A Myriad of Gem Ideas

Just a multitude of Gem ideas, because more gems=more builds. Discuss, debate, criticize, etc.
And GGG, if you happen to take one or all I'd like credit and/or involvement in at least testing of the skills.
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Also, if you need someone to do 3D models on Uniques, I'm capable enough if provided with a poly budget and concept art (Which is already included via 2D art.)



1. Winter's Grasp:
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Blue: Duration, Cast, Cold, Spell
Channel for X Seconds, dealing X Cold damage over time. Once the Channel completes, the target is frozen for a duration based on their Maximum Life. Deals X additional Cold damage when it freezes. Cannot Crit during the DoT portion of the skill.

Quality: % Increased Freeze Duration.

Note: Duration Adjustments from items/passives/gems affects both the Channel Duration AND Freeze Duration.

2. Magma Lash:
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Red: Cast, Fire, AoE, Spell
Lash out at a single target, whipping them with a lick of flame. AoE alternates between a leftward curve and a rightward curve, with a chance to Ignite enemies hit by the curve. The target takes x Physical, x Fire, and an additional % of Physical damage as Fire.

Quality: % Increased AoE.

Note: As a Red Spell, it has a Str/Int requirement but can be cast regardless of the weapon equipped.

3. Mirror Image:
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Green: Support, Movement, Duration
Mana Multiplier 185%
Movement skills leave an immobile duplicate of the caster wherever they are moving from. Duplicate has 20% of caster's maximum life, and only attracts enemies that were already targeting the caster. Duplicate lasts X Seconds. Maximum 1 duplicate at a time.

Quality: % Increased Duration of duplicate.

4. Hydroflow:
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Blue: Cast, Spell, Projectile, AoE
A tube of water flows from caster's feet to target location, pushing enemies towards it. Deals minor Physical damage each tick of Knockback applied.

Quality: % Reduced enemy stun threshold.

Note: LMP/GMP splits the flow of water, resulting in multiple end locations.
Projectile Speed increases the Knockback distance and damage per tick of Knockback.

5. Sunder:
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Red: Melee, Duration, Attack
Strike an enemy for X Physical damage, gaining % of Physical Damage dealt as Armor for X Seconds, +1 Second per Endurance Charge. Critical Hits with this attack causes the target to receive % increased Physical damage on the next hit.

Quality: % Increased Physical Damage.

6. Thunderclap:
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Blue: Cast, Spell, Lightning, AoE
Channel for X Seconds to summon a storm cloud at target location. At the end of the Channel, lightning strikes a single enemy for Lightning damage and reduces their stun threshold. In addition, nearby enemies have a chance to be Stunned, and are Shocked if already Stunned.

Quality: % Increased AoE.

7. Splinter:
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Green: Support, Totem, Spell
Mana Multiplier 175%
Supported totems have 30% reduced Maximum Life, and split into two smaller totems when their health reaches zero. These splinters have a further 30% reduced Maximum Life, and deal 30% less damage.

Quality: % Increased Elemental Resistance

Note: Splinters each count as 1/2 of a totem for the purposes of totem count. As such, when a totem splinters the current totem count doesn't change.

8. Flurricane:
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Blue: Spell, Cast, Duration, Cold, AoE
Channel for X Seconds, spawning a twister at target location. The Flurricane deals X Cold Damage per second to enemies within its AoE, and moves randomly from its spawn location until it despawns after X Seconds.

Quality: % Increased Movement Speed.

9. Momentum:
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Red: AoE, Spell, Movement
Reserves 20% of Maximum Mana
Character Movement has a % chance to Knockback enemies instead of preventing your movement.

Quality: % Increased Knockback distance.

10. Greed:
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Green: Spell, AoE
Reserves 30% of Maximum Mana
When nearby enemies generate Charges, you gain them instead. You can no longer generate Charges yourself.

Quality: % Increased AoE.

11. Sacrifice:
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Blue: Aura, AoE, Spell
Reserves 30% of Maximum Mana
10+X% of damage inflicted upon nearby Allies/Minions is instead inflicted upon the caster.

Quality: % Increased AoE.

Note: Generosity increases the amount of redirected damage.
Damage redirected is unblockable (unless the original target blocks it) but is affected by Resistances and other Defenses.

12. Harbinger of Storms:
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Blue: Minion, Lightning, AoE
Summon a Lightning Wisp that spawns Lightning Beacons along its movement at interval X.

Quality: % Increased AoE.

13. Harbinger of Summer:
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Red: Minion, Fire, AoE
Summon a Fire Wisp that spawns Fire Beacons along its movement at interval X.

Quality: % Increased AoE.

14. Harbinger of Winter:
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Green: Minion, Cold, AoE
Summon an Ice Wisp that spawns Ice Beacons along its movement at interval X.

Quality: % Increased AoE.

15. Harbinger of Nature:
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White: Minion, Cold, Fire, Lightning, AoE
Summon an Elemental Wisp that spawns Fire, Ice, and Lightning Beacons along its movement at interval X.

Quality: % Increased AoE.
*You call into the void. You hear a sound in the distance.*
Last edited by Felix35071 on Oct 23, 2014, 11:13:06 PM
This thread has been automatically archived. Replies are disabled.
1. What physical damage? Does this spell use weapon damage? Also, a guaranteed freeze based on maximum life is broken.

2. Again, what physical damage? %physical as _ damage requires physical in the first place. Is it single target or AOE? If it lashes at a single target, it is not AOE. If it does AOE, it doesn't lash at a single target.

12-15. What beacons?
"
Natharias wrote:
1. What physical damage? Does this spell use weapon damage? Also, a guaranteed freeze based on maximum life is broken.

2. Again, what physical damage? %physical as _ damage requires physical in the first place. Is it single target or AOE? If it lashes at a single target, it is not AOE. If it does AOE, it doesn't lash at a single target.

12-15. What beacons?


1. Valid point, fixed. It's only broken if it's not properly balanced. Additionally, it's a channel so you could get stunned and fail to freeze the target.

2. Physical damage is listed in this one. They take X physical damage, X fire damage, and a % of that (and any added) physical damage as more fire damage. It has a single target component, which is the primary damage, and an AoE component, which is the curve of the whip as it heads towards the target. The target takes direct damage, any enemies that the curve of the whip passes through are (possibly) ignited. Increasing the AoE increases the size of that curve.

12-15. Beacons were added recently. They're those floating orbs that detonate for AoE in Haku missions.
*You call into the void. You hear a sound in the distance.*

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