utility support gems / threshold jewel concepts

april 7, 2018
------------------update cleave animation------------------

pls update the cleave animation to have a different directional strike each time it is used instead of just it having cleave from right to left

for example in League of Legends yasuo has 4 different basic attack animations, each different from the last
not to mention that his attacks are wide, kinda making it look like a cleave attack
http://www.lolking.net/models?champion=157&skin=0



------------------resolute technique needs a buff------------------

Your hits can't be Evaded
Never deal Critical Strikes
+15% more attack damage

--three smaller nodes behind it--
+5% more melee damage (total of another 15% more)

why two different damage multipliers? well so that ranged can have some damage boost while melee gets the full benefits



-----------------another non-crit notable-------------------

30% of crit multiplier is applied to non-critical strikes
Never deal Critical Strikes
Critical Strikes have no Additional Critical Strike Multiplier



------------------non-elemental notable------------------------

30% more physical damage
no elemental damage
elemental conversions are disabled



------------------non-attack speed poison notable------------------------

poison damage is tripled
poison can only stack once every 0.5 0.2 seconds


because fuck barrage, molten strike, & blade flurry


--------------------surgebinders fated--------------------

(90-110)% increased Armour and Evasion
(4-7)% increased Spell Damage per Power Charge
(4-7)% increased Physical Damage per Endurance Charge
(4-7)% increased Elemental Damage per Frenzy Charge
15% chance to Steal Power, Frenzy, and Endurance Charges on Hit
25% chance to grant Power, Frenzy, or Endurance Charges on the enemy that you Hit



--------------------a mechanical change for abysus--------------------

(40-50)% increased Physical Damage taken
to
(40-50)% increased Physical Damage taken from hits

why? because of the damage over time changes and the physical DoTs at end game.
the drawback of this helm is supposed to be countered by getting high physical mitigations
but there is barely any physical mitigation for damage over time in this game

the elder can sap your life within seconds, or just by walking into a DoT field created during
the elder and/or shaper fight

unless you were originally a slayer that can turn his leach into an indefinite regen or a high regen build to begin with



--------------------a unique item?--------------------

base item??

your elemental damage can bleed
bla
fill in the blanks
bla
bla



--------------------Geofri's Crest fated--------------------
+2 to Level of all Equipped Gems
(60-80)% increased Armour and Energy Shield
+(15-20)% to Fire Resistance
+(15-20)% to Cold Resistance
+(15-20)% to Lightning Resistance
+(20-30)% to Chaos Resistance



Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook on Apr 30, 2018, 1:41:33 PM
Last bumped on May 1, 2018, 10:36:08 AM
This thread has been automatically archived. Replies are disabled.
April/10/18
--------------------dual wield fix--------------------

remember back then when a shit ton of people keep complaining about dual wielding is not truly dual wielding and is being overwhelmed by stat sticking?

in response GGG released a dual wield skill
but where are the lacerate builds these days, lols long forgotten
furthermore GGG forgot that part in the past and released really powerful stat sticks

---

anyway here is my suggestion to band-aid actual dual wielding
before applying the dual wield bonuses, the skill must first check if the skill can actually use both weapons on each hand

instead of the current system 'Whenever the player equips two one-handed weapons of any type, dual wielding bonuses are granted'

so if the player is stat sticking with a certain skill, the player will not receive the dual wielding bonuses




those bonuses are everything that says 'dual wielding' like these ones

  • 10% more Attack Speed while Dual Wielding

  • 15% additional Block Chance while Dual Wielding

  • 20% more Attack Physical Damage while Dual Wielding

https://pathofexile.gamepedia.com/Dual_wielding




Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook on Apr 30, 2018, 7:12:31 AM
April/24/18
--------------------Immortal Call fix--------------------
Immortal Call

Cooldown Time: 3.00 sec

Base duration is 0.4 seconds
(100-157)% increased Buff Duration per Endurance Charge
(20-15)% increased Cooldown Duration per Endurance Charge

result: of 5 endurance charges at lvl 20
157% x 5 = 785% + 0.4 = 3.54 Immortal Call Duration
15% x 5 = 75% + 3 = 5.25 Immortal Call Cooldown



--------------------a unique item?--------------------

base item??

you are considered as 'stationary' regardless of any action
bla
fill in the blanks
bla
drawback?



--------------------a unique item?--------------------

base item??

you are considered as 'moving' regardless of any action
bla
fill in the blanks
bla
drawback?



Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook on May 1, 2018, 10:33:23 AM
----------------move while channeling support gem--------------------
Supported Channeling Skills deal 25%?? more Damage
60% Less Movement Speed
the direction you initially cast your channeling skill is fixed (cannot turn anymore)
mouse cursor determines where your character moves towards to







-----------------absolute knockback support gem--------------------
supported linked skill now has a 12 second cooldown
100% chance to knockback
knockback distance is 55 units
does not work with vaal skills


-turns any skill into this "safety stay away from me" utility skill
-best used on an AoE skill
-it'd be funny if someone used this with Empire's Grasp turning it into a "get over here" skill
-can be used as a utility for Kinetic Blast
-can be used as a utility pull (Empire's Grasp) for melee and point blank builds







----------------cyclone threshold jewel: thrown knives-------------
max: 2

if dual-wielding
while spinning, cyclone throws a (projectile) knife at three (six if two jewels) nearby enemies at the same time, automatically selecting valid targets within range for the attacks.
(kinda like ancestral call)


-does not work if only there's only 1 target
-Deals 80% of Base Damage (attack, projectile, melee)
-throws every 0.5 second


builds cyclone into pure single target instead of AoE clearing for mapping



----------------cyclone threshold jewel: tornado-------------
max: 1

if using a two-handed sword
at the end of the spin, cyclone launches a piercing tornado projectile that moves towards a nearby target, repeatedly dealing damage to enemies it intersects.


-tornado has the same color and/or effect as cyclone
-Projectiles Pierce all Targets
-Deals 50% of Base Damage (attack, projectile, melee)
-Base duration is 2 seconds
-launches a tornado every 2 second






--------------lacerate threshold jewel: empowered combo-------------
max: 1
gives lacerate a cooldown: 8

-slashes five times instead of twice
-its base damage is increased by 50% (because it now has a cooldown)
-gives 30% more melee damage buff at the end of its attack, duration: 5 seconds
-60% less AOE
-the released waves of force is now wider at the start



this is a mechanical change to lacerate, turns it into a strong burst utility skill
that supports a damage buff for the main skill








----------------burning arrow threshold jewel: trailblazer-------------
max: 1
gives burning arrow a cooldown: 4

leaves a trail of burning ground

-maximum projectiles the burning arrow can have: 1
-burning ground has a radius of: 13 (width)
-burning ground shares the same base damage of burning arrow
-burning ground can be scaled together with burning arrow
-anyone standing from its burning ground gets a -20% fire resist debuff


turns burning arrow into a utility skill that supports a damage buff for the main skill


Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook on May 1, 2018, 10:38:34 AM

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