Difference between revisions of "Energy Armor"

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{{Active skills header}}
 
{{Active skills header}}
</noinclude>{{Wizard Skill Energy Armor}}
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{{Wizard Skill Energy Armor}}
{{Blank header}}
+
{{Wizard Skillrune Pinpoint Barrier}}
| width="55px" | [[image:IconCrimson.jpg|40px|center|link=Crimson]]
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{{Wizard Skillrune Prismatic Armor}}
| width="140px" | [[Prismatic Armor]]
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{{Wizard Skillrune Absorption}}
| Increases all of your resistances by {{c_lime|180%}} while Energy Armor is active.
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{{Wizard Skillrune Energy Tap}}
|-
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{{Wizard Skillrune Force Armor}}
| [[image:IconIndigo.jpg|40px|center|link=Indigo]]
 
| [[Energy Tap]]
 
| Rather than reducing your maximum Arcane Power, it is increased by {{c_lime|40}} while Energy Armor is active.
 
|-
 
| [[image:IconObsidian.jpg|40px|center|link=Obsidian]]
 
| [[Force Armor]]
 
| While Energy Armor is active, incoming attacks that would deal more than {{c_lime|26%}} of your maximum Life are reduced to deal {{c_lime|26%}} of your maximum Life instead.
 
|-
 
| [[image:IconGolden.jpg|40px|center|link=Golden]]
 
| [[Absorption]]
 
| Gain {{c_lime|7}} Arcane Power whenever you are hit by an ranged or melee attack.
 
|-
 
| [[image:IconAlabaster.jpg|40px|center|link=Alabaster]]
 
| [[Pinpoint Barrier]]
 
| Also increases your Precision by {{c_lime|40%}} while Energy Armor is active.
 
|-
 
<noinclude>
 
|}
 
 
{{center|Note: Information is based on a level 60 character and rank 7 runestones.}}
 
{{center|Note: Information is based on a level 60 character and rank 7 runestones.}}
 
  
 
==Skill Design==
 
==Skill Design==

Revision as of 20:45, 19 September 2011

IconEnergyArmor.png

Energy Armor (known as Energy Shield prior to July 2011) is a Utility Wizard skill unlocked at Level 22, which uses Arcane Power to absorb incoming damage.

This is an Armor spell. Only one Armor spell can be active at a time.



Background

Energy Armor in action

Drawing from long forgotten texts, this magical shield of energy absorbs harmful attacks through energy resonance, draining Arcane Power.


Skill Effects

The following is a very quick list. See the Energy Armor 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.


Icon Skill Description
{{{icon}}} [[{{{name}}}]]
Conjuration
Armor spell
28 {{{desc}}}
IconAlabaster.png
Pinpoint Barrier

[e]

Also increases your Precision by 40% while Energy Armor is active.

IconCrimson.png
Prismatic Armor

[e]

Increases all of your resistances by 180% while Energy Armor is active.

IconGolden.png
Absorption

[e]

Gain 7 Arcane Power whenever you are hit by an ranged or melee attack.

IconIndigo.png
Energy Tap

[e]

Rather than reducing your maximum Arcane Power, it is increased by 40 while Energy Armor is active.

IconObsidian.png
Force Armor

[e]

While Energy Armor is active, incoming attacks that would deal more than 26% of your maximum Life are reduced to deal 26% of your maximum Life instead.

Note: Information is based on a level 60 character and rank 7 runestones.

Skill Design

The skill with lots of heritage is back in Diablo III. It's a shield that absorbs all damage taken, converting the damage to Arcane Power loss, draining 2 points of AP for every point of damage absorbed.

This skill is likely to be used by many Wizards, especially if they are going melee-style with Diamond Skin and Magic Weapon, or playing hardcore.


Synergies


Development

Energy Armor first appeared in the BlizzCon 2009 demo (then named Energy Shield), located at Tier III in the Arcane Skill Tree and already one of the D3 Team's favorites. Flux didn't have much to say about it, unfortunately. The full quote:[1]

Not a skill I even considered using, in the easy Blizzcon demo.

Skill trees were removed shortly thereafter. At BlizzCon 2010, Energy Shield was a Tier 5 skill, making it too high-level for players to select. Before the July 2011 Press Event, Energy Shield was renamed Energy Armor. Skill tiers were also removed, and Energy Armor became a level 22 skill.


Previous Versions

Energy Armor is similar to, and might have replaced, Temporal Armor. That skill was seen in the BlizzCon 2008 demo, and had a slightly different mechanic: protecting the caster from 100% damage once every 6 seconds. Something that could be either very good, if it fended off a strong attack, or quite useless, if it fended off a weak one.

See Energy Shield for the original version of this skill.


In Other Games

Energy Armor originates from the grossly overpowered Mana Shield from the original Diablo game, where every point of damage translated into mana lost instead of life. The spell had unlimited duration, as long as the character didn't die or travel to another level.

In Diablo II, the Sorceress got a nerfed version of the same spell but with the name Energy Shield. The spell has a time limit (needed, since no levels were limited by loading) and only absorbed a fraction of the damage.


Media

Energy Armor can be seen in action on video here:

  • No videos yet.

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


Related Articles


References