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!