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Runestone Think-Tank

Discussion in 'Diablo 3 General Discussion' started by sirroman, Sep 1, 2010.

  1. sirroman

    sirroman Diabloii.Net Member

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    Runestone Think-Tank

    Yo! I'm starting this thread to create a think-tank where we can throw and discuss any ideas that we have about runestones and how they change skills.

    In other words, it's a place that you can express how a rune could change any skill, no strings attached, no limit to the number of changes (there's a f*c*ton of Hydra ideas, most mine =/). Maybe the community can release some steam and help Blizz at the same time? (if they don't look here... they should, and lets prove it!)

    I'm gonna be editing the OP, adding the suggestions as they keep coming. First of: link to the rune-wiki page.

    Official
    Witch Doctor Skills
    Skull of Flame
    • Hydra/Multistrike Rune: Socketing this rune causes the flaming skull to skip along the ground, like a stone over water, bounding and creating multiple explosions. Higher quality runes would allow additional bounces.
    • Force/Power Rune: Socketing this rune adds a firefield property to the Skull of Flame, creating a small patch of flame on the ground that persists after the skull's explosion and damages any monsters that cross over it.
    Zombie Charger
    • Unknow rune: Zombie Bears stampede.
    Poison Dart
    • Crimson: fire damage darts
    • Obsidian: mana recovery
    • Alabaster: slows enemies
    • Indigo: rapid fire
    • Golden: snakes on a face - stuns target
    Plague of toads
    • Crimson: Frogs on fire
    • Obsidian: Reduced cost - can shoot more frogs
    • Alabaster: Blinding Gas - Crowd control
    • Indigo: Rain of toads
    • Golden: Giant toad - eats and diggest monsters, barfs the loot
    Firebats
    • ??: longer radius, lower damage.
    • ??: casts a whirlwind of fiery bats around you.
    • ??: Steal Life.
    Zombie Dog
    • ??: Has a chance of dropping a health globe when the summon dies.
    Wizard
    Mirror Image - Wizard
    • Hydra/Multistrike Rune: Socketing this rune would increase the number of duplicates. Higher quality levels of the hydra/multi-strike rune would presumably add more duplicates.
    • Force/Power Rune: Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration
    Teleport
    • Striking Rune: Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.
    • Hydra/Multistrike Rune: Creates a temporary duplicate of the Wizard that will attract enemy fire and will fight and deal damage as well. (This seems to be basically a free way to cast Mirror Image when you Teleport.)
    Electrocute
    • Hydra/Multistrike Rune: Socketing this rune allows the lightning to chain to multiple targets.
    • Viper/Lethality Rune: Socketing this rune causes some of the monsters killed by Electrocute to explode in a nova, dealing damage to other nearby enemies.
    Magic Missile
    • Indigo: More missiles
    Hydra (also completely change the Hydra's appearance)
    • Crimson: Frost hydra - short range chilling breath
    • Obsidian: Lightning hydra - never miss target
    • Alabaster: Arcane hydra - miniature arcane orbs for area damage
    • Indigo: Poison Hydra - melts target, leaves pool of acid on ground
    • Golden: Big one-headed fire hydra - shoots straight fire wall
    Barbarian
    Weapon Throw
    • Crimson: More damage.
    • Obsidian: Throws hammer, stuns target
    • Alabaster: confuses target
    • Indigo: Ricochet throw
    • Golden: corpse throw
    Community
    Barbarian Skills

    Cleave
    • 1 - chance for stun (better rune increase chance to stun and stun duration). [cacophony]
    • 2 - Bleed Damave over Time. [cacophony]
    • 3 - Full 360 arc cleave; higher rune increases radius [cacophony]
    Charge
    • 1 - Hamstring (better rune increases duration and/or lowers enemy movement further). [cacophony]
    • 2 - "Freight train" effect. You click past/through a group of enemies, and you knock them all out of the way like bowling pins. [cacophony]
    • 3 - Disarm. Good for shield using enemies. [cacophony]
    Hammer of the Ancients
    • 1 - becomes Blessed Hammer + RAINBOWS! ***** [konfeta =P]
    • 2 - Animated: it Fights for you for a short period of time [Amarules]
    • 3 - Reduces attack & move speed of targets [Amarules]
    • 4 - Leaves a burning patch on floor where it strikes [Amarules]
    Whirlwind
    • 1 - Active when using 2H weapon. Gives higher critical, when critical hits, cause special knockback on target. If target dies, his body explodes/is cut in half. [sirroman]
    • 2 - Active when using two 1H weapons. Gives higher critical, when critical hits, cause special stun on all target (cuts/crushes their legs). [sirroman]
    • 3 - Blood Whirlpool. Strikes with such ferocity that spreads gore and blood with every hit, blind enemies. [sirroman]
    • 4 - Mobile whirlwind - you get to move in a straight line. Like diablo 2. [Claymenza]
    • 5 - Extended whirlwind - you stay stationary except you have a bigger range [Claymenza]
    • 6 - Short but sweet - Instead of spinning for 6 seconds, it's a 3 second spell but with bigger damage[Claymenza]
    • 7 - Twister - A mix between the druid's nature spell and whilwind. Basically the longer you spin, the more twisters will emit. Also stationary.[Claymenza]
    • 8 - Corpse-whirlwind: grabs a corpse and smack the hell out of people with it! [sirroman]
    • 9 - It becomes so powerful that creates a vortex drawing nearby monsters into the path of the barbarian (basically sucks mobs towards you. [Amarules]
    • 10 - Any projectiles fired at the barbarian while using whirlwind are simply blown away /deflected at random angles (becomes a defensive skill also). [Amarules & Notabot]
    • 11 - Projectiles fired at the barbarian can be sucked into the whirlwind (can be seen visually orbiting within the whirlwind around the barbarian), these projectiles can then strike mobs within the effect of the whirlwind dealing damage equal to that which the projectile would have done to the player. Once the projectile hits a monster it is used up. [Amarules]
    • 12 - generates huge whirlwind around barb (like D2 druid hurricane). [NotaBot]
    • 13 - Enemies that you hit with whirlwind acquire some of your inertia and get knocked back and sent spinning themselves. After they slow down they are dizzy and have the stun 'swirlies' for a second or so. [Pyrohemia]
    Leap Attack
    • 1 - swing weapon during leap, causing damage in a line from the jump spot and the fall spot. [sirroman]
    • 2 - Instead of jumping, grabs 1 enemy (can't be boss or massively big) and throw him on clicked spot. Causes knockback area. [sirroman]
    • 3 - Makes a extremely high jump and strike the earth with massive power, causing damage and shattering the land (slow on area). Consumes all rage, the more rage, the more damage/bigger area/longer slow. [sirroman]
    • 4 - Head-butt Attack. Jumps normally, but makes a head-butt on fall. Massive damage on 1 target, causes stun. [sirroman]
    • 5 - Ancestor's Blade Rain. Calls the ancestors to summon numberless phantom blades, jump and throw them on enemies on ground, causing damage in a line from the jump spot and the fall spot. [sirroman]
    • 6 - Plumber's Power; can "chain leap" on top of enemies heads, doing extra damage at the end of the chain. Also, you grow a badass mustache and overalls. [cacophony]
    • 7 - Synergy. Chance that your next whirlwind, cleave, hammer etc will cost no fury and have a 100% critical chance. Better runes increase the chance. [cacophony]
    • 8 - Sonic Leap Attack: Rune speeds up the overall time the attack takes and the appearance is similar to teleport ---> attack. [Kickback]
    • 9 - Jumps and falls on enemies with a single punch. [DiabloCalibur: the Barb does his manliest impression of a Triple Lutz (and succeeds!) with his fist held up high and winding right at the apex, before smashing down (Kirby-style, from Super Smash Bros. where he jumps above his opponents and 'bricks' it straight down) onto his enemies; small fissures with beams of light shooting straight up erupt in a 'nova' effect around the area that the Barb's fist makes contact with the ground, radiating outward in a small radius...]
    Bash
    • 1 - Sucker Punch; lowers damage done and attack speed of the enemy for a short time. [cacophony]
    • 2 - Knuckle Sandwich; chance on hit to spawn a health globe. Better rune increases base chance and also chance for a bigger globe [cacophony]
    • 3 - Thunder Punch; adds a lightning nova on impact [cacophony]
    Revenge
    • 1 - Synergy; when you use cleave, hammer, etc, you have a chance to allow revenge [cacophony]
    • 2 - ...and Furious Anger; increases all damage and attack speed for a while after using revenge [cacophony]
    • 3 - Best Served Cold. does cold damage w/ a chance to freeze [cacophony]
    Monk

    Exploding Palm
    • 1 - Add elemental damage (fire, lightning, whatever) to the AOE explosion. [cacophony]
    • 2 - "Suicide strike." Forces enemy to run towards nearest enemy and attack/follow for duration of DoT bleed. [cacophony]
    • 3 - Slow poison. AOE poison cloud that stays on the ground and slows/snares enemies for the duration. [cacophony]
    Crippling Wave
    • 1 - buffs monk defense on top of enemy debuffs. [cacophony]
    • 2 - Chance to "convert" so that other monsters are forced to attack the target. [cacophony]
    Seven Sided Strike
    • 1 - simply ups the number of strikes. [cacophony]
    • 2 - Hamstrings. [cacophony]
    • 3 - Shinryuken; knocks enemies up in the air (effective interrupt) and adds a very high DoT burning effect. [cacophony]
    • 4 - Kidney Shots: debuffs for extra damage to enemies. [cacophony]
    Way of the Hundred Fists
    • 1 - longer range (dash), "cone of fists" AoE strikes (middle), Kusarigama, longer radius on AOE strike. [cacophony]
    • 2 - piercing (dash through enemies), backstab (splits your attacks front and back, back attacks do more damage), scent of blood (single, massive single target attack, sets up your next attack to do more damage). [cacophony]
    Radiant Visage
    • 1 - Pepper Spray, does some poison damage. [cacophony]
    • 2 - Madness, enemies attack each other randomly. [cacophony]
    • 3 - Holy Residue, attacks against effected enemies have chance to heal party members. [cacophony]
    Circle of Wrath
    • 1 - Causes Damage around you, but only heal the target you click. Healing is increased. [sirroman]
    • 2 - Cause damage only on target and heals allies around it [sirroman]
    • 3 - Cause frenzy: Allies (and/or monsters) around you cause and receive increased damage and attack faster but has slightly higher chance of missing [sirroman]
    Wizard

    Hydra
    • 1 - rune which makes hydra shoot smaller fire bolts at a faster rate. [Doppel]
    • 2 - rune which makes hydra shoot big high damage slow moving fireballs at a slow rate. [Doppel]
    • 3 - rune which gives more hydra heads. [Doppel]
    • 4 - rune which gives a chance firebolts will pierce through enemies. [Doppel]
    • 5 - rune which adds burning to firebolts (burning which can be more then mere fire damage over time). [Doppel]
    • 6 - Hydra is a motionless minion (can be attacked, has life) that attacks at melee and cause burning. [sirroman]
    • 7 - Hydra moves around the battlefield, piercing and cause burning on touch. Low duration. Otherwise it could be made of lightning and cause damage and stun on touch. [sirroman]
    • 8 - Hydra "burps" a river of poison/flame like Diablo (in his case, it's flame, of course). [sirroman]
    • 9 - Hydra coils around the character, attacking enemies that get close and raising fire resistance. [sirroman]
    • 10 - Hydra has a longer "neck", reaches the enemies and attacks with small bursts of fire, limited AoE damage. [sirroman]
    • 11 - Hydra randomly spawns as cold/fire/poison/lightning (like the necro's skelemages... Maybe you could unsummon one specific Hydra? if you do the cooldown resets). [sirroman]
    • 12 - Hydra shoots magic shards that trap enemies in time, like time stop. [sirroman]
    • 13 - Hydra works like enchant, increasing fire damage (if there isn't a skill for that - problem: people would use this rune and then stash it in inventory. Anyway, just an idea) [sirroman]
    • 14 - Hydra shoots at enemies missiles, effectively negating them and protecting user. [sirroman]
    • 15 - Hydra is mightily high and cause enemies to flee. [sirroman]
    • 16 - Hydra is mightily high and attack enemies from two screens away, they react and go towards you. [sirroman]
    • 17 - Hydra is mightily high works as a sentry, attacking rapidly but only those enemies that attacks you or an ally. one swing = one flamey. [sirroman]
      OBS: With Hydras 15, 16 and 17. When fighting enormous enemies (like the Pounder, or was it siegebreaker? The first boss that had one gameplay video) the Hydra try to coil around it, attacking at melee range. During the animation the enemie is stuck in place, trying to release himself. If the level of hydra is low, the animation is pretty short.
    • 18 - Whenever Hydra kills one monster. % that the monster will burst into flames and a Hydra with one/two/three heads appears where he was. Number of heads depend of the comparative level of the monster, the character and the skill. You can have only a limited number of Hydras active on one time. [sirroman]
    • 19 - Hydra moves to optimize targeting, leaves a trail of flame when does so. [sirroman]
    • 20 - Hydra attacks with a Lightning/Poison/Fire Nova. [sirroman]
    • 21 - Hydra eats the body of close enough enemies and grows another head. [sirroman]
    • 22 - Crimson (Power rune): as previously written, a cone of fire for increased or constant damage, like the Inferno spell. [Valhauros]
    • 23 - Indigo (Energy rune): shoots low damage projectiles that slows target and grant a little energy refill with every strike. [Valhauros]
    • 24 - Golden (Multistrike rune): uses lightning that forks at impact to adjacent enemies, at a fraction of the original bolt's damage. [Valhauros]
    • 25 - Alabaster (Striking rune): like poison, there is no clear effect, becoming the wildcard. It can lower the target's magical/physical resistance, AC, chance to hit, or become confused... while inflicting small damage over time. [Valhauros]
    • 26 - Obsidian (Lethality rune): shoots dark fire which makes the target's next received attack to be a critical strike, or if a boss/player, to receive X% increased damage for 2-3 seconds. A clear way of recognizing the effect would be target to have a fading aura. [Valhauros]
    Time Stop
    • 1 - When ends, time bubble collapses and cause damage. [sirroman]
    • 2 - Speeds up Wizard without actually slowing surrounding area. [Sylvanite]
    • 3 - Time Stop. Monsters that reach the edge are frozen for duration (strategy: choke points if monsters can't pave through others, like Sentry in SC2), but the Wizard is immune. Projectiles from outside may or may not pass through (balancing). [PitymeIIpac]
    • 4 - Mobile: Bubble moves with wiz [NotaBot] [Bubble boy!]
    • 5 - Accelerate health and mana regeneration while within bubble. [Razor Spine]
    Arcane Orb
    • 1 - Make them homing bombs. [cacophony]
    • 2 - make them stick to the ground like land mines. [cacophony]
    • 3 - make them split on impact into multiple magic missiles. [cacophony]
    • 3 - shots swirls of arcane/cold bolts, much like the original frozen orb[Pyrohemia]
    Magic Missile
    • 1 - Add a debuff which increases magic damage done to the target for a period of time. [cacophony]
    • 2 - Add more missiles and increases their spread. [cacophony]
    • 3 - Piercing (goes through multiple targets). [cacophony]
    • 4 - Reduced number of missiles, but they bounce in walls. [sirroman]
    • 5 - Knockback effect/slows target/arcane explosion on crits. [Sylvanite]
    • 6 - All missiles go to one target instead of spreading out. [Sylvanite]
    • 7 - Missiles orbit caster and shoot off at ranged attackers. [Sylvanite]
    Disintegrate
    • 1 - Prism hit (splits into multiple beams on hit). [cacophony]
    • 2 - Burning DoT, for those pesky strafers/runners. [cacophony]
    • 3 - Shoots a freezing ray that cause damage and reduce movement speed the longer the target is in it's radius, in the end the enemy is frozen for X secs. Can change direction like inferno.
    • 4 - Beam of cuddlyness comes out of character belly. (Carebear Stare/Shine - MOAR RAINBOWS) [TheMythe & konfeta]
    • 5 - Enemy hit is stunned and is pulled in a direct line to the caster 'till the end of hits (think: tractor beam). Stun stays for x sec after the tractor effect ends. [sirroman]
    • 6 - Beam ricochets on walls. [TheMythe]
    • 7 - LAZIK Surgery Skillrune. Beam target allies, heal damage, heal blindness. [konfeta]
    Mirror Image
    • 1 - Instead of duplicates of the Wizard, it produces X number of elementals that will seek out a target. [Risingred & TheMythe]
    • 2 - Produces a cloned version of a monster attacking the Wizard, but on fire. [Risingred]
    • 3 - Like 2, but as a armor effect. Everytime she's critically hit by a monster, the armor will produce a mirror image of that monster made out of flame to kamikaze something.[Risingred]
    Charged Bolt
    • 1 - Bolts bounces off of walls and creeps behind corners (filling a room with its mesmerizing light). [doppel]
    • 2 - charged bolts coalesce in a line forming a lightning wall (ala D1) [Amarules]
    • 3 - static field..the bolts create a mesh/grid of lightning on the floor which monsters can then walk through [Amarules]
    • 4 - Paralyze: the charged bolts wrap around targets they strike like chains paralyzing them for a short duration. [Amarules]
    Magic Weapon
    • 1 - Elemental effects (a la Sorc's Enchant) [Sylvanite]
    • 2 - Debuff added on critical hit. [Sylvanite]
    • 3 - Magic shield instead of weapon (enchants shield to grant resistances or do damage on blocking) [Sylvanite]
    • 4 - Force Weapon (creates a magical weapon in midair...think the flying scimitars in D2) [Sylvanite]
    • 5 - Dancing Weapon (animate a weapon on ground or in inventory like Iron Golem in D2) [Sylvanite]
    • 6 - Drastically buff the damage boost, but cost Arcane Power per swing.[konfeta]
    • 7 - turns into an AoE component by whatever mean (giving the Wizard auto-cleave or explode target monster on kill or turn critical hits into AoE attacks). [konfeta]
    • 8 - Turns into a form of utility in addition to melee prowess - buff her movement speed, attack speed, and dodge chance while Magic Weapon is active. [konfeta]
    • 9 - Applies a damage boost to Wizard's other spells while active. [konfeta]
    • 10 - into a melee debuffing attack, where smacking the enemy increases spell damage taken by that enemy. [konfeta]
    Blizzard
    • 1 - Fire and Brimstone (fire damage, stun chance) [cacophony]
    • 2 - Frost Wall (linear clouds, think Fire Wall, only frosty) [cacophony]
    • 3 - Blizzard becomes a rain storm rather than ice. Monsters in its effect are "soaked" and take greatly increased electric damage [Amarules]
    • 4 - The shards of ice from blizzard actually impale enemies, pinning them to the ground preventing movement for a short time (maybe shorten chilled duration after) [Amarules]
    Electrocute
    • 1 - Stun effect. [Foodspice]
    • 2 - DOT burn effect (fire dmg) after each strike [Foodspice]
    • 3 - each successive monster in chain of monsters struck by the chained electrocution takes more damage than the last. If the damage to the last monster in the chain is greater than his current HP, he explodes causing some other type of damage (fire and physical maybe) to monsters immediatly surrounding. [Foodspice]
    • 4 - adds a physical component to electrocute (like a whip) [Foodspice]
    • 5 - electrical current arcs around objects (like columns, trees, ect) to ground itself in monsters within a certain radius (rather large radius). [Foodspice]
    Wave of Force
    • 1 - Lifts monsters in a small radius, disabling them for X sec. If the monsters are massive/boss, lifts only 1. [sirroman & Foodspice idea]
    • 2 - Lifts one monster slamming it back to the ground, stuns and cause damage. [sirroman & Foodspice idea]
    Diamond Skin
    • 1 - With a body as tough as diamond the wizard raises his/her hands above their head forming a sharp point. The wizard flies at monsters piercing them and flying right through for large damage. (think kamikaze but you penetrate monsters) (becomes offensive and movement skill) [Amarules]
    • 2 - Volatile: the wizards skin becomes molten and unstable dealing fire damage to enemies nearby. Any melee hits (or after X melee damage) will cause the molten shell encasing the wizard to explode causing splash damage around her. (Think of running into a pack of mobs with this on and blowing them up like a walking bomb xD) [Amarules]
    • 3 - Mirror Skin - the skin doesn't absorb physical damage, but reduces and has % of reflecting magical projectiles. [sirroman]
    • 4 - Greatly increase duration and absorption (either or both) [NotaBot]
    • 5 - Give diamond skin to close party members and hirelings [NotaBot]
    • 6 - Reflect melee damage [NotaBot]
    Storm Armor
    • 1 - Creates a storm cloud that will follow enemies independently and randomly causing periodic lightning damage. [Amarules]
    Ray of Frost
    • 1 - Creates a temporary line of ice along the floor where targeted. When moving on this ice the wizard has increased movement speed. Monsters have slowed movement speed [Amarules]
    • 2 - Pierce target [NotaBot]
    • 3 - Chain target [NotaBot]
    • 3 - Target's death causes frost nova [NotaBot]
    • 4 - Ray will reflect off hard walls [NotaBot]
    • 5 - No longer a ray but a huge wall of ice. [NotaBot]
    Teleport
    • 1 - Pushes enemies away on teleport location. [Falcord]
    • 2 - Swaps locations with the monster(s) on teleport location (great for getting them into traps). [Falcord]
    • 3 - Mana cost and cooldown greatly decreased, but teleport will land with a great dispersion (you might not land where you want) and random effects may occur ("crazy" teleport). [Falcord]
    • 4- Group teleport: Teleport your nearby friends as well. [GROUPHUG!!!] [Falcord]
    • 5 - if Slow Time is active, take your slow bubble with you to your teleport destination. [DiabloCalibur]
    Meteor
    • 1 - Initial meteor is followed by a rain of small meteorites after a second or two. [Azmodean]
    • 2 - Meteor crashes with such force that units hit by it are stunned based on how close to the impact point they are. [Azmodean]
    • 3 - Instead of an exploding meteor, it impacts and leaves the meteor on the field as an obstacle that can either be maneuvered around or destroyed. May stun like #2. [Azmodean]
    Witch Doctor

    Locust Swarm
    • 1 - Leaves flammable slime on targets, igniting on damage from fire spells. Better rune does more burning damage/longer burning DoT [cacophony]
    • 2 - Slowing/snaring slime [cacophony]
    • 3 - Insects 100x larger, enabling them to carry off and sting to death enemies. Does want! Would socket! [flux]
    • 4 - Reduced damage, but increased "pain". Target cannot attack, moves randomly.
    Soul Harvest
    • 1 - Heals for x% of mana gained [cacophony]
    • 2 - Temporary movement/cast speed increase when you harvest 3 or more souls. [cacophony]
    • 3 - creates a circular area that traps every enemy for X secs and cause damage. When dying in that area, has increased damage of dropping red orbs. [sirroman]
    Sacrifice
    • 1 - exploding mongrels have chance to stun [cacophony]
    • 2 - random elemental effect nova (frost, lightning, etc) [cacophony]
    • 3 - places an "infection" debuff which increases all poison damage done for a time [cacophony]
    • 4 - chance for you next summon mongrel to be free (no mana/health/whatever the cost is) [cacophony]
    Corpse Spider
    • 1 - summon one big spider that whenever it kills, summon little spiders [sirroman]
    • 2 - Carrion spiders (spiders heal the doctor on attack) [cacophony]
    • 3 - Pheromones (attracts mongrels to target, and mongrels do extra damage) [cacophony]
    • 4 - Just Like Flies: when you attack two or more targets X or less yards apart, the spiders spin webs between the targets, immobilizing the targets and any other target between the two targets for Y seconds. [cacophony]
    Summon Mongrel (Zombie Dog)
    • 1 - Instead of the Mongrel, the skill summons a much much bigger and tougher version called "Cerberus". Only one can be summoned at a time. [brought up by themeros, but it's not his original idea]
    Firebats
    • 1 - Screeching Terror. enemies in blast are silenced for a time [cacophony]
    Spirit Walk
    • 1 - Camouflage; the witch doctor is also invisible during the spirit walk, and the first damage spell cast after leaving the walk will do more damage [cacophony]
    • 2 -Hallucinations; when you entire the spirit walk, there are several witch doctor spirits running around. When you leave the spirit walk, the "copies" explode and do AoE damage [cacophony]
    • 3 - Mud of the River Styx; kind of like a shadow damage Blaze. [cacophony]
    Haunt
    • 1 - Polarity; when you cast two haunt spirits, they are "completely opposite" of each other, such that when the two victims of your haunt spells get within X yards of each other, they both suffer massive electrical damage. [cacophony]
    • 2 - Critical Ghast; if your target dies while haunted, the original spirit and the spirit of the slain will go out and search for new victims, up to a maximum of Y total spirits over Z seconds. [cacophony]
    • 3 - Rigor Mortis; the victim feels Death's icy grip, snaring/slowing them. [cacophony]
    • 4 - Creature comes under your control until death, then the spirit moves. [NotaBot]
    • 5 - target death creates a grim ward, aka D2Barb skill. [NotaBot]
    Zombie Charger
    • 1 - Fire charger (Elemental from D1). [konfeta in another thread]
    Spirit Walk
    • 1 - Leave your body behind and walk as a ghost (body functions as a decoy), when your body dies or X sec passes you come back to life where your spirit is [sirroman]
    • 2 - drop exploding shrunken zombie heads in your wake - fresh from the spirit plane! [DiabloCalibur]
    Firebomb (Skull of Flame)
    • 1 - the flame spirit that emerges as an explosive result of the skill actually remains on the battlefield where it exploded, lobbing it's very own fire bombs at enemies. [DiabloCalibur]
    Zombie Wall
    • 1 - The skill starts with the same amount of life but as it takes damage, zombies actually start crumbling off the main wall and start charging the closest enemies! [DiabloCalibur]
    Plague of Toads
    • 1 - fires a single toad that hops at the speed of sound (animation would be very speedy up and down and vibrational and slightly blurry with water drop-like sound effects). Chases down enemies before exploding in a small but very damaging goo. Affects a single target. [DiabloCalibur]
    Demon Hunter

    Fan of Knives
    • 1 - poison tipped daggers, adds poison DoT. [cacophony]
    • 2 - cut your tongue out; AoE silence
    • 3 - Knock back [Apocalypse]
    • 4 - Stun [Apocalypse]
    • 5 - Turns nova effect into 8-10 guided knives which seek out targets. [Razor Spine]
    Molten Arrow
    • 1 - insane pain: Burning from Molten Arrow causes short fear effect, monsters run around aimlessly [cacophony]
    • 2 - Molten armor: fire damage "softens" armor (less armor debuff) [cacophony]
    • 3 - Runes change its element say ice or poison or whatever [Apocalypse]
    • 4 - Fire the arrow into the air that strikes and penetrates into the ground bringing forth a spray of lava from a small volcano. [Pyrohemia]
    • 5 - An enemy struck and killed by the arrow stays standing but has its head and arms fall off. Out of the holes gush large streams of magma that burn anything nearby. [Pyrohemia]
    • 6 - Gigantic Wall of Fire in place of trail. [Razor Spine]
    Grenade
    • 1 - smoke bomb; monsters chance to hit/attack DH greatly reduced [cacophony]
    • 2 - Shrapnel: bleed physical DoT [cacophony]
    • 3 - More grenades [cacophony]
    • 4 - Concussion grenades: stun chance [cacophony]
    • 5 - sticky grenades [Apocalypse & Flux]
    • 6 - greater blast radius [Apocalypse]
    • 7 - ba-bomb: goes "'silly' like the giant toad.. I know they cant use that but i can see them going silly with this one"[Apocalypse]
    • 8 - Demon-head grenade: DH carves his grenades inside his enemies heads. Cause fear in small area after explosion, damage type changes to dark/arcane [sirroman]
    • 9 - Glass Grenades: grenades don't ricochet, they explode when they hit any target or wall [sirroman]
    • 10 - Roll a fallen's head along the ground with tongue lolling that explodes after a few seconds. [Pyrohemia]
    • 11 - Grenades that fizzle rather than bang but cover nearby monsters in black soot. This makes the monsters black, of course, but also causes them to become temporarily blind and require them to spend time to clean out their eyes. [Pyrohemia]
    Bola
    • 1 - Multiple bolas [cacophony]
    • 2 - Alchemy: explosion is shadow damage [cacophony]
    • 3 - Big bola that wraps enemies together and then blows up [Autti]
    • 4 - (bigger) splash damage is obvious [Apocalypse]
    • 5 - knock back. knock back happens prior to explosion. Could help with adding more bola to different mobs [Apocalypse]
    • 6 - No delay. Bola lands and instantly explodes. Maybe too good though [Apocalypse]
    • 7 - Napalm: Explodes and covers enemies in fire, which can be spread if monsters touch each other. [Azmodean]
    • 8 - Caltrops: Bolas are filled with caltrops which fall to the ground after explosion. Monsters have slightly slowed movement and take damage when walking over the affected area. [Azmodean]
    • 9 - Elemental damage: some kind of poison or frost thing. [Azmodean]
    • 10 - "garter belt of doom": instead of exploding cause monster to be under your control for x amount of time [Apocalypse]
    Vault
    • 1 - damage add as you pass by [Apocalypse]
    • 2 - Blaze. trail a path of fire as you vault by [Apocalypse]
    • 3 - Lesser cost [Apocalypse]
    • 4 - Longer vault [Apocalypse]
    • 5 - Create a wall of shadow, to briefly fence enemies in [NotaBot]
    • 6 - Leave a blaze like trail that does shadow damage [NotaBot]
    • 7 - stuns enemies in circle around landing spot with x% chance of instantly killing any trash common mob (not elites or bosses) around the AoE. [Razor Spine]
    Spike Trap
    • 1 - larger and greater duration & damage [NotaBot]
    • 2 - Spawns multiples [NotaBot]
    • 3 - Vortex effect [NotaBot]
    • 4 - Elemental Damage [NotaBot]
    • 5 - Transformed by rune into a Glyph of Warding lasting for x seconds dealing DoT fire and shadow damage to enemies in area of effect. [Razor Spine]
    • 6 - Vortex: enemies near the trap are pulled in and slowed. [cacophony]
    • 7 - Blade Fury: trap acts like the old lightning bolt trap/blade fury hybrid. Spits bladed projectiles at the enemies. [cacophony]
    • 8 - Ghosts in the Machines: homing traps. Traps move slowly along the ground, and when triggered, aggressively follow enemies. [cacophony]
    Multishot
    • 1 - Allow the projectiles to bounce off of walls. Assuming that normally only one projectile of the fan can hit one monster, allow additional hits only from those that have successfully bounced. [Pyrohemia]
    • 2 - Instead of firing a huge mass of little projectiles, have the demon hunter throw a small handful of conjured javelins that are more tightly focused and can all potentially hit and damage the same monster. [Pyrohemia]
    Entangling Shot
    • 1 - Toss out a large bear trap that snaps closed on and holds whatever monster or monsters it lands upon. [Pyrohemia]
    • 2 - Conductors; does increased lightning damage. [cacophony]
    • 3 - Confusion; snared enemies have a chance to attack their allies. [cacophony]
     
    Last edited: Nov 20, 2010
  2. TheMythe

    TheMythe Diablo: IncGamers Member

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    Re: Runestone Think-Tank

    If this is going to be the official runerecipe thread after game release, I suggest we sticky it!
     
  3. Flux

    Flux Administrator

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    Re: Runestone Think-Tank

    I'd wait until after Blizzcon (and new/moar info) to really get going with this, since the new stone runestone names seem to have changed their function quite a bit. At least judging by the Hydra examples Jay gave at Gamescon.

    Not to mention we'll learn about more skills and changes to existing skills, etc.
     
  4. Apocalypse

    Apocalypse Diabloii.Net Member

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    Re: Runestone Think-Tank

    that has been my opinion on alot of things right now, wait for blizzcon to really learn all the skills and such. i figure most of what they show at this years blizzcon will stay mostly the same
     
  5. sirroman

    sirroman Diabloii.Net Member

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    Re: Runestone Think-Tank

    aue contraire (or something like that) I believe this should be a "blowing some steam" topic. Like I said in the OP, it's not to discuss how runestones do, but how they *could* do, specially since we have very little info. It was when we had none or very little info 'bout the classes that the "class topics" really flourished, right? ^^

    Hell, even after Blizzcon nothing will be set in stone.

    Anyways, it's open to the community.

    @Flux: I really don't think they changed that much (their function), they may be making a very loose readying of one rune's "function", and as Jay said before (if i'm not wrong) the runes "tend" to do something, right?
     
  6. Doppel

    Doppel Banned

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    Re: Runestone Think-Tank

    My suggestions were made in context of a bigger and more complex skillrune system. Thought i'd point that out.
     
  7. cacophony

    cacophony Diabloii.Net Member

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    Re: Runestone Think-Tank

    Wizard, arcane orb.
    - make them homing bombs.
    - make them stick to the ground like land mines.
    - make them split on impact into multiple magic missiles.

    Magic missile
    - add a debuff which increases magic damage done to the target for a period of time
    - add more missiles and increases their spread
    - piercing (goes through multiple targets)

    Disintegrate
    - prism hit (splits into multiple beams on hit)
    - burning DoT, for those pesky strafers/runners

    Barbarian
    Cleave
    - chance for stun (better rune increase chance to stun and stun duration)
    - bleed DoT
    - full 360 arc cleave; higher rune increases radius

    Charge
    - hamstring (better rune increases duration and/or lowers enemy movement further)
    - "freight train" effect. You click past/through a group of enemies, and you knock them all out of the way like bowling pins
    - disarm. Good for shield using enemies

    Monk
    Exploding Palm
    - add elemental damage (fire, lightning, whatever) to the AOE explosion
    - "suicide strike." Forces enemy to run towards nearest enemy and attack/follow for duration of DoT bleed
    - slow poison. AOE poison cloud that stays on the ground and slows/snares enemies for the duration

    Crippling wave
    - buffs monk defense on top of enemy debuffs
    - chance to "convert" so that other monsters are forced to attack the target
     
  8. Flux

    Flux Administrator

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    Re: Runestone Think-Tank

    Well have fun dreaming up runestone functions, by all means. But since the functions of runes in Hydra, as listed by Jay, are wildly different than you'd expect from all past runes knowledge, it seems like a complete crap shoot at this point, just guessing properties without any idea what the various types of runes are likely to actually do.

    I went over the previous functions and listed the fairly straight-forward expected modifictions to Hydra; all but one of which now seem entirely altered, in the huge runestone thread.



     
  9. TheMythe

    TheMythe Diablo: IncGamers Member

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    Re: Runestone Think-Tank

    So, it'll be a good thread, just not yet.
    Best to keep it in the cooler for now, okay sirroman... ;)
     
  10. sirroman

    sirroman Diabloii.Net Member

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    Re: Runestone Think-Tank

    I understood what you were saying. You just didn't get what I tried to say, Flux.

    What I tried to say is that, Blizz will probably say "Hey, Indigo, Crimson, Golden... they are still the 'power'/'energy'/'multistrike', they tend to have this increase of damage/energy efficiency/targets and etc, BUT now we are just having a more loose interpretation of how and how much the rune changes any skill, for instance, if we are going to increase the number of targets of the Hydra with the Golden rune, why can't we change the type of damage to lightning and make it shoot chain-lightnings? How cool is that?".

    Yeah, they changed a little, but to give more room to make it a unique system. Where every rune has "more bang for your buck".

    Valhauros actually made a relation between the reported runes and the reported hydra rune-changes.

    22 - Crimson (Power rune): as previously written, a cone of fire for increased or constant damage, like the Inferno spell. [Valhauros]
    23 - Indigo (Energy rune): shoots low damage projectiles that slows target and grant a little energy refill with every strike. [Valhauros]
    24 - Golden (Multistrike rune): uses lightning that forks at impact to adjacent enemies, at a fraction of the original bolt's damage. [Valhauros]
    25 - Alabaster (Striking rune): like poison, there is no clear effect, becoming the wildcard. It can lower the target's magical/physical resistance, AC, chance to hit, or become confused... while inflicting small damage over time. [Valhauros]
    26 - Obsidian (Lethality rune): shoots dark fire which makes the target's next received attack to be a critical strike, or if a boss/player, to receive X% increased damage for 2-3 seconds. A clear way of recognizing the effect would be target to have a fading aura. [Valhauros]

    @cacophony: I'm gonna add them to the OP. Thnx!

    With the land mine rune Arcane Orb you could be creating a whole new Wizard, the trapper! lol Add that to hydra, give one or two more skills that can become traps, sprinkle some timestop and teleport... holy cow! :D


     
  11. Valhauros

    Valhauros Diabloii.Net Member

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    Re: Runestone Think-Tank

    Very cool thread. I think the skill's rune system is awesome and one of the few innovations (or the only?) that D3 is bringing to the franchise and the genre, and the possibilities might be quite impressive by the time D3 comes out. I hope we hear more about this at Blizzcon, where I guess we'd also learn which abilities might get the modification slot... Also, as Flux corrected me in the other thread, it is officially confirmed (by Bashiok) that the Indigo rune is what used to be the Hydra/Multistrike rune.
     
  12. Thrakhath

    Thrakhath Diabloii.Net Member

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    Re: Runestone Think-Tank

    I always assumed Timestop would have a rune that makes enemies within the radius take increased damage, which could be awesome for melee wizards.

    Skill runes are the idea that is going to make this game completely eclipse D2, in my opinion :)
     
  13. TheMythe

    TheMythe Diablo: IncGamers Member

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    Re: Runestone Think-Tank

    Well, enemies within the bubble are slowed. That means you can hit them way more than you normally could. That's also a form of increased damage dealt.


     
  14. Apocalypse

    Apocalypse Diabloii.Net Member

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    Re: Runestone Think-Tank

    have they talked at all about the timestop changes with runes? things like bigger bubble? smaller bubble but more of a slow effect? complete stop but no damage is done to enemies?
     
  15. TheMythe

    TheMythe Diablo: IncGamers Member

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    Re: Runestone Think-Tank

    A complete stop + invulnerability? I can see hordes of hellspawns now waiting in line to get their arses into that bubble and say 'Can't touch me, TeeHee'.

    All the other runechanges to timeslow are completely cool though, especially the bigger bubble one.

    If that runestone is colored blue, I bet folks soon will call it Viagra.


     
  16. Apocalypse

    Apocalypse Diabloii.Net Member

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    Re: Runestone Think-Tank

    the stop + untouchable is more from a mmo mindset. crowd control you know. a game like diablo has monsters killed too fast for that to probably be worth it
     
  17. sirroman

    sirroman Diabloii.Net Member

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    Re: Runestone Think-Tank

    Just to make it easier. If you want your idea to be added in the OP, could you put each one into a single line with a "-" or "*"? Or say "ADD THIS! YEY!" This way I know you are not just debating and makes easier to sort things up.

    What I'm actually thinking would be awesome is skill interaction. What about: time stop bubble a group of enemies + shoot a fireball = the radius of the fireball expand to the radius of time stop, like if it "imploded" the time stop field?
     
  18. Apocalypse

    Apocalypse Diabloii.Net Member

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    Re: Runestone Think-Tank

    that idea sounds like something straight out of dragon age. only problem i see is they would have to balance the game for such combos which leaves alot of the "lesser" players scratching their heads
     
  19. sirroman

    sirroman Diabloii.Net Member

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    Re: Runestone Think-Tank

    Oh, I really have to play Dragon Age, huh? Damn! those lousy pesky developers that took my idea before I even had it. =P
     
  20. Apocalypse

    Apocalypse Diabloii.Net Member

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    Re: Runestone Think-Tank

    yeah in dragon age alot of the spells can combo, well not alot there are like 10 different combos i think. stuff like cast grease then a fireball and the grease catches on fire for added damage. a couple of the combos are really damaging and pretty much just own anyone who is not a boss
     

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