As the title says, what do people think? I personaly think it is, everytime you look at someones idea which might be awesome you just think "Arcane Orb would make it better."
Here is a build i've made to try and shed some light into why I think Arcane Orb is maybe too good.
Pros:
Slows
Damage Buffs
Group Buff
Arcane Power Generation
"Ohh Shiiiii" get me out of here button
Meat Shields
Pet
Cons:
Only one major nuke which could lead to boring gameplay.
Only 1 elemental type of damage.
10% less resistances.
Now I understand this build in theory could be made better. I could take Arcane Dynamo instead of Glass Cannon and swap in Disinteragate for Slow Time to increase single target damage, however is it really needed? I don't think it is, Arcane Orb does enough single target dps for the occasions where it will be needed.
You can see i've made this build with the primary goal being to buff Arcane Orb through the roof to help explain why Arcane Orb is maybe needing looked at. Yet by doing so my Wizard is hardly weak and one dimensional, it has an arsenal for every occasion all because of one skill being low cost, high damage and an AoE.
"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?"
after the nerfs, arcane orb is fine. pre patch 14 though it was a wrecking ball
Hmm.. I disagree, that calculator has the latest buffs & nerfs. While Meteor does slighty more initial damage and has DoT afterwards, it costs 25 more arcane power and Arcane Orb does an AoE Slow with the Temporal Flux passive.
after the nerfs, arcane orb is fine. pre patch 14 though it was a wrecking ball
Hmm.. I disagree, that calculator has the latest buffs & nerfs. While Meteor does slighty more initial damage and has DoT afterwards, it costs 25 more arcane power and Arcane Orb does an AoE Slow with the Temporal Flux passive.
Thats not so much an argument for nerfing Arcane orb, as one to buff meteor.
Arcane orb by comparison to many other skills isn't terribly OP.
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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."
The build is fine but you gotta ask yourselves 2 things:
1. Wouldn't the damage output potential be greater with Arcane Orb runed for lesser AP cost (20 vs 35, compare it to the damage gained)
2. Wouldn't you gain more AP per second in total, not to mention the initial AP bonuse, from Astral Presence? I'm not sure how Prodigy works but I tend to believe it's per use of your Signature and not per enemy hit (so you gain only 4 per use, not that good in my opinion. For it to oughweight Presence you'd need to use it 50% of the time or more (and why would you?).
Also if you'd like to play it smart and don't mind changing graphics, unless I'm missing something, Arcane Torrent costs the same and can apply 15% extra damage for themselves (that's like 15% extra damage permanent since that's your only nuke spell).
Thats not so much an argument for nerfing Arcane orb, as one to buff meteor.
Arcane orb by comparison to many other skills isn't terribly OP.
You are right, it could be looked that way but think of the numbers they would have to add to Meteor for it to be nearly as good?
That was just the common comparison to make, compare it to any other major nuke and imo it wins everytime.
The build is fine but you gotta ask yourselves 2 things:
1. Wouldn't the damage output potential be greater with Arcane Orb runed for lesser AP cost (20 vs 35, compare it to the damage gained)
2. Wouldn't you gain more AP per second in total, not to mention the initial AP bonuse, from Astral Presence? I'm not sure how Prodigy works but I tend to believe it's per use of your Signature and not per enemy hit (so you gain only 4 per use, not that good in my opinion. For it to oughweight Presence you'd need to use it 50% of the time or more (and why would you?).
Also if you'd like to play it smart and don't mind changing graphics, unless I'm missing something, Arcane Torrent costs the same and can apply 15% extra damage for themselves (that's like 15% extra damage permanent since that's your only nuke spell).
1) It would increase overall damage yes, but if I was to use this build I would prefare the bigger numbers
2) I am not sure, but either way you will have some form of arcane power regeneration.
3) Another major plus side of Arcane Orb is that you can cast it on the move, I am pretty sure that Arcane Torrent is a channel spell.
This thread wasn't really about the build it was more about Arcane Orb itself.
The build is fine but you gotta ask yourselves 2 things:
1. Wouldn't the damage output potential be greater with Arcane Orb runed for lesser AP cost (20 vs 35, compare it to the damage gained)
2. Wouldn't you gain more AP per second in total, not to mention the initial AP bonuse, from Astral Presence? I'm not sure how Prodigy works but I tend to believe it's per use of your Signature and not per enemy hit (so you gain only 4 per use, not that good in my opinion. For it to oughweight Presence you'd need to use it 50% of the time or more (and why would you?).
Also if you'd like to play it smart and don't mind changing graphics, unless I'm missing something, Arcane Torrent costs the same and can apply 15% extra damage for themselves (that's like 15% extra damage permanent since that's your only nuke spell).
I like that build.
As for your suggestions, I think the go hand in hand. The more you can lower the cost of your spells, the more Arcane power per second becomes effective. On the other side of the spectrum, with more expensive spells you gain more benefit from signatures gaining resources.
I would also guess that prodigy only works per cast, as it would be far too good per enemy hit. Chain LIghning + Prodigy for instance would be up to 24 AP per cast, and spectral weapon could very well be your entire AP bar.
A wand will cast 1.5 tims per second, so 3 attacks in 2 seconds.
With a signature + Prodigy, thats 3 * 4 / 2 = 6 AP/sec
That means you would only need to use the singature + prodigy every 6 seconds to match the benefit of Astral Presence.
Of course Astral Presence also gives you +20 Arcane power and the AP/sec is passive(Which is only significant if you are not out of AP)
As to which is better I would have to say depends on the situation, primarily the demonds health. However, I took would probably lean towards tap the soruce with that build.
EDIT: With tap the source, I would probably switch the Time warp rune to stretch time for the increased speed. That seems more useful to me than hoping some mobs hang out near me inside the bubble.
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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 shaping up to be a pretty nice go-to skill as an Arcane Power spender. It's simple and easy to use. Another good thing about it is that it has quite a few awesome rune effects (which also makes the choice harder, lol).
I'd go with any of the following (particularly in order from best to worst):
-Increased damage
-Increased radius
-Reduced cost
EDIT: With tap the source, I would probably switch the Time warp rune to stretch time for the increased speed. That seems more useful to me than hoping some mobs hang out near me inside the bubble.
Which is why you teleport into them, Bubble Up and PEW PEW ARCANE BOMBS!!!
I dont understand why people keep complaining about stuff like "this skill sucks" or "this skill is OP omg"... Blizzard has been polishing and balancing stuff like this for the last few months so i doubt there's any "big" problems... And if anything is unbalanced, that will be fixed after release when alot of ppl start playing the game.
I don't think I said anything like that? I started a discussion about the possibility of it being too good. I hardly posted with the caps lock on screaming "omg omg OP"
I totaly agree with you about a skill being unbalanced will get fixed later on, however as things stand I was just bringing it to peoples attention.
[A wand will cast 1.5 tims per second, so 3 attacks in 2 seconds.
With a signature + Prodigy, thats 3 * 4 / 2 = 6 AP/sec
That means you would only need to use the singature + prodigy every 6 seconds to match the benefit of Astral Presence.
Of course Astral Presence also gives you +20 Arcane power and the AP/sec is passive(Which is only significant if you are not out of AP)
Astral Presence is 2 AP per sec, so you'd have to use your signature (assuming 1.5 attacks per sec) every 3 secs, and still you'll lose 20 AP on the launch of the attack.
Also I'm not sure Torrent is a channeled spell, I thought it's just an AoE on specific location rather than a fired (bolt style) spell.
Back to the topic of Arcane Orb - I too find that from all the spells it's the one that seems most effective overall, but I'll have to test them all to really know. There has to be a reason why Torrent is cheaper and deals the same damage after all.
Why if you plan to play a wizard would you want to bring up the potential issue that a wizard skill is OP? I too plan to play a wizard as my main I think, and I want them to be as powerful as possible, I say buff em even more haha.
There has to be a reason why Torrent is cheaper and deals the same damage after all.
It's radius is INCREDIBLY small. And it's projectile nature makes it difficult to hit faster enemies as the bolts fly out behind you, swirl around, and aim for a spot that is now empty.
Astral Presence is 2 AP per sec, so you'd have to use your signature (assuming 1.5 attacks per sec) every 3 secs, and still you'll lose 20 AP on the launch of the attack.
If you swap out Prodigy for Astral Presence, you might aswell change the rune for Spectral Blade aswell, something like this.
There is a massive plus side that people often forget including myself. Arcane Orb you get at such a low level including the rune. This build is useable at just level 35 if you can live without the "Fracture" effect on teleport, which I am sure you can because you will still be playing "normal" mode?
Why if you plan to play a wizard would you want to bring up the potential issue that a wizard skill is OP? I too plan to play a wizard as my main I think, and I want them to be as powerful as possible, I say buff em even more haha.
Haha excellent point! However I am torn between Wizard, Demon Hunter & Witch Doctor for my first playthrough.
Thing is in a way Arcane Orb is kind of ruining the fun because for me it seems like a "must have". A similar situation could be the "Soul Harvest" spell for the Witch Doctor.
Well idk if u got beta or not but without range buff AB is a whaste cos u wont be able to hit more then 2-3 mobs in beta on normal immagine now inferno where they are way faster and blink and w/e, and folowing that 2 mobs are 10+ more angry ones and u are on 0 ap blinking out runing for your life, bet you are ded on inferno :P. And the dmg is high but it got lowered sigificatly from 250 to 170 or something not sure cba to start beta. Now u got blink ok nice spell overall (not sure if rune is good i would go with cd after 1 sec or u can return if u cast blink again), allso u got slowtime ok cl gr8 its imba spell and i dont see need for 20% more dmg ofc i cant know how much would that be l8r on but its a spell to help u controll fight batter so i would go for those runes. Now i dont see point of spell that gives you only 20% more dmg like way batter to have frost nova or blast wave to have gr8 cc to help u regen ap that u will run out or to do dmg + medium cc.
Now i will play wiz and this is IMO nothing to complain about
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.
Thing is in a way Arcane Orb is kind of ruining the fun because for me it seems like a "must have". A similar situation could be the "Soul Harvest" spell for the Witch Doctor.
So true. That Soul Harvest bonus is so outrageous.
It just seems OP now because the gear is bad. When you get to like 20 the weapons start having like 50 intellect on them.
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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?"
Thing is in a way Arcane Orb is kind of ruining the fun because for me it seems like a "must have". A similar situation could be the "Soul Harvest" spell for the Witch Doctor.
So true. That Soul Harvest bonus is so outrageous.
It just seems OP now because the gear is bad. When you get to like 20 the weapons start having like 50 intellect on them.
This could be true, and probably is. However a spell that boosts one of your primary stats will always be extremely useful and hard to replace.
It also has some really nice rune effects, one gives health, one gives mana & one even gives off some damage. To me it seems like Arcane Orb, in the sense that I would be suprised not to see it in a majority of the playerbases skill choices.
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.
This is basically my point.
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Here is a build i've made to try and shed some light into why I think Arcane Orb is maybe too good.
Pros:
You can see i've made this build with the primary goal being to buff Arcane Orb through the roof to help explain why Arcane Orb is maybe needing looked at. Yet by doing so my Wizard is hardly weak and one dimensional, it has an arsenal for every occasion all because of one skill being low cost, high damage and an AoE.
Thoughts? Agree? Disagree?
Epicurus
While that might be your opinion on the skill (I think its intresting to say the very least) I think you might of missed the point of the thread.
Hmm.. I disagree, that calculator has the latest buffs & nerfs. While Meteor does slighty more initial damage and has DoT afterwards, it costs 25 more arcane power and Arcane Orb does an AoE Slow with the Temporal Flux passive.
Thats not so much an argument for nerfing Arcane orb, as one to buff meteor.
Arcane orb by comparison to many other skills isn't terribly OP.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
1. Wouldn't the damage output potential be greater with Arcane Orb runed for lesser AP cost (20 vs 35, compare it to the damage gained)
2. Wouldn't you gain more AP per second in total, not to mention the initial AP bonuse, from Astral Presence? I'm not sure how Prodigy works but I tend to believe it's per use of your Signature and not per enemy hit (so you gain only 4 per use, not that good in my opinion. For it to oughweight Presence you'd need to use it 50% of the time or more (and why would you?).
Try this out, in short:
http://d3db.com/tool...or/wizard/13373
Also if you'd like to play it smart and don't mind changing graphics, unless I'm missing something, Arcane Torrent costs the same and can apply 15% extra damage for themselves (that's like 15% extra damage permanent since that's your only nuke spell).
http://www.d3unlimited.com
You are right, it could be looked that way but think of the numbers they would have to add to Meteor for it to be nearly as good?
That was just the common comparison to make, compare it to any other major nuke and imo it wins everytime.
1) It would increase overall damage yes, but if I was to use this build I would prefare the bigger numbers
2) I am not sure, but either way you will have some form of arcane power regeneration.
3) Another major plus side of Arcane Orb is that you can cast it on the move, I am pretty sure that Arcane Torrent is a channel spell.
This thread wasn't really about the build it was more about Arcane Orb itself.
I like that build.
As for your suggestions, I think the go hand in hand. The more you can lower the cost of your spells, the more Arcane power per second becomes effective. On the other side of the spectrum, with more expensive spells you gain more benefit from signatures gaining resources.
I would also guess that prodigy only works per cast, as it would be far too good per enemy hit. Chain LIghning + Prodigy for instance would be up to 24 AP per cast, and spectral weapon could very well be your entire AP bar.
A wand will cast 1.5 tims per second, so 3 attacks in 2 seconds.
With a signature + Prodigy, thats 3 * 4 / 2 = 6 AP/sec
That means you would only need to use the singature + prodigy every 6 seconds to match the benefit of Astral Presence.
Of course Astral Presence also gives you +20 Arcane power and the AP/sec is passive(Which is only significant if you are not out of AP)
As to which is better I would have to say depends on the situation, primarily the demonds health. However, I took would probably lean towards tap the soruce with that build.
EDIT: With tap the source, I would probably switch the Time warp rune to stretch time for the increased speed. That seems more useful to me than hoping some mobs hang out near me inside the bubble.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I'd go with any of the following (particularly in order from best to worst):
-Increased damage
-Increased radius
-Reduced cost
Which is why you teleport into them, Bubble Up and PEW PEW ARCANE BOMBS!!!
I don't think I said anything like that? I started a discussion about the possibility of it being too good. I hardly posted with the caps lock on screaming "omg omg OP"
I totaly agree with you about a skill being unbalanced will get fixed later on, however as things stand I was just bringing it to peoples attention.
Astral Presence is 2 AP per sec, so you'd have to use your signature (assuming 1.5 attacks per sec) every 3 secs, and still you'll lose 20 AP on the launch of the attack.
Also I'm not sure Torrent is a channeled spell, I thought it's just an AoE on specific location rather than a fired (bolt style) spell.
Back to the topic of Arcane Orb - I too find that from all the spells it's the one that seems most effective overall, but I'll have to test them all to really know. There has to be a reason why Torrent is cheaper and deals the same damage after all.
http://www.d3unlimited.com
It's radius is INCREDIBLY small. And it's projectile nature makes it difficult to hit faster enemies as the bolts fly out behind you, swirl around, and aim for a spot that is now empty.
If you swap out Prodigy for Astral Presence, you might aswell change the rune for Spectral Blade aswell, something like this.
There is a massive plus side that people often forget including myself. Arcane Orb you get at such a low level including the rune. This build is useable at just level 35 if you can live without the "Fracture" effect on teleport, which I am sure you can because you will still be playing "normal" mode?
Haha excellent point! However I am torn between Wizard, Demon Hunter & Witch Doctor for my first playthrough.
Thing is in a way Arcane Orb is kind of ruining the fun because for me it seems like a "must have". A similar situation could be the "Soul Harvest" spell for the Witch Doctor.
Now i will play wiz and this is IMO nothing to complain about
4 orbs at 100% each? That's 400% damage per cast.
Check it.. http://us.battle.net/d3/en/calculator/wizard#bZgfRY!cXU!YYZZZc
It would be so boring to play though.... zzzzzzzz
It just seems OP now because the gear is bad. When you get to like 20 the weapons start having like 50 intellect on them.
Epicurus
This could be true, and probably is. However a spell that boosts one of your primary stats will always be extremely useful and hard to replace.
It also has some really nice rune effects, one gives health, one gives mana & one even gives off some damage. To me it seems like Arcane Orb, in the sense that I would be suprised not to see it in a majority of the playerbases skill choices.
This is basically my point.