Wizard is in a really good state right now. I’m going to throw out a personal list of suggestions of under used skills. And everyone is invited to participate. I guess it is, because a lot of players put out so much great ideas and express their feelings what needs a bump or feels to clunky to play.
Primaries:
All of our primaries lack in power and this does not make a good feeling in the gut. They should at least be T16 and GR 120+ viable
The Shame of Delsere:
Your Signature Spells attack 75% faster, deal 200% more damage and restore 9 Arcance Power
Just a convenient choice for Signature Spells overall, just needs a kind of damage buff added to it.
Magic missile
New Weapon, Orb power
- Magic missile gains the Seeker rune, fires 2 more projectiles and deals 600-800% more damage.
Yes, this Angelic Power should celebrate it’s comeback and stay forever. Instead of more projectiles it could give + 2 pierces to balance out the runes
New Shoulder, Belt
- Enemies affected by Black Hole and 6 seconds after take 200 % more damage from your Magic Missiles. Every attack with Magic Missile gives you an Untapped Power stack. Every Stack increases Black Hole damage by 150-250%. Casting Black Hole consumes all Stacks. Maximum 10 Stacks.
Shock Pulse
New Weapon/Orb
- Moving around gives you Lightning stacks up to 100 charging you up. After reaching 100 stacks your Shock Pulse damage is increased by 500-600% for 5 seconds. While moving you discharge electric bolts on the ground damaging everything hit for 50% Shock Pulse damage.
Really did not now how to phrase it. After reaching 100 Stacks it deplets back to zero.
New Weapon/Orb
You gain the Living Lightning rune. Besides one moving forward, now one walks in a circle form. Shock Pulse deals 550-700% more damage.
Spectral Blade
New Belt/Shoulders/Bracers
- Spectral Blade gains the Barrier Blades Rune attacks 50% faster and deals 250-325% more damage. This damage is trippled against Elites and Bosses.
An Elite hunter focused playstyle, could get overboard and only alow tripple damage if only Elites and Bosses are hit.
Eletrocute
Myken’s Ball of Hate
- Electrocute can chain to enemies that have already been hit. The first hit Enemy takes 1000% more damage every other enemies takes 50% less damage down to 400% more damage.
Yes, that would solve the single target issue with Electrocute.
Velvet Camaral
- Doubles the number of enemies your Electrocute jumps to and increases it’s damage by 700-850%
New Weapon/Orb
Electrocute gains the Forked Lighning rune and deals 400-550% more damage to enemies hit by one of your Force skills for 5 seconds.
Question is if this would cause to much lag?
Secondaries
Hergbrash’s Binding
- Reduces the Arcane Power cost of Arcane Torrent, Disintegrate and Ray of Frost by 50-65%. Also the damage is increased by 10% for every point of extra Arcane Power on your gear.
Yes, it increases the gear requirements. But some power should just come with some drawback.
Ray of Frost
Light of Grace
- Ray of Frost now Pierces and deals 600-800% more damage.
Really I don’t know if it should have the Sleet Storm rune on it.
New Orb/Weapon
- Chaneling Ray of Frost now creates randomly placed Crystals. Attacking Crystals let’s your Ray of Frost splinter into smaller rays hitting all enemies in 10 yards around the Crystal and dealing 350-475% more damage. After 5 seconds Crystals explode dealing 2000% damage.
I love the interactions in DI why not copy it and make it a thing in D3. The explosion damage of the Crystal benefits of the Ray of Frost multipliers.
Arcane Orb
Is fine as it is. Maybe just buff the other Runes of it.
Obliteration - Increase the speed of the orb and its damage to 1500% by up to 2250% at 40 yards weapon damage as Arcane, but reduce the area of effect to 8 yards.
Spark - Lob an electrified orb over enemies that zaps them for 850% weapon damage as Lightning and increases the damage of the next Lightning spell you cast by 3% for every enemy hit up to a maximum of 15.
Scorch - Launch a burning orb that deals 444% weapon damage as Fire. At maximum distance it rolls back to you. The orb leaves behind a wall of Fire that deals 734% weapon damage as Fire over 5 seconds.
Wizardspike
- Performing an attack has a 50% chance to hurl a different Orb. Arcane Orb deals 475-525% increased damage.
It’s a way to incentivize the use of Stone of Jordan.
Arcane Torrent
New Weapon/Orb
- Enemies affected by your Slow Time take 650-800% more damage from you Arcane Torrent.
New Shoulders/Belt/Head/Bracer/Orb
- Arcance Torrent gains the Arcane Mine and Cascade rune. Every Arcane Mine increases the damage of your Arcane Torrent by 100-150%.
Disintegrate
Slorak’s Madness
- While Channeling Disintegrate it drains every second 2% of your maximum shields/life. The draining increases every second by 0,5%. Also you gain the Entropy rune wich increases it’s width by 0.1 and damage by 250% every second. Maximum reached after 10 Seconds. The bonuses reset after 1.25-2.5 seconds not channeling.
Could also instead of draining life increase your arcane costs.
Some other left in the dust skills and items that could need some polish.
Explosive Blast
Wand of Woh
- The damage of Explosive Blast is increased by 500 - 600% and 3 additional blasts are triggered after casting Explosive Blast.
Orb of Infinite Depth
- Each time you hit an enemy with Explosive Blast your damage is increased by 10-15% and your damage reduction is increased by 20% for 6 seconds. This effect can stack up to 4 times. The damage increase counts 10x for EB.
Aether Walker
- Teleport no longer has a cooldown but costs 25 Arcane Power. Explosive Blast is now triggered after teleporting, gains the Chain Reaction rune and deals 500-600% more damage.
After in allmost all Sets Teleport was included. Aether Walker needs another identity. And enabling a EB playstyle isn’t the worst outcome.