“The
wizards. Brilliant practitioners of the arcane arts who deftly wield the
energies of fire, ice, lightning, and even time itself in the pursuit of their
enigmatic goals. Bedecked in archaic charms, clad in runes, and wrapped in
free-flowing robes to allow for the somatic components of their spells, wizards
are a veritable thunderstorm of lethal powers who can strike from close or long
range. There is no safe way to approach an angry wizard.”
Diablo 3’s
Wizard is a much more traditional version of the caster class than the Witch Doctor. Employing well-known spells like Magic Missile, Blizzard and Frost
Nova, the Wizard offers caster-minded players an experience they’ve come to
expect, but with much more ferocity than they’re used to.
The Wizard
video released on Blizzard’s Darkness
Falls, Heroes Rise website displays the class’ uncanny firepower. At one
point in the video, the Wizard casts Frost Nova, freezing all the enemies
around her, and then subsequently casts what looks like Wave of Force,
shattering every enemy affected by Frost Nova. The video highlights the
Wizard’s ability to do large amounts of damage in an area via spells like
Blizzard and Meteor. My beta experience with the Wizard's secondary spells accurately reflected this, but the primary skills
weren’t overly exciting.
Prior to
level 10 or so, the Wizard has access to Magic Missile and Shock Pulse as
primary spells. Primary spells don’t cost Arcane Power and are used mainly to
fill in between secondary spells. Since Arcane Power recharges so quickly,
these spells actually aren’t used that often. I didn’t care for Shock Pulse, due
to its randomness often causing it to miss enemies standing directly in front of me. Magic Missile worked just fine, but it was just as bland as the Witch
Doctor’s Poison Dart. The first rune only increased the damage, while Shock
Pulse’s rune caused explosions! The explosions were awesome, but the spell’s
randomness still caused it to miss targets in melee range.
The
secondary spells in the beta were more hit or miss. Ray of Frost required you
to be standing still, and the slow lasted 1 second. Therefore, it was difficult to effectively kite, since as soon as you stopped casting, creatures ran at normal
speed. Beyond Ray of Frost, the Wizard’s secondary spells left me thoroughly
impressed. Arcane Orb felt AWESOME, especially with the rune that increased the damage. If aimed properly, the explosion it
caused made quick work of large groups of enemies. Its slow travel time made it
rather ineffective against moving targets, but Frost Nova allowed me to freeze
enemies in clumps and then destroy them with Arcane Orb before they came
unfrozen.
The synergy
between these two spells gave me a small taste of how the Wizard will play at
higher levels. Her lack of toughness in melee necessitates quick movement and
use of support spells so that she can rain death upon her enemies. And let me
say, raining death never felt so good. Arcane Orb was more than satisfying, and
I can only imagine the nerd happiness that the much flashier Blizzard and
Meteor spells will cause for Wizard players.
My
experience with the Wizard was an enjoyable one, but I still wasn’t overly fond
of the gameplay due to my lack of affinity for casters. Unlike my feelings for
the Witch Doctor, though, my thoughts on the Wizard are genuinely positive. The
explosive damage output and flashy visuals of the Wizard are sure to draw in
many players, and I can definitely see myself playing one when I’m feeling the
need for some fireworks.
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