Keystone Brainstorming

Here are a few that I came up with. Some are created with pvp in mind and some might just be plain imbalanced.

* Hollow Minions
Enemies cannot leech life/mana or generate frenzy/endurance/power charges from your minions.

* Predator
+20% movement speed outdoors. -10% movement speed and -10% vision distance indoors. Heat vision.

* Daggermaster
Your character is able to (optionally) throw daggers at a 25% damage penalty to melee combat and half the range of projectile attacks. Daggers do not count as projectiles.

* Fade
Your character partly becomes one with the ethereal realm. -20% physical damage taken, +20% damage taken from spells. Slightly transparent character model.

* Undead Resurrection
Your character can raise minions from dead minions.

* Confused Tortoise
Your character gains the ability to dual wield shields.

* Iron Will
Your character has a 50% chance to withstand curses. Curses on your character expire 50% faster.

* Snake Blood
Your character takes half damage from chaos attacks. Burning time on your character is halfed. -10% life recovered from flasks.

Post yours! ;)
Disregard witches, aquire currency.
Last edited by dust7#2748 on Dec 30, 2011, 6:42:34 AM
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in connection to the mighty Fade :
^^

Onos
You are able to devour an smaller enemy.
The first smaller enemy (ex:Sandspitters) you attack with melee, gets instantly devoured.
Devouring takes 10seconds, where the amount of hp of your enemy is added to your hp-regeneration.
Consequence: For the given 10seconds you walk 50% slower.

Lerk
You can walk over impassable objects
You cant stay ontop of them and get automatically dragged of them in a random direction.

Skulk
Movementspeed-bonuses from gear gets doubled
-Removes Mana from gear

Gorge
When you bleed, you leave acid goo on the ground.

---------------------------------
Now to the serious ones :

Titan dex/int
Transforms Energyshield to Life
-50%Stun recovery

Avatar of Frost dex?
Youre granted a Frost-Aura dealing 100frost-dmg every second.
You cant deal Cold dmg from other sources.

Highpriest of Chaos str/dex
Your physical attacks get randomly transformed to either Fire/Cold or Lightning.
If you attack a cursed monster, you steal his curse.


https://www.youtube.com/watch?v=drDs-Y5DNH8
Last edited by Lachdanan#4036 on Dec 30, 2011, 7:06:33 AM
* Walking Fortress
lose 20% movement speed but gain 30% armor and 10% elemental resistance

* Hit and Run
lose 20% attack & cast speed but gain 20% movement speed

* Detonate Undead / Friendly Fire
your minions now get damaged by your spells

* Oxygen Supply
Fire spells now burn for a duration of 8 seconds, but you're not able to use frost spells anymore

* Bones
You're not able to use portals anymore, but gain 50 lifereg per second
I just woke up so I figured I would try coming up with one or two to fire up the old brain ^^

Critical obsession:
increases critical chance by 150%
reduces all damage you do except critical hits by 33%

Lord of multitasking:
30% increased speed between different actions

Example without; 2 seconds to do normal attack | 2 second to cast spell | 2 second to do normal attack again | 2 second to cast spell again

Example with; 2 seconds to do normal attack | 1,4 seconds to cast spell | 1,4 seconds to do normal attack again | 1,4 seconds to cast spell again

Alchemy professor:
5% of mana flasks regenerate shield instead

Blood ritual:
Lose 1% hp for every normal physical attack
Take 8% of your maximum damage value and add it as chaos damage

Elven blood
7% more damage with bows and daggers
3% increase to evasion rating
10% less armor from heavy armor
10% less damage with any 2-hand weapons
5+ dexterity
5- strength

Slayer
When delivering a killing blow to a monster in its 1st phase who usually enters a 2nd phase, monster dies before getting to go to its 2nd phase. Does not work on bosses. (DEATH TO ALL CRABS!) :)

Treasure hunter
10% increase of item rarity
10% increase of item quantity
1% added to critical chance

Titan blood
7% resistance to lightning
1% more physical damage for every 50 points of strength
3% movement increase in heavy armor
7% reduction to evasion rating
10+ strength
10- to dexterity

Reflective shield
50% of magic damage to the shield is reflected back
5% chance that a physical attack will bounce back towards the attacker without doing damage to you

Feet of Hermes
Can only wear boots without armor or shield
Increase movement speed by 10%

Scribe
If a container or monster drops a scroll, 1 extra scroll of opposite type will be also dropped.
10+ intelligence

Dr.Potion, Mr.Damage
While a mana potion or health potion is regenerating you gain;
5% faster cast speed
5% faster attack speed
5% more physical damage
5% more spell damage

Paladin's creed
5% resistance to chaos damage
5% increased damage to undead
2% decreased damage to living targets
If intelligence is atleast 35% of strength;
add 3% increased cast speed
add 5% more mana
add 30 points to shield

Friend of the blade, brother to the axe
4% damage increase to swords and axes
If characters dual wields a sword and an axe;
add 5% increased attack speed
add 30% increased critical chance

The wall
3% physical damage reduction
5% increase to block chance with shields
3% decrease to movement speed

Living on the edge
For every 10% hp missing you gain;
1% added to total chance of evading
2% increase to attack speed

Explosive strength
8% increased damage with melee weapons, each hit decreases this value by 2%, everytime there is a paus of 3 seconds between attacks it regenerates 2% back towards its maximum value of 8%.

Fearful presence
Enemies close to you have;
3% reduced attack speed
3% reduced casting speed
3% reduced movement speed
3% reduced physical damage

Born of magic
5% reduced movement speed
5% reduced physical attack damage
5% reduced attack speed
10% increased mana pool
5% increased casting speed
5% increased spell damage

Flasks from the void
25% increased amount of charges on all flasks
10% less amount regenerated from all flaks

Dance of blades
20% increased chance of evading
if you succesfully evade;
add 10% damage to your next physical attack
add 2% to your chance of evading for the next attack on you

Fueled by anger
You do 3% increased damage to anyone who attacks you and hits you, to a maximum of 15% increased damage.


Okey... I'm going to have some breakfast now xD
Last edited by korosuu#7678 on Dec 30, 2011, 8:17:34 AM
"
dust7 wrote:

* Daggermaster
Your character is able to (optionally) throw daggers at a 25% damage penalty to melee combat and half the range of projectile attacks. Daggers do not count as projectiles.
"
Lachdanan wrote:

Onos
You are able to devour an smaller enemy.
The first smaller enemy (ex:Sandspitters) you attack with melee, gets instantly devoured.
Devouring takes 10seconds, where the amount of hp of your enemy is added to your hp-regeneration.
Consequence: For the given 10seconds you walk 50% slower.
hardly can imagine how this two should be keystones...it would require an active skill, wouldn't it?
"
Btah wrote:
"
dust7 wrote:

* Daggermaster
Your character is able to (optionally) throw daggers at a 25% damage penalty to melee combat and half the range of projectile attacks. Daggers do not count as projectiles.
"
Lachdanan wrote:

Onos
You are able to devour an smaller enemy.
The first smaller enemy (ex:Sandspitters) you attack with melee, gets instantly devoured.
Devouring takes 10seconds, where the amount of hp of your enemy is added to your hp-regeneration.
Consequence: For the given 10seconds you walk 50% slower.
hardly can imagine how this two should be keystones...it would require an active skill, wouldn't it?


I think he was more about making a joke with the game Natural Selection in mind? :)
Spellcasting oriented:

Entropic Affinity
All elemental critical strike damage is converted into Chaos Damage. Can no longer proc elemental status effect from any source (i.e. cannot chill, freeze, burn, or shock).

Subjugated Chaos
Critical hit rate standardized. You now perform a critical hit every Xth successful attack as determined by your % criticial hit chance. For example, 25% Critical Hit Chance means you perform a critical hit every 4th attack that damages an enemy.

Combat Mana
Flasks no longer regenerate mana. Spells that hit single targets restore mana instead of spending it.

Anchored Magic
Doubles base cast time of every spell and disables cast speed modifiers. Standing still for X seconds ramps up your power, dramatically increasing the effect of spells you cast. Ramp up dissipates upon being forced to move.

Spellsword
All offensive spells are now cast by hitting a target with a melee weapon. That is, if you try to cast a Fireball, you instead swing a weapon and produce a Fireball explosion on the target.

Caustic Blood
Getting hit applies a bleed effect that drains life over time based on damage taken. While the bleed effect is active, your character spills out a fire wall effect wherever it walks (think Diablo 2's Blaze spell).

Elemental Instability
x% of damage taken is now burns your mana pool (not absorption). Upon running out of mana, a tri-elemental explosion occurs with your character at the center. This effect cannot occur again until regenerated. The explosion charge regenerates after spending y seconds at max mana.

Infused Zombies

Your zombies now can cast your equipped offensive at weakened power. Your own spells grow weaker the more zombies you have. This should, overall, incrase your damage output.

Elemental Equilibrium
Hitting a target with a specific element raises their resistance to the element they are being hit with and lowers it to the other two. So, for example, spamming Fireball on a single target will make them resistant against fire damage and weaker against Cold/Lightning Damage.
Last edited by konfeta#2391 on Dec 30, 2011, 8:53:07 AM
Voodoo Shaman

Your curses do not overwrite other curses
Your curses cannot be overwritten

-> multi curses :)

the offset?

Your curses become single target spells
"
konfeta wrote:
Spellcasting oriented:

Spellsword

All offensive spells are now cast by hitting a target with a melee weapon. That is, if you try to cast a Fireball, you instead swing a weapon and produce a Fireball explosion on the target.


Elemental Instability

10% of damage taken is now absorbed by your mana pool. Upon running out of mana, a tri-elemental explosion occurs with your character at the center. Disables natural mana regeneration.


I like the spellsword idea but I feel like Elemental Instability could be abused, get 0 mana, use small mana potion, run out of mana again...

I guess it depends on how good the tri-elemental explosion would be, but some type of modifier that mana has to get above 75% after it occurs before the ability is reset?

Maybe the damage of the ability could be modified by a characters maximum amount of mana to disable low mana characters abusing it... anyway, just felt like commenting :)
"
Btah wrote:
"
dust7 wrote:

* Daggermasterit would require an active skill, wouldn't it?

Well, it would not give you an active skill, just the ability to throw the dagger with the default attack.
Disregard witches, aquire currency.
Last edited by dust7#2748 on Dec 30, 2011, 8:50:56 AM

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