Keystone Brainstorming

Mental shackles
+300 hp
Cant use skill gems in body armor
Support gems in offhand slot applys for skills in main hand slot.
Weapon Master
While dual-wielding different weapon types, weapon-specific passive bonuses apply to all weapons.

Elemental Prism
Converts 50% of each element to each other element. (meaning Fire does 50% Cold, 50% Lightning instead... dunno how to mix this with the Cold to Fire support)

Reckless Ingenuity
Intellect gives %evasion rating and %armour instead of %energy shield.

Felt like bumping this... or should this discussion be happening in Passive Tree/Keystone Feedback?
Unnatural Flesh
Minions you control cannot regain life through any means.
When damage would reduce the health of a minion you control to 0 from above 35%, that minion is instead reduced to 1 hp.

Greatly improves the general survivability of low health minions as well as providing excellent synergy with either Necromantic Aegis or Minion Instability.

Chaos Flux
All damage you deal is converted to chaos damage.
All damage you deal is increased by 250%.

Would remove all passive damage bonuses from the skill tree and all forms of crowd control and status effects inherent in elemental damage in exchange for front-loading damage. Damage type may need to be changed to physical or it's own separate class for balance and immunity issues.

Pain Link
Your critical damage bonus is reduced to 100%.
Any damage you deal to an enemy from sources other than Pain Link is also dealt to nearby enemies.

Drawback needs further investigation. Essentially makes all damage area of effect, would make area of effect skills much more powerful.

Power Overwhelming
Power Charge Duration reduced by 50%.
Each stack of Power Charge increases your critical damage bonus by 100% in addition to any other effects.

Would better reward the usage of power charges. Number of sources for power charges should also be looked into.
Lesser Man
30% increased move speed
10% increased evasion
25% decreased character model size
15% increased physical damage taken

Broken Body, Brilliant Mind
50% increased spell damage
15% increased cast speed
5% increased crit chance
20% decreased life
20% increased physical damage taken

Glory Seeker
25% increased physical damage
15% increased attack speed
15% increased move speed
Auras no longer affect you

Geomancer
40% increased fire resistance
40% increased ice resistance
20% increased chance to avoid burn, chill, freeze
60% decreased lightning resistance
30% decreased minimum lightning resistance

Lightning Rod
45% increased lightning damage
25% increased lighting resistance
35% increased chance increase to be shocked

Flower Enthusiast
+45 all attributes
15% decreased move speed

Titan's Roar
45% increased AOE
15% character model size increase
10% decrease character move speed
character is unable to dodge

Warmongerer
35% increased attack speed
15% increased physical damage
15% increased move speed
5% life leach
Character loses health at the rate of 2%total/second

Auramancer's Art
35% increase range of auras
2% increase to all aura benefits
auras no longer reserve mana
each aura cause incoming damage to increase by 45%

Biological Disaster
Character's Life and Energy Shield switch places, running out of energy shield causes death

Ondar's Student
75% increased critical strike multiplier
35% increased accuracy rating
45% decreased critical strike chance
first strike character deals guarantees critical hit

Forgotten Ritual
10% increased minion damage
5% increased minion life
+3 maximum number of spectres
capable of raising any non-boss body
Character may only cast spectre minions
spectres now reserve 10% of life and 5% of Energy shield

Simpleton
20% decrease in requirements for all gear and gems
-30 intelligence

Atheist
75% decreased spell damage
60% decreased spell damage received

Psychokinesis
Equipped weapon becomes a minion that can not die
Weapon uses any gems that are on it to attack
Character may not cast zombies or spectres
35% increased damage taken


If I remember right they are still looking for a way to put avatar of fire back into the game.

Avatar of the Flame
Immunity to fire damage
+20% More fire damage
+20 Fire penetration
+20% Chance to ignite enemies on hit with fire damage
Cannot deal cold damage
Cannot deal lightning damage
-50% Maximum cold resistance
-50% Maximum lightning resistance

Avatar of the Glacier
Immunity to cold damage
+20% More cold damage
+20 Cold penetration
+20% Chance to freeze enemies on hit with cold damage
Cannot deal Fire damage
Cannot deal lightning damage
-50% Maximum fire resistance
-50% Maximum lightning resistance

Avatar of the Storm
Immunity to lightning damage
+20% More lightning damage
+20 Lightning penetration
+20% Chance to shock enemies on hit with lightning damage
Cannot deal cold damage
Cannot deal fire damage
-50% maximum cold resistance
-50% maximum fire resistance

*This next one would only be viable if they put in a chaos damage ability*
Avatar of Pandemonium
Immunity to Chaos damage
+20% More Chaos damage
+20 Chaos penetration
+20% Chance to poison enemies on hit with chaos damage
Cannot deal Elemental Damage
-50% Maximum Elemental resistances

Avatar of Diamond
Immunity to Physical Damage
+20% More physical damage
+20% Chance to Puncture enemies on hit with physical damage
Cannot deal elemental damage
-50% Maximum elemental resistances

Now that those are out of the way~~

Heart of the Colossus
+30% More Armour
Unaffected by ANY movement speed modifiers.

Ambuscade Expertise
Can set up to 3 additional traps
Can set up to 3 additional mines
+50% trap recovery speed (*unsure on wording for this, but halves the amount of time it takes to gain a "trap charge"*)
Cannot use totems
Cannot deal damage with abilities yourself

Mad Chemist
Cannot Regenerate Mana
Cannot Regenerate Life
*Cannot Regenerate Energy Shield
*Life Flasks now recover the same amount of energy shield as they do life
+50% Flask Effectiveness
+100% Flask Recovery Speed

Blood for the Blood God*name pending :P*
Converts all energy shield, armour rating, evasion rating, and elemental resistances into life.
Cannot gain endurance charges
Last edited by lagnard#3644 on Feb 19, 2013, 2:52:25 PM
Scheduled Chaos
Strength, Inteligience, and Dexterity nodes instead add 50% of their value to all 3 attributes.

This means that Strength, Dex, and Int are always exactly the same, barring gear that bolsters the stat. A +10 tax node instead gives 5/5/5 to all 3. A +30 node does 15/15/15. Overall you end up with more points.

Place this in the exact middle of the tree.
Berserker Trance
Gain an endurance charge when killing an enemy.
Whenever an endurance charge expires you lose 15% of your maximum health.

(expire obviously includes being consumed by immortal call or discharge)
Basically this allows you to maintain your endurance charges in combat without having to spam Enduring Cry. In return you have to limit yourself to a certain maximum number of endurance charges and have to make sure that you have enough hp to survive at the end of a fight.


Alchemist Prodigy
Gain a power charge when using a full flask.
Using a flask consumes all of its charges.

A more balanced version of the diamond flask :D
Agile Mind
Each 5 points of Dexterity increases spell damage by 1%
(iron will for dex character)

Reckless
200% increased Critical Strike Chance, 50% increased Critical Multiplier
non-criticals are ignored, only deal damage on crits
"
Mark_GGG wrote:

2) I effectively reduces the life of all your minions by 1/3, since that's the point at which they explode (assuming they aren't taken from above 35% to zero in one hit). So the drawback is in the form of lower life, or at least less survivability of the minions.
I certainly think we'll be seeing some non-unstable minion builds around Necromantic Aegis, but it may be that the balance on the explosion damage isn't right yet and it's too powerful.


I have been doing a minion build without minion instability and I don't plan to ever take that keystone. I'll see how that works out, I also do not plan on taking necromancer Aegis because I'm using The Queen's Decree unique sword.
Julius's path of exile wine bundle for mac here: http://www.pathofexile.com/forum/view-thread/48708/page/1
Last edited by Faerie_Storm#2108 on Feb 19, 2013, 3:38:34 PM
"
BrotherLaz wrote:
Archon
Health is 0. All incoming damage is subtracted from mana instead. You die when mana hits 0.

Bioforce
Health and mana values are swapped.

Exoskeleton
Incoming damage is first taken from health, then from energy shield.

Drow Honor
Quadrupled damage with projectiles and melee attacks from behind monsters. Halved damage from the front.

First Strike
When out of combat for 6 seconds you gain max frenzy charges, but each time you attack you lose a frenzy charge.

Favourable Terrain
Entire map is revealed at all times. Monster aggro range increased by 50%.

Primal Scream
Frenzy charge duration reduced to 2 seconds, but when the charges expire a shockwave is cast that deals fire damage equal to 5% of each monster's max health per charge and knocks them back.

Mercy Kill
Non-boss monsters die after taking 6 hits from any attack. Characters die after taking 12 hits. Resets after 6 seconds out of combat.

Chaos Wind
All monsters and characters on the map move 50% faster.

Carnage
Both monsters and the character take 0.5% more damage for each 1% health missing.

Deathlord
Physical damage reduced by half and summoned minion damage increased by the same value.

Moon Magic
Spell damage and spell crit chance gradually increase by up to 25%, then decreases by up to 20%. When crit chance is high, spell damage is low and vice versa. Cycle duration 5 minutes for a full cycle.

Last Stand
Weapon damage and armor reduced by -50%, but increased by 25% for each nearby enemy.

Conservation of Ninjutsu
Damage taken from monsters decreased by -50% but increased by +10% each time you kill a nearby monster. Resets after 6 seconds out of combat.

Rock Solid
All damage reduced by 75% when standing still, but cannot lifesteal and flask heal rate reduced by 50%.

Blood Elixir
Flasks gain a charge when you get hit instead of when you kill a monster.

Natural Power
You can continue to cast spells when out of mana, but they do only half damage.

Stability
Any incoming attack deals exactly 20% of your health in damage regardless of its properties or actual damage.

Malletproof
Melee damage taken is halved. Ranged damage taken is doubled.

Power Shield
Health is 1. Energy shield is 0. Each incoming attack takes off 1 power charge instead; when you run out of power charges, you die. Generate 1 power charge every second.

Retaliation
Damage +25% for 2 seconds after being struck by any attack.

Rolling Thunder
All your melee attacks have knockback.

Flash Fighter
Gain the ability to interrupt an animation in progress by giving a different order ('animation cancelling', 'orbwalking').

Berserker
Can only equip a weapon. Damage doubled.

Warp Defense
Teleports you randomly when you are stunned.

Trick Shot
Projectiles are fired backwards. Projectile critical damage doubled.

Ritual Magic
Spell cast speed multiplied by 1/3. Spell damage multiplied by 4.

Mind Fist
Your melee attacks are now ranged.

Point Blank
Projectile range reduced to 1/4. Projectile damage doubled.

On A Roll
Damage taken reduced by 1/4 when all equipped flasks are full.

Defensive Counter
Can never be stunned. When you would ordinarily be stunned, the monster attacking you is stunned instead.


Resurrecting some of the BrotherLaz's ideas cause they deserve to be said :)

p.s oh man the Archon keystone needed so bad! :)
Beta Member Since 2010

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