Need ideas for a Unique Flask!

Hmmm. Interesting
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Del
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Last edited by Firecrest5#0033 on Jun 28, 2013, 7:24:21 PM
Granite flask -> "Oak Champagne"

consumes 100 of 100 charges

Last for 5-8sec

You take no damage
You cannot do any damage
100% Thorn to melee and ranged enemies <- not sure of X% here
Increased "Aggro" on you

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

Diamond flask -> "Mentor's Choice"

consumes 100 of 100 charges

Last for 3.5sec

During flask effect:
Your critical strike chance is lucky
200% increased strike chance
Critical hits does not do more damage (CSM)
Status Ailment Duration (effects) increased 100%
IGN: Hydralin
Things i use on flasks:

Charge on crit - My build is crit based, so this refills the flask quite fast

instant use on low hp - for that spike damage that drops you low fast, this is good to get it back up fast

Increased elemental res - great for running into a rather nasty ele dmg mob, mixed with longer flask time really helps this too

Remove freeze/chill or curses - lifesaver in certain situations

More charges - more uses, self explanatory

Things i tolerate:

Armor/evasion boost - not high in either but they still aren't useless to me.

mp/hp leech on a flash - nice boost to w/e the flask is refilling


Flask 1: an instant hybrid flash that includes ES, 25% is a bit low (if i got 1k hp the normal flasks full heal me), and generally i avoid hybrids due to the low amount they give. But including ES was a nice touch, and the mp cost is a decent deterrent to attacking being that if your using an instant flask you should be focused on living for the duration time.

Flask 2: invisible sounds cool but seems something like an opposite effect of enduring cry would probly be easier to code. with dmg buff tho seem it would just be invulnerable for 2s while you wail on the monsters.

Flask 3: interesting flask, but with short duration it seems only the more tanky characters would use this being that after its over you have everything on your face. And generally tanky characters already use enduring cry for charges and granites to live. Mixing them would just be convenience rather than something unique. would suggest something else to make it more unique.

My Ideas:

1. I'm always trying to keep my charges active, and sometimes i can't find a monster or something to keep them up. Or running into a fray (sometimes suicidal) with only 1s left to try to reset the timer. A having to re-get charges after missing the timer by 1s because of mob placement is rather annoying. A flask that pauses the timer for a few more seconds would be pretty useful to me. Not a reset, or give more charges, just like a 2-3s pause would be fine.

2. I liked the unique armor that makes chaos damage unable to penetrate your shield. A flask that grants this effect would make that chaos spike damage less terrible without having to do any major rebuilding of your character or having to just avoid chaos maps.

3. Flask that releases an aoe. Any mob caught in this aoe gets debuffed and if they are killed before the debuff goes away... They auto-res as a minion. Possibly OP as shit, but just adding to the ideas.(Could instead make any mob killed with this debuff grant a small Item quality/quantity boost for a short time, alot of possiblities with a debuff)

4. Flask that releases a knockback aoe. Knockback exists in the game, but i don't see it used too often. I personally use the shit out of some Flee on my lighting witch, but haven't ever tried knockback.

5. Absorb damage from 1 element type, but remove all resistance to the other 2.

6. Auto-refills 2 of the other flasks at random. (A bit underwhelming, but unique, maybe a useful additional perk to the item)

7. Stores all of the damage received during flask effect, and releases it as an aoe after. (might be too strong?)

8. Enemies killed durring flask effect explode for aoe dmg. (honestly that would be funny to watch)

9. HP added to DPS. All skills cost 0 mp. (would increase dmg insanly, but 1 hit and your gone. Characters with more hp, like melee ones, would have a even higher dmg boost than ranged.)
*melee characters can use immortals call for invulnerability, you can add flee/blind/stun the this effect too or a flat dodge rate or something.*

Hope this is helpful!
Last edited by Igcis#2058 on Jul 3, 2013, 8:46:20 PM
or how about Granite flask of the savour?

+4000 armour bla bla lasts 4.2 seconds bla bla
Maximum charges 40

Consumes all current charges on use
Multiplies implicit armour gain by charges/100
Refills all other flasks by number of charges expended
-50% flask charge recovery rate

EG use it on 40 charges.

You gain 2/5 of 4000 armour = 1600 armour for 4.2 seconds.
This flasks charges are reduced by 40
All other flasks gain 40 charges.

Pros: for builds that are heavy flask users this allows them panic time when all their flasks are out.
In group play it can sometimes be hard to get last hits and recharge flasks - gives some the chance in emergency to get charges.

Cons: Takes up a flask space
Inferior to a regular granite in terms of armour gain
Once you use it once it may take some time before its useful again - still have to be flask wise, just occasionally gives you an emergency help.

Also couldnt be bothered to do this one all pretty like the one above :D

Last edited by DexDeus#3176 on Jul 3, 2013, 9:42:57 PM
Oh and where are the Moderators when it comes to bring a Diamond/Exalted/Igaveallotofmoney Thread to the Suggestion Burial Forum section...
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
Pigeon Hearted Hallowed Hybrid Flask

*100% Instant Recovery of Full Life and Mana
*50-100% Increased Armor For Duration of Flask Effect
*10-30% Increased Movement Speed
*Removes All Curses and Status Ailments
*Consumes all flask charges from all equipped flasks
*Can Not Attack During Flask Effect
...narf
Last edited by SqueakyToyOfTerror#0940 on Jul 3, 2013, 10:32:31 PM
Soul Jar

Amethist Flask

+35% to Chaos Resistance

Last 3.5 seconds.

Consumes 30 of 60 Charges on use

Forces Energy Shield to regenerate. Regen stops if hit by attacks or spels.

"
Its not my time yet.
My old idea, but with a nice picture now.. :P



* The Curse is during effect, thus Immunity will not remove it just like a Map affix can't be.

** The Increased Armor is double that of a normal Iron Skin affix, because of Acrobatics' 50% 'LESS' multiplier, which would end up making it actually be less than a max 100% Iron Skin affix.

*** So you attack, move, and cast slower, and see less (thus emulating being drunk :P), to gain Dodge [if you don't already have Acrobatics] and Armor [if you don't already have Iron Reflexes.]

I think it'd be interesting, giving 2 temporary Keystones (Keystones which most people already have) that reduce the other's effect, for some added avoidance/mitigation at the loss of dps/mobility.
Besides, being drunk is good! :P
EA IGN: We_Have_Monk_at_Home

*Burnt out and waiting for either PoE1 League or new PoE2 Classes.*

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