Channelled Skill Teaser Video

I, as a new player (playing almost 2 months), think this is gonna be more fun and much more exciting planning new builds! Thank you Path Of Exile Team!
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Mugenrios2k wrote:
I hope to see two channeling gems such as

Tornado
Spell, AOE, Channel, physical
Quality= increased movement speed
Deals physical
Has reverse knock back effect (vacuum- very small effect see below on how to increase this mechanic)
XYZ-XYZ damage per second/per stack at eye wall

A. Faster cast increase rate at which tornado EF Level increases up to maximum of EF5
(Spell echo no effect)

B. AS Stack level increases DPS goes up by a factor per stack; up to maximum stack of 5

C. AOE damage decreases at a rate as you move away from center of effect.

D. Increase AOE skill gem increases AOE radius ( Q gem increases damage at center and subsequent damage as you progress out form the center of skill; damage reduction as you move farther away from center still applies however damage at center is higher thus damage at X radius is higher.
Slimier mechanics for Concentrated effect.

E.Knock back gem increases effective vacuum effect.
Knock back ( aka vacuum in this case) effective distant is more pronounces at center of tornado,

Note. effective prock rate for knock back/vacuum is a set value for each stack increasing as stack increases ( will need to be balanced correctly to still give visual effect but not be to overpowered). if player is skillful in placing/channeling spell directly on target the ability to hold enemy in place is a huge mechanism with this skill therefore the player should be rewarded for smartly placing/channeling effect.

Skill can be targeted and be moved on screen while channeling; movement of skill increased per quality level.

Stack level increases visual effect and effective AOE

Skill can be used with totems.





Hurricane,Typhoon,Cyclone
Spell, AOE, Channel, cold ( maybe cold+physical)
Quality= increased movement speed
Deals cold damage
Has knock back effect
XYZ-XYZ damage per second at eye wall

Basically same mechanics as above; knock back is in different direction, This skill has larger AOE then tornado but to offset this larger AOE has less damage.

Knock back is now outward from center of storm NOTE Empire's Grasp will turn knock back out ward into vacuum.





This would lead to two skills that would have slimier programing behind them. but have two different damage methods and visual effects.


+1 on the first, though the second seems redundant. My only concern is that controlling mobs behavior like that seems OP since it would make you effectively invincible as they'd never reach you. Empire's Grasp builds build to be able to do that, but this skill lets anyone do it easily. And even then, EG builds are attracting mobs towards them, not towards some other position distant from them and so are still very much in danger, not safer. Anyway, feel free to add it to my thread here - https://www.pathofexile.com/forum/view-thread/1750357
Last edited by Exile009#1139 on Oct 8, 2016, 4:44:26 PM
waiting for charged skills
North America, Favorite food Chicken and Pineapple pizza, favorite color orange
¯\_(ツ)_/¯
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Exile009 wrote:

+1 on the first, though the second seems redundant. My only concern is that controlling mobs behavior like that seems OP since it would make you effectively invincible as they'd never reach you. Empire's Grasp builds build to be able to do that, but this skill lets anyone do it easily. And even then, EG builds are attracting mobs towards them, not towards some other position distant from them and so are still very much in danger, not safer. Anyway, feel free to add it to my thread here - https://www.pathofexile.com/forum/view-thread/1750357


*cough* decoy totem
*cough* Chieftain ascendancy

*cough* a lot of plugging going on.

Why don't you add your thread to your signature? And while you do so, you maybe wanna consider that your prismatic projectile beam spamfest skill may result in awful screen clutter, especially in parties.
[quote="ScrotieMcB"]It's just, like, people's opinions, man.

But I cannot respect motherf♪♫♫♪rs calling something a simulator, when it isn't one.[/quote]

Mors edited this post first.
Last edited by Sure_K4y#1656 on Oct 8, 2016, 8:41:44 PM
The main things that seem to define a "channeled" skill is that they a)require you to cost them continuousely and b)reward you in some way for continuing to channel them. Incinerate gains more damage as you continue to cast, flameblast gains more damage and area, etc. So the question is, how does this skill "build up?" The skill starts casting fairly quickly, so if there is no buildup there isnt much incentive to prevent us from darting around the target with whirling blades and just restarting the channel.


Also, wish the lazer was lightning(or cold). All of the direct damaging channel skills so far are fire, would be nice for some variety. But hey, ill take it.
Sadly all the cool skills are casters/ranged.

2h melee need cool skills too
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
This makes me think of doing a "Piety" build, maybe with a big staff like Malachai's...
I don't see this being any way viable unless DPS will be outrageously absurd. I mean for Christ's sake, it requires you to stand still... stand still in a game that has content revolving arround running arround dodging dozens of projectiles at any given moment where each of said projectiles fuck you over for atleast half of your effective life pool even if you have godlike defensive stats. A game that is an aRPG incarnation of goddamn Mushishimesama...

https://www.youtube.com/watch?v=wvBHpa5aJ8Y

@Up
Like every channeling skill (and maybe Barrage)? And still people play it (ofc not people who needs to have 2kk dps to play this game)
just fire M'kay gess we'll add the other Ele with add ele/chaos damage gems :/

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