Diablo® III

Wizard skills - The Great Overhaul

->Convergence - Also changes damage to Fire [Original idea by minkywhale]

Yup only as a rune effect, so it is an option. If you want Temporal Flux, use another rune. If you want conflagration, use Convergence. Also the beam is wider so it can inflict the debuff on more enemies.
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Diamond Skin:
->Enduring Skin - Reduce Cooldown to 5 seconds. This rune is not affected by Critical Mass and Evocation.

->Scrap "Reversal". Put the Overdrive rune in its place.
->Overdrive - Remove the cooldown on Teleport. Increase AP cost to 25

Paralysis: 8% chance to Stun for 1.5 seconds -> 42% chance to stun for 2 seconds. After the third time it activates, Paralysis undergoes a 2 second cooldown.

Galvanizing Ward: 120 seconds -> 480 seconds. 310.097 -> 310.097 + 1% max HP. Also extends its effects to Magic Weapon and Familiar.
In addition, when you channel, you become immune to crowd control effects and reduce damage taken by 10%.
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I just want to jump in and post a few ideas I brought up a few days ago about giving survivability boosts to channeling spells- an issue the devs acknowledged in the Q&A answers last week.

Here's the link to the thread:


The relevant suggestions to Disintegrate, Ray of Frost and Arcane Torrent (and Arcane Orb):

  • Disintegrate: 1% of damage done by Disintegrate is returned to the player as life.
  • Arcane Torrent: Arcane Torrent shields the player with arcane energy, reducing missile damage by 40% and giving a 20% to completely reflect enemy missiles.
  • Ray of Frost: Chill the air around the effect, reducing the movement speed and attack speed of all enemies within 7 yards by 30%. (damage/ slow for primary target for beam variants and all monsters within Sleet Storm AoE remain unchanged)
  • Arcane Orb: There were a lot of great ideas posted in the PTR feedback thread- some notable ones include giving Orb a vortex effect or having it work similar to Frozen Orb from Diablo 2. I also suggested a mulitshot functionality, essentially turning it into a pumped up version of Split Magic Missile.
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    Those are all good suggestions =)

    But I feel like CC-immunity while channeling is something that must be made available (at a cost of a passive). Stuff like knock back and fear breaking channel kills the Arcane Dynamo boost, which already kills that potential synergy. Also channeling skills have no delayed procs (unlike WW, LL, Meteor, etc), so if your stream of damage is interrupted, you become extremely vulnerable (no LoH/LS to save you).
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