and then unleash all that energy as a spectacular golem nova that is fire based since she has no fire and then creates golem saprophytes that grow out of the monster killed by the spell and then the golem saprophytes merge together and go back into the wizard's sleeve unless the golem is too big in which case it adds +3 to all skills for about 5 minutes and if the wizard somehow manages to stack the +3 skills 3 times she goes crazy and unleashes an armageddon upon the land where meteors that turn into cows crash into the ground and join your force as angelic bovines that also have little golems in their utters that repeat the cycle forever and for all eternity?!? |||just wanted to take a minute to say something intelligent since my last post was... not.

I was reading through the wizard skills and I was extremely impressed with the skill Temporal armor. A skill like that could become extremely overpowered if it was at a very high level and it was reducing all damage every second. What do you guys think?

oops, almost forgot the jig! blasphemy! |||While D2 was great in creating non-stereotypical classes thanks to its manual attribute distribution etc, D3 I am afraid will fall back to holy trinity exists in other games. D3 is very influenced by WoW and I fear and think that it will end up working like WoW at mechanical level too So, no viable melee Wizards unfortunately I guess.|||Raven, you do know that the Wizard has multiple skills that are melee ranged, plus armors, plus no stat reqs on weapons or armor. That sounds like a melee wizard to me.|||Quote:








While D2 was great in creating non-stereotypical classes thanks to its manual attribute distribution etc, D3 I am afraid will fall back to holy trinity exists in other games. D3 is very influenced by WoW and I fear and think that it will end up working like WoW at mechanical level too So, no viable melee Wizards unfortunately I guess.






Not true, people must stop overreacting on everything, seriously.

Most of the viable, useful and playable builds in D2 were built around either specialization in certain skills or a skill tree ( i.e Zealadin ) or certain items ( i.e Bowazon ), and both are still present in D3.

If you people lack the imagination to make a melee wizard in D3 that's your problem not Blizz, stats playing a large, effective role in character customization is a just myth ( calls Myth Busters for help )

As for making a good Melee Wizard, it is possible.

Melee Wizard:

-Melee Skills (Focus on the Wizard skills that work good with close combat)

Stone skin

Damage resistance

Weapon mastery

Mirror image

Armor piercing

Magic weapon

Slowing strikes

Conjured armor

Arcane Armor

Storm Armor

Power Armor

Temporal Armor

Lethal Energy

Slow Time

Teleport

-Melee gear (all with modifiers that improve melee combat)

Powerful Sword

Heavy Plate-mail

Heavy Boots, Gloves, Headgear, Pants

Rings and Amulets



So it appears that lack of customization is pure nonsense cause there are enough skills in the Wizard tree ( which i'm sure many didn't even bother to look at ) that scream for people to make a melee wizard, i'm tired of all the whining about "stats" and "no customization" in D3, at least when you say something try to back it up with facts FOR A CHANGE.

Melee Wizard - Page 3

It made me wonder about blocking and if the wizard will carry your typical orb/shield combination... especially since the shield seems to block damage a percentage of the time now. Or does a staff have a block ability? I know you got your Conjured Armor but... hmmm I swore I read something that touched on that somewhere... anyone remember anything like that? Would be sweeet.

And I wonder if they will have some nice robes as class-specific instead of just wearing a full plate.|||Looking at the wizard skills it definately looks like they wanted to make a melee wizard not only a viable build but one of the main build archetypes for the wizard. I plan on making a pvp melee wizard at some point (may even try to make it my first character). I enjoy the unusual builds the most in Diablo 2 just like many other people. My favorite thing in Diablo 2 was trying to come up with unusual builds that nobody used for pvp, not to make them "godly pvpers" but solid pvpers. They were more fun than making the standard cookie-cutter pvp builds. I think the Wizard shows a lot of promise for versatility especially with runes making a potential for many variations of the same build. I think slowing time though not a skill that directly supports melee would be a great way of making your character a tanker, especially in conjuction with the other melee skills and defensive skills.|||Quote:




Stats will need to be aquired through items. Since there are NO stat requirements for items, wearing heavy plate won't be a problem, unless this is restricted by class, which might pose a problem then.




Unless the Auto stats change depending on what trees you allocate skill points in : )|||But that still wouldn't pose a problem for equipping, though I doubt that is the way they are going to go. And you would still need to get most of your "custom" stats from equip.|||Quote:








Unless the Auto stats change depending on what trees you allocate skill points in : )




That suggestion reminds me of the way skills could be accessed in Titan Quest. You would pump up the skill tree with points, those points gave you health/mana/damage or whatever as you devoted points into it, and then you could access more advanced skills after so many points were spent... But I don't think this is the case with Diablo III, it looks like all you need to do is devote points into the tree from any skill from an earlier tier in order to access the next tier. I don't think that the fact you are devoting points into the Conjuring Tree will give you extra strength or dexterity. However it does appear that if you devote points into a skill like Damage Resistance, Conjured Health, Weapon Mastery, Conjured Armor and Armor Piercing, they seem to boost not so much attributes or other skills but your items and stats your attributes would have enhanced.

On a side note, I wonder if Weapon Mastery and Magic Weapon and skills like that effect projectile weapons like bows and throwing weapons...|||Melee wizards will definitely be viable, the only questions are (a) how viable are hybrids and (b) will there be any significent variation between serious melee wizard builds?|||Quote:








Melee wizards will definitely be viable, the only questions are (a) how viable are hybrids and (b) will there be any significent variation between serious melee wizard builds?






2 great questions. the first question i am seriously curious about, not just for wiz either but all classes|||B) Yes. Easily.

Take a close look at the Conjuration tree's skills:

http://www.diablowiki.net/Conjuratio...Weapon_Mastery

Then consider Armors, AoE attacks, Frost Attacks, Time Spells, variability in terms of how much you invest in survival skills vs. damage skills, etc.

I can already see like 4-5 different melee Wizard builds and there are probably tens, if not more, of subtypes and hybridizations between them.|||assuming all the skills are actually effective and we are not forced into the same cookie cutter characters because only 1 way is worth a damn. lets hope they got it right this time|||Will she be able to magically enhance her punch multiple times with magic?

Mass of mini teleports( it'd look kinda like a charge and without the strike at the end ) that move only 1 yard in a certain direction? The wizard could cancel it at any time during the teleport line and into some attack perhaps? This type of teleport could also allow the wizard to channel a shockwave and get up close to release it. Maybe the normal teleport could have a delay to attacking others but this one won't. Maybe the wizard could have a grab skill where the target's screen goes white due to the blinding light, and the target is hit a couple of times during that time and this teleport could allow her to do it instantly. The wizard could fire a few spells during that time at point blank range for increased damage.

What about a skill where the wizard puts all her magical energy into her legs and her striking fist, and jumps up and taking the target upwards with her? Once in mid air, she could cast some aerial ice blasts.