Keystone Brainstorming
" I would like to refine this idea further. Sagacious Assault [Enemies you hit with Skill Damage temporarily receive 30% less Skill Damage, and 20% more Spell Damage.] [Enemies you hit with Spell Damage temporarily receive 30% less Spell Damage, and 20% more Skill Damage.] [After Blocking temporarily gain 20% increased Movement, Cast and Attack speed.] [You take 10% more damage.] | |
Complete Control
You can no longer cause burning, freezing, chill or shocked effects. 5% more elemental damage dealt. This would be ideal for certain builds that do not wish to cause effects like burning and freezing. Some potential builds that might desire this: heavy users of firestorm, builds that reflect cold damage, or any other build that does not depend on or desire these effects. Urist McDwarfy has been happy lately. He admired an exceptional ARPG recently. He took joy in slaughter lately. He has been attacked by the dead recently. Check out the Path of Exile wiki: http://en.pathofexilewiki.com Last edited by UristMcDwarfy#1339 on Feb 10, 2012, 1:45:29 PM
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This is one for a playstyle I believe doesn't exist enough.
Elemental Purity Your attacks always deal one elemental damage type. Damage from other elements is converted into the largest single damage type(including chaos). Burn chance, shock chance, and freeze chance are all increased by 20%. |
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Zombie Apocalypse
You no longer need corpses to summon zombies. Zombies near you lose 3% hp per sec. Summon Zombie has 50% increased Cast Rate. Raised Zombies have 30% less total HP. a keystone to synergy with Minion Instability |
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"That would be a pretty interesting keystone. Personally I wouldn't get it. I prefer to try and stack Shocked with Freeze. |
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" +1 Spirit Drain Whenever a number of enemies or party members near you die in a certain span of time, gain a power charge and frenzy charge Numbers not included because I'm not sure how to balance this. The point is is that a lot of deaths occur around the same time then you gain strength for a short time. Something of a snowball particularly with other boosts to charges. Undying You have 50% less health and mana regen. Gain 20% more health and mana regen for each nearby enemy. The numbers are mostly arbitrary. You get less benefit from health regen normally, but gain more for each nearby enemy. I'm not entirely sure how the more and less there stack but the idea was that at three enemies or more you would have slightly boosted regen. Beserker Rage You gain more melee attack damage and armor, up to 75% based on your percentage of missing health Self explanatory, you gain damage and defense as your life approaches low levels |
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HURRICANE
All spells damage is raised by 20% of main hand weapon damage but still doesn't count as weapon skills. Mana cost of non-damage skills is doubled. Last edited by Skelecross#0407 on Feb 11, 2012, 3:58:07 PM
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I think when it comes to brute spell damage increases, there's already enough options in the tree, maybe start thinking of things that are a little bit less conventional?
Garrison - Closed beta Elemental Cleave DW Duelist
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Well his at least applies weapon damage to spells, it's a bit unique and I do like it. Maybe it could be at the cost of the spell damage, so that each is 40% less damage but adding 60% weapon damage. Then it'd be a good hybrid passive.
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Survival of the Hardest
Receive a Endurance charge when you receive a critical hit. 10% chance to receive a endurance charge when you receive a hit. Endurance charges grants -7% Total damage to skills/spells. Endurance charges grants extra +5% Armour. tankish keystone |
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