Channelled Skill Teaser Video
Not worth... When u stay at same place more than 1 sec - u might be oneshotted. Simple rule of this game.
Harsh RNG, fair trade is dead, botting everywhere, oneshot mechanic -=RIP=- Last edited by EinKRieGeR#2135 on Oct 7, 2016, 7:24:20 AM
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double legacy dagger and infernal mantle for chaos beam :P
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" what else? :) " I think you perfectly right :) 🅰🅻🅸🅽 ::: ! ♥ PoE ツ 👌 ::: Last edited by 4lin#7510 on Oct 7, 2016, 7:39:22 AM
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totem build incoming :D
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i think will be an amazing skill on 3 toteams with spire of shards
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" I think the skill won't be considered as a projectile. Sire of Shards won't do anything for it. |
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" correct, and take a flame totem is +1 more gem would be better then this.. we need to thinkg different, need to think new.. its a new mechanic Last edited by SiegfriedXX#1262 on Oct 7, 2016, 8:11:23 AM
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OMG you have finally made an arc-beam like skill! I was waiting for it since the beginning!
I'm counting all the killers
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A couple people have suggested this before, but I'll say it too - a really nice way to fix this skill would to make it a base whose damage type is determined by the added damage gems we add to it.
So this would work like this - the base skill does physical damage (as only that type doesn't have any added dmg support gem). With added fire dmg attached to it, it would do its base dmg as fire. Same with added cold, lightning and chaos. So what if we added multiple of them? Well, then it follows the gem order - the first in the order would determine the damage type and the rest of the added gems just add more to that damage type (alternately, they could simply add more of their own damage types, as they do on all other skills, but that would be less distinctive). Obviously, the graphics of the beam would change accordingly - a white base beam for physical, this flame art for fire, a blue one for lightning, purple for chaos and...a green (Frenzy) beam for cold? Why is this a good idea? Because it satisfies BOTH demographics! There are people excited for this skill because they wanted lasers. However, there are others who don't like that fire is getting all the channeled love and also feel it's too similar to Incinerate. Finally, there's those who want lasers of different damage types, but NO ONE wants FIVE versions of the same skill (and GGG has only said they're releasing 3 atm, so two are left out) just to cover each of the damage types. So with this version of the skill, you can satisfy everyone - the ones who want lasers get their laser, the ones who want different damage types get to pick their preference and the ones complaining that it replaces (or loses out to) Incinerate see that it actually has its own thing going for it. GGG covers all the bases with just one skill and the two other ones can be made with their own different mechanical approaches so that they're distinctive (I have my own suggestion for one of them - see below). I hope the guys at GGG see this and take this suggestion on-board. Thanks for all your work. :) Edit: You can contribute to a discussion of this idea here - https://www.pathofexile.com/forum/view-thread/1750504/page/1/#p13770046 Last edited by Exile009#1139 on Oct 7, 2016, 8:48:44 AM
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So now that we're done with this skill, we have to remember that there are two others that GGG will be releasing as well. So here's my idea for one of them. Looking for feedback.
So the way this skill works is that you originally channel 3 beams out (of whichever damage type you want this skill to be) that each auto-target separate mobs within a certain range (a decent range, so you won't "need" to increase it, but it won't off-screen by default). The skill also counts as a projectile, so faster/slower projectiles do increase/decrease the range and LMP/GMP do increase the number of beams. However, the skill isn't an AoE and the beams never cross or target the same enemy i.e. no shotgunning (excess beams will just hit the range limit and dissipate). The skill does good damage and so even with only 7 enemies hit at once (or 9, if you do GMP + LMP), it should clear packs fast enough. There is one big restriction here, though - the skill CANNOT PIERCE (it can fork and chain, though). No, not even with Pierce nodes or Pierce gem. There's a reason for this - Along with the skill, there is also released a threshold jewel for it. Call it 'Convergence' or 'Focus' or something. This jewel will condense three of your beams into 1 for >3 times the damage. So with the base skill you get 1 powerful beam (which, note, still can't pierce). Very good for boss-killing, but can be blocked by adds or obstacles. With the jewel and LMP, you'll get 1 powerful beam + 2 weaker beams. 2 jewels + LMP = 1 beam w/ >5 dmg. With 3 jewels (note that you'll also need to satisfy the threshold conditions for em' to work) + LMP + GMP, you'll get one powerful beam with >9 times the damage, which will positively melt bosses. Note that the LESS projectile damage modifiers on LMP/GMP do apply to the skill. Also, you can give the skill some capacity to get around the pierce limitation by going Fork/Chain instead, which is balanced since they'll only allow you to hit upto 2 additional enemies (3 with Deadeye node). Also, if you choose not to use the jewel, then the base skill will fire upto 9 beams (with LMP + GMP), which each can chain (with Chain gem) to 2 additional targets = upto 27 targets hit with the skill, which is more than enough for packs (of course, it'll need enough base dmg to make this work), even if it's that's going overboard and probably not ideal. So...what do you guys think? Is this a good idea? And if not, how could it be improved? Thanks! :) Edit: Hmmm..on reflection, I think it might also be a good idea to not let this skill work on totems. Edit 2: You can contribute to a discussion of this idea here - https://www.pathofexile.com/forum/view-thread/1750357/page/1/#p13770054 Last edited by Exile009#1139 on Oct 7, 2016, 8:53:04 AM
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