Keystone Brainstorming

Natural Counter Arts:

Everytime you dodge you gain 50% str and 50% int temporarily.
Loose Accuracy worth 50% of your total (raw)dex temporarily.



Everytime you take a physical hit you gain 50% dex and 50% int temporarily.
Loose X% amount of bonus dmg from str bonus worth 50% of your total (raw)strengh temporarily.



Evertime your energy Shield take a hit you gain 50% str and 50% dex temporarily.
Loose max mana worth 50% of total (raw)int temporarily.



Buff charges and Debuff charges only apply in 1 stack each. they also last 5 s each.

(This may need some rebalancing aswell, but this is a basic idea kinda just. I just felt that all rounders that is *adventurer class* needed a gold keystone that supported their style.)
-----------------------------------

Umbra Avatar:

Your shadow becomes a summon, has 120 degress rotated to the left stats that your base class is and uses weapons/gear suitable.

In essence a witch would get a str based shadow, a templars would get a str/dex based one, marauders would get a dex based one, duelists would get a dex/int based one and assasin would get str/int based shadow. And each shadow has its own set of weapons/gear randomized each loading screen to some extent, and stats based on the level of the player. The summons also get 1 random skill to use that is suitable for the class it is.
(if the weapon/gear that is randomized or the skill that is randomized is not working with said base stats the shadow has, then its rerolled individually until everything works. During this time the shadow stands in place and does nothing and is not killable nor does it act.)

Downside is that due to the concentration needed, you cannot cast spells as fast as before and attack slower. The more powerful the summon, the more penalty to attack speed and cast speed. The summon is always active and respawns in 20 s if killed. Also the player no longer shows a shadow, nor does the Umbra Avatar. In town you dont show your shadow, but your summon isnt out and active.
---------------------------------

Hollow Dagger:

Each attack stores blood from the target inside the dagger(s) and due to a magical catalyst turns it into a deadly venom. Each subsequent hit can produce a myriad of effects on the target hit with it and consumes the Hollow Dagger charge produced by the previous hit and stores a new Hollow Dagger charge.

Due to the frail nature of the dagger, general raw physical damage is reduced by 10% and the magical catalyst needs 2 mana to convert target blood into venom. If not enough mana is available (or HP if you have blood magic) then no Hollow Dagger charge is produced and no mana (or HP) is used.

10% to do x chaos damage
10% to do x cold damage
10% to do x fire damage
10% to do lightning damage
10% to stun
10% heal the caster for 5% of the target total health
10% to remove energy shield completely on target
10% to cause shock
10% to cause burn
10% to cause chill
Last edited by Planetsurvival#1516 on Feb 27, 2012, 7:20:52 PM
Why is Defensive Bowman not in the game yet? :(
Disregard witches, aquire currency.
Booze Cruise str/int
Whenever you use a flask charge you gain 1% increased Critical Strike Chance and 1% increased Critical Strike Damage Multiplier, but Mana Cost of Skills is increased by 1% and Accuracy Rating is decreased by 1%.


('a flask charge' means 'per flask charge used per drink'. So if a single drink uses up 20 charges one gains 20-times the listed benefits and penalties. Effect duration is equal to the flask effect's duration/recovery time.)

  • Does not work with Resolute Technique (besides increasing mana costs).
  • Increased Mana Cost of Skills also affects Blood Magic.
  • Since Spells are not affected by Accuracy Rating, the penalty is less severe.
  • Using a Diamond flask (of course) only provides the CM benefit.

(Increased Mana Cost of Skills could be replaced by Decreased Cast Speed if Spells get too powerful due to them not being affected by the accuracy penalty. However I still prefer the mana cost penalty, as it provides synergy with blood magic/mana passives/flask usage.)

Thus effects on flask use are supposed to work as follows (examples):
Life Flask
Unavailable
10 charges per drink: 10% inceased crit/crit multi/mana cost/decreased acc rating for up to 9 seconds (assuming health pool isn't full).
Mana Flask
Unavailable
20 charges per drink: 20% inceased crit/crit multi/mana cost/decreased acc rating for up to 7 seconds (assuming mana pool isn't full).
Vial
Unavailable
20 charges per drink: 20% inceased crit/crit multi/mana cost/decreased acc rating for up to 7.5 seconds (assuming health/mana pool isn't full).
Granite Flask
Unavailable
30 charges per drink: 30% inceased crit/crit multi/mana cost/decreased acc rating for 4 seconds.
Diamond Flask
Unavailable
50 charges per drink: 50% inceased crit/crit multi/mana cost/decreased acc rating for 1.5 seconds (Since all your hits already are critical strikes during the flask's effect, the crit chance increase does not further your chance to crit).
Ruby Flask
Unavailable
30 charges per drink: 30% inceased crit/crit multi/mana cost/decreased acc rating for 2 seconds.
Sapphire Flask
Unavailable
30 charges per drink: 30% inceased crit/crit multi/mana cost/decreased acc rating for 2 seconds.
Topaz Flask
Unavailable
30 charges per drink: 30% inceased crit/crit multi/mana cost/decreased acc rating for 2 seconds.


Disclaimer: Any resemblance to other users' keystone suggestions, in regards to form and/or content, is purely coincidental.

- if I remember correctly, there are some other suggestions about flask-keystones, but I couldn't be bothered to recheck. ;p
[The Prison] Crawl a text-based dungeon - http://www.pathofexile.com/forum/view-thread/26299
Last edited by Azhubham#4599 on Feb 27, 2012, 5:58:01 PM
Some items in this post are currently unavailable.
Meat Shield
Lose all energy shield. 75% of your original energy shield is added as health.
(Health is more beneficial once the original amount is depleted because it can be restored in combat, but doesn't have as much regen without a ton of passives, which I may add are opposite to energy shield stuff)

Adrenaline
You gain frenzy charges corresponding to your percentage of missing health. You cannot gain frenzy charges by other means.
(I really feel it'd be nice to create a passive like this after seeing the monsters with it, this can be useful for characters that otherwise may not use frenzy charges and may be useful for characters that rely on being at low health, such as those using blood rage or pain attunement; this would scale on max charges (ie with 5 you'd get one for every 1/6 or 16.67% health missing; ideally some max charge and/or movement speed per charge nodes would be before or near it)
Mind Blades: Pseudo-real blades of mana. Inflicts piercing damage to the soul of targets bypassing Energy shields.

You cannot wield weapons or shields or wands or anything in the weapon/shield slots.
You wield Mind Blades instead.
Physical damage is based on intelligence+dexterity.
Penetrates Energy Shields 100%.
You always dual wield Mind Blades.
Restores 1% of your mana for each hit you get on targets.
Block is based on intelligence+dexterity.
Does not exists physically so cant be used to inflict poison, but can inflict elemental damage.
Last edited by Planetsurvival#1516 on Feb 27, 2012, 7:33:28 PM
body and Soul
Mobs hit by an attack skill take 30% more damage from spells, 20% less by attack skills. Mobs hit by a spell take 30% more damage from attack skills, 20% less from spells.

Another "spellblade" version, but simpler and copying elemental equilibrium.


Fortress
+200 % armor movement speed penalty
+30% defense for all defensive gear (helm, boots, chest, shield)


Warrior's Path
+30% flask life regen, -50% flask mana regen

Spell Barrage
+30% flask mana regen, -50% flask life regen

One's Pace
-100% flask recovery speed

Yes it may be an advantage. Even more if flask had better effects.
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL#4590 on Feb 29, 2012, 3:31:40 PM
Big Whoop
19% more Quantity of Items Found.
91% less Rarity of Items Found.
Captain Fairgraves deals 30% increased damage.
[The Prison] Crawl a text-based dungeon - http://www.pathofexile.com/forum/view-thread/26299
"
Azhubham wrote:
Big Whoop
19% more Quantity of Items Found.
91% less Rarity of Items Found.
Captain Fairgraves deals 30% increased damage.

you made me laugh :)

Disregard witches, aquire currency.
Adept of Bones: Your Zombies gains sharp bones that applies a damage over time rot poison on hit. Depending on the HP the Zombie have left. The more HP the less the Rot damage is. (Idea is that the more damaged a zombie is, the more bodily fluids coat the sharp bone). Lower zombie cold resist by 20% due to exposed bones.
<nice name>:
Everytime someone hits you his movement speed is reduced by 10% for some seconds.
Everytime you hit an enemy your movement speed is reduced by 10% for some seconds.
(After 10 hits you/your enemy is immobile for some seconds)

<nice name>:
Everytime you fall below 33% health your health (and mana?) regen is increased (by 50%?).
Everytime you are above 66% health your health (and mana?) regen is decreased (by 100%?).

Report Forum Post

Report Account:

Report Type

Additional Info