Keystone Brainstorming

Would probably need more balancing than that - never mind swords, look at staves. Dual-wielding weapons that themselves have built-in block chances results in a baseline block chance comparable to that of a decent shield - better, if the staves have a 15% or better implicit mod.
And that's ignoring dual-wielding passives, and the fact that two-handed weapons can get six sockets each...
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!"
Bloodlust: for every 1% hp missing you gain .3% attack speed and .1% damage. you also take 10% more damage

Master of the claw: your attacks with a claw weapon have a 15% chance to make a additional attack that damages enemies infront of you for 75% of your normal damage. can not happen more then once every 3 seconds.

Double cast: while casting you have a 10% chance to send out a copy of your last damaging spell. the copied spell takes triple the amount of mana that it would normally take to cast it.

power shot: 25% pierce chance with bows or wands -10% damage

Thunderstruck: every 5 seconds your next attack does lightning damge that chains up to 3 enemies, each enemy hit takes 10% more per hit.

i feel like there needs to be a keystone that makes claws more viable... because i like them :)
Come by my stream! I answer questions about builds and just general useful information!

http://www.twitch.tv/namtro
Last edited by Paleshape#1976 on Feb 4, 2012, 5:41:40 AM
Miser -- +10% damage for every unspent passive skill point.

Hoarder -- +X% rarity and quantity of items found, where X is the percentage of your inventory that is currently full. [i.e., the more stuff you're carrying around, the more stuff you find]

Overkill -- Whenever you kill a monster, any extra damage you did over its remaining health is done to all nearby foes.

Fair Play -- Whenever you are affected by a status ailment, all nearby enemies are affected by it, too.

Jack of All Trades -- +1% attack speed, +1% cast speed, and +1% run speed for every 10 points of your lowest attribute.

Eenie, Meenie -- Whenever you deal skill damage, you get +20% spell damage for your next spell. Whenever you deal spell damage, you get +20% damage for your next skill.

Avatar of Steel -- Converts all elemental damage you deal into physical damage. Your maximum Energy Shield is 0. You cannot evade attacks.

Turnabout -- Whenever you resist damage (elemental resist or armor), add the amount of damage resisted to your next attack.

Dancing Shoes -- If one of your attacks misses or is evaded, you are guaranteed to evade the next attack against you.

Riposte -- Whenever you block or evade a melee attack, the attacker is stunned.

Meditation -- +100% to mana regeneration rate while your Energy Shield is full.

Resourcefulness -- For every 10 seconds during which you take no damage, all flasks gain 1 charge.

Empathy -- You are affected by enemy auras.

Ruby Slippers -- When you completely fill up your inventory, automatically opens a town portal.
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"And 'Do what thou willst' shall be the whole of the law." -- Aleister Crowley
"First, love; then, do what thou willst." -- St. Augustine
"Whatever is done out of love always takes place beyond good and evil." -- Friedrich Nietzsche
Last edited by SinisterDexter#3081 on Feb 4, 2012, 4:03:02 AM
"
SinisterDexter wrote:
Empathy -- You are affected by enemy auras.
I can't decide whether that's totally worthless or horrendously overpowered.
"
Strill wrote:
"
SinisterDexter wrote:
Empathy -- You are affected by enemy auras.
I can't decide whether that's totally worthless or horrendously overpowered.
The essence of balance ;).
------
"And 'Do what thou willst' shall be the whole of the law." -- Aleister Crowley
"First, love; then, do what thou willst." -- St. Augustine
"Whatever is done out of love always takes place beyond good and evil." -- Friedrich Nietzsche
I really like Meditation.
Disregard witches, aquire currency.
"
Skivverus wrote:
Would probably need more balancing than that - never mind swords, look at staves. Dual-wielding weapons that themselves have built-in block chances results in a baseline block chance comparable to that of a decent shield - better, if the staves have a 15% or better implicit mod.
And that's ignoring dual-wielding passives, and the fact that two-handed weapons can get six sockets each...


In an interview Chris said they would be implementing it for weapons that have one-handed attack animations already, and were probably going to ignore staves.
Garrison - Closed beta Elemental Cleave DW Duelist
Remember resolute technique. The two keystones would have to be very far apart from each other.
Disregard witches, aquire currency.
Alchemist's Strike - Killing blow or (even curse) causing enemy to drop shards and orbs on death instead of equipment. Higher chance for orbs and shards with a 0% for equipment to drop.

Mutilating Strike - Killing blow. Target explodes for 0 damage but sends enemies running in fear. Or debuffs them with lower accuracy and damage for 2-3 seconds. Could just be cast like a curse effect with a radius around the caster with the strike animation.

Speedy Withdrawl - a strike that warps you backwards leaving a holographic image of the caster behond. This could be a rooted minion with HP of 1.

Vengeful Resolve - Buff that give frenzy charge chance when hit to increase armor and reduce chance for stun. When combined with discharge it could give an increase in physical damage or % of physical.
Death by lag in HC = the most widely told tale to hide the shame of a miscalculated/overzealous death by game :)
another idea is to remake punishment into a keystone... and instead of basing it off the damage you are dealt, maybe make it more of a counter attack.

Punishment: Everytime you block you deal 75% of your physical damage to the enemy you blocked.

Come by my stream! I answer questions about builds and just general useful information!

http://www.twitch.tv/namtro

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