Obsidian: The Wizard rips through time and space creating a black hole at the cursors location sucking in all projectiles from a wide range and enemies from a shorter range, enemies killing by the small dot of this suction are seen being warped into the void while any who survive the singularity's duration are treated to a subsequent explosion.
Crimson - red fiery bubble, and enemies killed inside the bubble explode and deal AoE fire damage.
Indigo - increases duration and range by 10/15/20/25/30/35/40%.
Golden - decreases Arcane cost and cooldown by 10/15/20/25/30/35/40%.
Obsidian - singularity (black hole) spell castable anywhere, sucks enemies from outside towards the centre and deals dmg/sec.
Alabaster - gives the spell a 1 sec cooldown, really small bubble (size of 1 monster), with low cost and low duration that you can use to "machine-gun" the battlefield with.
Not quite sure how to go about this since most of the logical ideas have been posted already. I suppose I will get a bit more original here, even if it might seem a little OP.
Reverse Time - Reduces the level/power of any enemy caught in the time dome. (For example in pvp, a level 60 would go down to 55 or it could be a continuous effect over time. NPC creatures would simply get weaker over time within the dome, which might give you a chance to kill them faster and more efficiently.)
This spell comes at the cost that they aren't actually slowed down any more, rather debuffed instead.
Most of the really interesting and reasonable ones have been taken, but I think the most likely ones to be used will be:
Reduce cost - Rune level reduces cost further
Increase Area of Effect - Rune level widens field further
Increase Slowing - Rune level makes projectiles even slower
Damaging: Damage per second while in field - Rune level increases damage
And my own personal idea:
Entropic: Randomly redirects some projectiles towards enemy targets - Rune level causes the projectiles to do more damage and increases the chance of projectiles being redirected.
Speed up time - DoTs ticks faster on enemies in bubble (like Saint Germaine of Castlevania)
ZA WARUDO - enemies in bubble are frozen in time however your casts are delayed but once time stop is done, all spells cast within the last 2 secs cast all at once.
Temporary send weak monsters to a pocket dimension. They return when the bubble wears out.
Crimson: increased bubble width and slowing effect
Indigo: revert time, monsters inside the bubble move backward, ranged attack hit back on the caster/launcher, very short duration, width increases with rune rank.
Obsidian: cast on a monster a small Arcane sphere which attract all ranged attacks (magical and physical), if the monster dies it explodes dealing out X% monster life as Arcane damage over Y radius
Alabaster: inside the bubble monsters got confused and attack each other
Golden: monster inside the bubble have X% chance to drop a magic item and gold drops are increased by Y%
Well I saw non stop teleportation in the demo vod. It's about how runes effect teleport, turning it into an attack skill.
I don't think just because it's an "attack skill" the cooldowns gone. Theey probably just removed the cd in the demo video to pace it up.
I'm also pretty sure that teleport won't be commonly used for damage, even with the option to put a rune which does that. Basically it's just the same old teleport, but with some added damage around you when you teleport. Probably nothing major, but a nice bonus. We'll have to see though, who knows.. teleport might become the new frozen orb :sorcerer:.
I don't have the quote handy but blizzard was saying something along the lines of how, and everyone knows this part, that they don't want to waste a ton of time balancing pvp by making spells less fun, but they did add that some things were balanced, like cooldowns added and damage reduced on certain things.
If you watch the wizard pvp clips on youtube you will see that tele has like idk, an 8 second CD or so, while in all the pvm clips there isn't a cooldown. It was just slightly nerfed for pvp, in pvm i believe you can spam it, it just eats a lot of your resource.
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*Send projectiles back at enemy ( maybe too much like monks ability?)
*Warp space ( and time)
Melee hit monsters in the bubble from your current location ( melee)
*Reverse effect Type 2 speed up time2, make cool down for all spells of you and any allies in bubble faster( faster cast, attack etc)
* take less damage from enemies, ( maybe it already does this?) since in a sense they are moving slower, they wouldnt hit as hard
* increase the amount of time your spells stay active while in the bubble, fire walls stay up longer, etc
- Reduced damage from projectiles within bubble
- Chance to reflect projectile when it hits bubble
Indigo - increases duration and range by 10/15/20/25/30/35/40%.
Golden - decreases Arcane cost and cooldown by 10/15/20/25/30/35/40%.
Obsidian - singularity (black hole) spell castable anywhere, sucks enemies from outside towards the centre and deals dmg/sec.
Alabaster - gives the spell a 1 sec cooldown, really small bubble (size of 1 monster), with low cost and low duration that you can use to "machine-gun" the battlefield with.
Hope you guys like any of them
Reverse Time - Reduces the level/power of any enemy caught in the time dome. (For example in pvp, a level 60 would go down to 55 or it could be a continuous effect over time. NPC creatures would simply get weaker over time within the dome, which might give you a chance to kill them faster and more efficiently.)
This spell comes at the cost that they aren't actually slowed down any more, rather debuffed instead.
Reduce cost - Rune level reduces cost further
Increase Area of Effect - Rune level widens field further
Increase Slowing - Rune level makes projectiles even slower
Damaging: Damage per second while in field - Rune level increases damage
And my own personal idea:
Entropic: Randomly redirects some projectiles towards enemy targets - Rune level causes the projectiles to do more damage and increases the chance of projectiles being redirected.
ZA WARUDO - enemies in bubble are frozen in time however your casts are delayed but once time stop is done, all spells cast within the last 2 secs cast all at once.
Temporary send weak monsters to a pocket dimension. They return when the bubble wears out.
I would like: "Creates a force wave that has a high chance to knockback enemies"
Indigo: revert time, monsters inside the bubble move backward, ranged attack hit back on the caster/launcher, very short duration, width increases with rune rank.
Obsidian: cast on a monster a small Arcane sphere which attract all ranged attacks (magical and physical), if the monster dies it explodes dealing out X% monster life as Arcane damage over Y radius
Alabaster: inside the bubble monsters got confused and attack each other
Golden: monster inside the bubble have X% chance to drop a magic item and gold drops are increased by Y%
I don't have the quote handy but blizzard was saying something along the lines of how, and everyone knows this part, that they don't want to waste a ton of time balancing pvp by making spells less fun, but they did add that some things were balanced, like cooldowns added and damage reduced on certain things.
If you watch the wizard pvp clips on youtube you will see that tele has like idk, an 8 second CD or so, while in all the pvm clips there isn't a cooldown. It was just slightly nerfed for pvp, in pvm i believe you can spam it, it just eats a lot of your resource.