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Path of Exile
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Skill Gems

Nearly all action RPGs had linear skill systems where the progression of an active skill was preordained by the developers. If you were a fire user, you would progress from a weak fire spout to a more powerful fireball, and eventually to something big and flashy like a flame wave.

In Path of Exile, active skills (i.e., skills that you use on command) are itemized onto "Skill Gems". These gems confer an active skill to the player when they are socketed into equipment and gain experience as the player slays enemies.

A choice of staple skill gems are given out as quest rewards throughout the game to ensure that players have a variety of skills available. You’ll discover rare advanced skill gems out in the wilderness and dungeons. Like all items, these can be traded between players. Some of the more devastating skills are extremely valuable.

Gems can also level up. When a player is rewarded experience, all gems in equipped items gain 10% of that value. This gain is in addition to the experience earned by the player. When a gem is removed or traded, it retains its experience. It’s possible to specialize in leveling up valuable gems and trading them to other players. We haven’t announced the number of levels that gems will have, but it takes a substantial amount of experience to reach the highest levels of gem potency.

Gems have attribute requirements based on their type and level. For example, a higher level cleave skill gem requires more strength than a low level one. If your character doesn’t meet the attribute requirements of the new level of the skill gem, then the experience value sits at the maximum of the previous level until you next gain additional experience and also meet its requirements.

Sockets

Throughout Path of Exile, you'll acquire many items with colored sockets that correspond to the game's three attributes of Strength, Dexterity and Intelligence. You can socket the skill gems you find into these colored sockets to immediately gain the use of that particular skill. Each skill gem is aligned with a single attribute. For example, the Fireball skill is aligned with Intelligence, and therefore appears on a blue gem.

The color of sockets on items is strongly biased towards the attributes that the item is aligned with. For example, a Strength/Dexterity sword is very likely to contain red or green sockets and unlikely to have blue sockets. Skill gems can only be placed in a correctly colored socket.

Skill gems can be removed from sockets by right clicking on them. There is currently no penalty for doing this. We want players to experiment with the nearly infinite combinations our skill system allows.

Items can have multiple sockets, which can be different colors. Though the early items you encounter will contain one or maybe two sockets, the number will increase throughout the game. Most armor pieces can have up to four sockets. High end body armor can reach six sockets. One-hand weapons and shields cap out at three sockets, while two-hand weapons can contain six.

Support Gems

In addition to active skill gems, another type of gem exists – support gems. These are placed in special, linked sockets and grant additional properties to other gems they are linked with. They do not grant active skills themselves.

These linked sockets start to occur in groups on items as the player explores further into Wraeclast. Larger groups of linked sockets occur infrequently but offer greater opportunities for augmentation.

For example, linking a “Multiple Projectiles” support gem to a fireball skill gem causes the fireball skill to launch multiple fireballs when used. Linking an “Added Fire Damage” support gem to an ice nova skill gem causes the ice nova to also deal fire damage in addition to its normal cold damage.

Support gems gain experience and level up in the same way that skill gems do. Their effects increase in power as they reach higher levels. A high level “Multiple Projectiles” support gem adds more additional projectiles than a low level one.

Any skill can be augmented by any support gems where it makes sense. For example, an “Increased Area of Effect” support gem would modify:

  • The size of an ice nova
  • The splash radius of a fireball
  • The proximity of nearby allies affected by a “Buff Other”-supported buff.

“Piercing projectiles”, “Multiple Projectiles” and various other support gems affect all skills that have a projectile component.

There are dozens of support gems and active skill gems available at launch. Many more will be added after release.

Rather than designing specific behavior for each augmentation, we have made our system extremely versatile, so that there are thousands of combinations of skills and augmentations.

Advanced Supports

The same skill can be supported by multiple support gems at once. For example, Cleave could be linked to both “Added Cold Damage” and “Increased Area of Effect” for large cleaving arcs of cold damage.

In a similar way, multiple skills can be augmented by the same support gem. If you linked a selection of different skills to “Overpower” then all of them would be dramatically more powerful and mana hungry.

The highest level skill gem or support gem in a group is picked when the skill is used. Having multiple instances of the same skill or support equipped in a group does allow you to level up multiple copies of that gem at once, but doesn’t provide extra power to the skill.

If multiple copies of the same skill gem exist in different groups, then the character receives several versions of the augmented skill, each with the appropriate supports. This means that you can have both a castable augmented version of "Fireball" as well as an augmented version of the skill that lays a Fireball Trap.

Path of Exile has a subclass of support gems that trigger their linked skills when certain conditions occur. These conditions range from scoring critical hits to becoming cursed, frozen or ignited. The triggered skills generally have modified mana costs and damage, in order to balance the automatic trigger. Complex combinations of triggered skills are possible and open up many possibilities for character builds.

We have plenty of other support gems on the drawing board that do interesting things. The “Entrap” support gem turns linked skills into traps. For example, if you link “Entrap” with Fireball and “Multiple Casts”, you get a trap that shoots a stream of several fireballs at any enemies who trigger it.

Discussions about skills and whole skill system,Your opinions and thoughts.
This System can be very enjoyable.
The passive skill system is not as over whelming at first glance. The Game is about choices. U want A staff weilding Templar with energy shield and Ice spells. you just go to those areas in the tree and get them.
You just have to have some luck on the Gems.

Not too much room for mistakes though. So its better to have a idea ahead of time. Of course that means making different Toons. It could take awhile to get what skills you want. So the first play through will be exploring differnt skill combos.
Well, I haven't played yet, but from all the reading, and seeing play-throughs on youtube, this is what I'vebeen seeing/thinking.

What is the real appeal of choosing a dual class? You can use two color, but as well or fast as pure classes, talent can get all over the place(Instead of specialising) and if you specialise, you might as well just took the pure class in the first place.

So what I was thinking is, why not have dual stat gems also?

Here comes a long detailed post: (I don't know if that would need a huge overhoal or not, if it would, ah well. guess things will work anyways).

First: It would probably need to change the green colored gems/sockets to Yellow (Or invert all instance of yellow and green in the following).

Now pure stats are Blue(Int), Red(Str), Yellow(Dex). Add in 3 new colors: Purple(Str+Int), Green(Str+ Dex) and Orange(Int+Dex).

For the skills, here's what each would contain:
Int(Blue): Pure magics. Anything not requiring any weapon or physical abilities. E.G. Fireball, Ice lance, etc.

Str(Red): Pure strong hits, 2hand wield, shield use, tanking. E.G.: Cleave, Ground Slam, etc.(Barbarian style)

Dex(Yellow): Agility moves, dual wielding, fast abilities, Moving/Jumping moves, fast-multi-hitting moves. E.g. Dual strike, Viper hit, etc. (Rogue/Hunter style)

Int+Dex(Orange): Agile use of magic.: Detonate Dead, Elemental Hit, Explosive Arrow, Imbues, possibly poison(if considered magicked), Teleports, Wave hits(Fighting Monk or Templar?), etc.

Dex+Str(Green): Agile strong hits. Thinking Ninja here. Leap attack would be a good exemple. Maybe a flurry kind of things, Whirldwind, etc.

Str+Int(Purple): Powerful magical hits. Galcial Hammer, Earthquakes, More Earth like spells, as well as cries and such. Maybe also more necromancer path(Int for you, Str for minions), or Paladin.

Dual-stats skills would have mid-high stat requirement for their 2 stats, and maybe lower then usual for the third. This could make dual-stat class have a better array of skills, and strengthen the "middle" path between two stats.

Pures would still be able to use them, but maybe at a later level.

Overall, it could give dual-stat class more focus in their skills. and everyone would have 1 main color, and 2 other colors to support them. Pures gets Their main, + the two dual-stat using the pure stats. Dual-stat use their dualstat gems, with complement of the 2 pures composing it.

Maybe I just overthink, but it could be very nice overall, and might make trading more available, as everyone would only get 1 color through quest reward, and would need to either find or trade for the side colors gems.

also dual-stat skills can be socket in either of the 2 stat sockets(Greens can fit in Blue and Yellow, etc).
I haven't got a beta account yet, just been looking around at the skills.

One skill that stood out to me as a bit odd was Detonate Dead. I guess the one concern I have with there being only three stats is that there will inevitably be skills like this that feel a bit off in all of the colours.

You already have a class called "Witch" and some necro-like abilities in the intelligence active and passive skills... how does Detonate Dead fit in with "dexterity"? Are you just trying to give a bit of variety to each skill group? Is this supposed to play off an "explosives expert" type of angle? Is it to avoid the tension of wanting to both raise minions from corpses and blow them up in the same skill tree (int)?

I also haven't looked at the whole passive skill tree (can't find it on the website -- have seen glances of it in playthroughs) but I'm curious whether you haven't announced any active healing skills because you think that flasks and passive skills are enough so that you don't need party healing.

Just my thoughts so far, admittedly without any experience playing yet.
Incredibly varied 'trees' of items to mix-n-match with; I could see getting lost in the variables, especially the Skill Gems!
The game from what I see will be intensely exciting to play. This is much like the Original Diablo, but much more polished!
I really like the Prefix and Suffix aspects!
I now have Beta access; best of luck to all on getting your own key!
Jawstrock wrote:
Well, I haven't played yet, but from all the reading, and seeing play-throughs on youtube, this is what I'vebeen seeing/thinking.

What is the real appeal of choosing a dual class? You can use two color, but as well or fast as pure classes, talent can get all over the place(Instead of specialising) and if you specialise, you might as well just took the pure class in the first place.
Correct me if I'm wrong but the only difference between classes is where they start on the passive skill map. For example, a Witch would start at 12:00 in the middle of the INT area while a Templar would start at 10:00 on the border between INT and STR. That means that it will be harder for the Templar to grab the INT skills closer to the DEX border, but at the same time there will be exceptionally strong passives a short ways into the STR area which he will be able to nab relatively easily which a witch would have a more difficult time getting.

One of the most interesting aspects of this system (imo) is that if a skill build touches the starting locations for two or more classes, then you could potentially get that exact same build with either class. Any differences would be purely aesthetic.

In other words, there are pros and cons to each. It's not that the Templar gets half the INT of the witch and half the STR than the marauder, it's just what selection of passives they have access to.
On skill tree good idea is to colored crits skills for different weapons and of course multi crit!And a small icons below for skills that u looking for for exm armour(areas with that skill should be showed on all tree as stars (or something)it is good for plannig your character i think soo? (sry for my grama)^^
I like the idea of multicolored sockets and/or gems (that someone mentioned previously), or even clear colored support gems which can be placed into any socket.
If a skill requires Str and Int, then the color of the gem (purple in this case) should be socketable into either a red or blue socket. Currently there is no visual or mechanical difference in duel-stat skills (other then the obvious 'they require two stats'), flushing out that system would create more incentive to duel-spec, adding more variety and choices to the game.
shortgoose wrote:
First off i'd like to say that I really like the skill system as it offers tons of character options, especially since any class can use any skill.

I do have one concern with the system though: if I'm interpreting the description right you can have a skill equipped in multiple different items with different support gems. When the skill is cast, all support gems from the items with that skill will be applied. If I have this correct, then it seems to me that many if not most of the strongest builds will boil down to the same 1 or 2 spells equipped in all of a character's items augmented with many skills each? does not that detract from the potential variation in skill builds?


Personally I see a huge PvP potential in this game...

So...there is this cookie cutter build, ok, maybe good for item hunt, but everything in the end boils down to PvP, and here is where there should always be 'counter builds' - as long as there are individuals who can invent them (there was this anti-fire-sorc pala build in D2, that got more life than lost when standing in fire wall :] ).

My suggestion would be improvement of the UI and more fluid controls, from what I have experienced from the many videos and seen the info on the site, I see that it might be a hard time to instantly swap between items, or weapons (think of W button from D2).

This type of skill system allows everyone to 'adapt' to any situation (speaking of PvP). Haven't experienced the game yet, but it seems that inventory and user control of it could be improved.


A person might have 100 tools at his immediate disposal, but sadly he has only 2 hands.
___
Hoo there wanderer...
Last edited by Henide on March 26, 2012 12:26 AM
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