Difference between revisions of "Electrocute"

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The [[Wizard]] opens up a hole 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.
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The [[Wizard]] opens up a hole between the physical and 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.
  
  

Revision as of 21:34, 1 September 2011

Electrocute.jpg

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


Background

Diablo III Active Skill [e]
Wiz-electrocute1.jpg
Electrocute
Used by: Wizard
Enabled at: Clvl 6
Skill Description
Lightning arcs from the Wizard’s fingertips towards an enemy, electrocuting it for X-Y lightning damage.
Type: Direct Damage/DoT
Resource Use: Costs Arcane Power/time
Skill Rune Effects
Alabaster rune: Unknown
Crimson rune: Unknown
Golden rune: Unknown
Indigo rune: Unknown
Obsidian rune: Unknown

The Wizard opens up a hole between the physical and 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.


Electrocute Video

A video of Electrocute can be seen below, courtesy of the DiabloInc You Tube channel.



Skill Rank Table

Electrocute snakes through some Skeletal Executioners.


Synergies


Skill Rune Effects

  • Unknown rune: Adds damage.
  • Unknown rune: Causes killed targets to explode, damaging nearby monsters.
  • Unknown rune: Triggers Chain Lightning off any target killed by the spell.[1]


Development

Electrocute was first shown at BlizzCon 2008, where the lightning could hit a string of targets at lesser and lesser damage. Back then, it was at Tier II on the Storm Skill Tree.

This was changed in the demo displayed at BlizzCon 2009, where it became focused on a single 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. Flux found it fun but very expensive:[1]

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 I found this one unusable on bosses, or even moderately tough targets like Dune Dervishes and Dark Demons, since my mana would run out long before their hit points. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.

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.

Skill tiers were removed for the July 2011 Press Event, and Electrocute became a level 6 skill.


Previous Versions

See the Wizard skill archive for more details on previous versions of Electrocute and other Wizard skills.


In Other Games

Electrocute is an updated version of Diablo II's Sorceress skill Chain Lightning, but with more of a Dungeons & Dragons inspiration.


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

Electrocute can be seen in action on video here:

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



References

  1. BlizzCon 2010 Hands-On: GamePlanet NZ -- Incgamers 5th Nov 2010