I really hope they put some magical shields and swords for wizards in Diablo 3. Running a wizard around with sword and shield looks so cool, and it would be a nice to use a shield because you'll probaly lack some defence as a wizard.
Yes because magic types typically run around with swords and shields....
They have already said they want to avoid having mages running around in heavy armor, I would think it stands to reason they would want them to stay away from the larger weapons and shields as well.
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[SIGPIC][/SIGPIC]"Fool! You have just ensured the doom of this world. You cannot even begin to imagine what you've set in motion this day. Go to the Temple of Light, in the eastern ciry of Kurast. There you will find the gate to Hell opened before you. You must find the courage to step through that gate Marius. Take the stone you hold to the Hellforge, where it will be destroyed. Now run! Take the stone and run!"
Yes because magic types typically run around with swords and shields....
They have already said they want to avoid having mages running around in heavy armor, I would think it stands to reason they would want them to stay away from the larger weapons and shields as well.
Where did you read that ?
Actually wizard's have a large number of melee combat oriented talents in the Conjure tree, wich makes me think that she will problably have a good melee tree just like the old soc.
I read in one of the early things on here that the designers were really wanting to differentiate the equipment that characters would use and that part of the reason the attributes were the way they were was to keep something like mages running around in heavy plate armor and such.
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[SIGPIC][/SIGPIC]"Fool! You have just ensured the doom of this world. You cannot even begin to imagine what you've set in motion this day. Go to the Temple of Light, in the eastern ciry of Kurast. There you will find the gate to Hell opened before you. You must find the courage to step through that gate Marius. Take the stone you hold to the Hellforge, where it will be destroyed. Now run! Take the stone and run!"
I think it would be really cool, if for a wizard, that she could have a % chance to either use her staff to block an attack, or the orb she holds in her hand to make a magical shield that instantly appears and fades away..
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"Not Even Death Can Save You From Me" ~ Diablo (II)
I read in one of the early things on here that the designers were really wanting to differentiate the equipment that characters would use and that part of the reason the attributes were the way they were was to keep something like mages running around in heavy plate armor and such.
Thats kind of strange because it contradicts with one of the Wilson's interview were he say the character customisation by items will be very strong - so oponening the possibilities in a way that everyone can use everything is the way to go. This also explain the auto stats distribution: choosing stats is dispensable once a good equipament customisation can reach execly the same effect pluss the advantage of equipament are not definitive and are bound to one of the most fun aspects of the game, the trading. For exemple: I'm a wizard and i'm pissed off because i could put 200 points in vit on my soc to raise her health and now i'm stuck with a fragility that every single wizard suffers from! Not true - you can seek for gear that increase defense and health, this way you can get read of your fragility by hunting items and trading then with other players. And dislike your soc, you are not stuck with your 200 vit forever, you can seek a gear that raise other stuff like spell damage if you want to play with a more agressive wizard.
I read in one of the early things on here that the designers were really wanting to differentiate the equipment that characters would use and that part of the reason the attributes were the way they were was to keep something like mages running around in heavy plate armor and such.
1. You made that up.
2. Your sentiment is contradictory, because instead of needing to have stats for the sole purpose of being able to wear items (since they were absolutely useless beyond that and the only other purpose is to put the rest of the points into Vitality) you will receive different stats from items, which are not class-specific and which you are encouraged to experiment with in order to make a build that works for you. It has been confirmed numerous times that the only class-specific items in the game will be some very specific weapons and off-hands (like Claws and Trophies were in D2, for example).
But anyway..I agree that wizards look cool with sword/dagger and shield. But since each class will have their own armour models I hope wizard ones will look more wizard-like (fancy robes). They can make those robes look stronger by adding chainmail or plate features. The heavy armor looked stupid on sorcs in D2.
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Apparently freezing yourself is fatal. HOW ARE YOU PEOPLE COPING?!
Then what about the witch doctor? http://www.blizzard.com/diablo3/media/artwork.xml#8
As seen on this piece of artwork the witch doctor has some kind of tribal shield. Do you think they will give every shield this "jungle" look? Because I think it's pretty lame if you're running around with a witch doctor wielding a kiteshield or towershield.
Actually wizard's have a large number of melee combat oriented talents in the Conjure tree, wich makes me think that she will problably have a good melee tree just like the old soc.
Yeah she can conjure weapons.. this means she has a Staff or something at hand and she conjures the weapons to do the melee combat.. not that the Wizard itself does the combat.
Imo if you wear sword and shield, you can't cast spells.
Well, if we knew how the auto stat system is going to work we could have guessed whether a Wizard will be able to wear heavy armors and wield heavy shields and swords... I think that you would have to somehow focus your play from a low level on a sword and shield as a wizard so your strength would go higher as you level, or something like that.
I personally liked how in d2 you could look like a robot with full plate armors with the sorc... I just wanna see the male Wizard wearing full Tal Rasha, or whatever the new Wizard set will be called.
2. Your sentiment is contradictory, because instead of needing to have stats for the sole purpose of being able to wear items (since they were absolutely useless beyond that and the only other purpose is to put the rest of the points into Vitality) you will receive different stats from items, which are not class-specific and which you are encouraged to experiment with in order to make a build that works for you. It has been confirmed numerous times that the only class-specific items in the game will be some very specific weapons and off-hands (like Claws and Trophies were in D2, for example).
Here is where I got that idea from-granted it was on a topic posted 6 months ago so I kind of got off on the exact meaning of the post but here you go:
Re: Auto Stats and Vitality
Blizzard said that items will not have any stat requirements, so you can have anything on any character (which is more realistic), but it will affect that character in a certain way so that you will have to choose accordingly. This will probably be done with the sort of stats that the items add, so that for example you want an axe on a wizard, but it adds a ton of strength and no energy, so it will not be that good to a wizard. I support Blizz on this, because I am more of a fan of realism in these things, even though it's a different universe etc. I think that classes should stick to what they do best, you chose the class to begin with, so what's the point of for example changing to a sword-weilding witch doctor when you can pick a barbarian, who compliments the use of a sword?
Granted as I said I have gotten the actual reasoning behind it a little mixed up in the last 6 months, but the idea still holds true. Thanks for calling me a liar and all that by the way.
And yes, I agree with illuvatar, classes should stick with what they do best. Magic users shouldn't be running around in full plate sacred armor anymore then barbs should be running around in Robes or wielding rods and teleporting.
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[SIGPIC][/SIGPIC]"Fool! You have just ensured the doom of this world. You cannot even begin to imagine what you've set in motion this day. Go to the Temple of Light, in the eastern ciry of Kurast. There you will find the gate to Hell opened before you. You must find the courage to step through that gate Marius. Take the stone you hold to the Hellforge, where it will be destroyed. Now run! Take the stone and run!"
Yeah she can conjure weapons.. this means she has a Staff or something at hand and she conjures the weapons to do the melee combat.. not that the Wizard itself does the combat.
Imo if you wear sword and shield, you can't cast spells.
Cleary melee oriented skills in the wizard's conjure tree:
Weapon Mastery
Rank 0/15
Increase physical damage done by all weapons by 15%.
More melee oriented is impossible.
Talent Modifiers
Conjured Armor
Rank 0/15
Magical armor surrounds the wizard, increasing block chance by 2%.
Whats the point in increasing block rate if you don't use a shield?
Magic Weapon
Rank 0/1
Mana Cost: 10
Imbue your weapon with magical energy granting it increased damage.
it does not conjure weapons, it increase the weapon damage just like Soc's Enchant.
Magical Impact
Rank 0/15
Increases damage of all spells by 15% of your weapon damage.
Whats the point of this talent if you're not allowed to have a decent/high weapon damage?
Other skills that may work fine with a non melee wizard, but may work brilhant in one:
Damage Resistant
Rank 0/15
Increases armor by 5% and all resistances by 4%.
Stone Skin
Rank 0/1
Mana Cost: 12
Shield yourself with rock and stone, absorbing 30 damage. Lasts 8 seconds.
Those 2 skills may work fine with any kind of character, but sounds a must have for any melee one.
Conjured Health
Rank 0/15
Increases total health by 8% and the health of your conjured images by 12%.
Like the stone skin and the armor, HP are much more needed in a character that fights in close combat (and take damage all the time).
Conjured Power
Rank 0/15
Increased damage done by spells by 1% for every 10 points of vitality.
This allows you to focus on HP and at the same time increase the damage of your spells. Cleary the kind of stuff that a melee character would benefict.
Slowing Strikes
Rank 0/15
Enemies damaged by your melee attacks, Spectral Blade or Magic Weapon have their movement speed reduced by 30% and their attack speed reduced by 20% for 4 seconds.
Again, another skill that makes much more sense in a close combat attacker.
Armor Piercing
Rank 0/15
Conjured and physical damage decreases the armor of armored enemies.
It decreases ARMOR. Wich means it increase the PHYSICAL (not elementa/magicall) damage taken by the enemy.
Most of the active skills also sounds to work fine with melee oriented wizard: - they are not instant damage nukes like the ones in the Arcane and in the Storm tree. They are kind of damage over time that acts alone, wich means you can summon a hydra and a acid cloud and strike your enemies with melee attacks at the same time.
All this makes me think that we will have a very viable melee wizard to play. Of course they can change the whole concept of the conjure tree - but i doubt because before they creat the skills and announce it in a demo they develomp all the concept behind the class and every tree of this class.
Hmmm it seems that spells will be auto casted when you are hitting your enemies with a sword, like in d2 the chance of getting some spell on items to cast... But i think it will happen more often as it can be raised by skills...
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Yes because magic types typically run around with swords and shields....
They have already said they want to avoid having mages running around in heavy armor, I would think it stands to reason they would want them to stay away from the larger weapons and shields as well.
Where did you read that ?
Actually wizard's have a large number of melee combat oriented talents in the Conjure tree, wich makes me think that she will problably have a good melee tree just like the old soc.
Enchant is pretty much a ground breaking skill.
Thats kind of strange because it contradicts with one of the Wilson's interview were he say the character customisation by items will be very strong - so oponening the possibilities in a way that everyone can use everything is the way to go. This also explain the auto stats distribution: choosing stats is dispensable once a good equipament customisation can reach execly the same effect pluss the advantage of equipament are not definitive and are bound to one of the most fun aspects of the game, the trading. For exemple: I'm a wizard and i'm pissed off because i could put 200 points in vit on my soc to raise her health and now i'm stuck with a fragility that every single wizard suffers from! Not true - you can seek for gear that increase defense and health, this way you can get read of your fragility by hunting items and trading then with other players. And dislike your soc, you are not stuck with your 200 vit forever, you can seek a gear that raise other stuff like spell damage if you want to play with a more agressive wizard.
2. Your sentiment is contradictory, because instead of needing to have stats for the sole purpose of being able to wear items (since they were absolutely useless beyond that and the only other purpose is to put the rest of the points into Vitality) you will receive different stats from items, which are not class-specific and which you are encouraged to experiment with in order to make a build that works for you. It has been confirmed numerous times that the only class-specific items in the game will be some very specific weapons and off-hands (like Claws and Trophies were in D2, for example).
Where does that info come from?
But anyway..I agree that wizards look cool with sword/dagger and shield. But since each class will have their own armour models I hope wizard ones will look more wizard-like (fancy robes). They can make those robes look stronger by adding chainmail or plate features. The heavy armor looked stupid on sorcs in D2.
http://www.blizzard.com/diablo3/media/artwork.xml#8
As seen on this piece of artwork the witch doctor has some kind of tribal shield. Do you think they will give every shield this "jungle" look? Because I think it's pretty lame if you're running around with a witch doctor wielding a kiteshield or towershield.
Imo if you wear sword and shield, you can't cast spells.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
I personally liked how in d2 you could look like a robot with full plate armors with the sorc... I just wanna see the male Wizard wearing full Tal Rasha, or whatever the new Wizard set will be called.
Was Tal Rasha a sorcerer or a wizard?...
Here is where I got that idea from-granted it was on a topic posted 6 months ago so I kind of got off on the exact meaning of the post but here you go:
Granted as I said I have gotten the actual reasoning behind it a little mixed up in the last 6 months, but the idea still holds true. Thanks for calling me a liar and all that by the way.
And yes, I agree with illuvatar, classes should stick with what they do best. Magic users shouldn't be running around in full plate sacred armor anymore then barbs should be running around in Robes or wielding rods and teleporting.
Cleary melee oriented skills in the wizard's conjure tree:
Weapon Mastery
Talent Modifiers
Magic Weapon
Magical Impact
Other skills that may work fine with a non melee wizard, but may work brilhant in one:
Damage Resistant
Conjured Health
Conjured Power
Slowing Strikes
Armor Piercing
Most of the active skills also sounds to work fine with melee oriented wizard: - they are not instant damage nukes like the ones in the Arcane and in the Storm tree. They are kind of damage over time that acts alone, wich means you can summon a hydra and a acid cloud and strike your enemies with melee attacks at the same time.
All this makes me think that we will have a very viable melee wizard to play. Of course they can change the whole concept of the conjure tree - but i doubt because before they creat the skills and announce it in a demo they develomp all the concept behind the class and every tree of this class.