Wizard Blog Updated


In case you did not spot this, Blizzard has added more to the Wizard blog update highlighting the changes to Meteor and Arcane Torrent.

DiabloWikiMeteor (db) and DiabloWikiArcane Torrent (db) are both going to get buffs, as well, since neither of those feel strong enough to justify the Arcane Power expenditure.

Meteor:

  • Base damage increased from 200% + 60% over 3 seconds to 260% + 60% over 3 seconds
  • Molten Impact damage increased from 260% +78% over 3 seconds to 390% + 90% over 3 seconds
  • Meteor Shower damage increased from 80% to 104% for each smaller Meteor
  • Comet damage (of initial hit) increased from 240% to 312%

Arcane Torrent:

  • Arcane Power cost reduced from 20 to 16
  • Base damage increased from 175% to 210%
  • Arcane Mines damage increased from 150% to 180%
  • Cascade damage increased from 175% to 210%
  • Death Blossom projectiles are now less random

Meteor requires the player to correctly predict enemy movement in order to deal maximum damage, and Arcane Torrent requires you to stand still for extended periods of time to do damage. Since a player is putting in some extra effort to use these skills, some extra damage seems justified.

Comments

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  1. Those damage buffs to not seem to me to be enough to boost the skills into useability. Additionally, it seems to me that the major problem with Arcane Torrent is, yes, that you need to stand still to use it. Unless the damage on it is monstrous enough to kill spiderlings before they reach you and kill you, it almost doesn’t matter how much damage the ability does or does not do; if you use it, you die. Most of the channeled spells really need some sort of built-in tankiness that would allow lvl 60 Wizards in Inferno to use them without dying. That includes making sure that a Wizard can _stop_ using them without dying; tankiness that lets you use Arcane Torrent isn’t very meaningful if it just means that you wait until you stop channeling and then lose the tankiness and die instantly.

    • I never played a wizard, but can’t you crowd control them (slow, freeze, whatever) before they reach you? My DH could (before he was mothballed) put up traps use freezing arrows etc.

      • yeah, I use a meteor build and I just pop Mirror image – Duplicates, back away a few steps and proceed to drop a few astral masses into the confusion.

    • wizards are meant to have to kite a bit. Any ranged spec is. I agree that they can’t make the channeling spells too weak, but it doesn’t also mean that you can just stand there and spam or wait until the enemies are on top of you to run. They should just put an inherent slow enemy (~10%?) for those channeling spells that is added on top of any other slow skill/passive the wizard is using. Ray of frost is pretty good at that, but the other channeling skills should have some built in too.

      • Wizards already have plenty of crowd control skills, adding slow to channeling spells is, IMO, a step too far. You’re not going to be able to use exactly the same skills on every single enemy – if they’re too fast for Arcane Torrent, whatever its damage output, then either control the enemy or use a different skill.

        And if you don’t have the correct crowd control skills in your build, that’s what followers/other people can help with.

  2. Bonuses of +25% damage or more are no joke. If it still needs more they can buff it again. People expecting every skill they don’t use to be revolutionized this patch are going to be disappointed.

  3. The “glass cannon” class is actually only glass. They forgot the cannon part. The buffs mentioned are inconsequential.

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