In Quake 3 arena, there was this thing called rocket prediction. People would predict the movement of opponents and fire off rockets so the two may converge. Agreed, it was mostly for people in the air whose motion is governed by physics and the d3 arena is not at all like that. However, movement can be somewhat predicted.. at least for the melee chars. A barb or monk will be either running at somebody or away from somebody...not at all like a wiz/DH/WD. After some good practice I think wizards are going to call down meteors very effectively and accurately, especially if his/her partners are aware of the strategy and will try to keep targets in place for the required 3-4 seconds. So what do you guys think?
Also, is anybody aware of the range of frost nova? I'm trying to find out if it is more or less than 12 yards - the range of ground stomp.
This is highly unlikely, at best. Not only is movement of players difficult to accuretly predict, there are great many more variables then simply running away/towards, but there is another problem altogether. After you cast Meteor, it doesnīt immidiatly fall, but rather, it takes some time (not sure exactly how much time, between 2 - 5 seconds), giving malee chars more then enough time to run away. Also, chars in D3 are much more mobile then they ever were in D2, now every class has at least one movement skill, often more. Another thing to consider is melee =/= slow, Monk, a melee class, was often reported as the fastest class in the arena.
So, no, without aid of movement imparing skills (slows, stuns, freezes, chills, fears, etc.) it will be impossible to hit anybody in the arena with the Meteor. This is further complicated by the fact that all movement imparing skills are significantly nerfed in the arena (if a spell freezes enemy for 10 sec. in PvE, it freezes enemy for, for example, 2 sec. in PvP.), making Meteor useless skill in arena aside from some special circumstances, like if a lot/most of players have gathered in the center of the arena, and even in that case, they would have to stay there while the Meteor falls. And after all that, if, again, if you manage to hit somebody with the Meteor, itīs not like that will win you the match. You will probably only hit one or two people tops, and even then, itīs unlikely for you to do more them 50-ish% of their max HP in damage, so, all the effort you spent in trying to hit them with Meteor will go to waste.
Trust me, I thought a lot about using Meteor in arena, since my PvE Wizardīs build will most likely revolve around Meteor, but, it just isnīt a viable PvP skill. You would be much better of using Hydra with Frost Ray/Desintigrate as your main damage combo.
I'm not saying melee is slow but they do dish out the majority of their damage standing at one place. If u see two melees converging there is a very good chance that they are going to stay locked in battle for those required seconds. The time interval is probably 4 sec, I saw it somewhere.. :scratches head: and the red indicator shows up 2 secs before hit so if u have a leap/ds and are paying attention u should be able to escape. But if it does hit and the damage is 15 to 20% then even that is a lot. Certainly worth a skill slot. Are u sure that movement impairing skills are nerfed that badly in arena? So a frost nova will freeze for what.... 0.3 secs? I doubt that. If its true, a lot of wiz strategies will go in the trash can. By the by, does anybody think meteor shower is overpowered? 13 smaller meteors for 122% wd EACH? I saw that runestone video and it seems that there is good chance of getting 4-5 to hit ur target. Thats 488%-610% wd... way above what crimson can get me.
Not necesserily, I am not sure if youīve ever seen a WoW PvP match (two games, dispate their differences, still share some similiarities, this is one of them), melees are never in one spot, they are constantly running around, or at very least in circles. D3īs PvP will be something like that. If you look at videos, melees, I mean specifially Monk and Barbarian, are actually more mobile then Wizard, Both of the melee classes are running around all the time, while Wizard, lacking almost any movement skills (Teleport is weakest movement skill even with Wormhole rune) is now the least mobile class in D3, pretty much just stands there, and shoots people. It would be easier to hit opposing Wizard with Meteor then melee.
I am not sure when does the Meteor graphic show up on the floor, but even 2 or 3 seconds would be enough for D3īs Barbarian or Monk to escape. There are theoretical situations where melees get hit by the Meteor, (e.g. melee stuck inside Slow Time bubble with all movement skills on CD, or Wizard channeling Ray of Frost on malee, which is one of few ways to apply long term chill effect inside the arena, while another Wizard drops Meteor), but all those are either gimmicky or highly situational or involve more skilled players using teamwork and tactics to defeat their less skilled opponents. In a battle with equal numbers of combatants (not 2 or more players teaming up against single opponent) with equal skill seperated into two teams both of which use tactics, Meteor is highly useless.
And finally, yes, movement imparing skills are really heavily nerfed. I am not sure how much, but they are. It actually makes sense, if you think about it. In D3 arena, like in any PvP enviroment, literally seconds count. While in PvE it is perfectly fine to have a spell which incapitates monsters for 10/12 heck even something like 20 seconds, because why not, PvE is you against horde of monsters, so it is perfectly reasonable. On the other hand, PvP is battle between players, imagine yourself in the arena, match starts, you get hit by a spell , and for the next 20 seconds you just stand there, doing nothing, and then you die, literally. If Blizzard allowed effects that strong in the arena, then the matches would devolve to, who will cast freezing spell first, which would kill any strategy involved. So, yeah, all movement imparing skills have been nerfed. Now, I donīt know exact numbers, and will it really be something like 0.3 seconds, but 3 or 4 seconds should definatly be maximum you can freeze somebody whithin the arena, because in fast paced arena even that is enough to get killed without you being able to do something about it.
In WoW melee can attack and move at the same time. In D2 (and as far as I can tell D3), the attack animation requires you to stand still. This is a huge difference right there, and one of the biggest PvP differences between the 2 games. I actually wonder how they're going to make melee playable in PvP without forcing them to resort to very specific attacks (such as ranged attacks or ones that can be done while moving or hit instantly rather than require an animation) or simply be useless until they get enough attack speed gear to be able to complete an attack before the target runs away. This was a major issue in D2, hopefully they've learned for D3. And again in WoW this is a non-issue because in WoW you can perform melee attacks on the move.
As for meteor in PvP, it's all up to one thing - Whether it falls quickly enough to be unavoidable or not. Simple as that. Prediction can help a little sometimes, but is never reliable if you actually require it in order to get a hit. It's similar trying to hit someone with a non-AOE-non-guided ranged attack (again, see D2, not WoW) - If the projectile isn't extremely fast compared to the character movement speed and size, you're simply not going to hit unless you're lucky.
But with coordination between players it is very much possible, right? If my teammate knows to keep that barb right there then it should hit. And one should call a meteor right after the target has used his/her movement ability like leap/teleport. But I don't think Monk will be an easy target... But hey, with a DH as teammate I can get 70% slow for 0.6 secs? Not enough...
Maybe if I act as bait for barbs and monks... call a meteor shower on myself, pop a crimson bubble, summon arcane orbits and after they have all hit (assuming they will) retreat and charge RoF crimson??