The 3rd class for Diablo 3, the Wizard, is the main caster class of the game. They use a combination of destructive and time-altering spells to conquer their enemies and their passive abilities allow them to further increase their spell’s power. The Wizard has 3 skill trees : the Storm Talent tree, Arcane talent tree and Conjuration talent tree.

DIABLO 3 - WIZARD STORM TALENT TREE

Charged bolt - Rank 1/1: Launch a volley of 3 electric bolts that deal 1-8 lightning damage each. Mana cost: 8.  Critical hits from lightning damage stun targets for 2 sec.

Thunderstruck - Rank 2/15: Increases the critical hit chance of all lightning spells by 10%.  Critical hits from lightning damage stun targets for 2 sec.

Empowered Magic - Rank 2/15: Increases the effect of willpower on your spell damage by 20%.

Lightning Speed - Rank 0/15: Increases casting speed by 3%

Requires 5 Points Allocated in the Skill Tree

Storm Armor - Rank 0/1: Surround yourself in electrical energy.  Electrical bolts are automatically fired at attackers for 1 to 8 damage.  Mana cost: 15

Frost Nova - Rank 0/1: An explosion of ice pelts nearby enemies for 1-3 cold damage.  Has an additional 25% chance of a critical hit.  Mana cost: 25.  Cooldown: 12 sec.  Critical hits from cold damage freeze targets.

Deep Freeze - Rank 0/15: Increases the critical hit chance of all cold spells by 5%.  Critical hits from cold damage freeze targets.

Power Armor - Rank 0/15: Increases the damage dealt by your storm armor charged bolts by 10%.

Static Charge - Rank 0/15: Convert 5% of all damage taken into mana.

Requires 10 Points Allocated in the Skill Tree

Electrocute - Rank 0/1: Lightning arcs from the wizard’s fingertips towards enemies, electrocuting them for 4-5 damage.  Electrocute affects up to 2 targets.  Mana cost: 8.  Critical hits from lightning damage stun targets for 2 sec.  Requires 10 points in Storm tree.

Ray of Frost - Rank 0/1: Project a beam of cold energy that deals 6 cold damage per sec.  Mana cost: 16 mana per sec.  Critical hits from cold damage freeze targets.  Requires 10 points in Storm tree.

Static Residue - Rank 0/15: Enemies damaged by your lightning spells discharge an additional 1 to 3 lightning damage per sec to nearby enemies for 3 seconds.  Requires 10 points in Storm tree.

Lethal Energy - Rank 0/15: Increases the chance to score critical hits with melee and spell attacks by 5%.  Requires 10 points in Storm tree.

Improved Charged Bolt - Rank 0/15: Increase the number of bolts released by your charged bolt spell by 1.  Requires 10 points in Storm tree.

Requires 15 points Allocated in the Skill Tree …

Tornado - Rank 0/1: Summon a large tornado that damages everything in its path.  Mana cost: 15. Requires 15 points in Storm tree.

Blizzard - Rank 0/1: Call down shards of ice to pelt an area dealing 6-10 cold damage per sec for 3 sec.  Mana cost: 70.  Critical hits from cold damage freezes targets.  Requires 15 points in Storm tree.

Storm Power - Rank 0/15: Increase damage of all lightning and ice spells.  Requires 15 points in Storm tree.

Epic Storms - Rank 0/15: Increases size of Blizzard and number of twisters you can have for your energy twister.

DIABLO 3 - WIZARD ARCANE SKILL TREE

Magic Missile - Rank 1/1 Fire 1 missile (s) of energy at your enemies causing 7-13 arcane damage to them. Mana cost: 8. Critical hits from arcane damage silence targets for 4 secs.

Arcane Power - Rank 2/15: Increases all arcane damage dealt by 24% (next point 36%).

Efficient Magics - Rank 2/15: Lowers the mana cost of spells by 6% (next point by 9%).

Penetrating Spells - 0/15: Reduces the resistance of your targets to your spells by 8%. Targets with negative resistance take additional damage from spells.

Requires 5 Points Allocated in the Skill Tree…

Disintegrate - Rank 0/1: Emanate a beam of pure energy dealing 10 arcane damage per second. Damage is modified by 80% each time the beam passes through the target. Mana cost: 12 per sec. Critical hits from arcane damage silence targets for 4 secs.

Wave of Force - Rank 0/1: Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage. Mana cost: 25.

Arcane Armor - Rank 0/15: While your Storm Armor, Stone Armor, Stone Skin or Temporal Armor spells are active, your armor is increased by 20%.

Arcane Weakness - Rank 0/15: Enemies damaged by your arcane spells are affected with arcane weakness, increasing damage taken by 10% for 5 sec.

Arcane Speed - Rank 0/15: Reduces the cooldown of all arcane spells by 5%.

Requires 10 Points Allocated in the Skill Tree…

Arcane Orb - Rank 0/1: An orb of pure energy explodes on contact dealing 12-16 arcane damage to all enemies in the blast area. Mana cost: 18. Critical hits from arcane damage silence targets for 4 sec.

Slow Time - Rank 0/1: Warp space and time lowing nearby monsters and projectiles. Mana cost: 20. Enemy attack cooldown increase: 1 sec.

Arcane Distortion - Rank 0/15: Enemies damaged by your arcane spells are slowed by 35% for 3 sec.

Mana Recovery - Rank 0/15: Enemies have a 7% chance to drop a mana globe that return 25% of maximum mana when picked up.

Improved Magic Missile - Rank 0/15: Increases the number of missiles launched by your magic missile spell by 1 and increases their damage by 8%.

Temporal Armor - Rank 0/1: Surrounds the wizard in a protective shell that stops all damage from an attack every 6 sec. The shell dissipates after absorbing 12 attacks.

Teleport - Rank - 0/1: Teleport to the selected location up to 40 feet away. Mana cost: 23.

Greater Mana - Rank 0/15: Increases maximum mana by 12%.

Mana Burst - Rank 0/15: Increases the damage of any spellcast from full mana by 25%.

Runic Might - Rank 0/15: Increases the effects of all runes.

DIABLO 3 - WIZARD CONJURATION SKILL TREE

Spectral Blade - Rank 1/1: Summons a spectral blade that strikes each enemy in front of the wizard 3 times causing 1-5 physical damage with each hit. Mana cost: 7.

Spell Speed - Rank 2/15: Increases the speed of your magic missile projectiles by 16% (next point by 24%).

Damage Resistance - 2/15: Increases armor by 10% and all resistances by 8% (next point armor by 15% and all resistances by 12).

Weapon Mastery - 0/15: Increases physical damage done by all weapons by 15.

Requires 5 Points Allocated in the Skill Tree…

Stone Skin - Rank 0/1: Shield yourself with rock and stone absorbing 30 damage. Lasts 8 sec. Mana cost: 12. Cooldown: 15 Sec.

Mirror Image - Rank 0/1: Create an illusionary duplicate of yourself that lasts for 8 sec. Mana cost: 18.

Conjured Armor - Rank 0/15: Magical armor surrounds the wizard increasing block chance by 2%.

Conjured Health - Rank 0/15: Increases total health by 8% and the health of your conjured images by 12%.

Duplicate Conjuring - Rank 0/15: Increases the images from your mirror image skill and
Hydras from your Hydra skill by 1.

Requires 10 Points Allocated in the Skill Tree…

Meteor Storm - Rank 0/1: Meteorites pelt the targeted region dealing 10 to 20 damage per sec. Mana cost: 12 mana per sec.

Acid Cloud - Rank 0/1: Drop a cloud of acid on the targeted area. Deals an initial 1-4 poison damage followed by 4-8 poison damage per sec to enemies who remain in the area. Mana cost: 15.

Conjured Power - Rank 0/15: Increases damage done by spells by 1% for every 10 points of vitality.

Conjuring Duration - Rank 0/15: Increases the duration of your Stone Skin and Acid Cloud spells by 1 sec and duration of your mirror image images by 2 sec.

Improved Spectral Blade - Rank 0/15: Increases the damage of Spectral Blade by 14%.

Requires 15 Points Allocated in the Skill Tree …

Hydra - Rank 0/1: Creates a multi-headed beast that attacks your enemies with bolts of fire.

Magic Weapon - Rank 0/1: Imbue your weapon with magical energy granting it increased damage. Mana cost: 15.

Magical Impact - Rank 0/15: Increases damage of all spells by 15% of your weapon damage.

Slowing Strikes - Rank 0/15: Enemies damaged by your melee attacks, Spectral Blade or magic weapon have their movement speed reduced by 30% and their attack speed reduced by 20% for 4 sec.

Armor Piercing - 0/15: Conjured and physical damage decreases the armor of armored enemies.

source : www.diii.net

Related posts:

  1. World of Warcraft 3.0.8 PTR patch notes World of Warcraft 3.0.8 PTR patch notes / changelog General...
  2. Bashiok’s Diablo 3 Q&A A sign that Bashiok is starting to lean towards the...
  3. Dota Allstars 6.55 changes (September 14, 2008 beta version) UPDATE : DoTA 6.55 is now up for download click...
  4. World of Warcraft 3.0.3 Patch Notes Here's the WoW 3.0.3 patch notes (live) and as you...
  5. World of Warcraft 3.0.2 Patch As Posted by Zarhym Re: World of Warcraft 3.0.2 patch...
  6. Related posts brought to you by Yet Another Related Posts Plugin.

Death mechanic for Blizzard games has evolved a lot since Diablo 1. Diablo 1 didn’t have any, like the other games during it’s time. When you die, it’s game over for you and a menu that prompts you to quit or load from your previous save. Save the game a millisecond before you die then you’re screwed. The players found this annoying so Blizzard changed the death mechanic to something more lenient, which is, you respawn at the act’s town… nude… then you walk (run) your way back to your corpse and you get your previously equipped items back again. WoW’s death mechanic was pretty similar to this but you spawn as a ghost so you won’t get ganked/killed on your way to your corpse but that doesn’t stop you from getting corpse camped by either other players or mobs. Bashiok divulged some information on as to what death mechanic Diablo 3 is using in the current development build :

As posted by Bashiok
Before I get in to what we are doing let me go over some things we want to avoid with a death mechanic. We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don’t want to remove the sense of suspense and danger by making town something you’re always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.

On that same note we also don’t want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.

So, with these things in mind we’ve found that a check point system works really well. Throughout your adventures, and generally at the ends of each “floor” of a dungeon your character is saved to a checkpoint. When you die you’re dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It’s obviously a very forgiving system as it is. It’s just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.
Regardless, potential penalties aside, this is the death mechanic we’re currently using and it’s working really well so far.

Related posts:

  1. Diablo 3 will have a respecing system. Some players doesn’t want Diablo 3 respecing. Some players do....
  2. Bashiok’s Diablo 3 Q&A A sign that Bashiok is starting to lean towards the...
  3. Diablo 3 - Wizard Skill Tree The 3rd class for Diablo 3, the Wizard, is the...
  4. IGN Interviews Leonard Boyarsky | New Diablo 3 Artwork and Screenshots (July 25 2008) IGN: What do you do as the lead world designer,...
  5. Related posts brought to you by Yet Another Related Posts Plugin.

As posted by Karune (Blizzard Community Manager)


As mentioned in previous conversations, the development team is working extremely hard on the single player campaign, which we will be talking in more detail about at a later time. In the meantime, questions will be ‘light’ over the next couple of batches, to give the Dev Team ample time to work on their latest design challenges. There are also many preparations being made for both the Games Convention coming up in Leipzig, as well as BlizzCon, to make sure the StarCraft II community definitely gets their feed of info. Nonetheless, in this batch we were able to talk a bit more with Dustin and our balance designer to look into the current Zerg versus Zerg match up towards the end of our Q&A. Enjoy!




StarCraft II Q&A Batch 43


1) What happens if a Nullifier targets a Colossus with the Anti-Gravity ability?
(garmgarf battle.net)

When Anti-Gravity is used upon a Colossus, the Colossus will still be immobilized and lifted up, which will still allow it to be hit by units that can attack air targets. Colossi will not be able to shoot while under the effect of Anti-Gravity.

2) How many critters will there be available and will they have attack animations? (SatanicLaser battle.net)

There will be critters, but there have not been any detailed discussions yet about their attack animations. On that note, there is a possibility that BlizzCon panels may fill the community in a bit more on what type of critters there will be.

3) Can the Infestor infest any building, or only specific ones, such as Barracks or Gateways, if the Protoss can be infested? (Son_Of_Korhal Battle.net)

This is actually a mechanic they are currently testing quite a bit. It is undecided if the Infestor will be able to infest Protoss or Zerg buildings, as there are gameplay and lore reasons which support many different options. Either way, at the end of the day, the development team will choose an option that will be balanced and fun in terms of gameplay for multiplayer.

4) What units are currently undergoing major art changes? (starcraft2forum.org)

There are several artistic revisions every week, though the two newest units to get some artistic updates are the Nomad and the Stalker. The Terran Nomad is getting a complete artistic redesign from any versions the community has seen thus far. Furthermore, the Protoss Stalker is also being updated to look more similar to the concept art piece as seen here: http://starcraft2.com/art.xml?s=6

5) How do Zerg vs Zerg games play out in SC2? Is it still mostly a battle of mutalisks and zerglings or have the new units changed things around? Ideas (teamliquid.net)

ZvZ (Zerg vesus Zerg)matchup usually opens up in 2 different ways, Zerglings or Roaches. Aggressive players can use Zerglings mobility to take control of the early game, whereas going Roaches is more of a defensive strategy. Zergling vs. Roach relationship is such that for cost, Zerglings wins out in the open, Roaches win at chokes, but in mid/late games when numbers are greater, Roaches can stand up to or even beat Zerglings for cost out in the open. Hydralisks dont have much use in ZvZ early game, as they are more of an anti air unit in StarCraft II.

The tier 2 battle continues with Banelings that can dominate Zerglings, but with micro, Zerglings can actually come out ahead in Zergling vs. Baneling battles. Similarly, Lurkers counter Roaches for cost, but Roaches have the mobility advantage. Mutaliks counter Zerglings/Roaches since these units cant hit air. Whats different in StarCraft II is that Hydralisks counter Mutalisks extremely well, meaning something like Roach/Hydralisk combo can stand up to the classic Zergling/Mutalisk combo. Also, another great way to fight vs. mass Mutalisks is to tech to infestation pit (same tech level as the Spire), and make Corruptors or Infestors. Infestors have the disease ability that is great for fighting vs. units that clump really well such as the Mutalisk, and Corruptors are Zergs anti air air unit.

Due to the fast pace of the ZvZ game, most games dont end up in tier 3, but ultralisks, with their cleave attack, or swarm guardians that use swarms to soak up a lot of ground vs. ground damage are great options if the game does happen to go into tier 3.

Overall, StarCraft II has a variety of options even in a mirror match such as Zerg vs. Zerg. Players can use different unit compositions to counter the classic Zergling/Mutalisk strategy that is a still powerful but not the only option.

Related posts:

  1. Starcraft 2 Q&A Batch 47 At last! A micro-related question! And as expected, that question...
  2. Starcraft 2 Q&A Batch 46 Starcraft 2 Q&A Series Starcraft 2 Q&A Batch 46...
  3. Starcraft 2 Q&A Batch 45 The Starcraft Q&A Batch 45 as posted by Karune StarCraft...
  4. Starcraft 2 Q&A Batch 44 As posted by Karune Starcraft 2 Q&A Batch 44 Chat...
  5. Starcraft 2 Q&A Batch 42 Starcraft 2 Question and Answer Batch 42 as posted by...
  6. Related posts brought to you by Yet Another Related Posts Plugin.

« Previous Articles    
Gaming News Link is based on WordPress platform, RSS tech , RSS comments design by Gx3.