Personally just cant see myself ever using slow time or magic missle (or any of its runes) and thats about it for me. everything else has potential imo.
** BOGGLE** These are the 2 most important spells I can think of for my wizard build. Magic Missile is a preference but Slow time is almost a must on every build I create. It just blows my mind how you don't like it.
Bottomline, it is all about preference. And someone out there will use the spells you don't like. Additionally about Hydra, I do agree that it seems lackluster especially with only have one out at a time, but I so so so so badly want the Hydra which drops a wall of fire. Weather I stick with it is another story.
Personally just cant see myself ever using slow time or magic missle (or any of its runes) and thats about it for me. everything else has potential imo.
** BOGGLE** These are the 2 most important spells I can think of for my wizard build. Magic Missile is a preference but Slow time is almost a must on every build I create. It just blows my mind how you don't like it.
Bottomline, it is all about preference. And someone out there will use the spells you don't like. Additionally about Hydra, I do agree that it seems lackluster especially with only have one out at a time, but I so so so so badly want the Hydra which drops a wall of fire. Weather I stick with it is another story.
Not really, there are facts thrown in as well. We do have most of the spell info atm...
Like magic missile split sucks balls.
That is a fact that supersedes any preferences.
There is no what if circumstance, or argument that could possibly be used to change this.
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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."
Like magic missile split sucks balls.
That is a fact that supersedes any preferences.
There is no what if circumstance, or argument that could possibly be used to change this.
There you go again Mysticjbyrd, constantly pushing your opinions on people.
No one mentioned a specific rune, and I personally was aiming for the Seeker Rune. But to your point, I would rather use Magic Missile Split than to use Shock Pulse or Explosive Bolts. I just don't like the spell in general. That is a preference.
I know in your minuscule closed off mind you cannot seem to comprehend this but ah well, I don't have to convince you. I'm paying for my copy of Diablo 3 and I'm playing it with any skill I want to. Again, preference and choice.
The damage mitigation provided by this skill only triggers after monster's hit you at least once. This really reduces the effectiviness of the skill imo. Also all the runes have kinda lackluster effects except for Jagged Ice and Chilling Aura.
* Magic Missile
* Energy Twister
* Magic Weapon
* Ice Armor
* Storm Armor (except, maybe, for the Shock Aspect rune)
I understand everything but magic weapon. Yeah... it's boring but it's a good skill for a build. +15% damage to all skills is good.
Sparkflint Familiar gives +12% damage bonus and hit enemies for 20% weapon damage. Magic Weapon bonus is 10%, not 15%.
The rune effects are also really, really weak. They all only proc on spectral blades, which shouldn't be spammed that often (because it's an freaking signature!).
Overall Sparkflint Familiar > Any Magic Weapon Version almost directly.
thats actually a good point. the runed magic weapons all have additional benefits, but it does seem like sparkflint may do similar damage or better. it all depends on fire rate of the familar tbh. if it's slow then magic weapon can still win by a lot, but if it's fast then mb a slight tweak would be in order. i think they are still close enough to warrant there being a decision to make between the two though.
Sparkflint Familiar gives +12% damage bonus and hit enemies for 20% weapon damage. Magic Weapon bonus is 10%, not 15%.
The rune effects are also really, really weak. They all only proc on spectral blades, which shouldn't be spammed that often (because it's an freaking signature!).
Overall Sparkflint Familiar > Any Magic Weapon Version almost directly.
It's 15% with the force weapon rune (pretty much the only magic weapon rune I've seen anyone ever use). I'd rather have +15% compared to +12% with a familiar shooting things for 20%.
I'm not sure what you're talking about only proccing on spectral weapon. I think you misunderstand how the skill works.
Obviously it's going to be good, but I just hate the whole idea of the spell. Same with the barb spell that transforms him into whatever that thing is...I just can't get into it.
Sparkflint Familiar gives +12% damage bonus and hit enemies for 20% weapon damage. Magic Weapon bonus is 10%, not 15%.
The rune effects are also really, really weak. They all only proc on spectral blades, which shouldn't be spammed that often (because it's an freaking signature!).
Overall Sparkflint Familiar > Any Magic Weapon Version almost directly.
It's 15% with the force weapon rune (pretty much the only magic weapon rune I've seen anyone ever use). I'd rather have +15% compared to +12% with a familiar shooting things for 20%.
I'm not sure what you're talking about only proccing on spectral weapon. I think you misunderstand how the skill works.
I'm under the impression "attacks" means weapon skills (ones without element like Spectral Blades) and normal attacks. If those bonuses works for all skills I think magic weapon is an interesting buff.
The familiar seens to attack whenever you attack someone http://www.youtube.com/watch?v=pejpQyQ-3SQ. This mean it effectively increase your single target damage by 20%. Comparing the two skills Force Weapon will only wield more damage when you cast a spell and that spell target 7 or more targets (3*7=21% extra damage). In all other cases Sparkflint's 20% bonus wins.
Hitting more then seven enemies are not uncommon, i agree, but i think sparkflint wins because of it's more wide utility. It is VASTLY superior against bosses (38% damage against single target) and just a little inferior against crowd (3% less for each monster your multitarget skill hits).
If you watch that video closely you'll notice that there's an internal cooldown. There are a few times near the middle of the video where it does not cast when you attack. It looks like the cooldown is at least a second or so. You can't bank on it casting 100% of the time so it's not a strict 20% buff to your damage. Also, keep in mind that it can miss the target... I will grant that the projectile is pretty quick though so against most mobs this won't be the case but some mobs are pretty fast and leap around!
I would say 4 targets is a better number to aim for which makes it pretty well balanced. Personally, I would prefer to do 3% extra damage to all monsters compared with 20% extra to a single target. There will be much less wasted damage this way due to less overkill. This is just a preference of course, I like AE damage.
If you're in a single target situation then Familiar is the best choice obviously.
Also seems to be if you have a 2hander you might not ever get hit by that sparkflint inner CD... because of those last couple seconds in the video, you see him barely stutter a bit between casts and the familiar matches both of his last casts with a bolt... cool stuff it might be just a 1 sec cd or something of the sort.
Magic Missile and Energy Twister are some really crappy skills. I honestly can't see myself ever using them. MAYBE if I wanted a kite build I'd use split missiles for an AoE slow... but I can't see myself using missiles over lightning in a normal build.
Explosion seems fairly crappy as well due to the cooldown and delay. I may give it a chance though.
so you're not going to use ranged spells? hmm thats smart get wacked in hell and see what happens to your soft little wizard, you will be blasting single mobs multiple times to even get them to half life better learn to play defensively until you get that champion decked. You will NOT be able to just run in guns blazing even the later acts of nightmare it will be difficult to stay alive, unless of course you get blessed with some very lucky drops on your way. Remember gear>skill in the world of Diablo (Sanctuary).
Sure its spammable, but if you are facing say 9 mobs. Even if you could hit the same 3 perfectly, you would only be able to spam Arcane missile to ensure they remained slowed. Meanwhile your dmg would be laughable... If you are going to use temporal flux for an aoe slow, you need a real aoe like Arcane orb or disintegrate.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Every ability someone has listed, I've thought of a use for in some build or another (with the possibly exception of Energy Twister, as currently implemented, but that's just a numbers-balancing game to make it comparable to arcane orb; particularly the stationary form.)
Magic Missile, which seems to be getting a lot of hate, is the best single-target sig spell (that is, best single-target damage) imo, unless it has a notably slower cast than everything else, which means that it will have a place in some builds (even if you might not want it all the time.)
Hydra is going to probably be in pretty much 100% of my Wizard builds, as it is an excellent, long-range, fire-and-forget spell with probably the highest damage/arcane power available, in at least some of its forms like poison and flamewall (attack rates and effect durations notwithstanding.) Similarly, I'm expecting to put Slow Time in probably all of my builds.
Every buff spell (that is, everything in the Conjuration group), has a place in some form and some build, and I expect that Diamond Skin and Archon will make sense for the right purposes too.
Arcane Torrent, Meteor, Explosion, etc, I've all seen listed, and some of these I just don't understand in a list of "have no use...."
I think the take-home message is that it's going to vary by person and play style, and there may in fact truly be no single right answer to a build, and probably for any given function for a build, there will be at least several equivalent variations. Keep in mind also that numbers *will* be tweaked.
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-Alamar
** BOGGLE** These are the 2 most important spells I can think of for my wizard build. Magic Missile is a preference but Slow time is almost a must on every build I create. It just blows my mind how you don't like it.
Bottomline, it is all about preference. And someone out there will use the spells you don't like. Additionally about Hydra, I do agree that it seems lackluster especially with only have one out at a time, but I so so so so badly want the Hydra which drops a wall of fire. Weather I stick with it is another story.
Like magic missile split sucks balls.
That is a fact that supersedes any preferences.
There is no what if circumstance, or argument that could possibly be used to change this.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Magic Missile may not be popular but it is the best single target signature spell with range. The other 3 either have less range or less total damage.
Energy twister is a fire and forget arcane dump. The unstable damage is why the dmg/6sec is pretty high.
All the armor spells have their little niche.
Slow time is one of the best defenses against ranged attacks
Power hungry is valued for very arcane power hungry builds and unstable anomaly equally useful for builds with a higher premium on safety.
There you go again Mysticjbyrd, constantly pushing your opinions on people.
No one mentioned a specific rune, and I personally was aiming for the Seeker Rune. But to your point, I would rather use Magic Missile Split than to use Shock Pulse or Explosive Bolts. I just don't like the spell in general. That is a preference.
I know in your minuscule closed off mind you cannot seem to comprehend this but ah well, I don't have to convince you. I'm paying for my copy of Diablo 3 and I'm playing it with any skill I want to. Again, preference and choice.
Sparkflint Familiar gives +12% damage bonus and hit enemies for 20% weapon damage. Magic Weapon bonus is 10%, not 15%.
The rune effects are also really, really weak. They all only proc on spectral blades, which shouldn't be spammed that often (because it's an freaking signature!).
Overall Sparkflint Familiar > Any Magic Weapon Version almost directly.
It's 15% with the force weapon rune (pretty much the only magic weapon rune I've seen anyone ever use). I'd rather have +15% compared to +12% with a familiar shooting things for 20%.
I'm not sure what you're talking about only proccing on spectral weapon. I think you misunderstand how the skill works.
Obviously it's going to be good, but I just hate the whole idea of the spell. Same with the barb spell that transforms him into whatever that thing is...I just can't get into it.
I'm under the impression "attacks" means weapon skills (ones without element like Spectral Blades) and normal attacks. If those bonuses works for all skills I think magic weapon is an interesting buff.
The familiar seens to attack whenever you attack someone http://www.youtube.com/watch?v=pejpQyQ-3SQ. This mean it effectively increase your single target damage by 20%. Comparing the two skills Force Weapon will only wield more damage when you cast a spell and that spell target 7 or more targets (3*7=21% extra damage). In all other cases Sparkflint's 20% bonus wins.
Hitting more then seven enemies are not uncommon, i agree, but i think sparkflint wins because of it's more wide utility. It is VASTLY superior against bosses (38% damage against single target) and just a little inferior against crowd (3% less for each monster your multitarget skill hits).
I would say 4 targets is a better number to aim for which makes it pretty well balanced. Personally, I would prefer to do 3% extra damage to all monsters compared with 20% extra to a single target. There will be much less wasted damage this way due to less overkill. This is just a preference of course, I like AE damage.
If you're in a single target situation then Familiar is the best choice obviously.
so you're not going to use ranged spells? hmm thats smart get wacked in hell and see what happens to your soft little wizard, you will be blasting single mobs multiple times to even get them to half life better learn to play defensively until you get that champion decked. You will NOT be able to just run in guns blazing even the later acts of nightmare it will be difficult to stay alive, unless of course you get blessed with some very lucky drops on your way. Remember gear>skill in the world of Diablo (Sanctuary).
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Magic Missile, which seems to be getting a lot of hate, is the best single-target sig spell (that is, best single-target damage) imo, unless it has a notably slower cast than everything else, which means that it will have a place in some builds (even if you might not want it all the time.)
Hydra is going to probably be in pretty much 100% of my Wizard builds, as it is an excellent, long-range, fire-and-forget spell with probably the highest damage/arcane power available, in at least some of its forms like poison and flamewall (attack rates and effect durations notwithstanding.) Similarly, I'm expecting to put Slow Time in probably all of my builds.
Every buff spell (that is, everything in the Conjuration group), has a place in some form and some build, and I expect that Diamond Skin and Archon will make sense for the right purposes too.
Arcane Torrent, Meteor, Explosion, etc, I've all seen listed, and some of these I just don't understand in a list of "have no use...."
I think the take-home message is that it's going to vary by person and play style, and there may in fact truly be no single right answer to a build, and probably for any given function for a build, there will be at least several equivalent variations. Keep in mind also that numbers *will* be tweaked.