You're looking at it wrong Kiwimustang. This basically makes it so arcane orb is more reliable. The rune takes care of this example:
Unruned Arcane Orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they detonate and everything comes running towards you with hell bent fury to rip you to shreds.
Alabaster runed arcane orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they pass right through them, deal some minor damage, and then continue on and hit the intended group. You then use a few signature spells (magic missiles would be my signature of choice) to clean up the extras and go collect your loot. This basically changes the way you'd group enemies up and utilize arcane orb.
As you can see it doesn't nerf the ability, it just makes it more reliable. It's the same sort of thing with the indigo (I believe) plague of toads where you switch from three toads doing 150% damage each IF all three explode to a 143% per second aoe. The indigo rune does actually lower the damage potential, but effectively in most cases it is actually a damage increase as often enough to notice and get frustrated, toads will hop right away from enemies and never detonate.
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Unruned Arcane Orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they detonate and everything comes running towards you with hell bent fury to rip you to shreds.
Alabaster runed arcane orb:
You have clumped up a group of enemies by careful snares and running away from them. You're all set and you let loose a couple of arcane orbs to decimate the clump grouped of enemies. Inside the clump are a few summoning type mobs. As your two or three arcane orbs go flying towards the mass of monsters, the summoners conjure up a couple additional enemies that block the path of your arcane orbs and the mass of baddies they were meant to hit. When your arcane orbs hit these out of position, summoned mobs they pass right through them, deal some minor damage, and then continue on and hit the intended group. You then use a few signature spells (magic missiles would be my signature of choice) to clean up the extras and go collect your loot. This basically changes the way you'd group enemies up and utilize arcane orb.
As you can see it doesn't nerf the ability, it just makes it more reliable. It's the same sort of thing with the indigo (I believe) plague of toads where you switch from three toads doing 150% damage each IF all three explode to a 143% per second aoe. The indigo rune does actually lower the damage potential, but effectively in most cases it is actually a damage increase as often enough to notice and get frustrated, toads will hop right away from enemies and never detonate.