While playing the PTR i did some ubbers with a couple friends and we all crafted hellfire amulets,
they (WD and Crusader) were pretty excited since they have alot of awesome passives, but me... not so much.
In 2.1 i noticed alot of wizards want spenders buffed and more items/legendary powers diversity,
I agree and while that is surely fine i also noticed very little mention of our current (limited) list of passives.
So i made a list with some possible solutions.
You don't agree and think passives are fine? if so why? constructive feedback is apreciated.
List of possible passive fixes:
Glass Cannon: Increase all damage done by 15%, but decrease Maximum health by 10%. (- 10% armor and resistances is too harsh for 15% dmg)
Cold Blooded: Enemies chilled or frozen by you take 15% more damage from all sources for the duration of the chill or Freeze. (To be on par with audacity and glass cannon)
Paralysis: Lightning spells have a 15% chance to Stun all targets hit for 2 seconds. (just a little tweak)
Galvanizing Ward: Gain the basic effect of all armors as long as you have an active armor. (This passive used to buff armors and i think it's the least used passive atm, so why not bring it back to it's roots but also making it desirable)
Dominance: Chance on hit to gain a shield that absorbs 12379 damage for 3 seconds. This effect can stack up to 10 times.
Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 0.5 seconds. (Chance on kill mechanics suck and everybody hates them :P)
Arcane Dynamo: Just fix the bugs with hydra and some other spells (Tal's meteors) etc and its fine...
Unstable Anomaly: When you receive fatal damage, you heal to 45% of your maximum Life, become immune to damage for 1 second and release a shockwave that knocks enemies back and slows them by 80% for 3 seconds.
This effect may occur once every 60 seconds. (Added 1 sec immunity cause having the passive proc and still dying is not really a second chance passive)
Power Hungry: Gain 1% dmg for every 5% arcane power missing
(Changed it from globes and ap generating cause let's be honest, with 3pc tal + astral presence which is being buffed + RCR we don't need it.)
Prodigy: Reduce the resource cost of Arcane Orb, Meteor, Energy Twister and Wave of Force by 30%.
(We need to spam those spenders, and the idea of using sig spells to generate resources although nice it does not work on wizards as it does on the other classes due to it's fast regenerating resource.)
Temporal Flux: Arcane spells slow by 80% and while channeling you are immune to all crowd control effects.
(As bagstone stated channeling needs some passives to support it.)
The rest of the passives are fine imo.
Edit: changed some values based on feedback.
I feel the same. Wizard passives are really lacking. My main issue is that many are just about small damage boosts, but not really interesting in terms of "game-changing". It's just a straight DPS calculation for most passives.
Glass Cannon Increase all damage done by 15%, but decrease Armor and resistances by 5%.
Yeah... it's too much, and therefore GC is not used by anyone sane T5+. They could make it into something you can counter by getting stats on gear, like -20% life. 10% reduced mitigation is just too much to make GC really useful, imho. I wouldn't mind if that's a standard passive procedure, but when I look at other classes off the top of my head I don't see any passive that comes with a similar drawback (well, Heavenly Strength in 2.1 maybe but just for a reason).
Cold Blooded Enemies chilled or frozen by you take 15% more damage from all sources for the duration of the chill or Freeze.
That one is difficult; it was like that in D3V and it became the must-have passive. Instead of just giving it a straight damage boost, I'd rather see it being something that creates synergies. Like "Frozen targets have a 15% chance of triggering a Frost Nova" or something like that.
Paralysis Lightning spells have a 20% chance to Stun all targets hit for 2 seconds.
I actually think Paralysis is the one passive that's fine. Look at Jaetch's video, it procs a lot. If you really want to go full lightning CC support in 2.1, and add a Wyrdward, I think you're already able to almost completely stunlock stuff.
Dominance Chance on hit to gain a shield that absorbs 12379 damage for 3 seconds. This effect can stack up to 10 times.
I actually think Dominance is not that bad. It's quite frequently used and will probably be a popular Hellfire Amulet passive, as it's independent of any build. Chance on hit would make Deflection useless.
Unstable Anomaly When you receive fatal damage, you heal to 45% of your maximum Life, become immune to damage for 1 second and release a shockwave that knocks enemies back and slows them by 80% for 3 seconds.
OH YES. At the moment, UA is so ridiculous: There's absolutely nothing to save you from getting double-hit (many mobs are immune to knockback). Again, I wouldn't mind if only other classes wouldn't get the same passive with so insane nice boots (the Crusader anyone, seriously?). Definitely needs more protection after the proc. Plus, it should heal us to 100% and not just 45% as it's a 90% chance of getting killed right after the proc. At least make it like 80% increased mitigation for 3 seconds after it procs or something like that. Give us a chance...
I think there's more. Power Hungry is currently used by no one. I'd suggest to turn this into an entirely new passive to support EE, Tal's set, and Triumvirate: every elemental damage bonus gives 50% bonus to all other elements (so if you have 100% fire damage, you'd get 50% cold, lightning, and arcane as well). After all, we're supposed to be the master of the elements, aren't we? Temportal Flux is useless, because 80% slow is nothing, especially given the low proc rates of many spells, the high CC immunities/resistances of monsters, and the fact that most of them kill us not in melee. Turn this into the channeling spell support - "while channeling Disintegrate, Ray of Frost, or Arcane Torrent, you are immune to all crowd control effects".
Glass cannon is the most used passive for a reason, i clear t6 with it np, but your idea of reducing 20% life would even be better then 5%.
Cold blooded used to be 20% back in the day, but y, maybe it could be revised instead of just boosting it's dmg,
one idea my wife had is it could make cold spells slow 60% on first hit, 80% on second and freeze on third.
Paralysis might be ok with wyrward indeed.
Dominance would not make Deflection useless you could stack them
Stuff on kill is just bad for bosses/pvp/elites
Unstable Anomaly healing to full hp i cannot agree since wd's passive heals them to 15% (even though it grants them 3 secs immunity)
but monks and wizards must have that 1sec immunity do avoid double shot deaths in 30+ GRifts
Temporal flux should be really nice with the legendary gem that makes u deal 20% extra dmg on cc'd targets, but could use some love indeed.
I'll use your idea. ;P
Arcane spells slow by 80% and while channeling you are immune to all crowd control effects.
Nice catch on Power Hungry, that passive is so useless that i didn't even remember it's existence,
Something like: Power Hungry Gain 1% dmg for every 1% arcane power missing
(Changed it from globes and ap generating cause let's be honest, with 3pc tal + astral presence which is being buffed + RCR we don't need it.)
Thanks to everyone for the feedback so far, added Power Hungry, Temporal Flux and Prodigy, updating the official thread as well, hope it gets some attention.
Wizard passives that are alright in my opinion: Blur, Evocation, Prodigy, Astral Presence, Illusionist, Cold Blooded, Conflagration, Temporal Flux, Unwavering Will. The UW though could benefit from added crowd control resistance/immunity, but whatever.
I have never used Arcane Dynamo, Audacity and Elemental Exposure myself, so I can't say anything about them. But considering that at least AD and EE are used frequently by other wizards, they are quite fine as well.
As for the rest..
Power Hungry - mostly useless right now. But I disagree with the proposition of "Gain 1% dmg for every 1% arcane power missing" as well --- that would make it too powerful: if you can channel your attack indefinitely, just waste enough AP on armor spells/whatever and you get - say - Ray of Frost that will do >2000% when fully ramped, instead of usual 1200%. However, at this point, I don't think I can propose any solution of my own for this passive.
Glass Cannon - Indeed, the mitigation cost is a bit too much. Probably, reducing max life instead of mitigation is the best way to 'fix' this passive.
Paralysis - Increase the stun duration to 2 seconds. That should be more than enough. Actually, Paralysis is mostly alright even as it is... it's just lightning itself is a rather weak element at the moment...
Galvanizing Ward - Anyone actually uses it? How about, changing it into something like 'you gain X% more shields from all sources'? X should be no less than 50%, otherwise it will not be of any use...
Unstable Anomaly - Should gain two additional effects: 1) All crowd control effects on you are broken and you are immune to crowd control effects for the next 3 seconds. 2) Some sort of additional mitigation for a couple of seconds. The amount of life restored can be reduced to compensate for these changes.
Wizard passives that are alright in my opinion: Blur, Evocation, Prodigy, Astral Presence, Illusionist, Cold Blooded, Conflagration, Temporal Flux, Unwavering Will. The UW though could benefit from added crowd control resistance/immunity, but whatever.
I have never used Arcane Dynamo, Audacity and Elemental Exposure myself, so I can't say anything about them. But considering that at least AD and EE are used frequently by other wizards, they are quite fine as well.
As for the rest..
Power Hungry - mostly useless right now. But I disagree with the proposition of "Gain 1% dmg for every 1% arcane power missing" as well --- that would make it too powerful: if you can channel your attack indefinitely, just waste enough AP on armor spells/whatever and you get - say - Ray of Frost that will do >2000% when fully ramped, instead of usual 1200%. However, at this point, I don't think I can propose any solution of my own for this passive.
Glass Cannon - Indeed, the mitigation cost is a bit too much. Probably, reducing max life instead of mitigation is the best way to 'fix' this passive.
Paralysis - Increase the stun duration to 2 seconds. That should be more than enough. Actually, Paralysis is mostly alright even as it is... it's just lightning itself is a rather weak element at the moment...
Galvanizing Ward - Anyone actually uses it? How about, changing it into something like 'you gain X% more shields from all sources'? X should be no less than 50%, otherwise it will not be of any use...
Unstable Anomaly - Should gain two additional effects: 1) All crowd control effects on you are broken and you are immune to crowd control effects for the next 3 seconds. 2) Some sort of additional mitigation for a couple of seconds. The amount of life restored can be reduced to compensate for these changes.
I'll incorporate some of those ideas in the op, such as % health decrease in glass cannon and maybe tone down prodigy and paralysis,
Unstable anomaly giving you 1 sec immunity is enough as it would remove any cc from u and gives invulnerability so you can teleport away or smth
Galvanizing ward i designed it like i did because atm energy armor is cleary superior, with galvanizing ward you can benefit from all armors' basic effect.
ty for you feedback
Rollback Post to RevisionRollBack
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
I think there's more. Power Hungry is currently used by no one. I'd suggest to turn this into an entirely new passive to support EE, Tal's set, and Triumvirate:
I actually think Power Hungry is, design wise, one of the best passives we have. It does exactly what I would like a passive to do. The problem with its ineffectiveness lies with how wizards work. We either do not spend AP at all or stack so much APoC that the passive becomes worthless.
I would like to see meteor costing like 75 arcane power. Making it unspammable unless you proc some cost reduction or get Power Hungry stacks.
The similar problem is true for Temporal Flux: Having a powerful slow fits a quishy high damage long ranged class perfectly. The problem is that this stereotype is not represented in the actual game.
Instead of changing the passives to fit the playstyle I'd much rather see an adjustment in the playstyle to fit the ideas behind the passives.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
they (WD and Crusader) were pretty excited since they have alot of awesome passives, but me... not so much.
In 2.1 i noticed alot of wizards want spenders buffed and more items/legendary powers diversity,
I agree and while that is surely fine i also noticed very little mention of our current (limited) list of passives.
So i made a list with some possible solutions.
You don't agree and think passives are fine? if so why? constructive feedback is apreciated.
List of possible passive fixes:
Glass Cannon: Increase all damage done by 15%, but decrease Maximum health by 10%.
(- 10% armor and resistances is too harsh for 15% dmg)
Cold Blooded: Enemies chilled or frozen by you take 15% more damage from all sources for the duration of the chill or Freeze.
(To be on par with audacity and glass cannon)
Paralysis: Lightning spells have a 15% chance to Stun all targets hit for 2 seconds.
(just a little tweak)
Galvanizing Ward: Gain the basic effect of all armors as long as you have an active armor.
(This passive used to buff armors and i think it's the least used passive atm, so why not bring it back to it's roots but also making it desirable)
Dominance: Chance on hit to gain a shield that absorbs 12379 damage for 3 seconds. This effect can stack up to 10 times.
Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 0.5 seconds.
(Chance on kill mechanics suck and everybody hates them :P)
Arcane Dynamo: Just fix the bugs with hydra and some other spells (Tal's meteors) etc and its fine...
Unstable Anomaly: When you receive fatal damage, you heal to 45% of your maximum Life, become immune to damage for 1 second and release a shockwave that knocks enemies back and slows them by 80% for 3 seconds.
This effect may occur once every 60 seconds.
(Added 1 sec immunity cause having the passive proc and still dying is not really a second chance passive)
Power Hungry: Gain 1% dmg for every 5% arcane power missing
(Changed it from globes and ap generating cause let's be honest, with 3pc tal + astral presence which is being buffed + RCR we don't need it.)
Prodigy: Reduce the resource cost of Arcane Orb, Meteor, Energy Twister and Wave of Force by 30%.
(We need to spam those spenders, and the idea of using sig spells to generate resources although nice it does not work on wizards as it does on the other classes due to it's fast regenerating resource.)
Temporal Flux: Arcane spells slow by 80% and while channeling you are immune to all crowd control effects.
(As bagstone stated channeling needs some passives to support it.)
The rest of the passives are fine imo.
Edit: changed some values based on feedback.
PS: this has also been posted in the official forums so no use in telling me to post there.
http://us.battle.net/d3/en/forum/topic/13595399501?page=1#7
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
Yeah... it's too much, and therefore GC is not used by anyone sane T5+. They could make it into something you can counter by getting stats on gear, like -20% life. 10% reduced mitigation is just too much to make GC really useful, imho. I wouldn't mind if that's a standard passive procedure, but when I look at other classes off the top of my head I don't see any passive that comes with a similar drawback (well, Heavenly Strength in 2.1 maybe but just for a reason).
That one is difficult; it was like that in D3V and it became the must-have passive. Instead of just giving it a straight damage boost, I'd rather see it being something that creates synergies. Like "Frozen targets have a 15% chance of triggering a Frost Nova" or something like that.
I actually think Paralysis is the one passive that's fine. Look at Jaetch's video, it procs a lot. If you really want to go full lightning CC support in 2.1, and add a Wyrdward, I think you're already able to almost completely stunlock stuff.
Yeah, good idea. Completely support that. It's the second-least used passive, btw ;-)
I actually think Dominance is not that bad. It's quite frequently used and will probably be a popular Hellfire Amulet passive, as it's independent of any build. Chance on hit would make Deflection useless.
OH YES. At the moment, UA is so ridiculous: There's absolutely nothing to save you from getting double-hit (many mobs are immune to knockback). Again, I wouldn't mind if only other classes wouldn't get the same passive with so insane nice boots (the Crusader anyone, seriously?). Definitely needs more protection after the proc. Plus, it should heal us to 100% and not just 45% as it's a 90% chance of getting killed right after the proc. At least make it like 80% increased mitigation for 3 seconds after it procs or something like that. Give us a chance...
I think there's more. Power Hungry is currently used by no one. I'd suggest to turn this into an entirely new passive to support EE, Tal's set, and Triumvirate: every elemental damage bonus gives 50% bonus to all other elements (so if you have 100% fire damage, you'd get 50% cold, lightning, and arcane as well). After all, we're supposed to be the master of the elements, aren't we?
Temportal Flux is useless, because 80% slow is nothing, especially given the low proc rates of many spells, the high CC immunities/resistances of monsters, and the fact that most of them kill us not in melee. Turn this into the channeling spell support - "while channeling Disintegrate, Ray of Frost, or Arcane Torrent, you are immune to all crowd control effects".
Cold blooded used to be 20% back in the day, but y, maybe it could be revised instead of just boosting it's dmg,
one idea my wife had is it could make cold spells slow 60% on first hit, 80% on second and freeze on third.
Paralysis might be ok with wyrward indeed.
Dominance would not make Deflection useless you could stack them
Stuff on kill is just bad for bosses/pvp/elites
Unstable Anomaly healing to full hp i cannot agree since wd's passive heals them to 15% (even though it grants them 3 secs immunity)
but monks and wizards must have that 1sec immunity do avoid double shot deaths in 30+ GRifts
Temporal flux should be really nice with the legendary gem that makes u deal 20% extra dmg on cc'd targets, but could use some love indeed.
I'll use your idea. ;P
Arcane spells slow by 80% and while channeling you are immune to all crowd control effects.
Nice catch on Power Hungry, that passive is so useless that i didn't even remember it's existence,
Something like:
Power Hungry Gain 1% dmg for every 1% arcane power missing
(Changed it from globes and ap generating cause let's be honest, with 3pc tal + astral presence which is being buffed + RCR we don't need it.)
Thanks to everyone for the feedback so far, added Power Hungry, Temporal Flux and Prodigy, updating the official thread as well, hope it gets some attention.
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
Wizard passives that are alright in my opinion: Blur, Evocation, Prodigy, Astral Presence, Illusionist, Cold Blooded, Conflagration, Temporal Flux, Unwavering Will. The UW though could benefit from added crowd control resistance/immunity, but whatever.
I have never used Arcane Dynamo, Audacity and Elemental Exposure myself, so I can't say anything about them. But considering that at least AD and EE are used frequently by other wizards, they are quite fine as well.
As for the rest..
Unstable anomaly giving you 1 sec immunity is enough as it would remove any cc from u and gives invulnerability so you can teleport away or smth
Galvanizing ward i designed it like i did because atm energy armor is cleary superior, with galvanizing ward you can benefit from all armors' basic effect.
ty for you feedback
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
I would like to see meteor costing like 75 arcane power. Making it unspammable unless you proc some cost reduction or get Power Hungry stacks.
The similar problem is true for Temporal Flux: Having a powerful slow fits a quishy high damage long ranged class perfectly. The problem is that this stereotype is not represented in the actual game.
Instead of changing the passives to fit the playstyle I'd much rather see an adjustment in the playstyle to fit the ideas behind the passives.