Effect
Discharge a wave of pure energy that deals 390% weapon damage as Arcane to nearby enemies.
Runes
5 Runes
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Impactful Wave
Wave of Force repels projectiles back toward their shooter, knocks back nearby enemies and Slows them by 60% for 3 seconds.
Wave of Force gains a 5 second cooldown. -
Debilitating Force
Enemies hit deal 20% reduced damage for 4 seconds. -
Arcane Attunement
Each enemy hit increases the damage of your next Arcane spell by 4%. -
Static Pulse
Each enemy hit restores 1 Arcane Power.
Wave of Force's damage turns into Lightning. -
Heat Wave
Increase the damage to 475% weapon damage as Fire.
The proc coefficient scales the chance of on-hit effects (e.g. legendary powers, gems, Life per Hit) for each hit of the skill. Game files, version 2.8.0.
Wave of Force
Wave of Force discharges a burst of pure energy that deals Arcane damage to all enemies near you. The spell hits in a ring around you and is therefore great for breaking up surrounded situations or striking dense mob groups in one blow. Since it costs Arcane Power, you watch your resources or pair it with effects that return Arcane Power.
The Static Pulse rune is especially appealing, because each enemy hit returns Arcane Power to you and the damage converts to Lightning, making the spell nearly self-sustaining. If you aim for maximum damage instead, Heat Wave raises the damage value and switches it to Fire, ideal for fire-focused builds. With the right rune, Wave of Force becomes either an efficient area clearer or a heavy burst spell that sweeps away entire groups.
No cooldown, with one exception
Wave of Force costs 25 Arcane Power and hits nearby enemies for 390% weapon damage. It only has a cooldown with Impactful Wave (level 15): the wave then repels projectiles toward their shooters, knocks enemies back and slows them by 60%, in exchange for a 5 second cooldown. Every other rune lets you cast the wave as often as your Arcane Power allows.
With Static Pulse (level 39), each enemy hit returns 1 Arcane Power, so how well the spell sustains itself depends directly on the size of the pack.
Arcane Attunement as an amplifier
In practice Arcane Attunement (level 32) dominates: each enemy hit increases the damage of your next Arcane spell by 4%. The wave becomes a setup tool: discharge it into a dense pack first, then follow with your real damage spell. That pays off when your main damage comes from Arcane spells such as Arcane Torrent or Energy Twister.
Debilitating Force (level 22) instead lowers the damage of enemies hit by 20% for 4 seconds, and Heat Wave follows at level 49 with 475%.
At home in close range
Because the wave only hits enemies around you, it suits Audacity, which rewards short-range damage. Teleport puts you in the middle of the pack, while Magic Weapon and Storm Armor run alongside as amplifiers.