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Arcane Orb

1,671 bytes added, 14:07, 8 October 2009
Updated
|active= Active
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|ranks= 15
|user= Wizard
|tree= Arcane
|description= An orb of pure energy explodes deals X-Y on contact dealing and an additional Z-A arcane damage to all enemies in the blast area. Critical hits from arcane damage silence targets for 4 sec.
|type= Direct Damage
|quantity= 11-16 damageMultiple damages|effect= Circle [[AoE impact]]
|school= Arcane
|resource= [[Mana]]
|cost= 7
|cast-time= Instant
==Skill Design==
A glowing orb of energy travels about 10 yards, before bursting in a nova of destruction. The spell looks something like the D2 [[Sorceress]]' [[{{iw|Sorceress_Cold_Spells#Frozen_Orb Frozen Orb]]}}, but without the spray of ice spears as it flies across the room. The spell only allowed It works like the Fireball of [[Diablo I]]. This one point in the very quickly became Flux's skill of choice for ranged attacks.[http://www.diii.net/blog/comments/full-wizard-skill-trees/] It dealt substantial damage with a big [[BlizzCon 2008AoE]] demosplash, but and had a reasonable [[mana]] cost. He is dubious about the final game will surely allow listed 1-2 AoE damage, since a few of these into a group of enemies left no survivors. The drawback to Arcane Orb is that it moves very slowly; more slowly than 1 rank any other [[Wizard]] skill and this makes it very hard to hit moving targets, or back row enemies. It was not very useful against [[Dune Dervish]]es, since those monsters move side to side a lot, and when they're not walking they're spinning around in their Whirlwind mode, in which they reflect most projectiles off at odd angles. They certainly reflected every Arcane Orb fired at them, though that could be added fun since my shots weren't neutralized, just redirected, and the bounces would often head right into some [[Fallen]] or other targets. There was one scenario area in the desert (shown in the gameplay movie) where about five Dune Dervishes burst out of the ground at once. Flux didn't think to try itat the time, but in retrospect he wished he had herded the Dervishes into a cluster, and then tried throwing in some Arcane Orbs. Just to see if my Orbs would have been bounced around like pachinko balls. (Dune Dervishes only reflected floating projectiles, so [[Electrocute]] chewed them right up.)
It works like the Fireball of Diablo I.
In the latest build, when the spell criticals, it has a silence effect.
==Skill Rank Table==
* '''Rank 1:''' 11-16 direct arcane damage, 1-2 aoe [[AoE]] damage, 7 mana.* '''Rank 2:''' 13-19 direct arcane damage, 2-4 aoe [[AoE]] damage.* '''Rank 3:''' 15-22 direct arcane damage, 9 mana3-6 [[AoE]] damage.(projected)There are * '''Rank 4:''' 17-25 direct arcane damage, 4-8 [[AoE]] damage. (projected)* '''Rank 5:''' 19-28 direct arcane damage, 5 ranks in the current Blizzcon build-10 [[AoE]] damage.(projected) 
==Synergies==
==Development==
Arcane Orb was first shown at [[BlizzCon 2008]] when the [[Wizard]] was unveiled. It's still assumed The spell only allowed one point in the [[BlizzCon 2008]] demo, but the [[BlizzCon 2009]] version had up to be available as of 9 July 2009five. The damage had been ever so slightly tuned down in the newer version, and so had mana cost. Whether the AoE damage Flux mentioned in his report truly is right or not we do not know yet.
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==Related Articles==
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''-->* {{iw|Sorceress_Cold_Spells#Frozen_Orb Frozen Orb}}
==References==
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ Wizard Gameplay Report]
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