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Keystone Brainstorming

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Mr_Cee wrote:
"
Kendroxide wrote:
"
darktalon wrote:
Here's a thought.

Keystone - Defensive Bowman
- Allows the use of an Armguard instead of a
Quiver


Nice idea, Ive always wanted to use something other then a quiver. The only problem I see is that it could be a little over powering. I mean, bows are 2-handed so I would seem a little weird to be able to use an offhand with a 2-handed weapon.

I think it needs a draw-back, because right now there would be no reason not to take it. We need more keystone ideas like this, something more outside the box (too many +x,-y keystones).


possible drawbacks:

- slower arrows
- less damage or decreasing accuracy
- drains some life (more effort since you have 1 arm less
(beside this additionals, the missing of the quiver itself is a drawback for the bow damage - changed into some defensive bonus a ranged char maybe never really needs/should need)


The biggest advantage I see is the additional item that contains sockets for skill gems. That, with the arm guard that increases attack speed would make it a no-brainer. I don't think any of the drawbacks you listed would have much of an effect. The increased attack speed on arm guard would counter-act the slower arrows, and less damage/decreased accuracy (ranger already has lots of accuracy) don't seem that bad as a side effect.

The only draw-back I see that could work is if it reduced movement speed. This would stay with the theme of making the ranger more defensive and less agile. Just my thoughts, but it would be nice if GGG would implement something similar to this.
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Mr_Cee wrote:
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Pyrex042 wrote:
"
Mr_Cee wrote:

Eskimo %chance to detonate into cold shards for a frozen monster


How about "a frozen monster (shatters when killed, leaving no corpse), explodes for %MaxHP damage."?

That might be what you meant.


yes, a shattering effect was what was in my mind.
If the damage is split into equal parts for every shard it shatters, %maxHP may be ok for it as value.


What I meant is that the explosion should be an AoE resembling the Detonate Dead spell, but instead doing a split of physical/cold damage using some scaling % of the creatures MaxHP (again, probably ~20%, like Detonate Dead)
"
Kendroxide wrote:
I don't think any of the drawbacks you listed would have much of an effect. The increased attack speed on arm guard would counter-act the slower arrows, and less damage/decreased accuracy (ranger already has lots of accuracy) don't seem that bad as a side effect.


its all depending on the values they use, if its 'neccessary' to cut accuracy by 50% for example, why not?

"
Kendroxide wrote:

The only draw-back I see that could work is if it reduced movement speed. This would stay with the theme of making the ranger more defensive and less agile. Just my thoughts, but it would be nice if GGG would implement something similar to this.


but a repercussion from armguard on runspeed seems all but logic to me (not like the movement penalty on a heavy shield)
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
Your energy shield recharge delay is greatly increased.
Your energy shield recharge is interrupted by by stun, but not damage.

Might make Armour/energy shield gear worth considering.
Last edited by Strill#1101 on Feb 4, 2012, 12:00:38 AM
Telepathic Parasitism
Energy Shield doesn't recharge normally, instead more shield is added when you kill an enemy. The amount added is the difference between the life of the enemy and the damage done.

Now this one is a little different. I image this one being on a line of passive that all increase stats like this one. A lllllooooonnnnnggggg line.

Wraeclast Survivor
+15 to DEX, STR, and INT
+15% to Lightning, Fire, Ice resists
+15% melee and spell crit damage
+5% to melee and spell crit chance
+5% to melee and spells damage
+3% to cast and attack speed
+10% walk speed

Insanity is overrated unless you join me in mine.
Not sure if this has been suggested already, but what about a spell damage absorption/vampiric conversion to mana?

Bascially someone sends a damage spell at you or you cast a spell on reflect creature..and it rebounds

X% of damage cast at you or reflect is converted to mana (and less than 1:1 rate). Net benefit increase the mitigation of incoming spells and make reflects more survivable.

Just a thought.
________________________
Chose you as you've been v active and ofc polite ;)
codes FRA32-MYXC9-JXW2Z-XTJ2U
Enjoy and happy xmas.
Sphere of Power:
Caster charges a mana sphere that explodes for chaos damage and releases the offensive spell within. Cast time is 1.5x that of the spell it's linked to.
(so ball is cast and any nova, spark, fireball, etc is released at the point of impact) (lvl 19+)

Bone Armor:
Up to 10 corpes explode for 0 damage and have their bones harvested for armor. Starts at 1 per corpes and increases by .5-1 for each level up of the gem. Buff lasts 2 min. (animation to include bones rushing towards the caster) (lvl 9+)

.......Alternative.......

Soul Armor:
Up to 10 corpes explode for 0 damage and increase energy shield by .5-1 times the # of corpes for each level of the gem. Buff last 2 mins. (lvl 9+)

Prison of Ice:
One enemy is frozen in ice doing damage over time. When the spell breaks thay are chilled. If they die within they shatter upon spell break. Maybe starts at 3 second for 10 damage per second with chill of 2. going up by 10% per level. (lvl 19+)

Highlander:
Reduires sword or axe. Swing at enemy with haymaker for 125% of physical with critical strike chance of 0%. If hit issues a killing blow you receive a buff increasing your stats by 15% of the enemy's for 60 seconds. If you miss you take increased physical damage of 20% for 2 seconds as a debuff. There can be only one... (lvl 9+)

Conflagration:
Support gem linked to weapons or shields. Chance on block to burst and burn enemy over time with fire damage. 30 over time for 3 seconds initially. (lvl 19+)

Going Down With me:
Curse up to 5 enemies to attack 1 enemy with single strike(w/ 100% chance for crit) upon death. Starts with a curse of 1 adding 1 additional curse per 5 gem levels. (9)

Impailing Arrows:
10% chance to root enemy for 1-2 seconds and slow for 2-3. When linked with rain of arrows effect is multiplied by 2.5x. When linked to split arrows each arrow carrys the same chance to root. Chance increases by .5 per gem level. (9)

Inner Chi:
Support gem linked to physical attacks that can attach to everything except wands and bows. Player draws the energy from their energy shield and combines it with the next blow. Damage = to 1.5x shield strenth with AoE = of 50% to everything within 1 tile. Energy shild reduced to 0 after hit until it recharges. (9)

Brittle Bones:
Works with mace or two handed weapons only. 7% increased chance of critical blow against the living and undead. 30% additional damage on all hits to undead. 30% increased critical damage. No effect on spirits, ghosts, or elementals. (Could also be a passive ability between the templar and muarader). Chance for crit increases by .1-.2 per gem level. (19)

Death by lag in HC = the most widely told tale to hide the shame of a miscalculated/overzealous death by game :)
Arrow to the Knee --Dex--
Your critical hits with projectile attacks cripple the enemy, causing slowed movement, but do not deal extra damage. You have +x% chance to crit.

RP-wise you're aiming for the legs rather than the head.


Point Blank Shot --Dex-- (str/dex?)
Bow damage is modified by your distance from the enemy. Your arrows do more damage up close.
Last edited by Malice#2426 on Jan 23, 2012, 12:31:41 AM
Drink Deep (no attribute alignment)
Your flasks provide instant recovery. Possible side effect: drinking flasks also completely empties them.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
Of the above ideas, I think two are making it into the 0.9.6 are making it in. More of them are being considered.

Others have provided discussion that has gone into thoughts for skills, and monster abilities (especially the overpowered ideas).

Thanks everyone who has contributed to this thread!

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