Difference between revisions of "Electrocute"

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search
m
(skill effects switched to DB link)
Line 1: Line 1:
 
[[File:IconElectrocute.png|left]]
 
[[File:IconElectrocute.png|left]]
'''Electrocute''' is a Signature [[Wizard skill]] unlocked at [[clvl|Level]] 13, which electrocutes an enemy over time.
+
'''Electrocute''' is a Primary [[Wizard skill]] unlocked at [[clvl|Level]] 11, which electrocutes an enemy over time.
  
 
This is a [[Signature spell]]. Signature spells are free to cast.
 
This is a [[Signature spell]]. Signature spells are free to cast.
Line 6: Line 6:
 
<br><br>__TOC__
 
<br><br>__TOC__
 
==Background==
 
==Background==
[[File:Wiz-electrocute1.jpg|thumb|200px|right|Electrocute in action]]
+
[[File:Wiz-electrocute1.jpg|thumb|200px|right|Electrocute in action.]]
 
The [[Wizard]] opens up a hole between the physical and ethereal realms, and calls forth lightning arcs that grip an enemy and fries it until dead, or the Wizard releases her grip on the ethereal realm.
 
The [[Wizard]] opens up a hole between the physical and ethereal realms, and calls forth lightning arcs that grip an enemy and fries it until dead, or the Wizard releases her grip on the ethereal realm.
  
  
==Skill Effects==
+
==Skillrune Effects==
The following is a very quick list. See the [[Electrocute rune effects]] page for a more thorough summary of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.  
+
The following is a very quick summary. See the [[Electrocute rune effects]] page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.  
 
   
 
   
{{Active skills header}}
+
<skill class="Wizard">Electrocute</skill>
{{Wizard Skill Electrocute}}
 
{{Wizard Skillrune Forked Lightning}}
 
{{Wizard Skillrune Lightning Blast}}
 
{{Wizard Skillrune Surge of Power}}
 
{{Wizard Skillrune Chain Lightning}}
 
{{Wizard Skillrune Arc Lightning}}
 
{{center|Note: Information is based on a level 60 character and rank 7 runestones.}}
 
 
 
 
 
===Electrocute Video===
 
A video of Electrocute can be seen below, courtesy of [http://www.youtube.com/Diablo3Inc the DiabloInc You Tube channel].
 
 
 
<youtube>OwzMVuIVfAI</youtube>
 
  
  
Line 37: Line 24:
  
 
Note that [[lightning]] damage [[critical hit]]s will [[stun]] targets. This one stuns (very briefly) at least every two seconds, so there must be a lot of hit checks going on, to trigger the critical hit so frequently.  That stunning is, of course, highly useful when you're locked onto an enemy trying to charge into [[melee]] range.
 
Note that [[lightning]] damage [[critical hit]]s will [[stun]] targets. This one stuns (very briefly) at least every two seconds, so there must be a lot of hit checks going on, to trigger the critical hit so frequently.  That stunning is, of course, highly useful when you're locked onto an enemy trying to charge into [[melee]] range.
 +
 +
 +
==Electrocute Video==
 +
A video of Electrocute can be seen below, courtesy of [http://www.youtube.com/Diablo3Inc the DiabloInc You Tube channel].
 +
 +
<youtube>OwzMVuIVfAI</youtube>
  
  
Line 61: Line 54:
 
<blockquote>''It’s not very high damage, so you’ll need to cook for a while on tougher targets, and at low levels this one isn’t very useful against bosses or champions; it’s just to AP expensive for big enemies; you’ll be out of resource before they’re out of hit points.</blockquote>
 
<blockquote>''It’s not very high damage, so you’ll need to cook for a while on tougher targets, and at low levels this one isn’t very useful against bosses or champions; it’s just to AP expensive for big enemies; you’ll be out of resource before they’re out of hit points.</blockquote>
  
Skill tiers were removed for the [[July 2011 Press Event]], and Electrocute became a level 6 skill.<br>
+
Skill tiers were removed for the [[July 2011 Press Event]], and Electrocute became a level 6 skill, but was later moved to level 13 during the [[beta]]. The skill system was once again overhauled for the [[Beta Patch 13]], and Electrocute was classified as a Primary skill and dropped to level 11.
In the beta, Electrocute became a level 13 skill.
 
  
  

Revision as of 01:32, 4 March 2012

IconElectrocute.png

Electrocute is a Primary Wizard skill unlocked at Level 11, which electrocutes an enemy over time.

This is a Signature spell. Signature spells are free to cast.



Background

Electrocute in action.

The Wizard opens up a hole between the physical and ethereal realms, and calls forth lightning arcs that grip an enemy and fries it until dead, or the Wizard releases her grip on the ethereal realm.


Skillrune Effects

The following is a very quick summary. See the Electrocute rune effects page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.

<skill class="Wizard">Electrocute</skill>


Skill Design

The description of this skill is incomplete, since it has a hefty mana-per-second cost, and that makes it awesome for quick hits, especially to finish off moving targets, but not very suitable for big enemies.

Electrocute was not enabled to start with, but once a Wizard hit level 13 and earned a skill point, it could be used. It's great fun to use, and very useful too. Electrocute is basically a beam weapon, one that the Wizard fires as long as she keeps the mouse clicked. You can not move while using Electrocute, but you're unlikely to want to, since it locks on and keeps zapping the target until it's dead, or you're out of mana. The second happens before the first more often than you'd like, and it's basically unusable on bosses, or even moderately tough targets like Dune Dervishes and Dark Demons, since mana would run out long before their health. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.

Electrocute was simply awesome for small stuff, especially on evasive enemies like the fluttering Sand Wasps, or those last one or two Fallen Imps who always scattered away from the battle when their Overseers and Shamans went down. Just aim at the monster, or anywhere near it, and the beam locks on, draining that monster steadily. Smaller monsters usually died in less than a second, and I found this one far quicker than the higher damage Arcane Orb to clean up groups of weak enemies. Some screenshots show this one chaining to multiple targets, but higher levels in this spell only listed more damage.

Note that lightning damage critical hits will stun targets. This one stuns (very briefly) at least every two seconds, so there must be a lot of hit checks going on, to trigger the critical hit so frequently. That stunning is, of course, highly useful when you're locked onto an enemy trying to charge into melee range.


Electrocute Video

A video of Electrocute can be seen below, courtesy of the DiabloInc You Tube channel.


Synergies

Electrocute benefits from the following Wizard passives:

Skill Unlocked Description
{{{icon}}} [[{{{name}}}]] 16 {{{desc}}}
{{{icon}}} [[{{{name}}}]]
See:
Signature spell
20 {{{desc}}}
{{{icon}}} [[{{{name}}}]] 37 {{{desc}}}
{{{icon}}} [[{{{name}}}]]
See:
Signature spell
55 {{{desc}}}


Development

Electrocute snakes through some Skeletal Executioners.

Electrocute was first shown at BlizzCon 2008, where the lightning could hit a string of targets at lesser and lesser damage. Back then, it was at Tier II on the Storm Skill Tree.

This was changed in the demo displayed at BlizzCon 2009, where it became focused on a single target. The change seemed to have been done briefly before BlizzCon, since the description of the spell had not been completely updated; it didn't show a mana/sec cost, and a damage/sec stat. Flux found it fun but very expensive:[1]

You can not move while using Electrocute, but you’re unlikely to want to, since it locks on and keeps zapping the target until it’s dead, or you’re out of mana. The second happens before the first more often than you’d like, and I found this one unusable on bosses, or even moderately tough targets like Dune Dervishes and Dark Demons, since my mana would run out long before their hit points. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.

Unfortunately, by BlizzCon 2010 this spell still had a disturbingly high resource cost, as mentioned by Flux:[2]

It’s not very high damage, so you’ll need to cook for a while on tougher targets, and at low levels this one isn’t very useful against bosses or champions; it’s just to AP expensive for big enemies; you’ll be out of resource before they’re out of hit points.

Skill tiers were removed for the July 2011 Press Event, and Electrocute became a level 6 skill, but was later moved to level 13 during the beta. The skill system was once again overhauled for the Beta Patch 13, and Electrocute was classified as a Primary skill and dropped to level 11.


Previous Versions

See the Wizard skill archive for more details on previous versions of Electrocute and other Wizard skills.


In Other Games

Electrocute is an updated version of Diablo II's Sorceress skill Chain Lightning, but with more of a Dungeons & Dragons inspiration.


Trivia

This spell was originally more inspired by Chain Lightning from Dungeons & Dragons, but later changed to a completely new design, electrocuting one target at a time.


Media

Electrocute can be seen in action on video here:

You can find pictures in the Diablo III screenshot and picture gallery:



References