i search wizard about 4-5 days , i read many forums and i want to discuss whit you . However they changed many things and they will changed many of too but i want to discuss basic principles of wizard.
My first hypothesis ; i saw 3 types of wizards played or searched games.
1-fire 2-ice 3-lightning
At DiabloIII similiar thing happen , eventually we must chose one of them ,
On the other hand every type changes whit one skill and one rune.
As you know fire have more damage , ice ( frost ) have slow abilities , lightning have chain and stunning.
The real question is if we combine them , will it be successful or epic failure?
I try it at the other games , but i dont say i m the hot shot, maybe i'm weak or system gives you just one oppurtunity to become a master..
U may be a warrior but will you be a hero? ( whit your unique abilities )
This isn't diablo2 People who choose pure "ice" "lightning" "fire" etc builds are usually just trying for a gimmick build. The spells have synergies outside of the dmg types, and its likely often better to mismatch.
Well with the way that Blizzard has been stating, there is going to be a lot of benifits with experimenting with builds. While a wizard might be exceptionally strong if using straight Fire, Frost, Lightning, or Arcane, you also have to remember monsters with immunities. In Diablo II, there was a Fallen Shaman who was immune to fire. So it probably will be best to mix and match to a certain degree, though specializing in one area with the passive skills will make killing and leveling easier.
Don't think there are any immunities in D3. Also, if you are say an ice wizard and you come across some mobs who are highly resistant to cold dmg, you could easily switch spells. This isn't D2, your not forced to use w/e you have.
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I hope i never forgot Arcane wiz its an amazing skill btw , i think its a unique form of wizard , not a type..
4 wizard in a party , i dont know maybe good at pvm becouse of aoe damages btw not good at bosses or some high lvl monsters needs tank.
Why parties search for 2 wizard?one wizard isnt enough?becouse of why?ice and fire?
I believe that two Wizards in a Party, can combined deal out allot of damage.
One can go for slowing, stunning, freezing enemies, while the other focuses on some serious Meteor Power.
This will greatly improve the damage the group can deal.
It's more of a cc'thing than damage thing anyway.
as for now Wizards deal awesome aoe, but in beta Barbs and Monk do like twice as more damage as single target dps.. so i don't really see much of reason to take more then one wiz in party
What i believe is that Blizzard intentionally made some classes scale totally different throughout the game.
For example, i believe that Barbs will have a static scale in survivablity/damage etc, throughout the gear they optain.
Where i believe that Wizards, are early game with basically no gear pretty OP, then during mid game and early late, which is nightmare and hell, they are pretty weak without gear, and later when they get their gear, they will be pretty OP as well, where other classes will be as well.
For example a Demon Hunter will barely need gear to perform good, if played well enough he can get out of most of the damage, while deal out allot of damage on the move.
it was after i looked updated p13 calculator )= Frenzy barb looks now as totally frigin killing machine.
And imho there's no Cold\Fire\Lighting\Arcane difference in d3, as there just 1-2 skills for each damage, and pretty much nothing to boost damage of particular group of skills. Ie all we have are Black Ice that boost cold damage against chilled and frozen targets and Confraglation (only burn target and then cast anything)
Well Intelligence does Boost our Damage, as well as our Resistances.
What i have seen in the Beta is that, basically everything is Random.
As a Wizard you can have an Intelligence Shield, for Offhand, or an Orb/Book w/e.
Depends on whats the best upgrade for you, and what the Auction House has to offer if it does not drop for yourself.
But Arcane has it's own boost somewhat, i speculate that Archon has mostly Arcane spells, and with Crimson Familiar, you'll be able to get a nice Boost in damage, what you will have to sacrifice for it, is probably movement, cc or an armor spell. ( Teleport, Frost Nova, any Armor spell).
But i guess that is something too specific, and we will see how well it is in the finished game.
As for Blizzard/Meteor, they have passive damage Boosters, yea. But try to hit with them to deal out all the damage it does.
Arcane on the Other hand, can be pretty much certain to hit the target, you are targeting.
So maybe this extra damage is an exchange for the possibility to not deal any damage at all, by missing.
Well everything i was talking about is party related anyway.
Two Wizards, in a Group of 4 players, can deal out a ton of damage if they combine their abilities.
That was my statement if you read a few posts back.
One could go for Crimson Meteor+Crimson Familiar+Glass Canon+Conflag, while the other takes Frost Nova, Crimson Slow Time, Wave of force, and crimson Archon.
That ofc is just an example which i came up in 1min, but maybe change one or two spells and it could work in a party of 4 players ofc.