View Full Version : Ideas for Runestone Effects in Wizard's Skills
For fun. There's tons of potential and I'm sure everyone could think of crazier ideas than me. I like what I came up with for Slow Time though.
(CR) Crimson- scorching heat bubble, damaging enemies within it over time
(IN) Indigo- increases AoE and/or duration
(GO) Golden- arcane power regeneration while Wizard stands within it
(AL) Alabaster- follows Wizard around
(OB) Obsidian-reduces resistances of enemies within bubble
Like, how cool is that? Every single one of those powers has distinct tactical advantages. Tough choices just like what they showed so far.
CR- additional fire/other elemental damage (they could make every rune for MW a variation of this one, but I hope not)
IN- status effect
GO- life and/or mana steal
AL- armor piercing
OB- reduce resistances
CR- faster, fire damage--old school fireball spell!
IN- frozen orb!
GO- reduced arcane power cost (boring but possibly important option)
AL- casts stationary arcane orbs that act like proximity or land mines
OB- multi-shot arcane orb
CR- image sprints at an enemy and explodes (more old school goodness--Elemental!)
IN- multiple images
GO- when image hits an enemy, recover arcane power
AL- mirror image actually does damage based on % of your stat
OB- increased health and/or duration
God I hope some of these ideas make it into the game (or better ones).
Copy pasting what I posted in another thread :) Hopefully we see more ideas posted for other Wizard spells.
DISCLAIMER: All numbers below are used as examples only.
Level 1: Increases number of attacks per second by 20%.
Level 2: Increases Hydra spell duration by 5 seconds
Level 3: Adds small AOE effect to each arcane bolt
Level 4: Reduces enemy arcane spell resistance by 20%
Level 5: Hydra critical strike chance increased by 10%
Level 6: Hydra critical damage increased 100%
Level 7: Each Hydra critical strike adds a debuff that increases Wizard critical strike chance on affected target by 25% for 5 seconds.
Level 1: Damages and freezes enemies for 2-4 seconds
Level 2: Increase attack radius and range by 5%
Level 3: Reduces enemy movement speed by 15%
Level 4: Reduces enemy attack speed by 15%
Level 5: Increases critical strike chance of cold spells by 15%
Level 6: Increases critical strike damage of cold spells by 15%
Level 7: Hydra has a 5% chance on each attack to cast Blizzard equal in power and level to the Wizard's own spell.
Level 1: Firewall length increased by 10%
Level 2: Firewall duration increased by 25%
Level 3: Firewall damage increased by 25%
Level 4: Firewall length further increased by 10%
Level 5: Firewall duration further increased by 25%
Level 6: Firewall damage further increased by 50%
Level 7: Causes Firewalls to travel in random patterns across the ground, damaging anything in its path.
Level 1: Increases range by 25%
Level 2: Increases number of jumps by 25%
Level 3: Each attack reduces enemy hit rating by 15%
Level 4: Increases Hydra attack speed by 15%
Level 5: Causes random thunderbolts to attack enemies while Hydra is active.
Level 6: Reduces enemy lightning resistance by 25% for 3 seconds after enemy is damaged by Hydra.
Level 7: Removes all damage reduction from each jump.
Level 1: Adds an AOE effect
Level 2: Adds a DOT effect on primary target (not enemies damaged by AOE) that lasts for 4-7 seconds
Level 3: Attacks splash off enemies, leaving small acid pools that damage and temporarily slow enemy movement speeds.
Level 4: Increases Hydra attack speed by 10%
Level 5: Increases Hydra duration by 5 seconds
Level 6: Enemies below 50% HP take more damage from the DOT effect
Level 7: DOT effect reduces enemy health regeneration by 50% (affects health potion effectiveness)
Right on StarMage, thanks for contributing!
You've clearly put more thought into those rune effects than I have with mine, but it makes a lot of sense for the Hydra since the basic effect cannot really be multipled in a visual way (well, more heads I guess).
Sure thing, happy to contribute! (Also means I had more time to burn!)
I guess I have to read more on runes though. I was not sure if for example we get a level 7 rune, will it include all the stats that lower level runes have? Or will that level 7 rune have it's own unique individual stat that's more powerful than the previous 6 levels? :scratchchin:
(IN) Indigo - similar to the radical change of the indigo rune on ray of frost. the bubble could become a large swirling vortex around the player. if any projectiles are fired in they fire out in a random direction. any enemies that wander in are caught and buffeted.
(CR) Crimson - the bubble could become a similar substance to that of glass. projectiles can break it over time, however if wave of force is used the glass fires off in a nova type motion.
(GO) Golden - increased AOE
(AL) Alabaster - Slower movement in the bubble
(OB) Obsidian - faster cooldown
i only did two image altering ones to be more realistic.
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