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*'''Conduit''': each enemy hit by any of the Wizard's attacks restores up to 3 [[Arcane Power]] (based on [[Proc Coefficient]]) (unlocked at level 38). |
*'''Conduit''': each enemy hit by any of the Wizard's attacks restores up to 3 [[Arcane Power]] (based on [[Proc Coefficient]]) (unlocked at level 38). |
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*'''Ignite''': attacks have a [[Proc Coefficient|chance]] to ignite enemies, dealing {{value|300%}} damage as [[Fire]] over 3 seconds. This effect stacks, but is not renewed (unlocked at level 46). |
*'''Ignite''': attacks have a [[Proc Coefficient|chance]] to ignite enemies, dealing {{value|300%}} damage as [[Fire]] over 3 seconds. This effect stacks, but is not renewed (unlocked at level 46). |
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− | *'''Deflection''': on each attack, gain a protective shield for {{value|3}} seconds that |
+ | *'''Deflection''': on each attack, gain a protective shield for {{value|3}} seconds that [[absorb]]s unsaved damage. The amount absorbed scales with level, up to {{value|10728}} damage at level 70. The effect stacks up to 5 times (depends on [[attack speed]]), but is not renewed (unlocked at level 55). |
===Development=== |
===Development=== |
Revision as of 06:01, 21 November 2014
Magic Weapon Active Cost: 25 Arcane Power Imbues the Wizard's weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes. |
Magic Weapon is a Conjuration Arcane spell used by Wizards in Diablo III. It is unlocked at level 20.
In-game
The ability enchants the Wizard's weapon, increasing total damage dealt (effectively damage done by all skills). It does not count as an Armor spell, and can be used simultaneously with any one Armor spell.
The ability fades if the user changes a weapon or source. Its damage bonus is not multiplicative, stacking directly with Glass Cannon and other damage-boosting abilities.
Runes
- Electrify: attacks also have a chance to cause lightning to arc to 3 nearby enemies, dealing 61% damage as Lightning to each (unlocked at level 27).
- Force Weapon: increases the damage bonus of Magic Weapon to 20% (unlocked at level 35).
- Conduit: each enemy hit by any of the Wizard's attacks restores up to 3 Arcane Power (based on Proc Coefficient) (unlocked at level 38).
- Ignite: attacks have a chance to ignite enemies, dealing 300% damage as Fire over 3 seconds. This effect stacks, but is not renewed (unlocked at level 46).
- Deflection: on each attack, gain a protective shield for 3 seconds that absorbs unsaved damage. The amount absorbed scales with level, up to 10728 damage at level 70. The effect stacks up to 5 times (depends on attack speed), but is not renewed (unlocked at level 55).
Development
Originally Magic Weapon had a Life Steal Blood Magic rune and poison-damaging Venom rune, but those were removed along with all other traces of Blood or Venom spells of the Wizard.
Before patch 2.0., Magic Weapon also showed a visual effect on the weapon, surrounding it with a visible glow, color of the glow depending on rune chosen.
Trivia
- Familiar will trigger the Ignite and Electrify special effects, even though it has zero Proc Coefficient.
Primary Skills
Magic Missile • Shock Pulse • Spectral Blade • Electrocute
Secondary Skills
Ray of Frost • Arcane Orb • Arcane Torrent • Disintegrate
Defensive Skills
Frost Nova • Diamond Skin • Slow Time • Teleport
Force
Wave of Force • Energy Twister • Hydra • Meteor • Blizzard
Conjuration
Ice Armor • Storm Armor • Magic Weapon • Familiar • Energy Armor
Mastery
Explosive Blast • Mirror Image • Archon • Black Hole
Passive Skills
Power Hungry • Blur • Evocation • Glass Cannon • Prodigy • Astral Presence
Illusionist • Cold Blooded • Conflagration • Paralysis • Galvanizing Ward • Temporal Flux
Dominance • Arcane Dynamo • Unstable Anomaly • Unwavering Will • Audacity • Elemental Exposure
Removed
Critical Mass