New Support Gem: "Channel" - Cursed Auras

the "Channel" support gem would turn any Curse into a passively active debuff effecting enemies of the user.

Since this would be an aura - you could potentially still Curse enemies allowing stacked effects or multiple of different effects.

Channel
Multiplyer 345% (lvl 1) or 296% (lvl 20)
Requirements depend on linked curse.

reduced mana reservation passives would take effect.
reduced mana gem would also support
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If the normal curse limitations would still apply, sure why not. Its a bit of a hassle to keep curses up all the time especially if you kill stuff fast.

The current form would be completely overpowered, but the idea is fantastic. I'd love to see a support to convert curses into auras.
IGN: Dominion / Clamor
I don't know how feasible it would be, but I do reckon that it would be really nice to have. However, I think there needs to be a requirement (pure Int, similar to Clarity maybe) for the gem. Right now you say "based on attached curse", but it's certain that the requirement is still there since you need to link the support to the main gem. So yeah... unless you meant like "150% attached gem requirement", I think this formulation is faulty.
I had basically the same idea.

It reserved 200% of the mana cost of the curse and was limited to your normal maximum number of curses. It has a pure int base cost.


I'd REALLY like to have a curse aura support gem.
This idea isn't exactly new. At least, I know I've discussed it in game a few times, and have seen others exploring ways to adapt curses as passive/constant debuffs.

As much as I'd love to see this sort of gem implemented, specifically as an aura, it would be so completely broken ass op to have a perpetual curse aura floating around you. Why would it be so op? Because curses have a casting time, an area of effect, and a duration, and their (exceptionally powerful) effects are balanced as such. Casting a curse only affects a select number of enemies (by later levels, mostly all enemies present, only not affecting those who wander in by the end of a fight), eventually wears off if the fight prolongs, are dispellable via flask mod (PvP), and perhaps most importantly occupy a duration that could otherwise be spent attacking. Having curses on an aura would negate all of this, and therefore be essentially mandatory for every build without adequate restrictions. The only restrictions conceivably adequate enough are converting a portion (always >= 100%) of the curse's mana cost (typically 70/cast at curse level 20) to a mana % based mana reservation (else BM / EB won't give a diddle about it, it'd just add to the overwhelming list of auras already present) or a perpetually draining mana cost like arctic armour. I'm not terribly fond of the latter, given how broken the mana / mana regen and BM / life regen are currently.

So with that said, I am emphatically in favor of a curse-to-aura support, provided it had a base mana reservation of ~90% by both curse, reduced mana, and support gem level 20. If you think that's a bit heavy handed, then please consider the following:
Enfeeble-aura + Acro
Crit-aura + anything with multi-chain
Warlord's-aura + anything that deals any amount of physical damage
Vulnerability-aura + anything melee and/or dot
...and last but certainly not least....
Temporal-aura + well.... fuck.....
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Aura curse isnt OP because infinite curse duration exist for the meager cost of 1 passive point.
Please pardon my bad english
"
rephikul wrote:
Aura curse isnt OP because infinite curse duration exist for the meager cost of 1 passive point.


Off topic: I hate reading this. It only costs one point if your optimized build is already next to the node in question. Otherwise there are also travel costs. It certainly takes more than one point for a Duelist, even a Witch, to extend curse duration to infinity.

Regardless, even with infinite duration, you still have to cast the curse in the first place, and recast against new mobs. This is in itself more significant than duration.

Furthermore, that notable is only a few skill points more away from +1 curse. And three uniques away from +3 more. So... Five curses, put them on auras... Okay!

Temp Chains + Frostbite + Warlord's Mark + Critical Weakness + Enfeeble. All on auras, if they were without a crippling % mana reserved. EB bow ranger + Ice Shot / LMP / Chain wins the game. It is immortal. Opponents are infinitely chilled/frozen, and even if they aren't they move and attack slower, hit less accurately, deal less damage, and you're regenerating life and mana through WLM's. The less damage dealt by both LMP and chain are utterly irrelevant given frostbite and crit weakness. You're still freezing / chilling frequently and long enough that temp chains makes the duration indefinite.

The most laughable part: Now you don't have to cast five curses (hell 3 would be enough to break the game) before you attack. That's the equivalent of 5 (or 3) attacks. You can eliminate whole packs in that time (why casting time is more significant than duration).

Edit: Again, with that said, I am 100% in favor of aura-fying curses with a severely limiting % mana reservation. I am probably a bit overboard with my suggested 90%, but I am also not a Dev and therefore erring on the side of caution. Regardless of the amount reserved (as decided by the professionals) I think aura-fying curses would open up some considerable options for new builds.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on Mar 22, 2013, 6:26:22 PM
Tack on "Damage Effectiveness" on it and it should be fine. It has to come with drawbacks beyond basic mana cost amplification much like how Chain/Fork work. I don't see a problem with a perpetual aura-esque curse if it has say 30% effectiveness.

You have to design it such that it does not take away the utility that a hexmaster brings to play.
"
CanHasPants wrote:
Furthermore, that notable is only a few skill points more away from +1 curse. And three uniques away from +3 more. So... Five curses, put them on auras... Okay!
Aura switch off if the items they depend on get swapped out and those gears are by no mean high stat gears so typically you'd run around with 1, MAYBE 2 such auras. In contrast, hex masters can swap gears out after their curses have been placed. These auras are by no mean bringers of an end. Considering the fact that manually casted curses last quite long, allowing mana to regen back I dont see any reason for the respective auras to reserve such ridiculous amount of mana.
Please pardon my bad english
Last edited by rephikul#3337 on Mar 22, 2013, 6:44:22 PM

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