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Arcane Skill Tree

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==Storm Tree=====Tier I Skills=======Charged Bolt====''Launch a volley of 3 electric bolts that deal 1-8 lightning damage each. Critical hits from lightning damage stun targets for 2 sec.''*'''Rank:''' 0/1*'''Mana cost''' 8 When tested in the BlizzCon 2008 build, the bolts seemed to come out with a wider spread than they do in Diablo II. They were useful to hit monsters to the sides as well as straight ahead, but were not as good to land multiple hits to a target straight ahead, either very close or a few yards distant.  ====Thunderstruck====''Increases the critical hit chance of all lightning spells by 10%. Critical hits from lightning damage stun targets for 2 sec.''*'''Rank:''' 0/15 The spells did not display their [[Critical Hit]] % chance in the BlizzCon build, but itWizard's assumed that they will in the final game. It's also a good bet that there will be items that boost critical chance from skills, as part of the D3 effort to provide a variety of valuable mods on weapons for non-combat characters.  ====Empowered Magic====''Increases the effect of willpower on your spell damage by 20%.''*'''Rank:''' 0/15   ====Lightning Speed====''Increases casting speed by 3%''*'''Rank:''' 0/15 It's not clear if this are divided into three skill increases the casting speed for all spells cast by the Wizardtrees, or just ones from this tree. From the wording, it sounds like it affects all each of the character's which has about 18 known spells. Nothing is yet known about spell casting speed boosts from itemsThese were first seen at Blizzcon 2008, but presumably and while they will be uncommon, or else this skill would be are very much less valuable.   ===Tier II Skills===Tier 2 skills do not require any amount of points subject to be spent in change during the tree to enable game's continued development, viewing them. (There were rumors that 5 points were required, but that was not the case in the BlizzCon buildthis state is still informative====Storm Armor====''Surround yourself in electrical energy. Electrical bolts The three trees are automatically fired at attackers for 1 to 8 damage. '' *'''Rank:''' 0/1*'''Mana cost:''' 15 This skill does not seem to offer any protection; just a sort of passive offensive attack. It's not known how long it persists for, or how much the damage will scale up.
* [[Storm Skill Tree]]
* [[Arcane Skill Tree]]
* [[Conjuration Skill Tree]]
==Diablo 3 Skill Trees==Frost Nova====[[Image:Skill_wizard_frostnova.jpg|thumb|right|Chill out!]]''An explosion of ice pelts nearby enemies for 1-3 cold damage. Has an additional 25% chance of a critical hit. Critical hits from cold damage freeze targets.''*'''Rank:''' 0/1*'''Mana cost:''' 25*'''Cooldown:''' 12 seconds
The long cooldown on this Unlike the skill indicates that trees in Diablo II, the trees in Diablo III are not focused on just one aspect of a character. All known D3 Team means it to be used as skill trees have a sort wide variety of "panic buttonskills," rather than a killing attack. The boosted % of critical chance is with more about potentially freezing enemies passive than killing them with active skills, and all allow for a lovely explosion variety of ice. Storm Power and Lethal Energy will both add to this skill's lethality by adding to its critical strike chance and damageplay styles.
All active skills in the BlizzCon build were capped at 1 skill point (or rank, as skill levels are called in D3), while most passives went up to 15 points. This will not be the case in the final game; active skills will allow more than 1 point, and passives may have different maximum ranks, to allow better game balancing. Know that skills will be modified, that some will be removed, that others will be added, and that the numbers are almost certain to change.
====Deep Freeze====''Increases [[Skill Runes]] could only be socketed in active skills, in the critical hit chance of all cold spells by 5%Blizzcon build. Critical hits from cold damage freeze targetsThis may or may not remain true in the final game.''*'''Rank:''' 0/15
Rather than giving the Wizard a Glacial Spike-like instant freeze spell, the D3 team seems to be granting that possibility with critical hits on a variety of non-freezing cold spells.
==Tier I Skills==
These skills are available for use as soon as new Wizard is created.
====Power Armor====
''Increases the damage dealt by your storm armor charged bolts by 10%.''
*'''Rank:''' 0/15
 ====Static Charge====''Convert 5% of all damage taken into mana.''*'''Rank:''' 0/15 An interesting variation on Mana Shield; this sounds like it's only of use to add mana, without any protective properties.  ===Tier III Skills===A Wizard is required to spend 10 skill points in this skill tree before putting points into any of the skills at this tier. ====Electrocute====[[Image:Skill_wizard_electrocute.jpg|right|thumb|150px|Electrocute]]''Lightning arcs from the wizard’s fingertips towards enemies, electrocuting them for 4-5 damage. Electrocute affects up to 2 targets. Critical hits from lightning damage stun targets for 2 sec.''*'''Rank:''' 0/1*'''Mana cost:''' 8 This spell works like beam weapons in most FPS games, locking onto a target and bending to keep it in the lightning zone even as the enemy moves around. It can chain to a second target, and during the BlizzCon 2008 demonstration, this spell was seen upgraded with a [[runes|multi-strike rune]], enabling it to hit multiple targets at once. A Lethality Rune was also shown in conjunction with Electrocute, which caused some enemies to explode in an AoE electric Nova upon death, as they will also do when they die from a lightning critical hit.  ====Ray of Frost====[[Image:Skill_wizard_rayoffrost.jpg|right|thumb|150px|Ray of Frost]]''Project a beam of cold energy that deals 6 cold damage per sec. Critical hits from cold damage freeze targets. '' *'''Rank:''' 0/1*'''Mana cost:''' 16 mana per sec. This skill is similar to the fire-based Disintegrate spell; however, it does not pass through targets or increase damage over time. This spell seems useful for freezing and keeping enemies at bay, adding to the Wizard's arsenal of offensive spells that double as insurance against melee creatures.  ====Static Residue====''Enemies damaged by your lightning spells discharge an additional 1 to 3 lightning damage per sec to nearby enemies for 3 seconds.''*'''Rank:''' 0/15 An add on type of skill, this one does nothing by itself, but adds lightning damage that hits everything nearby, when any other lightning skill is used.   ====Lethal Energy====''Increases the chance to score critical hits with melee and spell attacks by 5%.''*'''Rank:''' 0/15 As with other skills in the Wizard's tree (and those of the other characters), boosting Critical Hits is a very powerful technique in D3.  ====Improved Charged Bolt====''Increase the number of bolts released by your charged bolt spell by 1.''*'''Rank:''' 0/15 This one was not seen at Blizzcon 2008, but it sounds like an interesting upgrade. It's unclear why anyone would put more than 1 point into regular Charged Bolt though, with this one waiting at a higher level. Also keep in mind that lightning critical hits stun enemies in D3, so imagine how effective this spell could be with a high level of critical adding damage and stunning the monsters as they bathe in the river of Charged Bolts flowing out from the Wizard.   ===Tier IV Skills===A wizard must invest 15 points elsewhere in this skill tree before enabling any skills from this tier. ====Tornado====[[Image:Skill_wizard_tornado.jpg|right|thumb|150px|We're not in Kansas anymore...]]''Summon a large tornado that damages everything in its path.''*'''Rank:''' 0/1*'''Mana cost:''' 15 Akin to the Druid's Twister skill from Diablo II, these tornadoes are formed from pure energy. In the gameplay trailer released at BlizzCon 2008, multiple tornadoes are cast one after another, each lasting for close to 5 seconds. Their path is semi-random, and they bounce off of enemies, heading in another direction when they hit once, instead of passing through in the same general direction, as the Druid's tornados do in D2. As in DII with the Druid, the best use of the tornadoes will likely be multiple, concentrated casts in a small area packed with enemies, to ensure the most damage in the shortest period of time. Higher levels of the skill may increase their size or may simply increase raw damage. Epic Storm will increase the number of simultaneous tornadoes you can cast, and Lethal Energy will increase the chance to score critical strikes. It's not clear what type of damage a tornado deals, so what bonuses the critical hits would deal is not known.  ====Blizzard====''Call down shards of ice to pelt an area dealing 6-10 cold damage per sec for 3 sec. Critical hits from cold damage freezes targets.''*'''Rank:''' 0/1*'''Mana cost:''' 70 The mandatory spell, this one is visually improved in D3. There is now a cloud shown above the enemies, from which large chunks of ice crash down to earth.    ====Storm Power====''Increase damage of all lightning and ice spells.''*'''Rank:''' 0/15  ====Epic Storms====''Increases size of Blizzard and number of twisters you can have for your energy twister.''*'''Rank:''' 0/15 An interesting mastery skill, this one boosts two different spells (but not everything in the tree), though by now much remains to be seen. ==Arcane Tree=====Tier I=======Magic Missile====
[[Image:Skill_wizard_magicmissilecorpses.jpg|right|thumb|150px|Corpses left from Magic Missile]]
* e Skill* '''Description:'''Fire 1 missile(s) of energy at your enemies causing 7-13 arcane damage to them. Critical hits from arcane damage silence targets for 4 secs.''
*'''Rank:''' 0/1
*'''Mana cost:''' 8
'''''Note:''''' In early levels, Magic Missile might be the Wizard's bread and butter. In later levels, it might prove invaluable as a cheap and direct means of silencing a monster for 4 seconds -- plenty of time to dispatch of them before they can cast a nasty spell on you, or raise the fallen to fight again. The difficulty will be in hitting the shaman behind the minions, since Magic Missile will strike another monster if it's between the Wizard and the targeted boss.
Magic Missile's effectiveness is increased by a variety of spells, the most noteworthy of which is Improved Magic Missile, which increases both the damage and number of missiles released on a cast. The range and spread of higher levels of Magic Missile is reminiscent of the DII Necromancer's Teeth. When an enemy dies at the hands of an Arcane spell, a purple glow is left on the corpses.
====Arcane Power====* Passive Skill* '''Description:'''Increases all arcane damage dealt by 24%.*'''Max Rank:''' 15**'''Rank1:''' 0/15Increases arcane damage by 24%.**'''Next Rank2:''' Increase Arcane Increases arcane damage dealt by 36%.
This mastery boosts the arcane spell damages by a much higher % than similar masteries for other types of damage, and it's unclear why. Arcane Possibilities include: arcane spells generally do less damage, or their critical hit bonus might be less useful, or the spell just might be overpowered in this early, still-under-testing build.
====Efficient Magics====* Passive Skill* '''Description:'''Lowers the mana cost of spells *''' Max Rank:''' 15** '''Rank 1:''' Lowers mana cost by 6%.''**'''Rank2:''' 0/15Lowers mana cost by by 9%.**'''Next Rank3:''' lower Lowers mana cost by by 912%.
It looks like a Wizard will be able to greatly customize his or her spells in D3, with passive skills that cut mana cost, increase casting speed, and boost individual damage types. It's not yet known how much equipment will overlap with these abilities; a spell to boost casting speed wouldn't be much good in D2, with so many items that could convey the same bonus.
====Penetrating Spells====* Passive Skill* '''Description:'''Reduces the resistance of your targets to your spells by 8%. Targets with negative resistance take additional damage from spells.''
*'''Rank:''' 0/15
There is no "points in the tree" requirement to start using second tier skills.
====Disintegrate====
[[Image:Skill_wizard_disintegrate.jpg|right|thumb|150px|Molten Trickery]]
* Active Skill* '''Description:'''Emanate a beam of pure energy dealing 10 arcane damage per second. Damage is modified by 80% each time the beam passes through the target. Critical hits from arcane damage silence targets for 4 secs.''
*'''Rank:''' 0/1
*'''Mana cost:''' 12 per sec.
====Wave of Force====
[[Image:Skill_wizard_waveofforce.jpg|right|thumb|150px|Wave of Force]]
* Active Skill* '''Description:'''Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage.''
*'''Rank:''' 0/1
*'''Mana cost:''' 25
====Arcane Armor====* Passive Skill* '''Description:'''While your Storm Armor, Stone Armor, Stone Skin or Temporal Armor spells are active, your armor is increased by 20%.''
*'''Rank:''' 0/15
Another interesting mastery; this one boosts the wizard's total armorbonus, but only while one (or more) of the other protective spells are active.
====Arcane Weakness====* Passive Skill* '''Description:'''Enemies damaged by your arcane spells are affected with arcane weakness, increasing damage taken by 10% for 5 sec.''
*'''Rank:''' 0/15
====Arcane Speed====* Passive Skill* '''Description:'''Reduces the cooldown of all arcane spells by 5%.''
*'''Rank:''' 0/15
The wizard must spend 10 points in the first two tiers of this tree before he may add points to any spells in Tier 3.
====Arcane Orb====* Active Skill* '''Description:''' "An orb of pure energy explodes on contact dealing 12-16 arcane damage to all enemies in the blast area. Critical hits from arcane damage silence targets for 4 sec."*'''Max Rank:''' 1/1*'''Mana cost:''' 18.
A glowing orb of energy travels about 10 yards, before bursting in a nova of destruction. The spell looks something like the D2 Sorc's Frozen Orb, but without the spray of ice spears as it flies across the room. The spell only allowed one point in the BlizzCon demo, but the final game will surely allow more than 1 level (rank) to be added to it.
 
[[Image:Skill_wizard_arcaneorbsequence.jpg|frame|center|Sequence of Arcane Orb, cast from within the protective bubble created by a Slow Time spell.]]
====Slow Time====
[[Image:Skill_wizard_slowtime.jpg|right|thumb|150px|Slow Time]]
* Passive Skill
* '''Description:''' Warp space and time, slowing nearby monsters and projectiles. Enemy attack cooldown increase: 1 sec.
*'''Max Rank:''' 0/1
*'''Mana cost:''' 20
====Arcane Distortion====* Passive Skill* '''Description:'''Enemies damaged by your arcane spells are slowed by 35% for 3 sec.''
*'''Rank:''' 0/15
====Mana Recovery====* Passive Skill* '''Description:'''Enemies have a 7% chance to drop a mana globe that return 25% of maximum mana when picked up.''
*'''Rank:''' 0/15
====Improved Magic Missile====* Passive Skill* '''Description:'''Increases the number of missiles launched by your magic missile spell by 1 and increases their damage by 8%.''
*'''Rank:''' 0/15
===Tier IV===
A wizard must invest 15 points into the Arcane skill tree before he may put points into any skills in this tier.
====Temporal Armor====* Active Skill* '''Description:'''Surrounds the wizard in a protective shell that stops all damage from an attack every 6 sec. The shell dissipates after absorbing 12 attacks.''
*'''Rank:''' 0/1
An interesting variation on spell shields. Rather than absorbing X amount of damage, or some % of damage, this one akes takes out 100% of the damage, but only works every 6 seconds.
====Teleport====* Active Skill* '''Description:'''Teleport to the selected location up to 40 feet away.''
*'''Rank:''' 0/1
*'''Mana cost:''' 23
Teleport has been modified somewhat in D3. Rather than blinking instantly between locations, the Wizard leaps several yards straight up into the air, then falls back down when she arrives at her target point. This makes the movement considerably slower, though it's still very fast.
In one of the BlizzCon 2008 panels, Teleport was demonstrated with a striking [[strike skill rune]] socketed in it, and the spell added damage to all monsters in the area, each time the Wizard teleported.
====Greater Mana====* Passive Skill* '''Description:'''Increases maximum mana by 12%.''
*'''Rank:''' 0/15
====Mana Burst====* Passive Skill* '''Description:'''Increases the damage of any spellcast from full mana by 25%.''
*'''Rank:''' 0/15
====Runic Might====* Passive Skill* '''Description:'''Increases the effects of all runes.''
*'''Rank:''' 0/5
A mysterious, all purpose skill description for this one. It sounds like it exists only in concept at this point, and hasn't been balanced at all, yet.
 
==Conjuring Skill Tree==
 
===Tier I Skills (0 points requirement)===
====Spectral Blade====
''Summons a spectral blade that strikes each enemy in front of the wizard 3 times causing 1-5 physical damage with each hit.''
 
*'''Rank''': 0/1
*'''Mana cost:''' 7.
 
====Spell Speed====
''Increases the speed of your magic missile projectiles by 16%.''
 
*'''Rank:''' 0/15
*'''Next Rank:''' Increase speed by 24%
 
====Damage Resistance====
''Increases armor by 10% and all resistances by 8%''
 
*'''Rank:''' 0/15
*'''Next Rank''': Increase armor by 15% and all resistances by 12
 
 
 
===Tier II Skills (5 points requirement)===
====Stone Skin====
''Shield yourself with rock and stone absorbing 30 damage.''
*'''Rank:''' 0/1
*'''Duration:''' 8 seconds
*'''Mana cost:''' 12
*'''Cooldown:''' 15 seconds
 
====Mirror Image====
''Create an illusionary duplicate of yourself.''
*'''Rank:''' 0/1
*'''Duration:''' 8 seconds
*'''Mana Cost:''' 18
 
====Conjured Armor====
''Magical armor surrounds the wizard increasing block chance by 2%.''
*'''Rank:''' 0/15
 
====Conjured Health====
''Increases total health by 8% and the health of your conjured images by 12%.''
*'''Rank:''' 0/15
 
====Weapon Mastery====
''Increases physical damage done by all weapons by 15.''
*'''Rank:''' 0/15
===Tier III Skills (10 points requirement)=======Duplicate Conjuring====''Increases the images from your mirror image skill and Hydras from your Hydra skill by 1.''*'''Rank:''' 0/15 ====Meteor Storm====''Meteorites pelt the targeted region dealing 10 to 20 damage per second.*'''Rank:''' 0/1*'''Mana cost:''' 12 mana per second ====Acid Cloud====''Drop a cloud of acid on the targeted area. Deals an initial 1-4 poison damage followed by 4-8 poison damage per sec to enemies who remain in the area.'' *'''Rank:''' 0/1*'''Mana cost:''' 15 ====Conjured Power====''Increases damage done by spells by 1% for every 10 points of vitality.''*'''Rank[[Category:''' 0/15 ====Conjuring Duration====''Increases the duration of your Stone Skin and Acid Cloud spells by 1 sec and duration of your mirror image images by 2 sec.''*'''Rank:''' 0/15:  ====Improved Spectral Blade====''Increases the damage of Spectral Blade by 14%.''Wizard]]*'''Rank[[Category:''' 0/15   ===Tier IV Skills (15 points requirement)=======Hydra====''Creates a multi-headed beast that attacks your enemies with bolts of fire.''*'''Rank:''' 0/1 ====Magic Weapon====''Imbue your weapon with magical energy granting it increased damage.'' *'''Rank:''' 0/1*'''Mana cost:''' 15 ====Magical Impact====''Increases damage of all spells by 15% of your weapon damage.''*'''Rank:''' 0/15 ====Slowing Strikes====''Enemies damaged by your melee attacks, Spectral Blade or magic weapon have their movement speed reduced by 30% and their attack speed reduced by 20% for 4 sec.''*'''Rank:''' 0/15 ====Armor Piercing====''Conjured and physical damage decreases the armor of armored enemies.'']]*'''Rank[[Category:''' 0/15Wizard skills]]