Keystone ideas

After seeing what the keystones do and the idea behind having them, I thought it might be a laugh to make up some more. They have the ability to completely change how you build a character, which is wonderful.

Most of these have tradeoffs. However, some dont need it depending on their place in the passive tree, or if they aren't so strong to warrant a tradeoff in power.

1) Casts a spell twice for the cost of one mana, Mana Regen removed.

2) Using a flask heals party members for 25% of the heal.
(this could be any percentage really, but 25% seemed low enough to not be overpowered).

3) Life regen added to Mana regen total. Removes Life regen (maybe?).

4) Successful blocks make character immune to damage for X seconds, increased vunerability for X seconds after that.

5) Immune to an element damage, but always weak versus a different element (no reists to help).
(A specific elemental damage is reduced to zero, but in return the player is more vunerable to some other elemental damage).

6) Flasks no longer require charges. (some sort of flask related tradeoff, like reduced healing amount?)

7) Energy shield amount doubled but recharge halved? is more energy shield really that powerful to warrant a tradeoff?

8) Minion lifespan doubled, OR, minion limit increased. (Would almost assuredly need a tradeoff)

9) Can't be hit by criticals, but have no energy shield.
OR Have no Life Regen, OR When hit by what would be a Crit you are rooted in place instead.

Anyway, if you think of any yourself, feel free to contribute.
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i was thinking of my own and i came up with this...

1. Slobber Knocker: the ability to duel wield two handed weapons - attack speed reduced by 50%

2. Booster Shot: Your critical hits heal you for 50% of the damage dealt - critical hits done to you are doubled in damage.

3. Shared Pain: just before this keystone is 5 bubbles which all converge on the keystone. the 5 bubbles are boost fire, cold, electrical, chaos, physical damage you deal by 10%. the keystone reflects the damage you take from your boosted damage type to the enemy. since your still being damaged there is no draw back to this and you can actually put all 5 bubbles and reflect all types of damage but you still can take the damage.

4. Grim reaper: your weapon attacks have a 5% chance at an instant death of an enemy (does not work on bosses). - reduce your health pool by 50%.

5. Treasure Hunter: raises the rarity of finding items by 75% - lowers the experience you gain from killing monsters by 75%

6. Fish out of Water: surrounds you with an aura that damages enemies for the amount equal to your health regeneration - lowers your mana regeneration by an equal amount.

7. Littlest Pet Shop: doubles the movement speed, attack speed, health, and damage of your summoned pets - halves your movement speed, attack speed, health, and damage.

8. Nom Nom Nom: using a health flask to heal you also damages all nearby enemies for the amount healed by the flask - triples the recharge time of the flask.

9. Key to the City: have all teleports open for the current difficulty you have unlocked - can no longer use portal scrolls to return to town.

10. Mirror Mirror: makes a shadow of yourself that mimics all your attacks - damage your clone takes is shared and doubled to you.
1. Illusionist - You can't use or equip any weapons or shield, but your Intelligence and Evansion are heavy raised.

2. Might over magic - You cannot use any skills and you loose your mana pool. Instead that, your weapon dmg and your health pool are doubled.

3. Neutralize - You loose effects from any other unlocked keystone passives. Instead that, you gain attributes bonus for each unlocked keystone passives.

4. Light-foot - Stats from your shoes item and your movement speed are doubled. Stats from your chest item are halved.

5. Juggernaut - You can equip two shield at the time, but you can't equip any weapons. You will reflect 20% of damage done to you.

6. Drunken Hero - Flasks effect is raised by 25%. After using any flask, you get small all attributes debuff for 5 sec.

7. Shamanism - All totem skills will raise power and duration of other player skills (other than totem skills) used on their range. Totem skills mana cost are also applied to player health pool. (If used with "Blood Magic" - cost in health pool is doubled.)

8. White Magic - All player buff skills additionally recover 20% of max player health points. Player can't use any buff or curse type skill, if that's both types of skill gems are equipped at the same time.

9. Simple - Player have 33% chance to get additional skill point on level up. He can't use any support gems.
Last edited by Skelecross#0407 on Dec 5, 2011, 6:08:02 PM
I just realized keystones are so old school elder scroll <3
And that's a good thing :D
Sweeping Maid
"
nzrock wrote:
I just realized keystones are so old school elder scroll <3
And that's a good thing :D

Yup, but in TES "keystones" they're only bonuses. In Path of Exile, "keystone" = bonus + drawback.
Last edited by Skelecross#0407 on Dec 5, 2011, 5:32:04 PM
Not all the time.
In the developer's playthrough they mention that some don't have the drawbacks because of where they are located on the passive tree (plus the party buffing one).
So not all of them NEED a drawback, but it certainly makes things more interesting!
Some of these are funny and/or very interesting... but mostly impractical.

A few seem like they might work though. Looking forward to seeing what kinds GGG actually adds.
IGN: Jerk, Princess

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Mine are below, apologies if there is any overlap to those posted above.


Martial mastery – axe, sword, and mace passives are combined (and apply to any such weapon). (ie. axes/swords/maces would get each get passives from all three). (an option for a player who doesn't want to commit to a specific weapon)

Student of fighting – Physical damage is calculated from INT instead of STR, INT is used instead of STR for weapon requirements.

Iron Grip – 1 and 2h passive bonuses are combined for either weapon.

Vanguard – portion of chance to block from shield granted to nearby allies.

Alchemist – Health flasks give an additional 25% as mana, Mana flasks give an additional 25% as health, and purple flasks give 15% more of each.

Frenzied – Flasks have reduced charges, enough for a single use. Health is healed whenever an enemy dies nearby.

Finesse – gain 2 DEX per level, but no STR. (retroactive)

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