Keystone Brainstorming
Then do it , Maaan
Cluster Arrows Your arrows break on impact. Causing a small physical AoE. -10%range of arrows https://www.youtube.com/watch?v=drDs-Y5DNH8
|
![]() |
Ethereal
-15% physical damage dealt -15% physical damage taken +15% spell damage dealt +33% spell damage taken Can walk through enemies as if they weren't there IRON MAN
|
![]() |
I have two ideas for this one:
Shield Regeneration (A) Removes all of your passive live regeneration, and converts 75% of it into Energy Shield regeneration per second, in combat. Or: Shield Regeneration (B) Removes half of your avaliable Energy Shield, and exchanges 5~10% of the removed Shield into Energy Shield Regeneration per second, while in combat. Once the delay kicks in, either of these would either shut off until shield is missing, or just keep running along side it. Last edited by Lingie#4982 on Jan 11, 2012, 5:05:39 PM
|
![]() |
" Hi, So, what I have on my list of Keystone gaps is: Two archer keystones, that are different to each other, such that a viable bow user could have one or the other, or neither, and all three would be viable and different builds. We have lots of ideas of bow user keystones, but need more to find something that fits the requirement above. We need a really good offensive damage based caster keystone. General rules we have for keystones: - They are absolutes when the rest of the game is generally about transitive values. So goods words for that are "never", "always", "all" etc. - If you have something massively overpowered, try thinking of "what would I need to do to allow us to put something so OP in the game". - Negatives trump positives, so if a keystone conflicts with another, the negative one wins - They shouldn't become the only way they build a character, so not having it needs to be roughly as viable as not having it - They shouldn't be self supporting, they should require other elements of a characters build to make them viable (gear and/or other passives) Feel free to tell how we have failed to follow out own guidelines on the keystones we do have in the game. And feel free to post your ideas, we love to read them. And feel free to come up with crazy ideas you think we'd never go for. Some of our favourite passives are toned down versions of more powerful ones. We also have a small collections of keystone ideas we love, but will never ever go in the game. | |
Zen Archery (deep int/dex)
Maximum dexterity becomes zero. Dexterity requirements for bow gems become intelligence requirements for this character. Disregard witches, aquire currency. Last edited by dust7#2748 on Jan 11, 2012, 6:37:29 PM
|
![]() |
" Seems to be plenty of those in this thread, I think. Are you guys looking for something that synergies with high damage mages or something that enables even moar high damage mage shenanigans? |
![]() |
Your single-target bow attacks are area-of-effect.
Reduces accuracy rating by x% Your spells never crit. Your lightning spells always shock Your fire spells always ignite Your ice spells always freeze +x% Spell damage All elemental damage is converted to Chaos damage (i.e. no freezing, shocking, or igniting) Last edited by Strill#1101 on Jan 11, 2012, 6:44:21 PM
|
![]() |
Temporal Arrows
Your arrows move at a quarter of their normal speed, but deal 30% more damage. Frost Aura Arrows Your arrows radiate frost, dealing cold damage as they pass by enemies. Arrows pulse every 0.1 seconds, dealing damage equal to 3% of your normal attack damage. Keyblades!
|
![]() |
Energy Vampire
Life Leech now applies to spells and restores Energy Shield instead of life. Life flasks effectiveness dramatically reduced. Inversion When energy shield is full, the next cast depletes it entirely and deals additional damage based on how much shield was consumed. Elemental Coalescence When a target is simultaneously shocked, frozen, and burning, it explodes. Alternatively, if the target dies while shocked, frozen, burning it explodes for even moar damage. Not sure what's an appropriate downside for this one. Deflection Attacks that hit the energy shield are countered with energy blasts. Energy shield now takes double damage. Channeling Automatically expends an power charge per cast to amplify the damage of the cast spell. Power Charges no longer give passive bonuses. Blast Critical hits cause the spell to splash over its damage. Critical hits no longer increase damage dealt. Critical Damage Multiplier is now converted into +% AoE on the splash effect. Moar after dinner. Last edited by konfeta#2391 on Jan 11, 2012, 7:24:11 PM
|
![]() |
Firestarter
Burning enemies have a chance of X to ignite nearby enemies. Cannot use cold spells. " When you are shocked, burning, and frozen, you explode. ^^ Disregard witches, aquire currency. Last edited by dust7#2748 on Jan 11, 2012, 7:42:44 PM
|
![]() |