Path of Exile - Frontier (RE-Posted from Feedback & Suggestions)

*DISCLAIMER: THIS IS NOT THE ORIGINAL THREAD, THE ORIGINAL LINK CAN BE FOUND HERE:*
https://www.pathofexile.com/forum/view-thread/1577276
For discussion and Q&A's go to the original thread please! I can't afford to answer the both threads lol

Hello Wraeclast citizens !! And welcome to:


First off, I really want to thanks my friend Drgman, that helped me to "balance" this Suggestion.

Of course there are values way off-hand but since it's a Suggestion I won't lose much time with this kind of stuff. BUT, nevertheless, he helped me to make things more reasonable for you guys. Without him I wouldn't be able to complete this little project.

Also, I'am a Brazillian. I'm not fully optimized in english, so I'm really sorry for any grammar issue that you might find while reading though it.

PS: READ THE SPOILERS < They have more information than the actual images, they're more specific and explain things a little better, and have a lot of examples.

This is something I've be thinking and doing for the whole January, and I'm really excited to show you guys. So, let's go straight for it !






Spoiler


[ City's Rebellion Glyph ]
Rarity: Normal
Implicit: (10~26)% chance to spawn Anarchy League on area.

[ Outlaw's Wasteland Glyph ]
Rarity: Normal
Implicit: (23~39)% chance to spawn Onslaught League on area.

[ Worshiper's Cavern Glyph ]
Rarity: Normal
Implicit: (12~24)% chance to spawn Domination League on area.

[ Hangman's Dungeon Glyph ]
Rarity: Normal
Implicit: (23~34)% chance to spawn Nemesis League on area.

[ Hoarder's Hideout Glyph ]
Rarity: Normal
Implicit: (13~29)% chance to spawn Ambush League on area.

[ Fortress Glyph ]
Rarity: Normal
Implicit: (23~49)% chance to spawn Invasion League on area.

[ Challenger's Road Glyph ]
Rarity: Normal
Implicit: (10~22)% chance to spawn Rampage League on area.

[ Dark Land Glyph ]
Rarity: Normal
Implicit: (21~32)% chance to spawn Beyond League on area.

[ Ghost Village Glyph ]
Rarity: Normal
Implicit: (11~18)% chance to spawn Torment League on area.

[ Champion's Realm Glyph ]
Rarity: Normal
Implicit: (12~38)% chance to spawn Bloodlines League on area.

[ Tribal Woods Glyph ]
Rarity: Normal
Implicit: (10~28)% chance to spawn Warbands League on area.

[ High Mountain Glyph ]
Rarity: Normal
Implicit: (12~18)% chance to spawn Tempest League on area.

[ Jungle Temple Glyph ]
Rarity: Normal
Implicit: (18~32)% chance to spawn Talisman League on area.




Spoiler

These are the Mods that can spawn on a Magic or Rare Glyph, being the Magic with only 1 mod and the Rare, with 2 mods:

Suffixes:
• of Evolution - (20-30)% Increased Experience gain.
• of Menace - +(3 to 5) Monster Level.
• of Veteran - +(1 to 2) Area Level.
• of Wilderness - (10-15)% Increased Area Size.
• of Indulgence - Monsters revive as Apparitions.
• of Terror - Monsters have Culling Strike.
• of Cult - Area has medium or large Curse Spots.
• of Trial - Area contains a deadly Izaro's Trap.
• of Illusion - Area contains mirages.
• of Territorialism - Area contains 2 Dominators.

Prefixes:
• Wealth - (20-30)% increased Currency Drop Rate.
• Blizzard - Ice wind always chills upon contact.
• Eclipse - Light Radius has no effect.
• Magma - Flame Geysers deals extreme burning damage upon contact.
• Cataclysm - Meteor shower.
• Storm - Lightning bolts from the sky.
• Nightmare - Area contains Jumpscares.
• Hazard - Caustic Clouds.
• Earthquake - The Earth shakes wildly. (reduces movement, attack and cast speed during earthquake effect)
• Arcane - Area is inhabited by Spellcasters.

















Spoiler

• Everhast's Influence | Cannot Die. (Similar to Immortal Totem)
• Accurah's Influence | Hits Ignores 30-40% of Evasion.
• Ruptuk's Influence | Hits Penetrates 30-40% of Armor.
• Pennetra's Influence | Hits ignores 20-30% Block Rate.
• Poluktra's Influence | Hits ignores 15-25% Elemental Resistance.
• Vein'lez's Influence | Cannot be Leeched.
• Blasfhel's Influence | Reflect Curses.
• Drëin'Ma's Influence | Mana Drain Aura. (Do not bypass Energy Shield)
• Veknom's Influence | Hits applies Bleeding and Poison at the same time.
• Naktura's Influence | Hits applies Elemental Status Ailments randomly.
• Reflephy's Influence | Reflects 5% of Physical Damage.
• Reflele's Influence | Reflects 5% of Elemental Damage.
• Mutänzhio's Influence | Can use any Skill.
• Drëin'Li's Influence | Life Drain Aura. (Do not bypass Energy Shield)
• Nullfhka's Influence | Nullifies Charges on Hit.
• Abbzörba's Influence | Steal Charges on Hit.
• Ünberabah's Influence | Empowers allies on Death.
• Auräzhia's Influence | Random Aura.
• Unbuffo's Influence | Hit remove Buffs.
• Vamphir's Influence | Hit bypasses Energy Shield as Damage Overtime (Does not affect CI).
• Greeda's Influence | Don't drop items.

- Upon killing a Dominator, you gain its influences for 45 seconds inside the area you've killed it.
- There is some Dominators that cannot be killed, only sealed or purified.
- Dominators also has a chance to drop part of their body as Unique Items, which grants benefits similar to its Influences to the player while equipped.



Spoiler















Spoiler

• Dominant Orb (Divine Orb Rarity via Enemies / Blessed Orb Rarity via Dominators)
- Makes a random Tier Roll dominant above the others.

• Essence Orb (Exalted Orb Rarity via Enemies, can only be acquired inside Glyphs.)
- Reforges the Essence of an item.


- The Dominant Orb can only be acquired via killing monsters influenced by Dominators.
- Dominators has a fixed chance (not influenced by IIQ and IIR) to drop a Dominant Orb.

*Effects of the Orbs:

• The Dominant Orb check randomly if any of the item's Mods matches the Item Level.
Updated New Idea.
- If it's true, then the mod is kept.
- If it's false, it upgrades the mod to a matching tier.
- Can only be used once.

Old Idea.
Spoiler

- If it's true, then the mod is kept.
- If it's false, it upgrades the mod to a matching tier.
- The item needs to have at least 2 mods to be picked randomly by the orb. If 1 mod already matches the item level, the orb won't affect the item.
- If the item has at least 2 mods that matches the item level, the orb won't affect the item.


• The Essence Orb have different uses for different items.
- If used in an equipment it changes the base of the item once.
- If used in an Skill Gem it has a chance of changing the attribute of the gem, changing its color.
(For example, if you succeed you can have a Blue Ground Slam Gem with 155 intelligence Requirement at level 20)
Can only be used once, and cannot be used on Corrupted Skill Gems.
- If used in a Jewel, it has a chance of adding 1 extra affix if it has 4 it goes to 5. Or completely scour the jewel.
- If used in a Strongbox it makes it drops items from another boxes even if its not the right base.
- If used in a Map it re-rolls the map Tier from 1 to 15.






Spoiler






Spoiler



• Dragon Stance
- Dual-Wield effects applies to Unarmed when no Off-Hand is equipped.
- Can attack with both hands.
- No Block Chance.

• Crone Arts
- 0.2% increased Critical Multiplier for Spells per 1 Intelligence while Unarmed.
- 25% chance of enemies be knocked back by your Spells on Critical Hit while Unarmed.
- You have Iron Will while Unarmed.
- Your spells can miss.

• Faithful Mixture
- 5% chance to refresh a Flask Buff duration on kill.
- 50% reduced Flask Charges.
(The refresh is not meant to be a fully refresh, if a buff lasts 12 seconds, and it is at current 4 seconds, and you succeeds to "refresh" the buff via Faithful Mixture, you will only get just a few seconds more, it won't go back to 12, unless you are pretty lucky succeed 12 times in a row. Sorry for not specifying that.)

• Essence of Resolution
- Instead of dying, Spectres 'rests' for 35 seconds when they take a fatal damage recovering Life.
- 10% Less Spectre's Life.



Spoiler

• Catarina, Specialization: Path of Witchcraft

- Death Eater - (A feast of your despair…)
Rank 1: You Curse Enemies with the same curse that is affecting you on Damage Taken if you're equipped with a Spirit Shield.
Rank 2: Each curse on you reduces curse effectiveness on you by 11%.
Rank 3: Each Cursed enemy nearby increases your Curses Effectiveness by 8%.

- Eldritch Secret - (Magic is Power.)
Rank 1: If you kill an enemy with a Spell Critical Hit you create an Elemental Ground of the same element you killed the enemy with.
Rank 2: Standing on a Elemental Ground decreases your Elemental Spell Damage taken of the same type by 30%.
Rank 3: Standing on a Elemental Ground increases your Elemental Spell Damage of the same type by 30%.

- Frontline - (Fallen by me. Risen by me.)
Rank 1: Each Skeleton Minion killed nearby gives you and your minions Bone Offering buff for 1.2 seconds.
Rank 2: Enemies killed by Zombies gives them Flesh Offering buff for 5 seconds.
Rank 3: Standing on a Dead Corpse (not summoned by you) makes your Minions to take 15% of Damage Taken before you.


• Elreon, Specialization: Path of Wisdom

- Neutralize - (Peace is not a state. It's a choice.)
Rank 1: 60% of your Armor Mitigation also applies to Elemental Damage.
Rank 2: 25% chance of Elemental Damage Taken be reduced by your highest Elemental Resistance disregarding the Element on Elemental Damage Taken.
Rank 3: 9% of Physical Damage taken are now affected by a random Elemental Resistance.

- Iron Tempering - (Even the strongest metal needs to adapt sometimes.)
Rank 1: On Elemental Damage Taken, Elemental Status Ailment duration is based on your Armor Rate instead of your Life.
Rank 2: Stun Threshold is based on 65% of your Armor instead of Life.
Rank 3: You gain 15% increased Armor per Critical Hit you take for 7 seconds.

- Self Knowledge - (And now I know. There is no Self, only Knowledge.)
Rank 1: Chaos Damage Hits does not bypass Energy Shield while at Full Energy Shield.
Rank 2: You recover 1% of Damage taken on Life as Energy Shield.
Rank 3: Your Energy Shield applies as Armor to Physical Spell Damage.


• Haku, Specialization: Path of Blood

- Karui Blood - (We bleed. We kill.)
Rank 1: Enemies that Life Leech from you are Ignited for 5 seconds. If they die, they explode spreading Ignite for 3 seconds to nearby enemies.
Rank 2: You are 50% harder to be Stunned while Casting Spells or Executing Attacks using Blood Magic.
Rank 3: Projectile attacks can't make you Bleed or apply Damage Overtime if the hit is taken on Life.

- Tribal Rite - (Bonds are the roots of our people's strength.)
Rank 1: You and your Totems get 3% Less Damage taken per active Totem.
Rank 2: You share your Armor and Life Regeneration with your Totems.
Rank 3: Your Totems are immune to the respective Elemental Damage they took for 2 Seconds.

- Heavy Steel - (The harder the Resolution the harder the Defeat.)
Rank 1: Enemies are Stunned when Damaging you for 0.3 per 1200 Life seconds.
Rank 2: You take 2.5% less Physical Reflect Damage per 1000 Armor.
Rank 3: With at least 14000 Armor, you have 8% more mitigation against Physical Damage Hit Taken while you're not moving.


• Zana, Specialization: Path of Influence

- Specialist - (My body is the only tool I really need.)
Rank 1: While Determination is active, your Armor has doubled effects against Projectiles.
Rank 2: While Grace is active, 20% of your Evasion Rate is also applied to Spells.
Rank 3: While Discipline is active, you take 1.5% less Elemental Reflect Damage per 1000 Energy Shield.

- Naturalist - (Nature has perfection in all of its imperfections.)
Rank 1: Your Fire, Cold or Lightning Resistances can't be reduced below 50% while you have Purity of Fire Ice or Lightning active respectively.
Rank 2: Enemies are also Ignited when they Ignites you while Anger is active. Enemies are also Chilled/Frozen when they Chills/Freeze you while Hatred is active. Enemies are also Shocked when they Shocks you while Wrath is active.
Rank 3: Elemental Damage Taken has 10% chance to Activate a Random Level 20 Aura effect on you for 4 Seconds.

- Emperor - (The weight of an Empire can be felt by many, but can only be carried by one.)
Rank 1: Enemies are Blinded by 5 seconds if they deal a Critical Strike on you while your Auras are active.
Rank 2: Enemies around you are slowed by 3% per Active Aura on you.
Rank 3: Enemies around you with Low Life deals 10% less damage on you and on your allies/minions affected by your Auras while your Auras are active.


• Vorici, Specialization: Path of Shadows

- Haze - (They never felt the fear. Only the chill of the dagger.)
Rank 1: Enemies are Blinded upon spotting you for 0.2 seconds per 2% Increased Light Radius.
Rank 2: You create a Smoke Cloud when you dodge an attack for 0.3 seconds per 100 Evasion Rating.
Rank 3: While shrouded by a Smoke Cloud, enemies' hits are Unlucky against you.

- Camouflage - (They can't see me. They can't kill me.)
Rank 1: 5% more chance to dodge Spell Damage while moving.
Rank 2: Enemies are Unlucky on hitting you while you're not moving. Enemies are Unlucky on hitting you while you're moving near Walls, Trees or Bushes.
Rank 3: Standing on a Elemental Ground gives you 10% more chance to dodge the same kind of Elemental Damage.

- Toxicology - (The rage and hatred of Nature can be as silent as the darkest night.)
Rank 1: Your Caustic Clouds also Slow enemies by 20%.
Rank 2: You create a Caustic Cloud when you dodge an attack for 0.3 seconds per 100 Evasion Rating.
Rank 3: Your Caustic Clouds increases your Chaos Resistance by 2% per second while standing on a Caustic Cloud.


• Vagan, Specialization: Path of War

- Combat Strategy - (The Mind can be an Emperor on the battle field.)
Rank 1: On Projectile Damage Taken you reduce the enemy's Attack Range to 1 for 4 seconds.
Rank 2: On Block you take less Projectile Damage for 5 seconds based on the distance between you and the enemy.
Rank 3: Taunted enemies have its attack range reduced by 5 (for a minimum of 1) and group together to attack you.

- Adrenaline Rush - (Victory is running in my veins.)
Rank 1: Movement Speed values from Boots are doubled for 1 second on evading an attack.
Rank 2: 30% increased Attack and Cast Speed for Movement Skills.
Rank 3: Movement Skills Stuns enemies on its initial casting Area.

- Fortified Heart - (My defeat is far beyond your efforts.)
Rank 1: While Fortify is active, you have additional 5% chance to block Projectile Attacks and Projectile Spells.
Rank 2: Fortify also grants you 10% extra Movement Speed.
Rank 3: While Fortify is active, you gain 5% chance to Stun and Knockback enemies on block.


• Tora, Specialization: Path of Nature

- Born in Nature - (Keen as a Wolf, Wise as an Owl, Rigid as the Mountain.)
Rank 1: 5% chance to get 1 Frenzy Charge on kill Animals. 5% Chance to get 1 Power Charge on kill Demons. 5% Chance to get 1 Endurance Charge on kill Humanoids.
Rank 2: When at Maximum Frenzy Charges you have 1% more chance per Frenzy Charge to Dodge Projectile Attacks. When at Maximum Endurance Charges you have 1% more
chance per Endurance Charge to Dodge Melee Attacks. When at Maximum Power Charges you have 1% more chance per Power Charge to Dodge Spells.
Rank 3: 20% chance to gain 1 Charge from the two Charges not active on you while at Maximum Charges on Kill, respecting the Maximum Charges capacity.

- Adaptation - (My life can be threatened. Not my freedom.)
Rank 1: 35% chance to avoid any Status Ailments when on Low Life.
Rank 2: You take 12% Less Elemental Damage while you suffer from the respective Elemental Status Ailment.
Rank 3: While suffering from any Status Ailment, your enemies always deal the lowest damage roll they can on you.

- Survival Instincts - (What would be of us, if our spirit was as stubborn as our body…)
Rank 1: With at least 9000 Evasion Rating, Stun don't prevent you from executing Projectile Attacks.
Rank 2: When dodging Spell Damage, you get Phased buff for 2 seconds. When dodging Attack Damage, you get Fortify buff for 2 seconds.
Rank 3: 10% chance of not taking damage when you're supposed to take a Fatal Damage.







Spoiler

• Runes on Glyphs:
Each Rune Word also affects the area in which it can be found. The enemies will be affected by the runes depending of its effects, but you can reclaim the buff for yourself if
you find the Rune. (something similar to shrines).

The buffs have no duration, and you can use them as much as you want, but once you return to Wraeclast, you'll lose the Runes and the buffs if you didn't transcribe it yet.

To transcribe a rune, all you have to do is find them on Glyphs then reclaim it to yourself then go to your Rune Book and transfer them. Upon doing this, you'll lose the
rune's buffs, but you'll be able to use the Runes later in Wraeclast.

At least 1 Rune Word will affect the Dominator in some way, and/or can be used to Seal the Dominator conquering the Glyph.
So if you're running a 2 Sockets Glyph, you will only have this Rune available to you, since its mandatory to the Glyphs mechanics.
The more sockets, the more runes you can use on your favor.

Each Rune Word gives a special ability to the Enemies, so on a 6 Socketed Glyph, monsters tend to be VERY scary.
Some Rare Enemies get the skills from the Bosses of the map you've socketed, so don't be surprised to see a Rare Skeleton using a ground slam and dropping cages on you
if you've socketed a Dungeon Map on the glyph. (These effects only affects the area the Rune Word are active though.)

• Runes on the Character:
When you save a rune on your Rune Book you can use it to enchant your own Character by tattooing the Runes on their bodies.
A Character can only hold up to 3 Enchantments, there are currently 77 enchantments to be applied on them. There might be more with the addition of new maps.
You enchant your Equipment Slots, and every equipment equipped there, will be affected by the powers of the Runes while equipped.
You can't repeat the same Enchantment even if you can apply it on different Gear Slots.

Enchantments Examples:
- As a Marauder, you have 15% reduced Intelligence and Dexterity attribute requirements. (Head Enchantment - Global)
- 1 Red Socket of this Gear Slot also supports Active Skills Socketed on your Boots. (Arms Enchantment - Local)
- As a Shadow, you have 30% reduced Strength attribute requirement. (Head Enchantment - Global)
- Movement Speed values of Boots equipped on this Gear Slot are increased by 5%. (Foot Enchantment - Local)
- Intelligence Support Gems Socketed on the Equipment equipped on this Gear Slot have 10% increased Experience Gained. (Off-Hand Enchantment - Local)
- Attack Speed Modifiers from Equipped Weapon on this Gear Slot are converted to Cast Speed Modifiers. (Hand Enchantment - Local)
- Chaos Skill Gems socketed on the Equipment equipped on this Gear Slot have -5 to Mana cost. (Chest Enchantment - Local)
- +1 Level to Active Gems socketed on the Equipment equipped on this Gear Slot. (Neck Enchantment - Local)
- Items equipped on this Gear Slot gains +15% Extra Quality. (Head, Gloves, Arms, Hand, Boots or Chest Enchantment - Local)
- As a Witch, Spell Gems have 10% increased Experience Gained. (Head Enchantment - Global)




Thank you very much for reading through this (pretty) wall of text !

You can download the whole Project via this link:
"


It contains all the Images I've used and all the After Effects and Photoshop projects, along with the Text Fonts I've used too.
There's also a text file that explains everything more detailed, but I've put 90% of it in this thread.

• Credits:
Spoiler

https://vantiel.squarespace.com/gallery/

Please, if you have ANY knowledge about the images i've used, please informe me to be credited here!


That's it for the Suggestion ! Thanks a lot for the GGG team for creating this awesome game, and give us
opportunity to share Ideas.

I hope you guys have enjoyed the LOOOONG reading ! Again, I'm sorry for the huge wall of text !
Please, comment and leave your feedback ! Let's keep this thread alive and hopefully show it to GGG !


Have fun in Wraeclast guys !
Dream with me !
Last edited by Hilldrake on Jan 29, 2016, 9:43:43 PM
Fantastic job putting this together! Saw the post in feedback and suggestions this afternoon and my only thoughts were "holy shit". Day is almost done and here I am still thinking the same thing. :)

Thanks for sharing, was a great read with beautiful imagery!
Just a lowly standard player. May RNGesus be with you.

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