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Electrocute

198 bytes added, 03:01, 8 June 2012
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[[File:IconElectrocute.png|left]]
[[File:Wiz-electrocute1.jpg|thumb|350px|Electrocute in action.]]
'''Electrocute''' is a Primary [[Wizard skill]] unlocked at [[clvl|Level]] 15, which electrocutes an enemy over time. This is a [[Signature spell]]. Signature spells are free to cast. Electrocute functions like a continuous Chain Lightning, with a bolt that remains active as long as the Wizard keeps it going. The beam locks onto the targeted enemy, or any enemy in close proximity to the target, and chains to others as well, dealing damage every pulse. The hit rate is determined by the Wizard's attack speed.
This is a [[Signature spell]]. Signature spells are free to cast.
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==Background==
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 Rune Effects==
The following is a very quick summary. See Refer to the [[Electrocute rune effects]] page article for a more thorough description descriptions of all five rune effectsin this skill, or any of the individual rune pages for numbers, including screenshots, blue quotesvideos, and much morestrategy tips.
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==Skill Design==
Electrocute was not enabled to start with, but once functions much like a [[Wizard]] hit level 13 and earned a skill point, it could be used. It's great fun to usebeam weapon, locking onto the target and very useful toozapping until dead. 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.
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 Electrocute became a level 6 skill.
 
===Beta===
With the [[Beta Patch 8]] of December 2011, all [[signature spell]]s became free to cast, and Electrocute was bumped up to level 13. With the Patch 13 changes, it was classified as a Primary skill and dropped to level 11. For March's [[Beta Patch 14]], it moved to level 15, making it unplayable in the beta.
 
===Previous Versions===
See the [[Wizard skill archive]] for more details on previous versions of Electrocute and other Wizard skills.
 
===In Other Games===
* [http://us.battle.net/d3/en/class/wizard/active/ Wizard Active Skills] — Blizzard's Official Diablo III Site
 
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[[category:Active skills]]
[[category:Wizard active skills]]
[[category:Signature spells]]
 
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{{Skill navbox Diablo III|Wizard|primary}}