Difference between revisions of "Wizard"
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==Skills== | ==Skills== | ||
===Signature=== | ===Signature=== | ||
− | + | {| border=1 cellpadding=2 | |
+ | |- | ||
+ | | Signature || Unlocked at || Cost || Cooldown || Description | ||
+ | |- | ||
+ | | Magic Missile || lvl 1 || 0 Arcane Power || || Launch a missile of magic energy causing 40-61 Arcane damage. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Alabaster.png|20 px]] || Alabaster || Seeker || Missiles track the nearest target and damage is increased to 72-110 Arcane damage. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Crimson.png|20 px]] || Crimson || Charged Blast || Damage increased to 88-135 Arcane damage. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Golden.png|20 px]] || Golden || Attunement || Whenever Magic Missile hits a target you gain 14 Arcane Power. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Indigo.png|20 px]] || Indigo || Fork || Fires 8 missiles that do 20-31 damage each. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Obsidian.png|20 px]] || Obsidian || Penetrating Blast || Missiles have a 100% chance to pierce through their target and hit additional targets. | ||
+ | |- | ||
+ | | Shock Pulse || lvl 3 || 0 Arcane Power || || Release a pulse of 3 unpredictable charges of electricity that deal 36-72 Lightning damage to enemies they hit. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Alabaster.png|20 px]] || Alabaster || Explosive Bolts || Slain enemies have a 100% chance to explode dealing 124-252 Lightning damage to every enemy within 10 yards. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Crimson.png|20 px]] || Crimson || Fire Bolts || Casts out bolts of fire to deal 73-148 Fire damage per bolt. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Golden.png|20 px]] || Golden || Lightning Affinity || Every target hit by a pulse restores 7 Arcane Power. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Indigo.png|20 px]] || Indigo || Lightning Orb || Turn the bolts into a floating orb of static lightning that drifts directly forward zapping up to 5 nearby enemies for 18-35 Lightning damage. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Obsidian.png|20 px]] || Obsidian || Piercing Orb || Merge the bolts in a single giant orb that oscillates forward dealing 36-72 Lightning damage to everything it hits with a 100% chance to pierce through enemies. | ||
+ | |- | ||
+ | | Spectral Blade || lvl 5 || 0 Arcane Power || || Summon a spectral blade that strikes all enemies in your path 3 times causing 35% weapon damage with each hit. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Alabaster.png|20 px]] || Alabaster || Healing Blades || Whenever the blades do critical damage, you are healed 100% of the damage caused. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Crimson.png|20 px]] || Crimson || Deep Cuts || Enemies hit by the blade will bleed for an additional 45% weapon damage done over 3 seconds. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Golden.png|20 px]] || Golden || Siphoning Blade || Every enemy hit grants 7 Arcane Power. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Indigo.png|20 px]] || Indigo || Thrown Blade || Extends the blades out to reach everything within 20 yards dealing 72% weapon damage. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Obsidian.png|20 px]] || Obsidian || Impactful Blades || Hits have a 45% chance to cause knockback and slow the movement of enemies by 60% for 2 seconds. | ||
+ | |- | ||
+ | | Electrocute || lvl 6 || 0 Arcane Power || || Lightning arcs from your fingertips towards an enemy dealing 1-59 Lightning damage. The lightning can jump, hitting up to 2 enemies. Damage is reduced by 30% for each jump. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Alabaster.png|20 px]] || Alabaster || Forked Lightning || Critical hits with this skill cause an explosion of 5 charged bolts in random directions, dealing 1-82 Lightning damage to any targets hit. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Crimson.png|20 px]] || Crimson || Ball Lightning || Creates a streak of lightning that pierces targets, hitting all enemies in its path for 1-70 Lightning damage. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Golden.png|20 px]] || Golden || Surge of Power || Gain 7 Arcane Power for every target hit by Electrocute. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Indigo.png|20 px]] || Indigo || Chain Lightning || Increases the maximum number of jumps to 10 enemies. | ||
+ | |- style="background: #CCCCCC" | ||
+ | | || [[Image:Obsidian.png|20 px]] || Obsidian || Arc Lightning || Blast a cone of lightning that causes 1-65 Lightning damage to all affected targets. | ||
+ | |} | ||
===Offensive=== | ===Offensive=== |
Revision as of 00:04, 19 September 2011
The Wizard is the 3rd character confirmed to be in the game D3 by Blizzard.
Gameplay
The Wizard appears to follow a very similar gameplay style as Diablo II's Sorceress. It's a pure spellcaster.
Resource system: Wizards use Arcane Power, which is a fast-regenerating resource. Also, their "Signature" skills decrease in cost as the Wizard levels, eventually being free to cast. http://us.battle.net/d3/en/blog/3390853
Skills
Signature
Signature | Unlocked at | Cost | Cooldown | Description |
Magic Missile | lvl 1 | 0 Arcane Power | Launch a missile of magic energy causing 40-61 Arcane damage. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | |
20 px | Alabaster | Seeker | Missiles track the nearest target and damage is increased to 72-110 Arcane damage. | |
20 px | Crimson | Charged Blast | Damage increased to 88-135 Arcane damage. | |
20 px | Golden | Attunement | Whenever Magic Missile hits a target you gain 14 Arcane Power. | |
20 px | Indigo | Fork | Fires 8 missiles that do 20-31 damage each. | |
20 px | Obsidian | Penetrating Blast | Missiles have a 100% chance to pierce through their target and hit additional targets. | |
Shock Pulse | lvl 3 | 0 Arcane Power | Release a pulse of 3 unpredictable charges of electricity that deal 36-72 Lightning damage to enemies they hit. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | |
20 px | Alabaster | Explosive Bolts | Slain enemies have a 100% chance to explode dealing 124-252 Lightning damage to every enemy within 10 yards. | |
20 px | Crimson | Fire Bolts | Casts out bolts of fire to deal 73-148 Fire damage per bolt. | |
20 px | Golden | Lightning Affinity | Every target hit by a pulse restores 7 Arcane Power. | |
20 px | Indigo | Lightning Orb | Turn the bolts into a floating orb of static lightning that drifts directly forward zapping up to 5 nearby enemies for 18-35 Lightning damage. | |
20 px | Obsidian | Piercing Orb | Merge the bolts in a single giant orb that oscillates forward dealing 36-72 Lightning damage to everything it hits with a 100% chance to pierce through enemies. | |
Spectral Blade | lvl 5 | 0 Arcane Power | Summon a spectral blade that strikes all enemies in your path 3 times causing 35% weapon damage with each hit. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | |
20 px | Alabaster | Healing Blades | Whenever the blades do critical damage, you are healed 100% of the damage caused. | |
20 px | Crimson | Deep Cuts | Enemies hit by the blade will bleed for an additional 45% weapon damage done over 3 seconds. | |
20 px | Golden | Siphoning Blade | Every enemy hit grants 7 Arcane Power. | |
20 px | Indigo | Thrown Blade | Extends the blades out to reach everything within 20 yards dealing 72% weapon damage. | |
20 px | Obsidian | Impactful Blades | Hits have a 45% chance to cause knockback and slow the movement of enemies by 60% for 2 seconds. | |
Electrocute | lvl 6 | 0 Arcane Power | Lightning arcs from your fingertips towards an enemy dealing 1-59 Lightning damage. The lightning can jump, hitting up to 2 enemies. Damage is reduced by 30% for each jump. This is a Signature spell. Signature spells cost 1 less Arcane Power every time you gain a level. | |
20 px | Alabaster | Forked Lightning | Critical hits with this skill cause an explosion of 5 charged bolts in random directions, dealing 1-82 Lightning damage to any targets hit. | |
20 px | Crimson | Ball Lightning | Creates a streak of lightning that pierces targets, hitting all enemies in its path for 1-70 Lightning damage. | |
20 px | Golden | Surge of Power | Gain 7 Arcane Power for every target hit by Electrocute. | |
20 px | Indigo | Chain Lightning | Increases the maximum number of jumps to 10 enemies. | |
20 px | Obsidian | Arc Lightning | Blast a cone of lightning that causes 1-65 Lightning damage to all affected targets. |
Offensive
Utility
Passive Skills
Builds and Guides
None yet.
Lore
Owing to my lack of tolerance for those who would use magic towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.
Recently the youth of Caldeum have fallen prey to the overblown stories of just such a delinquent wizard. That is correct: I used the uncouth term wizard, not sorcerer. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the Yshari Sanctum of the mage clans, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.
This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of Xiansai, for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the Zann Esu mage clan, she was eventually handed over to the Vizjerei in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.
Although there is no truth to the tales that she actually ventured into the infamous Bitter Depths below the Sanctum, she was caught in the Ancient Repositories, where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage Valthek and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best Yshari's most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.
It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious wizard, young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to Caldeum. - www.blizzard.com/diablo3