New Intelligence Based Gems For Melee

When I first started playing this game a few weeks ago I wanted to create a spellsword. My first character was a Templar, but found it wasn't really what I was looking for. So I then made a Shadow, but it still wasn't right for a spellsword.

Part of this is because the better sword nodes are down in the duelist area. Though the biggest problem is that there are very few magical feeling, elemental melee attack, intelligence based gems. Only one I know of is Lightning Strike, but that is pure strength. There's also Infernal Blow, but it just doesn't come across as magic based to me. There's also Lightning Warp, but that is a spell rather than an attack.

So we could change LS and IB to be combo strength and intelligence gems or make LW an attack, but that wouldn't be fair to those who've created characters using those gems as they are now. Instead I propose the introduction of at least three new gems:

1. Ice Sickle - Infuses a bladed weapon with ice that when swung creates an air current capable of hitting enemies in front of the character. The power of the hit and freeze chance is based on closeness, with further enemies suffering less damage and less chance to be frozen or slowed. Like Freezing Pulse it dissipates completely after a short distance.

Attributes: Intelligence (primary) and Dexterity (secondary)

Properties: Cold, Projectile, Attack, Melee

Per 1% Quality: +3% Increased Projectile Speed

Damage Effectiveness: 125%

Required Level: 10

Required Intelligence: 30

Required Dexterity: 21

Mana Cost: 12

70% of Physical Damage Converted to Cold Damage

x% increased Cold Damage

x% chance of Projectiles Piercing

40% less Projectile Damage

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2. Erupting Slam - Infuses a blunt weapon with the power of flame. Striking the ground opens fissures around the player that spew forth molten lava to burn any unlucky enough to be caught in the radius.
The lava dissipates after a few seconds.

Attributes: Strength (primary) and Intelligence (secondary)

Properties: Fire, Attack, AoE, Melee

Per 1% Quality: +1% increased Area of Effect radius

Damage Effectiveness: 100%

Required Level: 15

Required Strength: 30

Required Intelligence: 21

Mana Cost: 18

x% increased Physical Damage

50% of Physical Damage Converted to Fire Damage

x% increased Duration of Lava

=======================================================================================

3. Piercing Light - Concentrates the power of lightning into a focal point on a melee attack. When striking an enemy the energy is released, piercing the adversary and any directly behind.

Attributes: Intelligence

Properties: Lightning, Projectile, Attack, Melee

Per 1% Quality: +0.5% chance to Shock enemy on hit with Lightning Damage

Damage Effectiveness: 140%

Required Level: 20

Required Intelligence: 50

Mana Cost: 15

90% of Physical Damage Converted to Lightning Damage

x% increased Lightning Damage

x% increased Accuracy

x% increased Attack Speed for x seconds (applies only to subsequent swings and only if the previous melee attack hit.)

============================================================================================

Don't worry about the stats too much, (or the names for that matter) they're more to give a better picture of the skills rather than appropriately balanced. I came up with them rather quickly by comparing costs, requirements and stats of current skills. Better balancing can be done should this idea gain any traction, though at the end of the day balance requires play testing. I'm hoping we can come up with some new gems appropriate for spellswords or battle mages.

Comments? Suggestions? Critiques? Any other ideas? Please let me know!
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Skillgem: Crystal Strike
Atributes: INT and DEX and STR
Colour: White gem
Effect: Infuse your weapon with elemental damage when attacking
- Convert 16.6% of physical damage to fire damage
- Convert 16.6% of physical damage to cold damage
- Convert 16.6% of physical damage to lightning damage
- Leveling this gem increases base physical damage before conversion
- Quality gem increases chances to inflict elemental ailment statuses

Values
attack has base 6.5% chance to burn/chill/freeze/shock
+1% quality means +0.065% chance to burn/chill/freeze/shock
+1 level means +3% base physical damage
Base physical damage effectiveness is 70%

Tags
fire, cold, lightning, melee, attack

--------- edited

As a white gem it means that this skill may be used on any socket.
Due to requiring all atributes that skill may be used by any class.
Reduced damage effectiveness is for balancement due to base chance to inflict elemental ailments statuses.

--------- edited
+20% quality provides a stomping 7.8% chance to burn/chill/freeze/shock
level 20 provides 10% more physical damage before conversion.
Level 1 provides 30% less physical damage before conversion.
About 50% of physical damage remains after conversion as physical damage.
Last edited by PHRandom#0174 on Apr 19, 2013, 11:21:53 PM
Good idea, a gem that incorporates all elements into the attack. I feel it should have a visual aspect to make it feel more magical and to differentiate it from Elemental Hit. Perhaps ice crystals incase the enemy's feet, lightning strikes the head, and there's a fire effect on hit. Also would the skill have separate chances to proc shock, burn, chill, and freeze or would they be combined so that if a proc chance check is passed all of the status ailments are applied?
Voltaic Armour
- Blue skillgem
- Tags: melee, lightning, attack
- Stats required are INT (70%) and STR (30%)
- Active skill as same pattern of arctic armour
- Creates a magical shell around character
- Absorbs 30% of incoming damage
- Each 1% gem quality increases by 0,3% the amount of absorbed damage
- This skill is interrupted as soon as you attack (or as soon as you run out of mana or deactivate it)
- When attacking you deal bonus lightning damage equal to 18% of what has been reduced while skill was active plus 1 as minimum value and equal to 18% of what has been reduced while skill was active plus 5*X*X as maximum value, where X is equal to skillgem level
- Skill drains 600% more mana while you're moving
- Skill drains 5+2*X mana for each 100 absorbed damage, where X is equal to skillgem level
- Skill drains 1+0.4*X mana for second, where X is equal to skillgem level
- Skill may absorb both normal, elemental and chaos damage
- Skill requires unarmed or non-ranged weapon to be used

------------------------------------

This skill allows your character to tank enemy damage until he/she deal a melee attack, discharging all damage absorbed by this skill on a single attack. However the bonus damage is lost when you run out of mana before attacking or when you deactivate it before attacking. As long as you keep this skill active you loses more and more mana but you may tank more damage as well, assuming you have both life for non-absorbed damage and mana for absorbed damage. The bonus damage applies only to one attack but you may use another melee attack skills together with this skill, just remind to active this before use those other skills. This skill is not compatible with ranged weapons nor spells.

------------------------------------

Skillgem stats:
Incoming damage absorbed is 30% when skillgem has +0% quality.
Incoming damage absorbed is 36% when skillgem has +20% quality.

Bonus lightning damage dealt at level 1 on next attack is (18% absorbed )+1 as minimum and is (18% absorbed )+5 as maximum.
You may absorb 100 damage with this skill by using 7(49) mana at level 1.
You lose 1.4(9.8) mana per second at level 1.

Bonus lightning damage dealt at level 20 on next attack is (18% absorbed )+1 as minimum and is (18% absorbed )+2000 as maximum.
You may absorb 100 damage with this skill by using 45(315) mana at level 20.
You lose 9(63) mana per second at level 20.
Last edited by PHRandom#0174 on Apr 20, 2013, 5:28:57 PM
Bumpage
ok an idea i had a while ago

tempest strike
blue gem
melee, lightning
int/str (60%int/40%str)
damage efficiency 70%
adds 1-7 * 100%int in lightning damage
strikes 2 different enemies or the same one every 5 levels 1 extra strike is added
every lvl adds 3% increased physical damage
every lvl adds 10% increased base lighting damage (so at lvl 10 it does 2-70)
every % in quality adds 5% to the int multiplier and a 0.5% chance to shock the targets( each hit is rolled independently)
attacks at 100% increased attack speed.




a support gem with cyclone in mind

blood hurricane
aldaga was an unknown duelist for the longest time of his life secluding himself from society none cared for him his skills were medoicre and all his peers mocked him for making to many openings in his large swung attacks until one day he showed up and demonstrated his real martial prowess against a big group of bandits that attacked the village he had lived.

from the sheer force of his swings and with an iron focus seemingly mediocre skills suddenly turned into a slaughter of bloody ravaging winds that ripped apart waves of the enemy the duelist became wildly known as the blood hurricane as the winds turned red from the blood of his enemies.


each hit has a chance of creating a hurricane that will move randomly in a straight direction. damaging anyone caught in its path
mana muliplier 120%
damage muliplier 70%
starting at lvl 1 you have a 1 % chance to cause a hurricane for each attack that connects with an enemy every lvl adds 1% extra chance
a 10% chance to create a hurricane when your attacks miss every lvl adds 10% extra chance of creating a hurricane if the chance exceeds 100 you have a chance of creating another hurricane.
every % of quality adds 4% chance to create a hurricane on hit.
Last edited by agbudar#4976 on Apr 20, 2013, 8:54:55 PM
Keep the ideas coming guys. Really good so far. Hopefully this idea will catch on. In any case, I've come up with another one:

Storm of the Aegis - Drains all mana, diverting it into an energy shield. While under the effect the player's mana does not regenerate nor can they use any skills. However, support gems affect regular attacks and the player gains the ability to absorb lightning damage which goes to restore their energy shield. To keep from overloading, the energy shield will discharge any extra damage after refilling, dealing lightning damage in a small radius around the player. Take heed, though, for if the energy shield is destroyed while under the effect subsequent lightning damage will be guaranteed to shock.

Attributes: Intelligence

Properties: Lightning, Spell, Duration, AoE

Per 1% Quality: +0.5s Duration

Required Level: 31

Required Intelligence: 73

Mana Cost: 100%

100% of Mana goes to base Energy Shield

Mana Regeneration set to 0

Lightning and Shock Immunity if Energy Shield > 0

Enemy Lightning Damage refills Energy Shield

Enemy Lightning Damage discharged into a small AoE if Energy Shield = 100%

x% Duration or until Energy Shield is broken

Supports affect both Storm of the Aegis and normal attacks
Ok, ignoring the skill suggestions for now, would you like to see intelligence based melee skill gems added to the game to allow for a more "authentic" spellsword play style?

I of course would, and that's the point of this thread, but I haven't heard from anyone else whether they want it as well.

PHRandom and agbudar, do you agree or did you just want to make skills?
I am kind of confused. Why make an intelligence melee gem? Wouldn't a normal int spell work fine in melee range? Or are you saying an int based gem that goes off of weapon damage?

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