"If you don't mind getting in melee range"
Are you serious?
Yeah so you think that a skill is unbalanced on a caster because it does as much as a signature spell does passively at close range over time. You have to invent a scenario where it does 400%, Anyone can invent best possible scenarios. In them certain skills do 100000% given enough enemies....Every skill must be unbalanced because of random peoples blatant cognitive dissonance.
There is no truly viable melee build for a wiz as they don't receive the 30% passive damage reduction of the melee classes.
If you can't do an immense amount of damage at close range as a wizard, (not as if this even does) you will be dead.
This is your point? Arcane Orbit? A situational skill? And a bunch of synergies for your best possible scenario.
Are people still unfamiliar with the randomness of diablo, difficulty level unforeseen differences from fight to fight, or does every fight amount to everything going perfectly according to how you imagine it.....
I wonder what game you people are used to....
That is kind of odd how they shoved that whole melee wizard down our throats at first, and now they have this buff to melee for 30% dmg reduction.
I said the idea was fail from the start....
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
If you don't mind getting in melee range, I think the Arcane Orbit rune sounds horribly OP. I've been toying around with close range builds and sure enough... "just add Arcane Orb" popped into my head and it's a ton better than the other close range skills.
I'd find a more controlled damage dealing ability than only orbiting and reflective armor.
At least swap the nova for wave of force or ray of frost runed into AoE, not like you need to freeze guys with that build.
And you really don't need to focus on AP regen with that build, you basically got no big spenders of AP and I see you will be mostly using Arcane Orb once in 4-5 sec and your Signature spell. Swap prodigy (passive) and the rune on your signature spell and you could be more offensive while keeping all your defenses and basic AP use.
"If you don't mind getting in melee range"
Are you serious?
Yeah so you think that a skill is unbalanced on a caster because it does as much as a signature spell does passively at close range over time. You have to invent a scenario where it does 400%, Anyone can invent best possible scenarios. In them certain skills do 100000% given enough enemies....Every skill must be unbalanced because of random peoples blatant cognitive dissonance.
There is no truly viable melee build for a wiz as they don't receive the 30% passive damage reduction of the melee classes.
If you can't do an immense amount of damage at close range as a wizard, (not as if this even does) you will be dead.
This is your point? Arcane Orbit? A situational skill? And a bunch of synergies for your best possible scenario.
Are people still unfamiliar with the randomness of diablo, difficulty level unforeseen differences from fight to fight, or does every fight amount to everything going perfectly according to how you imagine it.....
I wonder what game you people are used to....
What is your deal? You get that upset about something when you're basing everything off of unknowns? It's one thing to say, yeah melee range with a wizard PROBABLY won't work because things will hit too hard, but it's another thing entirely to berate someone about an idea WHEN WE DON'T KNOW IF IT WILL WORK OR NOT YET BECAUSE THE GAME ISN'T RELEASED.
Here are the facts that we DO KNOW.
- Barb/Monk gets 30% DR. This is the only advantage the classes have compared to a wizard (they can wear the same armor, etc.)
- If needed, could offhand a shield
- Ice Armor increases armor by 75%
- Slow Time allows you to dodge ranged attacks
- Blur gives +20% DR
My build right here, http://us.battle.net...gfRY!cXU!YYZZZc would be less squishy than a Barb that goes for a DPS build. Even if a barb takes 1 defensive passive, they will be about the same. If a barb goes all out on defensive abilities, he will be more survivable but I don't think blizzard will design the game in a way that the barb HAS to do that.
So please, next time, be a little more open minded before you think someone is an idiot.
If you don't mind getting in melee range, I think the Arcane Orbit rune sounds horribly OP. I've been toying around with close range builds and sure enough... "just add Arcane Orb" popped into my head and it's a ton better than the other close range skills.
I'd find a more controlled damage dealing ability than only orbiting and reflective armor.
At least swap the nova for wave of force or ray of frost runed into AoE, not like you need to freeze guys with that build.
And you really don't need to focus on AP regen with that build, you basically got no big spenders of AP and I see you will be mostly using Arcane Orb once in 4-5 sec and your Signature spell. Swap prodigy (passive) and the rune on your signature spell and you could be more offensive while keeping all your defenses and basic AP use.
I was assuming that if you're in melee range it will only take 1-2 seconds to have the orbiting orbs hit monsters. I'm not sure how quickly the orbs orbit you. I don't think there has been any videos out on this rune yet If the orbs get used up pretty quickly I think I'll need all that AP generation to keep it going. Arcane Orb isn't cheap.
If you're right, your ideas are great though We shall see. I was also thinking that I might need teleport to deal with summoner type enemies. I would replace magic weapon or slow time.
My build right here, http://us.battle.net...gfRY!cXU!YYZZZc would be less squishy than a Barb that goes for a DPS build. Even if a barb takes 1 defensive passive, they will be about the same. If a barb goes all out on defensive abilities, he will be more survivable but I don't think blizzard will design the game in a way that the barb HAS to do that.
So please, next time, be a little more open minded before you think someone is an idiot.
You should take in count that even a dps oriented barb will still have alot more life and armor than a melee oriented wizz, just because of his equipment.
Everyone's using Arcane Orb and then you ask why the wizard takes about 20% more time to kill SK then the other 4 classes.
Arcane Orb Damage/AP ratio is not good at all compered to other wizard's choices (and compered to other classes). Ray of Frost, Desintegrate and Arcane Torrent are all stronger single target spells. I think you can even build an wizard with Arcane Orb as main attack. you will problably be a beast against normal monsters and even champions but will 've hard time against bosses and rares.
In this case i think Tap the Source would be by far the best option as it turns Arcane Orb in an decent single target spell due the high DpAP. Still it's not a "must have choice".. Other options are stronger against bosses and rares but weaker against the rest.
The only reason why arcane orb is so popular in the beta is because you out level and out gear the content easilly. Because of that you have way more damage you should and if you use strong spells (in terms of DpAP) you end up overkilling monsters. In beta the greater the AoE, the better, even if your spell is not that strong. But against the SK for exemple, Ray of Frost > Arcane Orb by far.
Arcane Orb is nowhere near as good as some people like to think it is.
The ball explosion is only in a 5 yard radius from the point of impact. The problem is that more often than not it will explode on the front mobs, thus the back half of the explosion area does nothing. In other words, for all extensive purposes the effective area of the explosion is a 5 yard semi-circle.
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Arcane Orb is nowhere near as good as some people like to think it is.
The ball explosion is only in a 5 yard radius from the point of impact. The problem is that more often than not it will explode on the front mobs, thus the back half of the explosion area does nothing. In other words, for all extensive purposes the effective area of the explosion is a 5 yard semi-circle.
It's actually "intents and purposes" not "extensive purposes", just so you know
But I totally agree. You have to aim it at the right part of the group to get the maximum damage out of it. Similar to bowling, actually. The ball has to hit the right "pocket" to get a strike. Otherwise, you'll end up with pins left standing.
Are you serious?
Yeah so you think that a skill is unbalanced on a caster because it does as much as a signature spell does passively at close range over time. You have to invent a scenario where it does 400%, Anyone can invent best possible scenarios. In them certain skills do 100000% given enough enemies....Every skill must be unbalanced because of random peoples blatant cognitive dissonance.
There is no truly viable melee build for a wiz as they don't receive the 30% passive damage reduction of the melee classes.
If you can't do an immense amount of damage at close range as a wizard, (not as if this even does) you will be dead.
This is your point? Arcane Orbit? A situational skill? And a bunch of synergies for your best possible scenario.
Are people still unfamiliar with the randomness of diablo, difficulty level unforeseen differences from fight to fight, or does every fight amount to everything going perfectly according to how you imagine it.....
I wonder what game you people are used to....
I said the idea was fail from the start....
Epicurus
I'd find a more controlled damage dealing ability than only orbiting and reflective armor.
At least swap the nova for wave of force or ray of frost runed into AoE, not like you need to freeze guys with that build.
And you really don't need to focus on AP regen with that build, you basically got no big spenders of AP and I see you will be mostly using Arcane Orb once in 4-5 sec and your Signature spell. Swap prodigy (passive) and the rune on your signature spell and you could be more offensive while keeping all your defenses and basic AP use.
Something around this: http://us.battle.net/d3/en/calculator/wizard#bZgfRc!fXU!ZYZZZb
http://www.d3unlimited.com
What is your deal? You get that upset about something when you're basing everything off of unknowns? It's one thing to say, yeah melee range with a wizard PROBABLY won't work because things will hit too hard, but it's another thing entirely to berate someone about an idea WHEN WE DON'T KNOW IF IT WILL WORK OR NOT YET BECAUSE THE GAME ISN'T RELEASED.
Here are the facts that we DO KNOW.
- Barb/Monk gets 30% DR. This is the only advantage the classes have compared to a wizard (they can wear the same armor, etc.)
- If needed, could offhand a shield
- Ice Armor increases armor by 75%
- Slow Time allows you to dodge ranged attacks
- Blur gives +20% DR
My build right here, http://us.battle.net...gfRY!cXU!YYZZZc would be less squishy than a Barb that goes for a DPS build. Even if a barb takes 1 defensive passive, they will be about the same. If a barb goes all out on defensive abilities, he will be more survivable but I don't think blizzard will design the game in a way that the barb HAS to do that.
So please, next time, be a little more open minded before you think someone is an idiot.
I was assuming that if you're in melee range it will only take 1-2 seconds to have the orbiting orbs hit monsters. I'm not sure how quickly the orbs orbit you. I don't think there has been any videos out on this rune yet If the orbs get used up pretty quickly I think I'll need all that AP generation to keep it going. Arcane Orb isn't cheap.
If you're right, your ideas are great though We shall see. I was also thinking that I might need teleport to deal with summoner type enemies. I would replace magic weapon or slow time.
You should take in count that even a dps oriented barb will still have alot more life and armor than a melee oriented wizz, just because of his equipment.
http://d3db.com/tool/calculator/wizard/13719
Arcane Orb Damage/AP ratio is not good at all compered to other wizard's choices (and compered to other classes). Ray of Frost, Desintegrate and Arcane Torrent are all stronger single target spells. I think you can even build an wizard with Arcane Orb as main attack. you will problably be a beast against normal monsters and even champions but will 've hard time against bosses and rares.
In this case i think Tap the Source would be by far the best option as it turns Arcane Orb in an decent single target spell due the high DpAP. Still it's not a "must have choice".. Other options are stronger against bosses and rares but weaker against the rest.
The only reason why arcane orb is so popular in the beta is because you out level and out gear the content easilly. Because of that you have way more damage you should and if you use strong spells (in terms of DpAP) you end up overkilling monsters. In beta the greater the AoE, the better, even if your spell is not that strong. But against the SK for exemple, Ray of Frost > Arcane Orb by far.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
The ball explosion is only in a 5 yard radius from the point of impact. The problem is that more often than not it will explode on the front mobs, thus the back half of the explosion area does nothing. In other words, for all extensive purposes the effective area of the explosion is a 5 yard semi-circle.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
It's actually "intents and purposes" not "extensive purposes", just so you know
But I totally agree. You have to aim it at the right part of the group to get the maximum damage out of it. Similar to bowling, actually. The ball has to hit the right "pocket" to get a strike. Otherwise, you'll end up with pins left standing.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."