I tried to think of something I would actually use later in the game more than PvP, and I tried to think of something comparable to another spell, it has a kind of slow but lasts longer than RoF and more than tempest etc. etc.
Crimson Rune: Jupiter's Eye: Energy twister strips energy from magic spells that pass through it, decreasing their damage by 80%. (pretty much an anti RoF, Electrocute, Disintegrate etc. etc. )
Obsidian rune: "Malestrom" Energy twister is doubled in size, ap power use is increased, the ferocious storm grabs all non-magical projectiles and throws them back toward enemy hitting them (maybe) for 50% of it's original damage. All enemies nearby are pulled toward the storm and take more damage the closer they get to it.
Golden Rune: Sticky Twisters: Energy twisters stick to 1 enemy and last longer (maybe 15 seconds at max rune) doing 50% weapon damage each while slowing enemy movement and attack 10% per twister stuck to them. (with max rune)
Indigo: Energy twister leaves trail of ice on the ground which has a 90% chance to make one enemy at a time slip and fall along the line (like a slip and slide of doom) either toward you or away from you depending on which direction it is running.
Alabaster rune: Energy twister is slower but is imbued with chain lightning which does an additional 50 % damage to all monsters hit during the twister's travels.
I like your ideas, thematically. Crimson could be a fun tool, trying to position behind your randomly moving twisters, and Indigo as well. They both add a chance element (maybe not so reliable in PvP). The Golden is overpowered, as is Obsidian, having so many effects.
But you are thinking of utility, Blizzard of damage. This is in the offensive category, not utility. Yes, some of the current rune effects are pretty standard and boring. But Wicked Wind (stays in place) changes the way the spell is used, and Raging Storm (merging tornadoes) could be fun if you build around being able to spam them, either in short bursts or as a main attack (haven't compared numbers).
Currently it hits for 23% Wpn dmg per second.....in other words, is absolute crap as far as I can tell.
Think about that you can have many Energy Twisters up at the same time. X * 23% weapon dmg per second adds upp. And they stay up for quite a while. You can't just look at numbers and judge skills.
Currently it hits for 23% Wpn dmg per second.....in other words, is absolute crap as far as I can tell.
Think about that you can have many Energy Twisters up at the same time. X * 23% weapon dmg per second adds upp. And they stay up for quite a while. You can't just look at numbers and judge skills.
From watching beta footage they only last about 6 seconds, and travel randomly.
Nah, you dont need to think about it....its trash. You do not have infinite AP!
Even if a mob stayed in it for the whole 6 seconds(NOT GONNA HAPPEN), thats only 138% wpn dmg for 35 arcane power.
It does laughable Dmg per GCD, and Dmg per AP.
Arcane Orb does nearly twice that and you can aim it.
Edit: The absolute only thing I can see that MIGHT help this skill is if the the DoT uses weapon speed. If you attacked twice per second, and the DoT ticked twice per second it would be on par with Arcane Orb. Of course that is assuming that the mob gets hit by the twister for the full duration, again not likely.
tl;dr version: If it benefited from increased weapon speed twice, it could catch up in dmg.
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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."
Sorry it took so long to reply, even more sorry I can't make this post as long as I want... I have one tiny change though, I thought "Sticky Twister" sounded a little suggestive so after a little pondering I thought it would be best if it was named... "Magnetic Storm" with some subtitle about how the twisters are attracted to each other and to enemy etc. etc. The "magnetic storm" would solve a few problems that me and a one other person have mentioned about it not being targetable compared to RoF or Disintegrate etc. etc.
If they gave it a % weapon damage comparable to other spells it would be good, like say 100% weapon damage seeing as how a wizard who first gets it won't have a good weapon anyway. It just seems to lack the creativity with regard to the rune effects etc. etc. I still think that one of the twisters should be able to deflect projectiles or magic or both but move slower than normal to stop spam wizards/demon hunters. What they did to trail of Destruction looks like it will do more damage than Meteor did before the collective nerf... 360% per wind charge ranges from comparable to other spells to over powered but at least now it is balanced to the point someone can and will use it and not be laughed off the game. I just hope they have a spell that anyone would want to use, none of these spells were only 1 effect is useful or a spell that is useless compared to every other.
It is just barely on the subject but my personal wish list for Arcane orb would be an adjustable spell... the benefits to RoF and Disintegrate is that you can choose how much ap they use, it would be neat if they could make Arcane Orb where you could put more or less ap into it and the explosion would be bigger or less and or the orb fly faster or slower, Hell even RoF and Disintegrate would benefit from something like that where you could put more ap into it each cast and it comes out of the wizard looking like a comet but doing more damage (at more ap a second).... it would make the spells even more customizable, keep the rune effects, but add those variables where putting more ap into it raises the cast time or putting less, lowers it.
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Crimson Rune: Jupiter's Eye: Energy twister strips energy from magic spells that pass through it, decreasing their damage by 80%. (pretty much an anti RoF, Electrocute, Disintegrate etc. etc. )
Obsidian rune: "Malestrom" Energy twister is doubled in size, ap power use is increased, the ferocious storm grabs all non-magical projectiles and throws them back toward enemy hitting them (maybe) for 50% of it's original damage. All enemies nearby are pulled toward the storm and take more damage the closer they get to it.
Golden Rune: Sticky Twisters: Energy twisters stick to 1 enemy and last longer (maybe 15 seconds at max rune) doing 50% weapon damage each while slowing enemy movement and attack 10% per twister stuck to them. (with max rune)
Indigo: Energy twister leaves trail of ice on the ground which has a 90% chance to make one enemy at a time slip and fall along the line (like a slip and slide of doom) either toward you or away from you depending on which direction it is running.
Alabaster rune: Energy twister is slower but is imbued with chain lightning which does an additional 50 % damage to all monsters hit during the twister's travels.
But you are thinking of utility, Blizzard of damage. This is in the offensive category, not utility. Yes, some of the current rune effects are pretty standard and boring. But Wicked Wind (stays in place) changes the way the spell is used, and Raging Storm (merging tornadoes) could be fun if you build around being able to spam them, either in short bursts or as a main attack (haven't compared numbers).
I took a 2nd look and look at this,
http://us.battle.net/d3/en/calculator/wizard#f!!c
360% wpn dmg PER charge.
Of course this is almost certainly yet another typo.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Think about that you can have many Energy Twisters up at the same time. X * 23% weapon dmg per second adds upp. And they stay up for quite a while. You can't just look at numbers and judge skills.
Nah, you dont need to think about it....its trash. You do not have infinite AP!
Even if a mob stayed in it for the whole 6 seconds(NOT GONNA HAPPEN), thats only 138% wpn dmg for 35 arcane power.
It does laughable Dmg per GCD, and Dmg per AP.
Arcane Orb does nearly twice that and you can aim it.
Edit: The absolute only thing I can see that MIGHT help this skill is if the the DoT uses weapon speed. If you attacked twice per second, and the DoT ticked twice per second it would be on par with Arcane Orb. Of course that is assuming that the mob gets hit by the twister for the full duration, again not likely.
tl;dr version: If it benefited from increased weapon speed twice, it could catch up in dmg.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
On beta its decent now, still nothing amazing.
The only real advantage is that it will do dmg as you move, just not reliably.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
It is just barely on the subject but my personal wish list for Arcane orb would be an adjustable spell... the benefits to RoF and Disintegrate is that you can choose how much ap they use, it would be neat if they could make Arcane Orb where you could put more or less ap into it and the explosion would be bigger or less and or the orb fly faster or slower, Hell even RoF and Disintegrate would benefit from something like that where you could put more ap into it each cast and it comes out of the wizard looking like a comet but doing more damage (at more ap a second).... it would make the spells even more customizable, keep the rune effects, but add those variables where putting more ap into it raises the cast time or putting less, lowers it.