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Wizard comments / Balancing

Preword


The God will refrain of balancing of primaries, for a reason known and understandable to divine intellect only. Also, same is applied to most of Disintegrate spell, as I, Clavdivs, use it extensively, and nobody should balance his favorite spell (proven many many times in many many games, but it takes The Gods courage to ADMIT IT! YES! IT TAKES COURAGE AND WISDOM, BOTH APLENTY!!!)



 

​The Class
A foreword to Wizard and what it should and shouldn't be.


A foremost spell casting class, pure magic user, no matter if other variations or hybrid classes are in game. Or it could share this property with another class, of equally magical nature. Fragile, but cunning in a means of escaping or negating damage. Skilful in elemental damage, unless there is another similar class (elementalist or something like that, which is not needed at the moment. NOT NEEDED! TOO MANY RANGED! TOO MANY! TOO FEW MELEE! TOO FEW!!! AND ONE IS SUPPORT HYBRID!!! HOW TO MANAGE AN ARMY? THE DISTRIBUTION WILL BE SIMILAR PER CLASS!!! EACH PARTY, MORE RANGED THAN TANKS!!! NEXT CLASS, A MELEE ONE! A GOOD ONE! THE GOD COMMANDS!) [calms down]


Current Wizard is proficient in elemental, arcane and physical damage. PHYSICAL!!! PHYSICAL!!! WAY TOO MUCH PHYSICAL-ONLY SPELLS! AND WHERE IS SUPPORTING PASSIVE? WHERE? NOWHERE! Ahm, sorry... And arcane, which does have a passive and few supporting effects, so it is fine.


Now, there is a controversial idea of 'melee wizard', which does more bad than good (taking runes, having inbalanced Blur passive making other Wizard-types way tougher than they should be, etc). But, The God is not so radical, so he'll leave this ill-concieved concept be.



​The Fire:
WHERE IS IT? Look at the secondaries. Cold + III Arcane! Arcane, arcane, phyisical, cold and lighting, pretty much all the way. AND PHYSICAL!!! There are only few fire-based spells, yet, there is a passive improving it. Choice is too weak. Perhaps Blizzard has plans for making a fire-based (or abundant) caster as a class in the future, but as of now, fire is lacking seriously, taking important build away from wizard and decreasing diversity, which will The God fix easily. And if such a class is planned, why having a fire-passive?

 

​Inferno Runes:
The God will list solutions for inferno runes – mentioned earlier, runes that replace existing ones in inferno difficulty. Changes are quick and easy to make and use existing resources, so they are capable to be implemented quickly and effortlessly.
As arrogance is not a driving force behind THE GOD!!! CAESAR, BORN UNDER PROPHECY, RULER OF THE KNOWN WORLD! A CONQUEROR!!! ARROGANT RIGHTFULLY, IF AT ALL! ...this things happen. Anyway, most spells have just corrections of runes with bad properties, and addition of one infernal rune – No Rune (which isn't used anyway in inferno). In the future, whole new set of Inferno runes may be made, if needed.



​Normal Runes:
The God will list balance changes for normal runes which are currently bad or even useless.

 

​Level LX:
Rune appearing only at level LX is A NONSENSE! COMPLETELY! WHEN TO USE IT? Ahm ,there shouldn't be ones. Normal character development should end at most at level LV, so people who don't want to play inferno could have at least some fun with them.

An abomination:
Clavdivs, The God will refrain from commenting melee wizard runes, as he considers this concept bad from the start. However, it probably CAN work somehow, but as melee wizard isn't currently one of dominant builds, Clavdivs opts to ignore it completely.

 

Primary:

The God will refrain from any suggestions about signature spells, for a reason known to divine wisdom. HOWEVER! The primaries ALSO have a No Rune, which can be filled with useful Inferno Rune. But some runes at some skills have to change damage to 'fire' in order to make fire-builds viable.

 

Secondary:



I) Ray of Frost / Cost: 20 Arcane Power

 

Project a beam of frozen ice that blasts 215% weapon damage as Cold to the first enemy it hits, slowing the target's movement by 30% for 3 seconds.

7 Numb   - Increase the amount the target's movement is slowed to 60% for 3 seconds.
15 Snow Blast  - Using continuously on a single target increases damage over 1.5 seconds to inflict a maximum of 279% weapon damage as Cold.
28 Cold Blood  - Reduce casting cost to 12 Arcane Power.
38 Sleet Storm  - Create a swirling storm around you, dealing 215% weapon damage as Cold to all enemies caught within it.
53 Black Ice  - Enemies killed with Ray of Frost leave behind a patch of ice that deals 193% weapon damage as Cold to enemies moving through it over 3 seconds.

 

​The God speaks:
This skill will undergo a serious buff in 1.05, making it overally more usable, also buffing, or becoming part of, certain builds changing Wizard considerably. The 1.05 *should* be released and tested thoroughly before any suggestions are made, except:

​

Normal Runes:
- Snow Blast - Apart from bad name, this skill loses efficiency rapidly through levels. A one and a half seconds focusing, and then standing still for ONE moster is unnaceptable even at higher levels. Furthermore, rune usefulness is dubious even at lower levels. Basically, anything would be better than this – a chance to pierce target, a blunt damage increase, a (XX% straight, or L% on critical) chance to freeze target instead slowing it, for I or II seconds, small AoE, anything

 

- Black Ice – nice, especially with announced buff, except... A player has to be one making a kill – hurts usability for MP a great deal. Change to 'if killed under the effects' to remain useful in MP and SP at the same time
​

Inferno Runes:

No Rune = Frostburn – A freezing ray damages target skin, dealing XXV% weapon damage per second, for a duration of III seconds





II) Arcane Orb - 35 Arcane Power

 

Hurl an orb of pure energy that explodes when it hits, dealing 175% weapon damage as Arcane to all enemies within 10 yards.



11 Obliteration  - Increase the damage of the explosion to deal 227% weapon damage as Arcane.
20 Arcane Orbit  - Create 4 Arcane Orbs that orbit you, exploding for 70% weapon damage as Arcane when enemies get close.
32 Arcane Nova  - Modify the orb to deal 175% weapon damage as Arcane to all enemies within 20 yards.
45 Tap the Source- Reduce casting cost to 20 Arcane Power.
55 Celestial Orb - The orb will pierce through targets, damaging any enemy it passes through.

 

​​The God speaks:
This skill will undergo small buff in 1.05, making it overally bit usable. Spell is useful (and widely used) already, so no major modification is needed.

​
Normal Runes:
Are well balanced. Congratulations.

​
Inferno Runes:
No Rune = Force Strike – Orb does a small knockback on targets

​
​

III) Arcane Torrent / Cost: 16 Arcane Power

 

Hurl a barrage of arcane projectiles that deal 210% weapon damage as Arcane to all enemies near the impact location.



18 Disruption - Targets hit by Arcane Torrent become disrupted for 6 seconds, causing them to take 15% additional damage from any attacks that deal Arcane damage.
25 Death Blossom- Unleash a torrent of power beyond your control. You no longer direct where the projectiles go, but their damage is increased to 670% weapon damage as Arcane.
34 Arcane Mines  - Instead of firing projectiles, lay Arcane mines that arm after 2 seconds. These mines explode when an enemy approaches, dealing 180% weapon damage as Arcane. Enemies caught in the explosion have their movement and attack speeds reduced by 30% for 3 seconds.
49 Power Stone - Every missile hit has a 2% chance to leave behind a Power Stone that grants Arcane Power when picked up.
57 Cascade - Enemies killed by Arcane Torrent have a 100% chance to fire a new missile at a nearby enemy dealing 210% weapon damage as Arcane.

 

​The God speaks:
Wow. A bad blizzard/meteor. Advantages: strikes over the walls – wait, that's it. Takes skill to use, but unlike meteor, gives very little reward even when used masterfully. Spell basically needs a total redesign and besides, two similar-but-better spells exist already

​
Normal Runes:
To be redesigned, along with spell mechanism.

​
Inferno Runes:
No point. Until redesigned.





IV) Disintegrate / Cost: 20 Arcane Power

 

Thrust a beam of pure energy forward, dealing 155% weapon damage as Arcane and disintegrating enemies it kills.



26 Convergence - Increase the width of the beam allowing it to hit more enemies.
30 Chaos Nexus - When casting the beam you become charged with energy that spits out at nearby enemies doing 40% weapon damage as Arcane.
39 Volatility - Enemies killed by the beam have a 35% chance to explode causing 395% weapon damage as Arcane to all enemies within 8 yards.
48 Entropy -  The beam fractures into a short-ranged cone that deals 178% weapon damage as Arcane.
59 Intensify - Damage increases slowly over time to inflict a maximum of 201% weapon damage as Arcane.

 

​The God speaks:
Clavdivs stated before he will refrain from this spell suggestion. However...

​
Normal Runes:
Intensify  - Same as Snow Blast – unacceptable at higher levels. Also, comes at level LIX, giving no playing use except on Hell. Not useful by any means.

​
Inferno Runes:
Refrained. BUT IT WILL BE BEAUTIFUL!!! BEST EVER, YET MOST BALANCED!!! ...refrained.

​
​

Patch 1.05 PTR - Disintegrate is being BUFFED!? And best rune Chaos Nexus is buffed too?! As for Entropy, which is not particularly to The Gods liking, it may be good, and Intensify can be buffed to full 300%, it will still be of dubious use... Well...​



Defensive

 

I) Frost Nova / Cooldown: 12 seconds

​

Blast nearby enemies with an explosion of ice and freeze them for 3 seconds.

 

12 Shatter -  A frozen enemy that is killed has a 50% chance of releasing another Frost Nova.
18 Cold Snap - Reduce cooldown of Frost Nova to 9 seconds.
28 Frozen Mist - Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals 160% weapon damage as Cold over 8 seconds.
41 Deep Freeze - If Frost Nova hits at least 5 targets, you gain a 15% bonus to Critical Hit Chance for 12 seconds.
51 Bone Chill - Enemies take 15% more damage while frozen or chilled by Frost Nova.

​

​The God speaks:
This skill will is useful (and widely used) already, so no major modification is needed.

​
Normal Runes:
Are well balanced. Congratulations.

​
Inferno Runes:
No Rune = Draining Cold – Nova deals a XXV% cold damage per second, for a III second duration.

 

​
II) Diamond Skin / Cooldown: 15 seconds

​

Transform your skin to diamond for 6 seconds, absorbing up to 10853 damage from incoming attacks.

 

14 Crystal Shell - Increases the maximum amount of damage absorbed to 21707 damage.
20 Prism  - Reduces Arcane Power cost of all spells by 7 while Diamond Skin is active.
32 Mirror Skin - Reflects 100% of damage absorbed back at the attacker.
44 Enduring Skin - Increases the duration of Diamond Skin to 9 seconds.
56 Diamond Shards - When Diamond Skin wears off, diamond shards explode in all directions dealing 210% weapon damage as Physical to nearby enemies.



​The God speaks:
Clavdivs, The God, doesn't fancy this skill. Apart from being expressed as absolute value instead a percentage (a % of HP would benefit.. AN ABOMINATION!!! A FOUL, DISGUISTING DISGRACE! ahhh, sorry, would benefit melee wizard better, and serve normal ones good, nerfing somewhat a glass-cannon build – which doesn't necesarilly need it anyway). Note: God uses this skill with Diamond Shards for a dps anyway, since 1.04

​
Normal Runes:
Prism - Reduces Arcane Power cost of all spells by VII while Diamond Skin is active. Useful for constant spenders (Ray of Frost, Disintegrate, less so for medium, and even less for high cost ones, like Meteor). How about XX or XXX%? Still useful for constant spenders, better synergy with costly ones. Useless for Hydra, Teleport and likes anyway.

​
Inferno Runes:
No Rune = Healing Shell –  HP are restored by VIII% per second, for a duration of spell. Helps AN ABOMINATION!!! errr, the melee wizard. If no damage was absorbed for duration of spell (or less then XX% of max spell absorption, perhaps), the excess of HP gained is removed – can't be exploited for free healing.



 

III) Slow Time / Cooldown: 20 seconds

​

Invoke a bubble of warped time and space for 8 seconds, reducing enemy attack speed by 20% and movement speed by 30%. This bubble also slows the movement of enemy projectiles by 90%.

 

23 Miasma -   Slow Time effects cling to enemies for 3 seconds after they have left the bubble.
29 Time Warp - Enemies caught in the bubble of warped time take 20% more damage.
39 Time Shell - Reduces the area Slow Time affects to 10 yards, but increases the potency of the movement speed reduction to 80%.
47 Perpetuity - Reduces the cooldown of Slow Time to 16 seconds.
53 Stretch Time - Time is sped up for any allies standing in the area, increasing their attack speed by 10%



​The God speaks:
Clavdivs, The God, considers this spell of some use, probably moreso with 1.05. buff. He would still like more space covered.

​
Normal Runes:
Are well balanced. Congratulations.

​
Inferno Runes:
No Rune = Bubble dissolves after IV seconds. For a IV seconds after bubble dissolves, allies which WERE under the bubble (so, only when bubble dissolves) receive XXX% speed and XV% attack increase. Enemies stats are decreased by same amount.

 

​
IV) Teleport / Cost: 15 Arcane Power / Cooldown: 16 seconds



Teleport through the ether to the selected location up to 35 yards away.

 

26 Safe Passage - For 4 seconds after you Teleport, you will take 30% less damage.
31 Wormhole - After casting Teleport, there is a 1 second delay before the cooldown begins, allowing you to Teleport again.
37 Reversal - Casting Teleport again within 8 seconds will instantly return you to your original location.
43 Fracture - Summon 2 decoys for 8 seconds after teleporting.
59 Calamity - Casts a low power Wave of Force upon arrival, dealing 265% weapon damage as Physical to all nearby enemies.



​The God speaks:
Clavdivs, The God, is deeply unsatisfied with this rune. What was once a signature, a defining characteristic of Sorceress, is not reduced to this ABOMIN... wait, digrace. Major reasons are insane 16 seconds cooldown (DH has none), bad AI (DH rolls around the corner, while Wizard just hits the wall). Anyway, this skill is probably the worst of all movement/escape skills of all classes. But wait, runes are even worse! God proposes change or redesign of all of runes AND Illusionist passive.

​
Normal Runes:
No Rune  Cooldown VIII seconds.
Safe Passage Cooldown X seconds. For V seconds after you Teleport, you will take gradually increased amount of damage (L% overall, staring from zero to full C%) with no collision (as WD)
Friction  Cooldown X seconds. For V seconds after you Teleport, you will leave trail of cinder, for a L% (maybe even C%, or decreasing from C% to zero) of weapon damage
Fast Travel Cooldown V seconds
Fracture Cooldown X seconds. Summon 2 decoys for VI seconds after teleporting.
Calamity No change. This is a very powerful damage ability and it should remail so. Cooldown also should remain at XVI seconds. Alternatively, cooldown is VIII seconds and damage is reduced to CXXX% (overall, stays the same). Rune should be available earlier, say level LV

 

​Inferno Runes:
No Rune = Flurry – Cooldown is VI seconds and distance is greatly reduced. Teleports Wizard randomly left or right to current position. If monsters are near teleporting point, teleports opposite to facing direction (as DH rune). Should keep focusing spells (Ray of Frost, Disintegrate) viable in inferno, or to be used to avoid missiles (possibly, since random factor is involved).

Illusionist passive – works... well, bad. For Teleport, should probably decrease cooldown for II seconds straight (or, perhaps, XX% instead), and add possibility (say, XXV%) for immediate cooldown reset (maybe XXXIII% for Flurry). For Mirror Image, should add one more decoy. Maybe lower cooldown too. Divine insight is unsure of this, yet. A TEST GLADIATOR GAMES SHOULD BE HELD IN COLLISEUM!!! ...er, on PTR



 

Force



I) Wave of Force / Cost: 25 Arcane Power / Cooldown: 15 seconds

 

Discharge a wave of pure energy that repels projectiles and knocks back nearby enemies. This also slows the movement of enemies by 60% and deals 200% weapon damage as Physical.

15 Impactful Wave - Increases the distance enemies are knocked back and Stuns all affected enemies for 2 seconds.
22 Force Affinity - Reduce casting cost to 15 Arcane Power and the cooldown is reduced to 12 seconds.
32 Forceful Wave - Increases damage to 260% weapon damage as Physical, but reduces Knockback.
39 Teleporting Wave - Enemies caught in the Wave of Force have a 100% chance to be randomly teleported.
49 Exploding Wave - Enemies hit have a 40% chance to cause a smaller Wave of Force that deals 100% weapon damage as Physical and knocks back enemies caught in its wake.

 

​The God speaks:
Clavdivs, The God, considers this spell of some use, probably moreso with 1.05. buff. Still! A concern! Is it, or is it not, 'a tiered skill'? Look at Explosive Blast? Both Physical? Lower cooldown, lower cost, same damage, some identical runes? Increased damage, lowered cost, increased distance? Rest look similar, too? About enough material for one skill... But never matter...

​
Normal Runes:
Are well balanced. Congratulations.

​
Inferno Runes:
No Rune = Inner Force – Unleashing a Wave of Force causes Wizard to receive L% damage for II (or XXXIII% for III?) seconds.





II) Energy Twister / Cost: 35 Arcane Power

 

Unleash a twister of pure energy that deals 360% weapon damage as Arcane over 6 seconds to everything in its path.



19 Mistral Breeze - Reduces casting cost of Energy Twister to 20 Arcane Power.
24 Gale Force - Increases the damage of Energy Twister to 468% weapon damage as Arcane.
36 Raging Storm - When two Energy Twisters collide, they merge into a tornado with increased area of effect that causes 360% weapon damage as Arcane over 6 seconds.
41 Wicked Wind - Twisters no longer travel but spin in place, dealing 252% weapon damage as Arcane over 6 seconds to everything caught in them.
52 Storm Chaser - Casting Energy Twister grants you a Wind Charge. You can store up to 3 Wind Charges at a time. Casting a Signature spell releases all Wind Charges as a giant Energy Twister that deals 75% weapon damage as Arcane per Wind Charge.

 

​The God speaks:
Clavdivs, The God, doesn't fancy this skill. But it is widely used, and seems balanced. But Arcane, once again? For ALL runes?

​
Normal Runes:
Storm Chaser - Casting Energy Twister grants you a Wind Charge. You can store up to 3 Wind Charges at a time. Casting a Signature spell releases all Wind Charges as a giant Energy Twister that deals 75% weapon damage as LIGHTING per Wind Charge.

​
Inferno Runes:
No Rune = Firestorm – Unleash a slow moving twister of fire that deals CCC% weapon damage as FIRE over 6 seconds to everything in its path (a cross-between Wicked Wind and plain Energy Twister).

​
III) Hydra / Cost: 15 Arcane Power

 

Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 28% weapon damage as Fire. You may only have one Hydra active at a time.



26 Arcane Hydra - Summon an Arcane Hydra that spits Arcane Orbs, which explode on impact, causing 60% weapon damage as Arcane to enemies near the explosion.
33 Lightning Hydra - Summon a Lightning Hydra that electrocutes enemies for 64% weapon damage as Lightning.
38 Venom Hydra - Summon a poison breathing Hydra that leaves a pool of acid that causes 18% weapon damage per second as Poison to enemies who remain in the pool.
46 Frost Hydra - Summon a Frost Hydra that breathes a short range cone of frost, causing 36% weapon damage as Cold to all enemies in the cone.
56 Mammoth Hydra - Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 67% weapon damage per second as Fire to enemies caught on the burning ground.

 

​The God speaks:
Clavdivs, The God, endorses and uses this skill. Cosider this: in leveling process, since level XXVI, all Hydras deal similar amount of damage – various types, that is good, but about the same – bad for leveling. Consider this: Hydra deals ~LX+% weapon damage to a random target. Familiar does the same, for XX% (ok, plus varous bonuses, like XII% weapon damage). Magic Weapon does X% to a chosen target (plus varous bonuses). God leaves you to ponder upon this...

​
Normal Runes:
Are ok and well balanced, at least if goal is them to be without leveling curve.

​
Inferno Runes:
No Rune  Iron Hydra - Summon a metal Hydra that breathes a metal shards of at nearby enemies, dealing L% of physical damage per target, and causes it to bleed for a X% of weapon damage, for III seconds duration.





IV) Meteor / Cost: 60 Arcane Power

 

Summon an immense Meteor that plummets from the sky, causing 260% weapon damage as Fire to all enemies it crashes into. The ground it hits is scorched with molten fire that deals 60% weapon damage as Fire over 3 seconds.



29 Molten Impact - Increases the damage of the Meteor impact to 390% weapon damage as Fire and the molten fire to 90% weapon damage as Fire over 3 seconds.
34 Star Pact - Reduces the casting cost of Meteor to 35 Arcane Power and the damage type to Arcane.
43 Meteor Shower - Unleash a volley of 7 smaller Meteors that each strike for 104% weapon damage as Fire.
48 Comet  - Transforms the Meteor to ice that deals 312% weapon damage as Cold. The impact site is covered in a freezing mist that deals 72% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
58 Liquefy - If the initial impact of the Meteor causes a Critical Hit, the molten fire duration is increased to 8 seconds.

 

​The God speaks:
This is about only fire-exclusive skill. With casting effect reduced time, we are sure to see more of it, thus normal balancing will comence after 1.05 patch.

​
Normal Runes:
Are ok and well balanced. Congratulations.

​
Inferno Runes:
No Rune = Thunderstorm - Summon several thunders from the sky, causing CCC% weapon damage as Lighting to all enemies it crashes into. The enemies hit are slowed for LX% over 3 seconds.

Adding a Lighting-based rune as infernal is good for lighting-based wizard builds.

 

​

V) Blizzard / Cost: 45 Arcane Power

​

Call down shards of ice to pelt an area, dealing 210% weapon damage as Cold to all enemies in the area over 6 seconds. Multiple casts in the same area do not stack.

 

35 Grasping Chill - After the Blizzard ends, the ground is covered in a low lying mist for 3 seconds that Slows the movement speed of enemies by 60%.
42 Frozen Solid - Enemies caught in the Blizzard have a 20% chance to be Frozen for 3 seconds.
47 Snowbound - Reduces the casting cost of Blizzard to 20 Arcane Power.
54 Stark Winter - Increases the size of Blizzard to cover 22 yards, dealing 210% weapon damage as Cold over 6 seconds.
60 Unrelenting Storm - Increases the duration of Blizzard to deal 280% weapon damage as Cold over 8 seconds.



​The God speaks:
This is an ice-exclusive skill. Adding a Fire-based rune as infernal is good for fire-based wizard builds. Adding a Lighting one (replacing one of existing ones, that is, The God suggest Frozen Solid (Gathering Storm), with effect remaining the same, except enemies are stunned instead frozen, would also benefit lighting-based Wizzard)

 

​Normal Runes:
The most used rune is Stark Winter, which brings nothing special EXCEPT increased radius. Think about it. ALL radiuses should be increased, maybe not to Start Winter value, or EXACTLY to Start Winter value, and Stark Winter could get a new bonus, like dealing CCXL% weapon damage.

​
Inferno Runes:
No Rune = Firestorm – Instead of ice shards, a fire rains from the sky, dealing CC% damage as Fire to all enemies in area for VI seconds. Multiple casts in the same area do not stack. After the Firestorm ends, the enemies hit are ignited with fire, for III additional seconds, dealing XX% weapon damage as fire per second.

​
 

Conjuration



Clavdivs, The God, considers this a very badly balanced spell group. Some changes are announced for 1.05 patch, but nearly not enough. Still, divine thought would preffer to see them in working before calling hypothetical changes a real 'balances'.
Still, there is few points to consider:

 

Hydra/Familiar/Magic Weapon: (discussed earlier) – Hydra effectively being strong as both others combined. Created better (Hydra ~XXV%), then buffed for a good reason indeed 'to be equal with OP Poison Hydra'?!


Armors: Ice/Storm being infinitely weaker and almost never used compared to Energy Armor. Adding +XXX% armor to one, and +XXX% resistance to other (in whatever order) will be a nice STARTING of balancing



I) Ice Armor / Cost: 25 Arcane Power



Surround yourself in a barrier of ice. Melee attackers are either Chilled or Frozen for 2 seconds. Lasts 120 seconds.



21 Chilling Aura - Lower the temperature of the air around you. Nearby enemies are chilled, slowing their movement speed by 30%.
31 Crystallize - Whenever you are struck by a melee attack, your Armor is increased by 30% for 30 seconds. This effect can stack up to 3 times.
42 Jagged Ice - Melee attackers also take 130% weapon damage as Cold.
49 Ice Reflect - Melee attacks have a 25% chance to create a Frost Nova centered on the attacker, dealing 75% weapon damage as Cold.
53 Frozen Storm - A whirling storm of ice builds around you that deals 30% weapon damage as Cold over 3 seconds after casting Ice Armor.



The God speaks:
 

This is a rather unsuccessful replacement for Energy/Prismatic. Lets do some math, since it's obviously it hasn't been done well [The God sighs on months of 'balancing' results):

​

Wizard on inferno has, say thirty thousand HP, likely three thousand armor and three hundred resistance (this is beginner wizard, elders have lots more). Say, L% of attack is melee, which is not true, the 'excretion' attacks are not, but lets assume it is so.

​

By using mighty and feared Ice Armor, there is VI% reduction of damage, or MDCCC HP.

​

By using Force, there is +XXXV% or armor, or ~M armor, or ten thousand HP. By using Prismatic, there is some seven thousand HP more. Or, X times the Ice Armor values...



It is all nice and peachy when mentioned wizard walks the park, but second he had enough of insta-kills he reverts to... what? Oh, Force/Prismatic, what else? (Granted, The God manipulated the numbers a bit, The VI% is also increased by armor/resistance, but we are talking about VI% vs XXXV/XXV% still)



Not to mention that this values continue to increase with armor/resistance growth....



God stands firmly behind his pre-1.05 words, just a bit above, there will be no armor but Force, as long as other types don't give protection of similar values. Or, allow more than one armor types to be active, Storm Armor is an offensive spell in disguise, anyway, The God sees no reason for it to be active along the Force...

 



II) Storm Armor / Cost: 25 Arcane Power



Bathe yourself in electrical energy, shocking ranged and melee attackers for 70% weapon damage as Lightning. Lasts 120 seconds.



23 Reactive Armor - Whenever you are hit, you have a chance to be enveloped with a lightning shield for 6 seconds that shocks nearby enemies for 50% weapon damage as Lightning.
33 Power of the Storm - Reduce the Arcane Power cost of all skills by 3 while Storm Armor is active.
37 Strike Back  - Increase the damage of the shock to 91% weapon damage as Lightning.
43 Scramble - Increases your movement speed by 25% for 3 seconds whenever you are hit by melee or ranged attacks.
58 Shocking Aspect - Critical Hits have a chance to electrocute a nearby enemy for 35% weapon damage as Lightning



III) Magic Weapon / Cost: 25 Arcane Power



Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 5 minutes.

​

27 Electrify  - Attacks have a chance to cause lightning to arc to 3 nearby enemies, dealing 10% weapon damage as Lightning.

35 Force Weapon  - Increases the damage bonus of Magic Weapon to 15% damage, and gives up to a 2% chance to Knockback any enemies hit.
38 Conduit  - Attacks have a chance to restore 1 Arcane Power.
46 Venom  - Attacks poison enemies, dealing 15% weapon damage as Poison over 3 seconds.
55 Blood Magic - Attacks recover 1.5% of damage caused as Life.



IV) Familiar / Cost: 20 Arcane Power​



Summon a companion that will attack your targets for 20% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies and lasts for 5 minutes.

30 Sparkflint - Summon a fiery Familiar that increases the damage of all attacks by 12% while Familiar is active.
40 Dartling - Summon a lightning Familiar whose projectiles have a 100% chance to pierce through enemies.
44 Ancient Guardian - Summon a protective Familiar. When you are below 35% Life the Familiar will fully absorb damage from 1 attack every 6 seconds.
50 Arcanot - While the Familiar is active, you regenerate 2 Arcane Power per second.
57 Cannoneer - The Familiar's projectiles explode on impact, dealing 20% weapon damage as Arcane to all enemies within 6 yards.



V) Energy Armor / Cost: 25 Arcane Power



Focus your energies, increasing your Armor by 65% but decreasing your maximum Arcane Power by 20. Lasts 120 seconds.

32 Absorption  - You have a chance to gain 4 Arcane Power whenever you are hit by a ranged or melee attack.
41 Pinpoint Barrier - Increases your chance to critically hit by 5% while Energy Armor is active.
48 Energy Tap - Rather than decreasing your maximum Arcane Power, Energy Armor increases it by 20 while it is active.
54 Force Armor - While Energy Armor is active, incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.
60 Prismatic Armor - Increases all of your resistances by 40% while Energy Armor is active.



Mastery



Clavdivs, The God considers, Masteries one of worst aspects of Wizard class. Consquently, he currently uses none (though he did really big effort to make at least one viable – with a little success)



I) Explosive Blast / Cost: 20 Arcane Power / Cooldown: 6 seconds



Gather an infusion of energy around you that explodes after 1.5 seconds, causing 225% weapon damage as Physical to all enemies within 12 yards.



24 Unleashed - Reduces the casting cost of Explosive Blast to 10 Arcane Power.
29 Time Bomb - Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 315% weapon damage as Physical.
39 Short Fuse - Immediately release the energy of Explosive Blast for 225% weapon damage as Physical.
50 Obliterate - Increases the explosion radius to 18 yards for 225% weapon damage as Physical.
56 Chain Reaction - A chain of 3 consecutive explosions cascade off you, each causing 97% weapon damage as Physical.



​The God speaks:
Doing a fair amount of damage in a not-so-great range – ideally, wizard is AN ABOMINA... in center of group of enemies Then a cooldown. VI, maybe reduced to IV by passives and CM. Crystal Shell will be shattered in second in Inferno. Wave of Force can help, if one is readied. Frost Nova also. Teleport too. Perhaps Comet. So, this spell is bound to be a part of combo, without much use at it's own. And combo number is limited – furthermore, some exists only in divine mind (except "reversal" in all its stupidity). Skill can be fixed, but NOT as circular, no effect on creatures except damage, cooldown enough for wizard to be shred to pieces on Inferno. The God will ponder on this for a while, but all converges to a cone-like damage, delivered from the edge instead from the center of the group.



II) Mirror Image / Cooldown: 15 seconds



Summon 2 illusionary duplicates of yourself that last for 7 seconds and have 25% of your Life. The images may cast some of the same spells as you, but those spells deal no damage.

31 Simulacrum - Increase the Life of your Mirror Images to 100% of your own.
37 Duplicates - Summon 5 Mirror Images that have 25% of your Life each.
45 Mocking Demise - When a Mirror Image is destroyed, it explodes, doing 45% weapon damage as Physical and has a 50% chance to Stun for 2 seconds.
51 Extension of Will - The duration of your Mirror Images is increased to 10 seconds and their Life is increased to 29% of your Life.
58 Mirror Mimics  - Spells cast by your Mirror Images will do 10% of the damage of your own spells.



​The God speaks:
Duplicates are ONLY viable rune. Therefore, solution is straight forward – up to III (with reduced cooldown to XII) or IV illusions (no cooldown change).



​Normal Runes:
Duplicates to XXX% life, to compensate general buff

​
Inferno Runes:
No Rune  Soul Reflection  – Summons one Mirror Image with a C% of life, with no limit on duration. Reflection does XX% damage, with a XX% lifesteal, all the excess HP going to Wizard. When Reflection dies, or another Reflection is cast, there is a X seconds cooldown.

​

III) Archon / Cost: 25 Arcane Power / Cooldown: 120 seconds



Transform into a being of pure Arcane energy for 15 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities, and your Armor and resistances are increased by 40%. Every enemy killed while in Archon form adds 1 seconds to the duration of Archon.



36 Arcane Destruction - An explosion erupts around you when you transform, causing 1600% weapon damage as Arcane to all enemies within 15 yards.
40 Teleport - Archon form can now cast Teleport with a cooldown of 10 seconds.
46 Pure Power - Decreases the cooldown of Archon to 100 seconds.
52 Slow Time - Archon form can cast Slow Time that lasts for 15 seconds.
60 Improved Archon - Increases the damage of all Archon abilities by 25%.



​The God speaks:
Archon is backbone of so-called Archon-build. This build is in existance only because it looks cool and powerful, reason being not the players (The God among them) which invested time and skill to make it work, but bad initial design of both spells and runes. Luckily, a very cool design – easily fixed by divine intellect. To be effective, build requires huge investment in gear, and so it's way to exclusive (and players with that kind of gear can play ANY build, lets face it). So, The God will make skill useful right from the start, and avoid imbalance of constant-archon.

​

​The Skill fix:
Transform into a being of pure Arcane energy for XXV seconds. While in Archon form, your normal abilities are replaced by more powerful Archon abilities, and your resistances are increased by L%. Archon gets a XXX% chance to dodge and (capped) XL%  movement speed. No armor or melee/ranged reduction bonus inherited from other skills is transferred to Archon, and neither is dodge%.


Archon can move and cast Disintegrate at the same time. Every enemy killed while in Archon form adds 1 second to the duration of Archon. Maximum duration of Archon is LXXX seconds, after which Archon cannot be summoned for XL seconds (maximum time player can spend in Archon form is limited by two thirds).

 

THE COOLDOWN REDUCING MECHANISMS DOESN'T WORK ON ARCHON OR ARCHON SKILLS.



​Normal Runes:
36 Arcane Destruction - An explosion erupts around you when you transform, causing 1600% weapon damage as Arcane to all enemies within 15 yards.
40 Teleport - Archon form can now cast Teleport with a cooldown of VII seconds. When transforming back into Wizard, a Slow Time (Time Shell) is cast.
46 Power Surge - Archon saps the energy from surrounding, regaining V% per second. If HP is full, Archon reflect sufficit back as Arcane damage. When transforming back into Wizard, all enemies in 15 yards are stunned for III seconds.
52 Slow Time - All enemies surrounding Archon in 12 yards radius have movement speed reduced by L% and attack speed by XXX%. When transforming back into Wizard, all enemies in 15 yards are remain slowed for III seconds.
LV Destruction Archon – Increases the damage of Archon Disintegrate ability by 25%. When transforming back into Wizard, all enemies in 15 yards are damaged for XV% of Archon weapon damage.



​Inferno Runes:
No Rune =  Blood Archon – Archon gets 2% of damage dealt back as HP. When transforming back, Wizard is always at full HP.

​

Overally, new Archon is tougher (dodge vs armor), more menacing (increased speed – also model could be some X-XX% bigger), easier to play on all levels (both while leveling and inferno; also on less-populated areas), while still cannot be made into permanent killing machine. If needed, times and values can be adjusted – after all, this is a new spell using zero resources. Left button is always set to 'move', right to Disintegrate, while other skills are set to '1' and '2'

© 2012 by Tiberius Claudius Caesar Augustus Germanicus, The God

Save Diablo III

by Tiberius Claudius Caesar Augustus Germanicus, The God

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