Difference between revisions of "Arcane Power"
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<blue>The Wizard—we’re still having a debate about whether her resource should scale or not. Right now, Arcane Power does not scale, and that’s the big difference between the Wizard’s resource and the Witch Doctor‘s mana; the Wizard’s resource does not scale up over time. Otherwise they’re very similar. If we change that about mana the Wizard might just go to mana and we’d change the Witch Doctor’s to something new.</blue> | <blue>The Wizard—we’re still having a debate about whether her resource should scale or not. Right now, Arcane Power does not scale, and that’s the big difference between the Wizard’s resource and the Witch Doctor‘s mana; the Wizard’s resource does not scale up over time. Otherwise they’re very similar. If we change that about mana the Wizard might just go to mana and we’d change the Witch Doctor’s to something new.</blue> | ||
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+ | ===Arcane Power Skills and Traits=== | ||
+ | Several [[Wizard skills]] and [[Wizard traits]] are devoted to boosting Arcane Power. Keep in mind that this resource remains under construction, and as of Blizzcon 2010 word is that the Wizard may yet switch back to mana. [http://diablo.incgamers.com/blog/comments/blizzcon-2010-interview-jay-wilson-diablo-esp/] | ||
+ | |||
+ | * Restored by: | ||
+ | ** Regeneration over time (may be boosted by skills/traits). | ||
+ | * Spent by: | ||
+ | ** Casting spells. | ||
+ | |||
+ | * Arcane Power Related Skills: | ||
+ | ** [[Energy Shield]] -- A % of damage is taken from Arcane Power instead of health. | ||
+ | |||
+ | * Arcane Power Related Traits: | ||
+ | ** [[Arcane Channeling]] -- Increases the rate of AP regeneration. | ||
+ | ** [[Energy Reserves]] -- [[Health globes]] refill 10% of the AP pool. | ||
+ | ** [[Drain Power]] -- Regenerate health and Arcane power equal to 10% of melee damage you deal. | ||
+ | ** [[Expanded Mind]] -- Increases Arcane Power pool. (Under construction.) | ||
Revision as of 07:38, 26 November 2010
Arcane Power is the resource used by for the Wizard for casting her spells. It was revealed as the replacement for Instability by Jay Wilson at GamesCom, in August, 2010. [1]
As of Blizzcon (November 2010) the developers were still not entirely set on Arcane Power, and were still considering a change back to mana.
See the Instability page for much more information about that resource, and information about why Diablo III Wizards do not use mana.
Contents
Arcane Power Basics
The Wizard's Arcane Power resource works like a very fast-filling mana globe, that can not be increased in amount. Her amount of AP is set, and skills and items only serve to make the globe refill more quickly. This should allow the Wizard to cast low level spells without pause, while higher level spells will drain the globe more quickly, and thus have to be used more sparingly.
The main difference between Arcane Power and Mana is that the pool for Arcane Power does not increase. It's always just 100, and the relevant Wizard skills and Wizard traits make for faster regeneration or lower cost per skill, rather than increasing the total pool. This may be its undoing, as the developers aren't entirely happy with how the resource functions, and as of October 2010 they were still considering dumping it and returning the Wizard to mana. [2]
Arcane Power Skills and Traits
Several Wizard skills and Wizard traits are devoted to boosting Arcane Power. Keep in mind that this resource remains under construction, and as of Blizzcon 2010 word is that the Wizard may yet switch back to mana. [3]
- Restored by:
- Regeneration over time (may be boosted by skills/traits).
- Spent by:
- Casting spells.
- Arcane Power Related Skills:
- Energy Shield -- A % of damage is taken from Arcane Power instead of health.
- Arcane Power Related Traits:
- Arcane Channeling -- Increases the rate of AP regeneration.
- Energy Reserves -- Health globes refill 10% of the AP pool.
- Drain Power -- Regenerate health and Arcane power equal to 10% of melee damage you deal.
- Expanded Mind -- Increases Arcane Power pool. (Under construction.)
The Wizard's Design
The basic play style of the Wizard in Diablo III is meant to be as a glass cannon. The character is able to attack constantly, but is not strong or durable, and must avoid taking much damage from enemies. Instability attempted, unsuccessfully, to create this by making her "more blasty and more vulnerable." Jay Wilson established that when talking about their goals for wizard design goals in October 2009. [4]
Arcane Power sounds like it enables this by giving a resource pool that's never really empty, but that will run down if big, powerful skills are used rapidly. Thus wizards in Diablo III should always be able to cast some of their lower level spells, but will have to be more selective with using the bigger, more AP-expensive spells.
Arcane Power Revealed
Arcane Power is newly-revealed and there are yet very few details about it. All that's known about this resource is what Jay Wilson said about it in August, 2010. [5]
Influences
Arcane Power sounds very much alike to the Rogue's Energy resource from World of Warcraft. In that game the Rogue character has preset amount of a resource that recovers very quickly, allowing for constant attacks.
Arcane Power Skill
The name "Arcane Power" was assigned to a passive skill in the early development of the Wizard. It was present in the Blizzcon 2008 demo, but had been removed in 2009 and has never returned.
The description, taken from the Wizard skill archive article:
This mastery boosts the arcane spell damages by a much higher % than similar masteries for other types of damage, and it's unclear why. Possibilities include: arcane spells generally do less damage, their critical hit bonus might be less useful, or the spell just might be overpowered in this early, still-under-testing build.
- Passive Skill
- Description: Increases all arcane damage.
- Max Rank: 15
- Rank 1: Increases arcane damage by 12%.
- Rank 2: Increases arcane damage by 24%.
- Rank 3: Increases arcane damage by 36%.