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Magic Weapon

170 bytes removed, 19:00, 23 April 2012
beta patch 17 update
==Skillrune Skill Rune Effects==
The following is a very quick summary. See the [[Magic Weapon rune effects]] page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.
==Skill Design==
This [[skill]] is clearly designed to enable a [[Wizard]] to play in the Battle-mage style, going melee combat for better or worse. The Wizard isn't really designed for that approach, but by pairing the melee damage with excellent equipment/weapon, and some intelligent defensive spell use, it may be a viable build.
 
===Appearance===
When the Wizard casts Magic Weapon on any melee weapon (except wands), the item turns purple, glowing and dripping with an Arcane light, as though it had been dipped in purple bubble bath.
==Synergies==
Magic Weapon benefits from the The following [[Wizard passives]]provide a benefit to Magic Weapon, runed or not: None added yet.{{Passive skills header}}{{Wizard Passive Glass Cannon}}
<blockquote>''One of the odder Wizard skills, seemingly designed for a melee fighting Wizard. We don’t know enough about weapon damage in general to have any idea if this is a big bonus or not. Nor do we know if this damage is boosted by attributes and +magical damage item modifiers. If so it’s possible that some Wizard builds could deal very good weapon damage. On the other hand, there are enough limits on which classes can use which weapons that Wizards might be limited in their melee damage no matter what they tried.</blockquote>
 
Skill tiers were removed for the [[July 2011 Press Event]], allowing skills to unlock steadily from levels 1 to 30. Consequently, all skill levels were adjusted and Magic Weapon became a level 7 skill.
===Beta===
Skill tiers were removed shortly before the [[beta]] started in September 2011, and {{Beta skill notes}} Magic Weapon became a remained at level 7 skillwhen the beta started. After trying it out, [[Flux]] again discussed its viability:[http://diablo.incgamers.com/blog/comments/wizard-beta-skills-mega-report-part-two]
<blockquote>''The damage added is fairly minor, certainly compared to just about any spell attack, and this is purely of use for battle mages. (As has been observed on the known Diablo III legendary items, the amount of +%weapon damage found on gear is much lower than it was in Diablo II, and figures like +25-35% are the best to be found on even the Inferno-quality legendary items. Thus on that scale, +20% is a fairly big bonus, akin to something like +200% in Diablo II terms.)</blockquote>
When With the skill system was once again overhauled for the [[Beta Patch 13]] in February 2012changes, Magic Weapon was classified as a Conjuration skill and bumped all the way up to level 20, taking it out of play in the beta.
===Previous Versions===
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==References==
* [http://diablo.incgamers.com/blog/comments/full-wizard-skill-trees/ BlizzCon 2009 Full Wizard Skill Trees]
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011* [http://diablo.incgamers.com/forums/showthread.php?p=8007624#post8007624 Silva's Wizard Runestone Effects] -- IncGamers 5th Sep 2011* [http://diablo.incgamers.com/blog/comments/wizard-beta-skills-mega-report-part-two Wizard Beta Skills Mega-report: Part Two] -- IncGamers 5th October 2011* [http://us.battle.net/d3/en/class/wizard/active/ Wizard Active Skills] -- Blizzard's Official Diablo III Site
{{Skill navbox Diablo III|Wizard|Conjuration}}
[[category:Wizard skills]]
[[category:Active skills]]
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