Diablo® III

[Updated] 1.0.6 Patch Notes - Wizard

If you'd like to see anything wizard related changed or fixed for 1.0.6, list it here. I personally would like to see a lot of skills improved so that there is more incentive to pick them up. After all, we should have a wide arsenal of effective and fun skills at our disposal to slaughter hordes of demons.

I've compiled the suggestions from this thread. As you can see from this list, some skills/runes desperately need attention and in specific areas. Keep these bullet points coming! If you need something added, modified or removed, let me know and I'll update these notes.

1.0.6 Patch Notes - Wizard

ACTIVE SKILLS
  • Arcane Orb
  • Reduced cost to 25 arcane power. - [Nomak]
  • Base cost reduced to 25. - [Pryamus]
  • Arcane cost reduce to 28,dam increase to 188% and expode radius now is 14 yard - [PurestofPain]
  • Arcane Orbit: replaced with Orb of Destruction. Now the orb does not cause area of effect damage, instead releasing 10 arcane bolts per second (each dealing 75% weapon damage) in random directions until the orb collides with enemy for 175% damage. Arcane Power cost increased to 40. - [Pryamus]
  • Arcane Orbit - 4 arcane orbs orbit you, when an orb hits an enemy it explodes doing 100% weapon damage as arcane creating a second row of orbs and doubling the damage for each hit to a maximum of 3 rows orbiting you and 500% weapon damage - [Ruprect]
  • Arcane orbit: add 33% chance to knock back - [PurestofPain]
  • Obliteration: does fire dam - [PurestofPain]
  • Arcane nova: increase radius to 22 yard - [PurestofPain]
  • Tap the source: reduce arance cost to 18 - [PurestofPain]
  • Celestial orb: damage all enermies in it path within 16 yard and has 10% chance to knock enermies back 8 yard - [PurestofPain]
  • <new rune idea> Implosion – Arcane Orb pulls all affected enemies towards the center of the explosion. Could replace Obliteration. - [Elexar]
  • Arcane Torrent
  • Missiles now continue flying at designated point even if player no longer controls them. - [Pryamus]
  • Arcane Mines will now arm after 1 second (down from 2) and their trigger radius has been doubled. - [Gastank]
  • Arcane Mines - Delete - or lay down mines behind you that arm immediately and cause 200% weapon damage freezing the enemies in place for 3 seconds. - [Ruprect]
  • Arcane Mines: delay reduced to 1 second, damage increased to 265%. - [Pryamus]
  • Arcane mine: arm after 1.2s and radius slightly increased - [PurestofPain]
  • Power Stone now have its Power Stones also providing a 10 intellect buff for 15 seconds, can stack up to 10 times. The chance for Power Stones to appear has been increased to 5% (up from 2%). - [Gastank]
  • Power stone: atk have a chance not to cost arcane power - [PurestofPain]
  • Power Stone – Every missile hit has a 7% chance to leave behind a Power Stone that reduces all cooldowns by 5% when picked up and increases your Arcane Power regeneration by 25% for 5 seconds. - [Elexar]
  • Cascade: removed kill requirement. However, secondary missiles cannot trigger this effect. - [Pryamus]
  • Cascade – Critical Hits with Arcane Torrent have a 25% chance to fire a new missile at a nearby enemy dealing 210% weapon damage as Arcane. This effect can chain indefinitely. - [Elexar]
  • Death Blossom: damage reduced to 320%. Missiles now fly off in random direction and home at random enemy within range for 0.5 second. If missiles fail to find their target within 1 second, they simply miss. - [Pryamus]
  • Death blossom: increase to 690% wp dam - [PurestofPain]
  • One of 2: Death Blossom increases attack speed by 5 attacks per second (not 5%, 5 attacks) with a channeling rate of 30 AP. OR Death Blossom targets a 60 degree cone in front of the Wizard with only control over the direction of the cone. - [Zakhail]
  • Disruption – Targets hit by Arcane Torrent become disrupted for 5 seconds, causing them to take 5% additional damage from all sources. This effect can stack up to 3 times and each stack prolongs the duration of the effect up to a maximum of 15 seconds. - [Elexar]
  • Archon
  • Archon now increases by 1 second duration based on monster deaths. To promote group play with archon. - [Shiny]
  • Pure Power: redesigned to make every enemy killed in Archon form also reduce cooldown by 1 second (in addition to prolonging the duration). - [Pryamus]
  • Improved Archon: renamed to Might of the Stars. - [Pryamus]
  • Synergy: Slow Time (Archon) also benefits from selected Slow Time rune, if any. - [Pryamus]
  • Add a way to refresh armor and magic weapon in Archon mode. - [Almomiha]
  • Change the +1 second per kill, it's horrible while fighting bosses. Change it to +0.5 second per critical hit. - [Almomiha]
  • Blizzard
  • Blizzard stacks - [Aimless]
  • Blizzard's damage now properly stacks, blizzards proc rate has been increased from 0.06 to 0.08 for all runes except stark winter (decreased from 0.06 to 0.05) - [Harrowing]
  • Arcane Power cost reduced to 30. Now can benefit from Increased Attack Speed. - [Pryamus]
  • Now does 240% wp dam over 6s - [PurestofPain]
  • Grasping Chill: now increases movement speed reduction to 80% instead of creating lying mist. - [Pryamus]
  • Grasping Chill - All enemies affected by Blizzard deal 15% less damage and this effect persists for 3 seconds after leaving Blizzard’s area. - [Elexar]
  • Frozen Solid: chance to freeze increased to 50%, but freeze cannot occur more then once every 4 seconds. - [Pryamus]
  • Frozen Solid – Enemies caught in the Blizzard have a 30% chance to be Frozen for 3 seconds. This effect from multiple Blizzards does stack. - [Elexar]
  • Stark Winter: now also increases duration to 8 seconds (damage per second remains same). - [Pryamus]
  • Unrelenting Storm: duration reduced to 6 seconds, but damage per second increased from 35% to 50% and can now stack multiple casts in same area up to 3 times. - [Pryamus]
  • Unrelenting Storm: now does 400% wp dam over 8s - [PurestofPain]
  • Unrelenting Storm – Redesign and (potentially) rename. Icefall – Changes Blizzard to deal 350% weapon damage as Cold over 3 seconds. - [Elexar]
  • Winter’s Embrace – When you deal damage to an enemy under the effects of Blizzard you have a chance to get a Winter’s Embrace charge. After 5 Winter’s Embrace charges, your next source of Cold damage deals 50% more damage and its duration of Chilled and Frozen effects is increased by 100%. - [Elexar]
  • Diamond Skin
  • Absorption amount now equals to 30% of the casters health up to a maximum of 20,000 HP. The Crystal Shell absorption amount equals to 50% of the casters up to a maximum of 35,000 HP. - [Gastank]
  • All runes now absorb 15068 damage. - [Pryamus]
  • Crystal Shell: increases amount absorbed to 20104 damage, but reduces duration to 4 seconds. - [Pryamus]
  • Mirror Skin: amount of damage reflected increased to 200%. - [Pryamus]
  • Diamond Shards: also causes 75% weapon damage to the attackers. - [Pryamus]
  • <new rune> Devouring Carapace – Diamond Skin no longer has a damage absorption cap instead it absorbs 70% of all damage taken during 6 seconds. Once it wears off it releases its accumulated energy dealing 50% of absorbed damage as Arcane to you and all enemies within 8 yards over 3 seconds. This damage cannot bring your Life down below 25% of your maximum Life. - [Elexar]
  • <new rune> Regenerating Skin – If you don’t take damage during 2 consecutive seconds duration of Diamond Skin is increased by 2 seconds up to a maximum duration of 12 seconds. In addition, while the same conditions are met Diamond Skin’s absorption amount regenerates by 50% per second. - [Elexar]
  • Disintegrate
  • Disintergrate now is set as fire dam - [PurestofPain]
  • Convergence: beam also widens now, hitting a 25 degree arc. - [Pryamus]
  • Volatility: chance to trigger increased to 100%, damage reduced to 250%. - [Pryamus]
  • Entropy: damage arc increased to 180 degrees, damage increased to 240%. - [Pryamus]
  • Entrophy: rapidly cast 45 degree arc of energy flying toward that damage everything in its path for 155% wp dam - [PurestofPain]
  • Chaos Nexus: beams also increase damage affected targets take from Arcane attacks by 10% (stacks up to 5 times) for 3 seconds. - [Pryamus]
  • Intensify: now increases damage to 295% over 2 seconds. - [Pryamus]
  • Intensify – Damage increases slowly over 1.5 seconds to inflict a maximum of 220% weapon damage as Arcane. Once at full power affected targets also start to burn for 20% weapon damage as Fire. - [Elexar]
  • <new rune idea> Disintegration Orb – Create an orb at the targeted location which after a 1 second delay extends a rotating disintegration beam. Enemies hit by the beam take 270% weapon damage as Arcane. Adds a 7 second cooldown. - [Elexar]
  • Electrocute
  • Add 3% to stun enemies for 1.5s - [PurestofPain]
  • Arc lightning: increase dam to 150% - [PurestofPain]
  • Energy Armor
  • Now also grants 25% bonus to all resistances. - [Nomak]
  • Prismatic Armor: increases resistance buff to 35% at cost of reducing maximum arcane power by 25. - [Pryamus]
  • Prismatic: renamed to discharge and now grants a chance to cast a small shockwave that deals 30% weapon damage as arcane and knockbacks nearby enemies when you are struck (this effect cannot occur more then once every 15 seconds). - [Nomak]
  • Absorption: amount of Arcane Power gained now depends on damage taken, awarding 3 Arcane Power for every 5% of maximum life lost in a single hit. - [Pryamus]
  • Absorption – You have a chance to gain 5% of your maximum Arcane Power whenever you are hit. - [Elexar]
  • Force Armor: damage threshold reduced to 20% of maximum life, but amount of damage absorbed is reduced to 75% of maximum life. - [Pryamus]
  • Energy Twister
  • All runes except Wicked Wind now home at and chase the closest enemy. - [Pryamus]
  • Now increases armor by 35% and all resistances by 25%. - [Pryamus]
  • No longer reduces maximum Arcane Power. - [Pryamus]
  • Raging Storm: upon collision, deals 180% weapon damage to enemies within 18 yards and creates new tornado that deals 420% damage over 6 seconds. - [Pryamus]
  • Raging Storm – When two Energy Twisters collide, they merge into a tornado with increased area of effect that causes 610% weapon damage as Arcane over 6 seconds. In addition, lightning electrocutes up to 3 enemies within 12 yards of the tornado every second for 35% weapon damage as Lightning. - [Elexar]
  • Storm Chaser: unleashed charges form a homing tornado that deals 75% weapon damage per charge to first enemy it collides with and to other enemies within 7 yard range, then disappears. Charges can be released by casting any damaging spell other then Energy Twister. - [Pryamus]
  • Storm Chaser – I would suggest increasing damage of this rune to 100% weapon damage per stored wind charge. - [Elexar]
  • Energy Twister rune that allows it to travel in a straight line - [Savious]
  • <new rune> Tempest of Elements – Energy Twister now deals 25% of its damage as Arcane, 25% as Fire, 25% as Cold and 25% as Lightning. - [Elexar]
  • Explosive Blast
  • Now damage all enemies within 16 yard - [PurestofPain]
  • Delay before explosion reduced to 1 second. - [Pryamus]
  • Time Bomb: damage increased to 400%. - [Pryamus]
  • Chain Reaction: now causes 100% damage per explosion. Enemies killed by Chain Reaction release another explosion for 50% damage. - [Pryamus]
  • Obliterate: increase radius to 22 yard - [PurestofPain]
  • Familiar
  • All runes now increase damage done by 10%. - [Pryamus]
  • Now does 40% wp dam - [PurestofPain]
  • Sparkflint damage increase reduced to 13%. - [Pryamus]
  • Sparklight: still does 20% wp dam and bonus 15% more dam - [PurestofPain]
  • Cannoneer: replaced with Darkling. Now its attacks reduce damage done by attacked enemy by 30% for 1 second. - [Pryamus]
  • Cannoneer: shoot 3 projects that each deal 20% wp dam and explode radius is 12 yard - [PurestofPain]
  • Vigoron: regen 2% of maximum life - [PurestofPain]
  • Frost Nova
  • Frozen Mist radius has been doubled. - [Gastank]
  • Frozen Mist: now also slows enemies by 80%. - [Pryamus]
  • Frozen mist: rededisgn to be a buff skill.Player will leave behind a frozen mist that slow enermies for 30% and deals 5% wp per second.its length and wide are triple the length and double the wide of Fire Walker’s trail - [PurestofPain]
  • Frozen Mist – Underpowered + redesign. Frost Nova no longer freezes enemies, but instead you leave behind a mist of frost as you move that deals 400% weapon damage as Cold over 8 seconds. This effect lasts 3 seconds. - [Elexar]
  • Shatter – Critical Hits against targets frozen with Frost Nova have a chance to cause them to shatter taking 10% of their maximum Life in damage and releasing a new Frost Nova centered on the shattered target. Shattering a target removes the Frozen effect. - [Elexar]
  • Deep Freeze – For every enemy Frost Nova hits you gain a 3% bonus to Critical Hit Chance for 12 seconds. This effect can stack up to 5 times. - [Elexar]
  • Hydra
  • Hydra now triggers LoH and LS - [Azliet]
  • Hydra now has an internal proc rate of .125 - [Harrowing]
  • Base spell damage increased to 60%. - [Pryamus]
  • Proc coefficient increased to 0.2. - [Pryamus]
  • Venom Hydra: acid pools now also increase damage taken by enemies by 10% per tick for 2 seconds. Effect stacks up to 3 times. - [Pryamus]
  • Frost Hydra: cold cone range decreased slightly, damage increased to 50%. - [Pryamus]
  • Frost Hydra: Increased damge dealt to 45% and the frozen duration has been increased. Also the AI of the frost hydra heads has been improved so now they attack different targets, this way the snaring effect will be more effective against large groups. - [Nomak]
  • Lightning Hydra: proc coefficient increased to 0.333. - [Pryamus]
  • Lightning hydra: each head can electrocute 1 additional enemy.Lighting hydra now does 59% wp dam - [PurestofPain]
  • Mammoth Hydra: now arrives to the world and serves as a fully functional mobile companion. - [Pryamus]
  • Mammoth hydra: have player’s atk speed,gain 1 arcane power per enemy per tick.Now does 140% wp dam - [PurestofPain]
  • Mammoth Hydra – Summons a large walking Mammoth Hydra for 25 seconds that breathes pools of flame at nearby enemies dealing 67% weapon damage per second as Fire to enemies caught on the burning ground. When the hydra dies it leaves behind a large pool of flame which deals 390% weapon damage as Fire over 5 seconds. Adds a 45 second cooldown. - [Elexar]
  • Ice Armor
  • Now reduces melee damage taken by 20% and ranged damage taken by 10%. - [Pryamus]
  • Crystallize: now also grants the armor bonus when you are hit by ranged attacks. The duration of the armor bonus will be reset to 30 seconds whenerver you are hit again - [Nomak]
  • Crystallize: triggers on any direct hit. - [Pryamus]
  • Chilling Aura: range increased to 30 yards. - [Pryamus]
  • Chilling Aura – 30% slow with a small radius is underpowered. Lower the temperature of the air around you. Enemies within 25 yards are chilled, slowing their movement speed by 60%. - [Elexar]
  • Ice Reflect: chance to trigger increased to 50%, also freezes affected enemies for 1 second. - [Pryamus]
  • Frozen Storm damage has been increased to 60% (up from 30%) and its duration has been increased to 6 seconds. - [Gastank]
  • Frozen Storm: redesigned to permanently deal 30% weapon damage per second to enemies within 30 yards. - [Pryamus]
  • Frozen storm: the storm of ice lasts forever and does 6% wp per second - [PurestofPain]
  • Frozen Storm – Redesign and rename. Avatar of Ice – Critical Hits have a chance to unleash a whirling storm of ice around you that deals 240% weapon damage as Cold over 5 seconds. Enemies caught by the storm have a chance to get frozen for 2.5 seconds. This effect cannot occur more than once every 10 seconds. - [Elexar]
  • Synergy: Ice Reflect also benefits from selected Frost Nova rune, if any. - [Pryamus]
  • Magic Missile
  • Charged Blast: renamed Fire Blast, damage type changed to fire. - [Pryamus]
  • Charged Blast has been redesigned and renamed to Balls of Fire - [Slaidius]
  • Charged Blast – Magic Missile now damages enemies within 6 yards of the primary target for 60% weapon damage and changes all damage to Fire. AoE damage should have a non-zero proc coefficient. - [Elexar]
  • Split: renamed Glacial Bolts, damage type changed to cold. - [Pryamus]
  • Split – Fires 5 missiles that deal 35% weapon damage as Arcane each. Proc coefficient should be> 1.0 for all missiles combined (maybe 0.35 per missile). - [Elexar]
  • Balls of Fire transforms your missile into a fireball that hits a target for 95% weapon damage as fire and causes 35% weapon damage to any enemies in a 12 yard radius of the initial impact. - [Slaidius]
  • replace the piercing rune with a rune that makes missle does 55% wp dam and allows successful crit explode for 110% wp dam within 14 yard - [PurestofPain]
  • Penetrating Blast needs a 0.5 coefficient, possibly up to 0.75 coefficient for producing Arcane Dynamo charges primarily. - [Zakhail]
  • Magic Weapon
  • Magic Weapon should at least give a buff to CC or CD as well. - [Bukizzle]
  • Electrify: redesigned to add 5% weapon damage as lightning. - [Pryamus]
  • Electrify – Attacks have a chance to cause lightning to arc to 3 nearby enemies, dealing 20% weapon damage as Lightning. Increase range of this effect as well. - [Elexar]
  • Force Weapon: chance to deal knockback increased to 10%, but only triggers against enemies within 10 yards of the player. - [Pryamus]
  • Venom: replaced with Vapourise. Now gives chance to enemies killed by spells to explode, dealing 30% weapon damage over 3 seconds to all other enemies within 7 yards as Physical. - [Pryamus]
  • Conduit: atk have a chance to restore 5 arcane power - [PurestofPain]
  • Conduit – All hits have a chance to grant 3 Arcane Power. - [Elexar]
  • Blood magic: life steal increase to 2.5% - [PurestofPain]
  • Blood Magic – Attacks recover 3% of damage caused as Life. - [Elexar]
  • <new rune idea> Overcharge – Magic Weapon costs all remaining Arcane Power. Your next attack will cost no Arcane Power and deal additional 1% more weapon damage as Arcane per Arcane Power spent. - [Elexar]
  • Meteor
  • Arcane Power cost reduced to 40. - [Pryamus]
  • Star Pact: Arcane Power cost is no longer reduced, instead the amount of time before cast and impact reduced from 1.25 seconds to 0.25 seconds. - [Pryamus]
  • Liquefy: also increases range of the pool by 14 yards. - [Pryamus]
  • Mirror Image
  • Clones last twice as long from mirrors - [Aimless]
  • Clones will now guarantee to emerge towards the direction of your mouse pointer. - [Gastank]
  • All Mirror Images now attract enemy, making monsters always prefer them over other targets. - [Pryamus]
  • Now can cast all spell,have 50% life and 10% wp dam - [PurestofPain]
  • Mirror Mimics: now can cast all damaging spells except Hydra. In Archon form, Mirror Images switch to Archon Form as well. - [Pryamus]
  • Mirror mimic: now deal 25% dam - [PurestofPain]
  • Mirror mimic: Increasing image damage to 20% - [Elexar]
  • Extension will: last 14s and have 34% life - [PurestofPain]
  • Mocking Demise – Increase damage component to at least 100% per image destroyed. - [Elexar]
  • <new rune> Doppelganger – Creates 1 illusionary image of your target which lasts for 8 seconds and has 50% of target’s Life and damage. - [Elexar]
  • Mirror Mimics' description is 10% of current spell damage. It needs a better description if this is 10% of weapon damage or something else. Bug: Damage does not seem to correctly scale with critical damage or % to damage modifiers. My orbs would crit for 250k with Celestial Orb while the Mimics would only crit as high as 4k. - [Zakhail]
  • Mirror Mimics does less damage than Storm Armor. The mimics need to attack much more frequently (4-5 attacks each per use of Mirror Images), and exclusively use the skill bound to the right mouse button. The damage of their spells needs to be 50% weapon damage. - [Zakhail]
  • Mirror Images are weak, and need to have resistances similar to witch doctor pets. (Mimics can kill themselves on a reflect damage monster when I have 28k HP and 75k DPS.) - [Zakhail]
  • Each Mirror Mimic can summon its own hydra. Mimics can only cast this once and then use a standard ranged attack until they expire. - [Zakhail]
  • Mirror Mimics can expend 5 charges of Arcane Dynamo increasing their spell damage to a total of 87.5% weapon damage. - [Zakhail]
  • Ray of Frost
  • Black Ice will now leave larger patches of ice. - [Gastank]
  • Black ice: leave a bigger path of ice - [PurestofPain]
  • Black Ice – On kill proc – underpowered when it matters. Redesign. Ray of Frost deals % extra damage equal to % of target’s Life missing. Increases skill cost to 24 Arcane Power. - [Elexar]
  • Sleet Storm radius has been slightly increased. - [Gastank]
  • Sleet Storm: now has 25 yards range. Damage done to enemies is increased with proximity, starting at 100% at 25 yards and up to 450% in melee range. Arcane Power cost increased to 20. - [Pryamus]
  • Sleet Storm – Underpowered. Slightly increase AoE (6-7 yards maybe? currently seems to be 4). With higher AoE additional damage compared to the base skill (after suggested increase to 270-300%) is not needed to incentivize usage of this rune. - [Elexar]
  • Synergy: Cold Blood (Ray of Frost): with Cold Blooded passive, increases Ray of Frost bonus damage against chilled targets to 30% - [Pryamus]
  • Snow Blast – Redesign and rename. Flash Freeze – Using continuously on a single target for over 1.5 seconds causes the target to get frozen for 5 seconds and leaves behind a patch of ice that deals 485% weapon damage as Cold over 5 seconds to enemies moving through it. - [Elexar]
  • Shock Pulse
  • Explosive Bolts, Fire Bolts and Lightning Affinity runes now have their sparks travel twice as far. - [Gastank]
  • Explosive Bolts – Critical Hits cause the bolts to explode, dealing 40% weapon damage as Lightning to every enemy within 10 yards. - [Elexar]
  • Release 4 charges of lightning,double the range - [PurestofPain]
  • Lightning affinity: redisgn to do ice dam,and leave behind a frozen mist that slows enermies for 30% - [PurestofPain]
  • Slow Time
  • Miasma: also reduces damage dealt by enemies by 30% for 3 seconds. - [Pryamus]
  • Time Stretch: Attack speed buff increased to 20%. - [Pryamus]
  • Storm Armor
  • Now reduces melee damage taken by 10% and ranged damage taken by 20%. - [Pryamus]
  • Shocking Aspect – Critical Hits have a chance to electrocute an enemy within 30 yards for 35% weapon damage as Lightning. - [Elexar]
  • The lightning bolts from Storm Armor will proc Paralysis. - [DomonKassui]
  • Sramble: gives player 13% movement speed bonus - [PurestofPain]
  • Synergy: Shocking Aspect: damage increased to 45% with Force Weapon (Electrify). - [Pryamus]
  • <new rune> Windwall – A torrent of wind surrounds you as well reflecting 50% of all projectiles. - [Elexar]
  • Spectral Blade
  • Thrown Blades: now hits a 60 degree arc, extending 35 yards. - [Pryamus]
  • Set spetral blade dam as fire,spectral blade does 160% wp dam and apply burning effect for 6% wp dam over 3s - [PurestofPain]
  • Deep cut: burn for 48% wp dam - [PurestofPain]
  • Impactful blades: enermies killed leave a fire ball arming after 1.2s and explode for 110~140% wp dam - [PurestofPain]
  • Teleport
  • Reduced cooldown to 12 seconds - [Nomak]
  • Teleport should have no cooldown. Period. - [Bukizzle]
  • Safe Passage: damage reduction increased to 50%. - [Pryamus]
  • Wormhole: now removes cooldown, but increases Arcane Power cost to 25. Illusionist special effect makes next Teleport cast within 6 seconds cost no Arcane Power. - [Pryamus]
  • Reversal: reduce cooldown to 6s - [PurestofPain]
  • Calamity – Partial Redesign. Creates a fiery explosion upon both departure and arrival, dealing 170% weapon damage as Fire to all enemies within 12 yards and having a 50% chance to stun for 2 seconds. - [Elexar]
  • Synergy: Fracture also benefits from selected Mirror Image rune, if any. - [Pryamus]
  • Synergy: Calamity also benefits from selected Wave of Force rune, if any. - [Pryamus]
  • Synergy: Archon also benefits from selected Teleport rune, if any. - [Pryamus]
  • <new rune idea> Rift Walker – Every teleport usage reduces its cooldown by 2/3 down to a minimum of 0.5 seconds. This effect is reset after not using teleport when not on cooldown for 1 second. - [Elexar]
  • Wave of Force
  • Wave of force radius is whole screen - [Aimless]
  • Teleporting Wave adds a homing component to returned projectiles. - [Gastank]
  • Projectiles returned now do 125% weapon damage (up from related monster damage). - [Gastank]
  • Wave of force has had its cooldown removed. - [Harrowing]
  • Arcane cost increased from 25 to 35 - [Harrowing]
  • Now properly reflects all projectiles within its radius at 800% extra projectile speed ( much better chance of hitting originating target) - [Harrowing]
  • Allow Wave of Force to knockback all mobs except massive (Hammer guys in A4, Azmodan, Butcher, Diablo, etc..) - [Savious]
  • Remove the cool-down. Up the AP cost to 40 AP. Have the default rune do no knockback, possibly no slow. Becomes a point-blank area-of-effect, spammable at a very fast cast rate. - [Zakhail]
  • Forceful wave no longer causes knockback instead it pulls enemies closer to the wizard - [Harrowing]
  • Foreful wave: deal 220% wp dam as fire and burn the whole area within the wave of force for 50% wp over 5s - [PurestofPain]
  • Forceful Wave: Deals 400% weapon damage but AP cost increases to 50. Increases critical hit damage with Wave of Force by 50%. - [Zakhail]
  • Affinity now decreases power cost by 15 to 25 ap from 35 - [Harrowing]
  • Force Affinity: Reduces AP cost to 25, possibly 30. - [Zakhail]
  • Teleport now does lighting skill damage from physical, it also no longer randomly teleports but places all monsters in a group directly in-front of the wizard and adds the knockback effect - [Harrowing]
  • Teleporting Wave: I would replace this with a rune that increases the damage and velocity of projectiles reflected by the wave of force (maybe the projectiles deal a new damage of 150% weapon damage). - [Zakhail]
  • Exploding wave now changes damage to be fire based Secondary wave affects decreased to 30% and damage increased to 150% - [Harrowing]
  • Exploding Wave: No knockback, have a 100% chance to generate additional waves, but have the smaller waves generate waves to any additional creatures hit, with each creature only able to generate one wave per casting. Creates a cascade of wave blasts to tightly packed creatures. - [Zakhail]
  • Teleporting wave: redisgn to deal cold dam and leave to frozen mist as big as the wave that slow emnemies for 60% - [PurestofPain]
  • Teleporting Wave – Enemies caught in the Wave of Force have a 100% chance to be randomly teleported and a 50% chance to be immobilized for 2 seconds. - [Elexar]
  • Impactful Wave: Adds knockback and slow effects. - [Zakhail]
  • <new rune> Heat Wave – Wave of Force creates a directed wave which has a fiery component added to it dealing extra 100% weapon damage as Fire to affected enemies, but Knockback is reduced. - [Elexar]
  • <new rune> Suction Force – Instead of knocking enemies back Wave of Force pulls enemies towards you. - [Elexar]
  • <new rune idea> Entropic Remnants – Wave of Force leaves behind 10 randomly placed 4 yards wide patches of chaotic energy which last for 6 seconds. When an enemy walks over one of the patches it releases its energy and applies a random negative effect on the enemy. Possible negative effects: Frozen for 3 seconds, Ignite and burn for 180% weapon damage as Fire over 3 seconds, Reduce movement speed by 60% for 4 seconds.- [Elexar]
Edited by Gastank#1797 on 11/3/2012 10:58 AM PDT
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PASSIVE SKILLS

  • Arcane Dynamo
  • 5 Flashes of Insight now provides a 150% weapon damage bonus to the next non-signature spell (up from 75%). - [Gastank]
  • Should now properly build with spectral blades and Electrocute skills - [Harrowing]
  • Can now be expended at any point in its buildup for added damage boost related to effect - [Harrowing]
  • Now builds up to 10 total for 200% extra damage on the next non-signature skill - [Harrowing]
  • Redesigned to fade after 1 second of casting non-signature spell. Now can store up to 50 charges, each increasing damage by 10%, gaining 1 charge per signature spell cast and losing 2 per second after 5 seconds of gaining no new charges. - [Pryamus]
  • Astral presence
  • Now increases arcane power regen by 5 and adds 50 to the arcane pool (up from 2//20) - [Harrowing]
  • Does not increase maximum Arcane Power anymore, instead awarding 1 AP per critical strike and +2 AP per second. - [Pryamus]
  • Blur
  • 20% of all damage not just physical - [Schenko7]
  • Now adds an additional 20% to dodge chance - [Harrowing]
  • Now reduces all melee damage by 20% - [Harrowing]
  • Now reduces all ranged damage by 30% - [Harrowing]
  • Now reduces arcane pool by 20 - [Harrowing]
  • Damage reduction reduced to 15%, but also increases chance to dodge an attack by 20%. - [Pryamus]
  • Synergy: while under Slow Time effect, adds 10% additional chance to dodge. - [Pryamus]
  • Decreases all damage taken by 15%. - [Elexar]
  • Cold Blooded
  • Cold Blooded now adds 10% extra damage to all chilled//frozen enemies (down from 20%) - [Harrowing]
  • Cold Blooded now adds 0.5 seconds to all freezes - [Harrowing]
  • All damage dealt to chilled targets is increased by 20% and to frozen targets by 30%. Cold damage dealt has up to 10% chance to Freeze a target for 3 seconds. - [Elexar]
  • Conflagration
  • Now deals 10% extra damage for 5 seconds while active - [Harrowing]
  • Now adds 10% extra damage to successive fire based attacks while it is active - [Harrowing]
  • Now also increases critical damage done with Fire spells or against affected targets by 100%. - [Pryamus]
  • Damage increased from 10% to 15% - [Slaidius]
  • Monsters killed while under the effect burst into flames, causing 35% weapon damage as fire to every enemy in a 9 yard radius. The conflagration effect is passed to any enemy hit by the burst of flame. - [Slaidius]
  • Burned enemies take 10% more dam from any dam type of any player - [PurestofPain]
  • Fire damage dealt to enemies applies a burning effect, increasing all damage done to them by 8% for 3 seconds. This effect can stack up to 3 times. In addition, when enemies have 3 stacks of Conflagration applied they deal 10% less damage. - [Elexar]
  • Critical Mass
  • Reworked the skill, now grants 5% aditional critical hit chance and whenever you deal a critical hit, you gain 10 arcane power. - [Nomak]
  • Now reduces all cooldowns by 25% of the total cooldown effect per trigger - [Harrowing]
  • Evocation
  • Evocation now reduces all cooldowns by 3 total seconds - [Harrowing]
  • Evocation now grants an added 50% arcane power regen - [Harrowing]
  • Synergy: while under Slow Time effect, spells recharge 20% faster. - [Pryamus]
  • Galvanisation Ward
  • Now increases your current life per second stat by 50% or 310 life per second, whichever is greater. - [Gastank]
  • Now grants a regeneration equal to 2% of your maximum health per second instead of a fixed amount, and grants a 5% additional chance of blocking when wielding a shield. - [Nomak]
  • Now grants 1.5% total hp per second while an armor skill is active - [Harrowing]
  • Now adds 240 seconds to the duration of all armor skills - [Harrowing]
  • Now adds 2 Arcane power regen when an armor skill is active - [Harrowing]
  • Now also reduces periodic damage taken by 20%. - [Pryamus]
  • Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, regenerate 1.5% of your maximum Life per second and gain an additional bonus effect based on Armor skill used: Ice Armor: Maximum Life is increased by 10%. Storm Armor: Movement speed and attack speed is increased by 7%. Energy Armor: The duration of all control impairing effects is reduced by 20%. - [Elexar]
  • Glass Cannon
  • 15% buff no debuff - [Schenko7]
  • Now increases all damage done by 30% - [Harrowing]
  • Now increases all melee damage taken by 15% - [Harrowing]
  • Now increases all ranged damage taken by 15% - [Harrowing]
  • Redesigned to increase both damage dealt and received by 15%. - [Pryamus]
  • Increases all damage done by 30%, but increases all damage taken by 15% or Just leave it at 15% dmg increase with no downsides. - [Elexar]
  • Illusionist
  • Now releases 1 mirror image when triggered. when the Mirror image dies it explodes dealing 100% weapon damage and has a 25% chance to stun enemies for 4 seconds) - [Harrowing]
  • Now reduces the arcane power cost of Mirror image and teleport by 50% - [Harrowing]
  • Now reduces the cooldowns of Mirror image and teleport by 5 seconds - [Harrowing]
  • Add a passive component to this skill. Cooldown of your Teleport is reduced by 2 seconds and duration of your images is increased by 2 seconds. In addition, whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image and Teleport are automatically reset. - [Elexar]
  • Paralysis
  • Paralysis will now always offer a 8% chance of stunning enemies (up from "up to 8%"). The effect is now more effective against Elite and Champion packs. - [Gastank]
  • Now stuns for 2.5 seconds - [Harrowing]
  • Now has a 5% total chance at a trigger when it hits a target and is decoupled from skill proc rate - [Harrowing]
  • Now increases all stun lengths by 0.5 seconds - [Harrowing]
  • Base chance to trigger increased to 25% (still reduced by proc coefficient). - [Pryamus]
  • Ignore proc coefficient; make it a flat 5-8% chance to stun per target per damage instance dealt. - [Elexar]
  • Power Hungry
  • Now also provides a 3% damage increase buff for each Globe of Health consumed. This buff lasts 6 seconds and can stack up to 5 times. - [Gastank]
  • Now grants 20 Ap per pickup it triggers a pick-up passive that addes 2 arcane power regen per stack up to 10 stacks. Passive stacks last 30 seconds. The next signature spell expends all stacks for 10% extra damage per stack. - [Harrowing]
  • Now adds 1 additional radius to all radius based skills per pick-up up to 10 stacks (10 extra radius on all radius based skills) - [Harrowing]
  • Increases the arcane power cost of all spells by 1 per pick-up - [Harrowing]
  • also increases health from globes by 50% and Arcane Power regeneration by 1 per second. - [Pryamus]
  • Crit restore 5 arcane power - [PurestofPain]
  • Your Critical Hits have a chance to restore 5 Arcane Power and your Arcane Power regeneration is increased by 50% for 6 seconds whenever you are healed by a health globe. - [Elexar]
  • Prodigy
  • Adds 5 arcane power instead of 4 - [Harrowing]
  • Now adds a 25% added arcane regen upon each different use of a signature spell - [Harrowing]
  • Redesigned to reduce AP cost of all spells by 4. - [Pryamus]
  • Temporal Flux
  • Now more effective against Elite and Champion packs. - [Gastank]
  • Increased the slow effect to 50% for 2 seconds. - [Nomak]
  • Now properly reduces the movement speed of elites by 40% (up from 30%, btw temp flux is bugged and doesn't work at is proper scale and resistance for inferno) - [Harrowing]
  • Now adds 0.5 seconds to all blinds - [Harrowing]
  • Redesigned to reduce movement and attack speed of affected enemies by 15% for 2 seconds, stacking the effect 3 times. - [Pryamus]
  • Slow 3s - [PurestofPain]
  • Whenever you deal Arcane damage, enemies are slowed by 45% for 4 seconds. - [Elexar]
  • Unstable Anomaly
  • Now be reduced by Critical mass - [Harrowing]
  • Now triggers at 15% of health pool - [Harrowing]
  • Now slows both attack speed and movement speed by 50% - [Harrowing]
  • Cooldown reduced to 30 seconds. Now also discharges all remaining Arcane Power as damage, dealing 25% weapon damage as Arcane per point of Arcane Power spent. - [Pryamus]
  • Your damage is increased by 25% when you are below 50% of your maximum Life. In addition, when reduced below 20% Life, release a shockwave that knocks all enemies back and surround yourself with a temporary field which repels all units and projectiles for 3 seconds. This effect cannot occur more than once every 60 seconds. - [Elexar]
  • <new passive skill idea> Mental Pantomime - [Elexar]
  • All spells are instant cast. In addition, all channeling spells cost 20% less Arcane Power.
  • <new passive skill idea> Maestro’s Mark - [Elexar]
  • Grants 20% attack speed bonus when using Signature spells.


OTHER

  • Skills and Gameplay Mechanics
  • Procs rates doubled - [Aimless]
  • All ranged spells doubled and cost half - [Aimless]
  • All wizard spells which can hit multiple targets and have a proc coefficient lower than 1. Will now have their proc rate increased based on how many hits are recorded on each successful hit. I.e. multiple hits = normalized proc rate... 1 hit = proc rate of 1 - [Harrowing]
  • Wave of Force now allows the caster to jump over Arcane Sentry beams when activated. Master that timing! - [Gastank]
  • Items
  • Hydra Skill Bonus on items has been changed. The bonus will now provide increased damage instead of reducing its Arcane Power cost. - [Gastank]
  • Item bonuses that reduce Disintegrate cost will also appear on wands and focus items - [Nomak]
  • Added a new item bonus that reduces recharge of all skills, with a maximum cap of 50% recharge reduction. This bonus will only have a chance to appear on legendary and set items. - [Nomak]
  • Tal Rasha's set: changed set bonuses:(2) AP regeneration +2, (3) Cold, Lightning, Arcane and Fire skills deal 3% more damage, (4) All resistances +10%. - [Pryamus]
  • Tal Rasha's bonus changed: 2 piece: 65 Resist All, 3 piece: +450 Armor, 4 Piece: Some kind of arcane regen, or maybe APoC - [OnSugarHill]
  • Frostburns now add 20% to your maximum arcane power. - [Savious]
  • Wizardspike will now roll with a socket - [Savious]
  • Add new equipment affixes to the shoulder and chest armor pieces: +1-2 Mirror Images, and +Mirror Image duration time. - [Zakhail]
  • Followers

  • Templar
  • Heal: healing amount increased to 8603 at level 60. - [Pryamus]
  • Intervene: cooldown reduced to 3 seconds. - [Pryamus]
  • Intimidate: now also affects attack speed. - [Pryamus]
  • Onslaught: added knockback. - [Pryamus]
  • Inspire: Arcane Power per second increased to 1. - [Pryamus]
  • Guardian: now heals 35% of maximum life. - [Pryamus]
  • Wizard Mentor Ability: Arcane Warrior: any time you or the Templar are hit, resistance to corresponding element is increased by 5% for 10 seconds, stacking up to 4 times. - [Pryamus]
  • Wizard Mentor Ability: Relentless Elements: increases damage done by you and the Templar to enemies with 35% life or lower by 20%. - [Pryamus]
  • Enchantress
  • Powered Armor: armor buff increased to 10%. - [Pryamus]
  • Missile Ward: damage reduction increased to 15%. - [Pryamus]
  • Wizard Mentor Ability: Shimmering Barrier: Conjuration spells now last 2 minutes longer. 6 seconds after they are activated, their passive bonuses are increased by half. - [Pryamus]
  • Wizard Mentor Ability: Elemental Balance: all Wizard's elemental damage bonuses become equal to highest elemental damage bonus present. - [Pryamus]
  • Scoundrel
  • Anatomy: critical hit bonus increased to 5%. - [Pryamus]
  • Hysteria: now increases all damage done by Scoundrel and player by 5% for 6 seconds after landing a critical strike, stacking 6 times. - [Pryamus]
  • Wizard Mentor Ability: Hailstorm: bombards the area of 20 yards range with arrows, each dealing 60% weapon damage and slowing the enemies by 40% for 3 seconds. - [Pryamus]
  • Wizard Mentor Ability: Lethality: chances to trigger special effects from spells and abilities are improved by 40% (of their current value, i.e. 0.1 becomes 0.14, cannot exceed 1). - [Pryamus]
  • Monsters
  • The AI of elite groups has been changed so now they will also see the mirror image illusions as suitable targets for skills like Desecrate, Molten, Vortex, Teleport, and other skills that require a target. - [Nomak]
  • Class Balance
  • We removed the 30% incoming damage penalty for playing Wizard, WD, and DH, sorry, our bad. - [Shaggy]
Edited by Gastank#1797 on 11/3/2012 10:58 AM PDT
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My request is simple and it is only one request that would change a lot:

Glass Cannon- 15% buff no debuff

this or

Blur- 20% of all damage not just physical

If one of these changes were made....I believe a lot of issues would solve themselves.
Edited by Schenko7#1939 on 10/31/2012 8:25 AM PDT
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Pretty sure even with these changes, no body would use them still. Still not strong enough to counter the pidgin holed choices we have.
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I would add
- Hydra now triggers LoH and LS
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Procs rates doubled.
All ranged spells doubled and cost half.
hydra procs
blizzard stacks
clones last twice as long from mirrors
Wave of force radius is whole screen
blur 20% all damage reduction
Edited by Aimless#1700 on 10/31/2012 8:32 AM PDT
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Arcane Orb/Arcane Orbit - 4 arcane orbs orbit you, when an orb hits an enemy it explodes doing 100% weapon damage as arcane creating a second row of orbs and doubling the damage for each hit to a maximum of 3 rows orbiting you and 500% weapon damage.

Arcane Mines - Delete - or lay down mines behind you that arm immediately and cause 200% weapon damage freezing the enemies in place for 3 seconds.

And everything aimless said especially about the proc rates and hydra procs.

They need to do something with these skills.
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hey how about at the same time ask for 10 billion gold in the next patch or maybe 1 of every leg? just play the game and leave the planning to the ppl that are getting paid to do it!
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10/31/2012 09:02 AMPosted by Z3R0
hey how about at the same time ask for 10 billion gold in the next patch or maybe 1 of every leg? just play the game and leave the planning to the ppl that are getting paid to do it!


Not sure what is wrong with letting them know where we think they have failed. Obviously Blizzard is doing it wrong and needs the help or I would have 5 specs I could run my wiz in efficiently.
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All or nothing baby.

http://us.battle.net/d3/en/forum/topic/7004442450

Alot of things need a serious re-work. By alot I mean about every single thing.
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Bug fixes:

Hydra now properly steals life from runes and weapon affixes.
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This is what i would like to see on future patches:

  • Ice armor - Crystallize: now also grants the armor bonus when you are hit by ranged attacks. The duration of the armor bonus will be reset to 30 seconds whenerver you are hit again.
  • Hydra - Forst Hydra: Increased damge dealt to 45% and the frozen duration has been increased. Also the AI of the frost hydra heads has been improved so now they attack different targets, this way the snaring effect will be more effective against large groups.
  • Temporal flux: increased the slow effect to 50% for 2 seconds.
  • Galvanizing guard: now grants a regeneration equal to 2% of your maximum health per second instead of a fixed amount, and grants a 5% additional chance of blocking when wielding a shield.
  • Arcane orb: reduced cost to 25 arcane power.
  • Energy armor: now also grants 25% bonus to all resistances.
  • Energy armor - Prismatic: renamed to discharge and now grants a chance to cast a small shockwave that deals 30% weapon damage as arcane and knockbacks nearby enemies when you are struck (this effect cannot occur more then once every 15 seconds).
  • Teleport: reduced cooldown to 12 seconds.
  • Critical Mass: reworked the skill, now grants 5% aditional critical hit chance and whenever you deal a critical hit, you gain 10 arcane power.


The AI of elite groups has been changed so now they will also see the mirror image illusions as suitable targets for skills like Desecrate, Molten, Vortex, Teleport, and other skills that require a target.

Item bonuses that reduce Disintegrate cost will also appear on wands and focus items.
Added a new item bonus that reduces recharge of all skills, with a maximum cap of 50% recharge reduction. This bonus will only have a chance to appear on legendary and set items.
Edited by Nomak#2768 on 10/31/2012 10:06 AM PDT
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Not sure what is wrong with letting them know where we think they have failed. Obviously Blizzard is doing it wrong and needs the help or I would have 5 specs I could run my wiz in efficiently.


whats wrong with it is they have given your 11 options on how strong you want the monsters to be de buffed the hell out of them and you want more? then end result will be they buff the stuff u want and then they buff the monsters correspondingly making it the same. its a game of skill and time if you want to just run around instantly killing things the new BLACK OPS comes out in a few weeks.

thank you for reading
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Hydras should utilize LoH and LS.
Magic Weapon needs some serious attention too. Only a 10% increase in damage, and Blood Magic is only 1.5% LS, and Inferno nerfs that by 80% making it totally worthless. Magic Weapon should at least give a buff to CC or CD as well.
Teleport should have no cooldown. Period.
All the armor spells should be combined into 1 spell, and have ice, storm, and energy runes to go with it.
Mirror Image should actually do something. What's the point of casting them, and then having them cast your spells that don't do any damage? Unless you waste a whole rune for the meager 10% damage that you get now.
Edited by Bukizzle#1560 on 10/31/2012 11:30 AM PDT
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Great stuff, and yeah most of the runes for Arcane torrent definatly need a rework. I mean all 6 mines is less damage than channeling disruption for 2 secs.

and orbit for arcane orb... blegh the orbs hit box is way to small, you really have to be in melee for them to work, shouldn't have a cast animation as well seeing as how it is only useful in melee.

Great ideas, i'll expand on these issues and ways to "fix" when I have more time.
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While nice suggestions overall, they are like wishing on the Monkey's Paw.

Blizzard only "net buffs" wizards, never direct buffs. Because there is some kind of budget for each class and the Hero class needs more each patch so the Janitor class needs to make do with less.

With that many buffs listed, the very existence of wizards will could be in jeopardy! You might find that on your next login after 1.06 your wizard changed to WD and a new follower made available!
Edited by Wtflag#1258 on 10/31/2012 4:05 PM PDT
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Diamond skin shouldn't have a cap.

Frost nova is fine.

You mean arcane dynamo, not prodigy.
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http://us.battle.net/d3/en/forum/topic/6794710717#new-post
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10/31/2012 11:16 AMPosted by Z3R0
Not sure what is wrong with letting them know where we think they have failed. Obviously Blizzard is doing it wrong and needs the help or I would have 5 specs I could run my wiz in efficiently.


whats wrong with it is they have given your 11 options on how strong you want the monsters to be de buffed the hell out of them and you want more? then end result will be they buff the stuff u want and then they buff the monsters correspondingly making it the same. its a game of skill and time if you want to just run around instantly killing things the new BLACK OPS comes out in a few weeks.

thank you for reading


I think you are misunderstanding the point of this thread. The point is that wizards would like to be able to play more than 1 spec. I dont think anyone is asking to be god mode all the time. If you don't use CM/WW, you are gimping yourself, it's as simple as that. Buffing some of the more useless skills would make a more diverse set of skills and specs available.

I have not seen anyone say they want to just run around instantly killing things lol. Everyone here would just like the option to be able to use other specs to run high level MP's. At this point I can run up to MP10 in CM/WW and farm MP7. Thats it. Any other spec can run maybe at the best MP4 efficiently(archon).

Are you having fun spamming 123?
Edited by Ruprect#1594 on 11/1/2012 5:46 AM PDT
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