Simultaneous Cast & Cast on Interval

  • Simultaneous Cast
    Support, Spell

    Cast all supported spells at the same time.

    #% more mana cost for each supported spell

This one is inspired by the simultaneous casting of spells supported by trigger gems. However, in this case, it is designed for manual use.

An example application of this would be with cursing. You could put a curse before an offensive skill. It would also help with the tedium of casting multiple curses when you can put multiple curses on enemies.

Another example would be with Elemental Equilibrium combinations.



  • Cast On Interval
    Support, Spell, Trigger

    Casts all supported spells at the end of each interval of time.

    #% reduced skill duration
    Casts supported spells every # seconds
    You cannot cast supported spells manually

    #% increased skill duration per #% gem quality

The gem would begin with a small interval but a lot less skill duration. As it levels, the interval grows larger and the skill duration returns to normal at level 20. With enough gem quality and levels you would actually increase skill duration.

This would be a good option for pretty much any character relying on skills with durations. Immortal Call builds could be more interesting with this, if you can get all your Endurance Charges in time. I'd also love to see what Frostwall would be like.
same name in-game
Last edited by iao#2860 on Nov 17, 2013, 1:43:21 AM
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Simultaneous cast could get OP very quickly. I understand the idea behind it (multihex) but we should be careful with that one.

In any case, I like both ideas.
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Veta321 wrote:
Simultaneous cast could get OP very quickly. I understand the idea behind it (multihex) but we should be careful with that one.

In any case, I like both ideas.
Thanks. Hopefully the balance of Simultaneous Cast would be the multiplication of mana cost per supported spell. Keep in mind the base mana cost is the addition of each spell's mana cost, so it'd already be pretty large in endgame. However if that doesn't work out then a cooldown could be used (in "ultimate skill" fashion), multiplying the base cooldown duration per supported skill.
same name in-game

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