2012年7月11日星期三

Diablo 3 Wizard Beta Skills List

In the beta test, the Wizard has access to In this last section, I will be going over each of the 13 skills (out of 25 total) that players have access to. This may seem like a lot of the abilities, but remember you can equip 1 of 6 runes to an ability, each one modifying that ability differently (sometimes quite drastically). Runes are not in the beta at the time of this post.
Rapid Cast / Academic Spells
•Magic Missile – This spell is a single-target attack which fires off much like a normal wand shot, except dealing more damage. By level 15 it only costs 1 Arcane Power, so it effectively replaces your auto-attack for Wand users.
•Shock runescape gold Pulse – Releases 3 pulses of electricity which move randomly across the ground for a moderate distance. This is just like Static Charge from Diablo 2, except it seems that you stay at 3 charges even as you level up. Given that the “3″ is written in green, I seem to think this may be modifiable. Perhaps there will be gear which will boost the number of charges this spell can be release. This spell is currently the top single-target DPS spell for the Wizard – you just have to stand at melee range to ensure all the bolts hit.
•Spectral Blade – This spell hits all enemies 3 times for 35% of weapon damage. buy wow gold It has a small cone effect, kind of like a cleave but not as wide and reaching out a little further forward in front. This ability was built as the Academic Spell of choice for melee Wizards. Normal Wizards will not use this much.
•Electrocute – Sends a bolt of lightning towards your enemy, which can jump to multiple enemies. It can jump to up to two other enemies, but since you can cast it so quickly it feels like even more than that. This is a great spell to attack groups of enemies with, as it does a decent amount of damage, hits many enemies, and the travel time through the air is practically instant.
Offensive swtor credits Spells
•Wave of Force – Fires off a wave that knocks back all enemies within about 10-15 yard radius and deals a significant amount of damage. It has a 15 second cooldown but only costs 25 Arcane Power. This is actually a really neat ability – I managed to get a 27 kills in 1-hit while testing this out, check out the video below:
•Arcane Orb – Fires off an orb of energy which will explode when it hits, dealing AoE damage. It costs 35 Arcane Power, so you will run out of AP by the 5th cast if you chain-cast it. It is not very good in beta, but that is simply due to the fact that runes seem to make this much better, gw2 gold and we do not have access to them. It does not pierce through targets without runes and does not deal very much damage. It also travels really slowly, which allows enemies to occasionally dodge it.
•Energy Twister – Launches a twister which moves randomly for quite a long distance and deals damage per second to anything standing on it. Also fairly useless as the damage is pretty low. It looks like it is getting a damage buff in the next patch. The Alabaster Rune also makes it look like this will be a great spell to use against bosses – it will deal a lot of damage to any powerful stationary target.
•Disintegrate – Fires out a straight beam of rift platinum energy which pierces all targets. Does not deal much damage to a single target, but it can be useful if your enemies are lined up due to the piercing effect. Perhaps the “Intensify” version will be more viable against single targets.
Utility Spells
•Frost Nova – Freezes (stuns) all enemies in a small radius for 4 seconds and deals a small amount of damage. Costs no Arcane Power but has a 12 second cooldown. Useful for escaping from a crowd of tough enemies. Seems to have a shortened duration or weakened effect versus bosses (i.e. Skeleton King). Looks like it will be a solid spell with Cold Snap (runed ability), which reduces the spells cooldown to 5 seconds. d3 gold This means you can use it repeatedly against tough bosses since it costs no AP to cast.
•Ice Armor – Ice Armor is the first of several armor spells that Wizards get. It gives you 50% bonus armor, slows attackers for 2 seconds, and causes a small amount of damage. Good for any situation where the enemies are tough and you need more armor or want to kite them. It lasts for two minutes so you can keep it active all the time.
•Magic Weapon – Increases your physical damage by 20% for 60 seconds. This buff can be kept up all the time. You cannot use this spell unless you have an actual melee weapon. This is for a melee Wizard build that is using Spectral Blade.
•Diamond Skin – Absorbs damage (up to a limit) over 5 seconds. Costs no Arcane Power but has a 25 second cooldown. In the beta, the damage is very small so it is not very useful. It looks like Runes will make it a lot better (absorbing 6900 damage with an Obsidian Rune, for example).
•Storm Armor – Deals lighting damage to all attackers. Lasts two minutes so it can be kept active at all times. You can only choose 1 armor spell at a time, so you have to pick between Storm Armor and Ice Armor. Since you can only access Normal mode in the beta, the enemies are fairly weak, so Storm Armor is my armor of choice. Weaker enemies usually take themselves out in one hit when they swing against it!