Difference between revisions of "Electrocute"

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'''Electrocute''' is a Tier 3 [[skill]] unlocked for the [[Wizard]] at level 6, electrocuting an enemy over time.
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'''Electrocute''' is a [[Wizard]] Tier 3 [[Wizard skills|skill]] unlocked at [[clvl|level]] 6, which electrocutes an enemy over time.
  
  
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|ranks= 5
 
|ranks= 5
 
|user= Wizard
 
|user= Wizard
|tree= Storm
+
|tree= Tier 3
 
|description= Lightning arcs from the Wizard’s fingertips towards an enemy, electrocuting it for X-Y lightning damage.
 
|description= Lightning arcs from the Wizard’s fingertips towards an enemy, electrocuting it for X-Y lightning damage.
 
|type= Direct [[DoT]]
 
|type= Direct [[DoT]]
 
|quantity= 5-15 damage
 
|quantity= 5-15 damage
 
|effect= Target
 
|effect= Target
|school= Lightning
+
|school= [[Lightning]]
|resource= Mana
+
|resource= [[Arcane Power]]
 
|cost= 8
 
|cost= 8
 
|cast-time= Instant
 
|cast-time= Instant
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}}
 
}}
 
The [[Wizard]] opens up a whole between the physical an ethereal realms, and calls forth lightning arcs that grip an enemy and fries it until dead, or the Wizard releases her grip on the ethereal realm.
 
The [[Wizard]] opens up a whole between the physical an ethereal realms, and calls forth lightning arcs that grip an enemy and fries it until dead, or the Wizard releases her grip on the ethereal realm.
 +
  
  
 
==Skill Design==
 
==Skill Design==
The description of this one is incomplete, since it got a hefty [[mana]]-per-second cost, and that makes it awesome for quick hits, especially to finish off moving targets, but not very suitable for big enemies.
+
The description of this [[skill]] is incomplete, since it has a hefty [[mana]]-per-second cost, and that makes it awesome for quick hits, especially to finish off moving targets, but not very suitable for big enemies.
  
Electrocute was not enabled to start with, but once a [[Wizard]] hit level 13 and earned a skill point, it could be used. It's great fun to use, and very useful too. Electrocute is basically a beam weapon, one that the Wizard fires as long as he keeps the mouse clicked. You can not move while using Electrocute, but you're unlikely to want to, since it locks on and keeps zapping the target until it's dead, or you're out of mana. The second happens before the first more often than you'd like, and it's basically unusable on [[boss]]es, or even moderately tough targets like [[Dune Dervish]]es and [[Dark Demon]]s, since mana would run out long before their [[health]]. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.
+
Electrocute was not enabled to start with, but once a [[Wizard]] hit level 13 and earned a skill point, it could be used. It's great fun to use, and very useful too. Electrocute is basically a beam weapon, one that the Wizard fires as long as she keeps the mouse clicked. You can not move while using Electrocute, but you're unlikely to want to, since it locks on and keeps zapping the target until it's dead, or you're out of mana. The second happens before the first more often than you'd like, and it's basically unusable on [[boss]]es, or even moderately tough targets like [[Dune Dervish]]es and [[Dark Demon]]s, since mana would run out long before their [[health]]. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.
  
 
Electrocute was simply awesome for small stuff, especially on evasive enemies like the fluttering [[Sand Wasp]]s, or those last one or two [[Fallen Imp]]s who always scattered away from the battle when their [[Fallen Overseer| Overseers]] and [[Fallen Shaman|Shamans]] went down. Just aim at the [[monster]], or anywhere near it, and the beam locks on, draining that monster steadily. Smaller monsters usually died in less than a second, and I found this one far quicker than the higher damage [[Arcane Orb]] to clean up groups of weak enemies. Some screenshots show this one chaining to multiple targets, but higher levels in this spell only listed more damage.
 
Electrocute was simply awesome for small stuff, especially on evasive enemies like the fluttering [[Sand Wasp]]s, or those last one or two [[Fallen Imp]]s who always scattered away from the battle when their [[Fallen Overseer| Overseers]] and [[Fallen Shaman|Shamans]] went down. Just aim at the [[monster]], or anywhere near it, and the beam locks on, draining that monster steadily. Smaller monsters usually died in less than a second, and I found this one far quicker than the higher damage [[Arcane Orb]] to clean up groups of weak enemies. Some screenshots show this one chaining to multiple targets, but higher levels in this spell only listed more damage.
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[[File:Wiz-electrocute2.jpg|thumb|350px|Electrocute snakes through some [[Skeletal Executioner]]s.]]
 
[[File:Wiz-electrocute2.jpg|thumb|350px|Electrocute snakes through some [[Skeletal Executioner]]s.]]
 
* '''Rank 1:''' Deals 1-15 [[lightning]] damage.
 
* '''Rank 1:''' Deals 1-15 [[lightning]] damage.
Only Rank 1 is currently known.
 
 
Please observe the description for this spell seems to be associated with the old version of Electrocute, that worked more like {{iw|Sorceress_Lightning_Spells#Chain_Lightning Diablo 2 Chain Lightning}}, with a one-off mana cost and a one-off damage. The damage listed here is the one in the client, but could be something completely different.
 
  
==Synergies==
 
  
Electrocute benefits directly from the following traits:
 
  
 +
==[[Synergies]]==
 +
Electrocute benefits directly from the following [[trait]]s:
 
* [[Glass Cannon]]: Increases damage done by spells and increases armor.
 
* [[Glass Cannon]]: Increases damage done by spells and increases armor.
 
* [[Intimidation]]: Increases damage done and reduces vendor costs.
 
* [[Intimidation]]: Increases damage done and reduces vendor costs.
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* [[Power Surge]]: Increase critical strike damage.
 
* [[Power Surge]]: Increase critical strike damage.
 
* [[Penetrating Spells]]: Reduces the resistances of your target to your spells by 20%.
 
* [[Penetrating Spells]]: Reduces the resistances of your target to your spells by 20%.
 +
 +
  
 
==[[Rune|Skill Rune]] Effects==
 
==[[Rune|Skill Rune]] Effects==
* None known.
+
* Unknown rune: Adds damage.
 +
* Unknown rune: Triggers Chain Lightning off any target killed by the spell.
 +
 
  
  
 
==Development==
 
==Development==
Electrocute was first shown at [[BlizzCon 2008]], as a new version of {{iw|Chain_Lightning Diablo 2 Chain Lightning}}, but with more of a Dungeons & Dragons inspiration, where the lightning art could hit a given number of targets at lesser and lesser damage. This was changed in the demo displayed at [[BlizzCon 2009]], where it instead became more like what the name suggests: an electrocution of one selected target.
+
'''Electrocute''' was first shown at [[BlizzCon 2008]], as a new version of {{iw|Chain_Lightning Diablo II's Chain Lightning}}, but with more of a Dungeons & Dragons inspiration, where the lightning art could hit a given number of targets at lesser and lesser damage. This was changed in the demo displayed at [[BlizzCon 2009]], where it instead became more like what the name suggests: an electrocution of one selected target.
 +
 
 +
The change seemed to have been done briefly before BlizzCon, since the description of the spell had not been completely updated, it didn't show a [[mana]]/sec cost, and a damage/sec stat. It's possible the problems [[Flux]] found with the spell[http://www.diii.net/blog/comments/full-wizard-skill-trees/] might be addressed, dealing more consistent damage per second compared to the mana spent.
 +
 
 +
Unfortunately, by [[BlizzCon 2010]] this spell still had a disturbingly high resource cost, as mentioned by [[Flux]]:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvm-report-wizard]
 +
 
 +
<blockquote>It’s not very high damage, so you’ll need to cook for a while on tougher targets, and at low levels this one isn’t very useful against bosses or champions; it’s just to AP expensive for big enemies; you’ll be out of resource before they’re out of hit points.</blockquote>
  
The change seemed to have been done briefly before BlizzCon, since the description of the spell had not been completely updated, it didn't show a [[mana]]/sec cost, and a damage/sec stat. It's possible the problems [[Flux]] found with the spell[http://www.diii.net/blog/comments/full-wizard-skill-trees/] might be addressed, dealing more consistent damage per second compared to the mana spent. Either way, the spell - in some iteration - is assumed to still be available in Blizzard's internal game build today.
 
  
'''Previous Versions:'''
 
* [[Electrocute (BlizzCon 2008)]]
 
  
 
==Trivia==
 
==Trivia==
 
This spell was originally more inspired by [http://www.d20srd.org/srd/spells/chainLightning.htm Chain Lightning] from Dungeons & Dragons, but later changed to a completely new design, electrocuting one target at a time.
 
This spell was originally more inspired by [http://www.d20srd.org/srd/spells/chainLightning.htm Chain Lightning] from Dungeons & Dragons, but later changed to a completely new design, electrocuting one target at a time.
 +
 +
  
 
==Media==
 
==Media==
 
You can find pictures in the Diablo 3 screenshot and picture gallery:
 
You can find pictures in the Diablo 3 screenshot and picture gallery:
 
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]
 
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]
* [http://www.diii.net/gallery/showgallery.php?cat=all&si=Magic+Missile Magic Missile-specific gallery contents]
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* [http://diablo.incgamers.com/gallery/search.php?keywords=Electrocute&cat=all&x=10&y=8 '''Electrocute''' specific gallery contents]
  
  
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File:Wiz-electrocute3.jpg|Electrocute chews through some monsters.
 
File:Wiz-electrocute3.jpg|Electrocute chews through some monsters.
 
</gallery>
 
</gallery>
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''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''
 
''Articles that are related, but not emphasised enough in any other section, or articles that just need further attention.''
 
-->
 
-->
 
 
==References==
 
==References==
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]
+
* [http://diablo.incgamers.com/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]
* [http://www.diii.net/blog/comments/wizard-gameplay-report/P2/ BlizzCon 2008 Wizard Gameplay Report]
+
* [http://diablo.incgamers.com/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]
 
+
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvm-report-wizard BlizzCon 2010 Wizard Hands-on Report]
 
 
  
 
{{Slave navbox Diablo III|Wizard}}
 
{{Slave navbox Diablo III|Wizard}}

Revision as of 05:02, 8 February 2011

Electrocute is a Wizard Tier 3 skill unlocked at level 6, which electrocutes an enemy over time.


Background

Diablo III Skill [e]
Wiz-electrocute1.jpg
Electrocute

Active, 5 ranks

Used by: Wizard
Skill Description:
Lightning arcs from the Wizard’s fingertips towards an enemy, electrocuting it for X-Y lightning damage.
Skill Details:
Type: Direct DoT
Quantity: 5-15 damage
Effect: Target
School: Lightning
Arcane Power cost: 8
Cast time: Instant
Duration: Concentration
Cooldown: 1.5 sec
Synergies: None
Requires: N/A
Prereq of: N/A

The Wizard opens up a whole between the physical an ethereal realms, and calls forth lightning arcs that grip an enemy and fries it until dead, or the Wizard releases her grip on the ethereal realm.


Skill Design

The description of this skill is incomplete, since it has a hefty mana-per-second cost, and that makes it awesome for quick hits, especially to finish off moving targets, but not very suitable for big enemies.

Electrocute was not enabled to start with, but once a Wizard hit level 13 and earned a skill point, it could be used. It's great fun to use, and very useful too. Electrocute is basically a beam weapon, one that the Wizard fires as long as she keeps the mouse clicked. You can not move while using Electrocute, but you're unlikely to want to, since it locks on and keeps zapping the target until it's dead, or you're out of mana. The second happens before the first more often than you'd like, and it's basically unusable on bosses, or even moderately tough targets like Dune Dervishes and Dark Demons, since mana would run out long before their health. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.

Electrocute was simply awesome for small stuff, especially on evasive enemies like the fluttering Sand Wasps, or those last one or two Fallen Imps who always scattered away from the battle when their Overseers and Shamans went down. Just aim at the monster, or anywhere near it, and the beam locks on, draining that monster steadily. Smaller monsters usually died in less than a second, and I found this one far quicker than the higher damage Arcane Orb to clean up groups of weak enemies. Some screenshots show this one chaining to multiple targets, but higher levels in this spell only listed more damage.

Note that lightning damage critical hits will stun targets. This one stuns (very briefly) at least every two seconds, so there must be a lot of hit checks going on, to trigger the critical hit so frequently. That stunning is, of course, highly useful when you're locked onto an enemy trying to charge into melee range.


Skill Rank Table

Electrocute snakes through some Skeletal Executioners.


Synergies

Electrocute benefits directly from the following traits:


Skill Rune Effects

  • Unknown rune: Adds damage.
  • Unknown rune: Triggers Chain Lightning off any target killed by the spell.


Development

Electrocute was first shown at BlizzCon 2008, as a new version of Diablo II's Chain Lightning, but with more of a Dungeons & Dragons inspiration, where the lightning art could hit a given number of targets at lesser and lesser damage. This was changed in the demo displayed at BlizzCon 2009, where it instead became more like what the name suggests: an electrocution of one selected target.

The change seemed to have been done briefly before BlizzCon, since the description of the spell had not been completely updated, it didn't show a mana/sec cost, and a damage/sec stat. It's possible the problems Flux found with the spell[1] might be addressed, dealing more consistent damage per second compared to the mana spent.

Unfortunately, by BlizzCon 2010 this spell still had a disturbingly high resource cost, as mentioned by Flux:[2]

It’s not very high damage, so you’ll need to cook for a while on tougher targets, and at low levels this one isn’t very useful against bosses or champions; it’s just to AP expensive for big enemies; you’ll be out of resource before they’re out of hit points.


Trivia

This spell was originally more inspired by Chain Lightning from Dungeons & Dragons, but later changed to a completely new design, electrocuting one target at a time.


Media

You can find pictures in the Diablo 3 screenshot and picture gallery:



References