![]() Not only is the knockback chance indescribably tiny, but you’re not hitting with the weapon- you’re hitting with Spectral Blades. Force Weapon (25 Arcane Power): For the next 5 minutes, your weapon’s damage is increased by 15% and your weapon attacks have a 2% chance to cause knockback. The secondary effect doesn’t trigger on Spectral Blades because you aren’t actually using your weapon for it. Since you’re more likely to use your Magic Weapon skill to improve your Spectral Blades, this rune is actually useless. Electrify (25 Arcane Power): For the next 5 minutes, your weapon’s damage is increased by 10% and your weapon attacks have a chance to send arcs of lightning out to up to 3 nearby enemies, dealing 10% weapon damage as Lightning damage to each of them. Mind, Spectral Blades is a very strong Wizard primary skill, so if you use that as your main attack, you may find that Magic Weapon is still passably useful. The other part of the reason is that this increase to damage doesn’t actually affect most of the Wizard’s skills- only Spectral Blades is confirmed to improve in damage while Magic Weapon is active. Part of the reason this doesn’t really work is that even close-range Wizards are unlikely to actually hit anything with their weapon, or try very hard to be in melee range. Something of a relic, Magic Weapon is leftover from a Beta concept that really didn’t manage to pull itself through to the finished game- the Battle Mage, a Wizard focused exclusively on melee combat. ![]() Magic Weapon (25 Arcane Power): For the next 5 minutes, your weapon’s damage is increased by 10%.
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