General Gem Discussion

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GinsooPanda wrote:
My witch casts 4 curses within 2 secs if i cast temporal chains first its imposible to do anything to dodge the others if i cast TC and enfeeble on u its pretty much imposble for u to kill me and its fairly easy for me to kite u till u die (imagine if i cast u Elemental and projectile weakness) if thats not op well tell me what is.

Anyone can do the same to you. Try that with the lock-out curses.
So...
I was going to suggest some "holy" skills that could counter curses and "dark" type enemies.

1)
Like an aura that negates curses or has them expire after a predetermined amount of time along the lines of 10 seconds to 2 seconds based on skill level?

2)
Or an aura that deals damage to summons and raised dead ver time and/or micro-stuns them at random.

3)
A skill that breaks all curses, teleports you to the one that cast the curse and strikes.

4)
An aura that mirrors curses and/or specific debuffs so that the caster is also affected - or has a chance to completely reflect them.

Would be nice on a templar.


On the other hand:
I'd like to see some more movement-based spells that allows a bit more active "dark-character play:
5)
A skill to switch places with a minion and have it explode right after - to get out of nasty situations at the cost of sacrificing minions.
Just from playing a witch in the public beta weekend:

I saw no reason to put passive skill points in +fire or +lightning because of the limited spells in those elemental types. I didn't really want to only use 2 spells for the rest of the game. (fire and firestorm, or spark and shock pulse)

Cold spells far outweigh fire and lightning in spell availability.
Lightning also has Lightning Warp and Tempest Shield (TS is passive though). Fire has Righteous Fire, but that one is a bit ~special~. I personally don't count Frost Wall since its damage might as well be zero, which puts Cold at four skills; same as Lightning if you count Tempest Shield. *shrug*

Anyways, GGG's continuously adding more skills. Prior to 0.9.12, the most recent big patch, Arctic Breath wasn't a thing.
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Vipermagi wrote:
Lightning also has Lightning Warp and Tempest Shield (TS is passive though). Fire has Righteous Fire, but that one is a bit ~special~. I personally don't count Frost Wall since its damage might as well be zero, which puts Cold at four skills; same as Lightning if you count Tempest Shield. *shrug*

Anyways, GGG's continuously adding more skills. Prior to 0.9.12, the most recent big patch, Arctic Breath wasn't a thing.


It would be very nice to have at least 1 more lightning and fire direct damage spell. I consider lightning warp and righteous fire to be secondary abilities, and I haven't tried TS but I assumed it was more for a specialized build.
Warp can be used as a secondary ability (it works great as a main skill; imo better than Spark does), but RF is anything but. You need to specialise to make RF useful at all. As I said before though, it's kind of special. Going for Burn damage boosts makes it worse, generally, and you'll want high %Regen.

To use TS as a main damage ability, specialisation is key. However, it works well as a defense/offense combo without going after %Block too. Lightning skills tend to be pretty up close and personal, after all.
Added Flame Totem to the forum!
Balance & Design
On gem effects, why do mapped bow effects and melee weapon effects overlap? If I have a bow effect mapped to letter W, it seems I should be able to swap weapons and have a different mapping for the melee effect. So if you have five bow effects and five melee effects, switching weapons would give you completely different mappings.
I don't think you should be able to just plop a gem in your armor, even if its a "weapon" skill, never used it - and still level the gem skill.

For example, I've had ground slam in my gloves red slot for 15+ levels... Never used it once. (Can't use it, because I'm using dual swords) But it's still max level.



So, I think the best thing to do... Make gems only gain XP if you could use the skill. You still won't have to use it, but at least you will have to be ABLE to use it.
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Dulu wrote:
I don't think you should be able to just plop a gem in your armor, even if its a "weapon" skill, never used it - and still level the gem skill.

For example, I've had ground slam in my gloves red slot for 15+ levels... Never used it once. (Can't use it, because I'm using dual swords) But it's still max level.



So, I think the best thing to do... Make gems only gain XP if you could use the skill. You still won't have to use it, but at least you will have to be ABLE to use it.


All do respect, this would be pretty shitty and would make leveling new gems a huge bitch. Who wants to be stuck high level with a gem you planned to use still needing to be leveled just because you didn't have x?
"I'm wys ripping to the bass, tripping off my face
I'm laced, hook you with a phrase, put you in a daze
Rap-rave t-t-t-to the grave sinne binne my
Vat vyf, my piel is styf binne in jou lyf."

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