Support Gem: Sustained Effect / Recast for Reservation

I have long awaited the possibility of a support gem that automatically sustains duration effects, or simply repeatedly casts linked spells over and over again, in exchange for mana reservation. While there would have to be obvious balance considerations taken into effect as far as the amount of mana reserved, the cast time, and damage effectiveness, this is a support gem that I feel would open up a lot of new build options!

As an example:

Blood Rage - Sustained Effect
Modifies Blood Rage to sustain itself indefinitely, or which recasts blood rage over and over again to effectively give it an unlimited duration (with the potential drawback of constantly taking its chaos damage)

Enduring Cry - Sustained Effect
Repeatedly casts Enduring Cry, keeping a fresh supply of Endurance Charges stocked up.

Firestorm - Sustained Effect
Repeatedly recasts Firestorm at your position, similar to the shrine of burning

Fireball - Sustained Effect
Repeatedly launches fireballs at random nearby enemies.

In consideration of balance, the amount of mana reserved could be a large multiplier of the amount it costs to cast the spell. Reserves 250-400% of spell cost mana. And in consideration of the fact that it's a very "hands off" kind of idea, the damage and/or cast time could also be tweaked. Perhaps it casts only half as often as if you'd cast it yourself, or the damage effectiveness or offensive abilities is reduced by a fair margin?

I think that this has the potential to open up a lot of new pathways for character development. What do you think? Too powerful? Not powerful enough? Redundant? Let me know!
Zuletzt bearbeitet von Zazulio#3494 um 23.08.2014, 14:58:51
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Zazulio schrieb:
I have long awaited the possibility of a support gem that automatically sustains duration effects, or simply repeatedly casts linked spells over and over again, in exchange for mana reservation. While there would have to be obvious balance considerations taken into effect as far as the amount of mana reserved, the cast time, and damage effectiveness, this is a support gem that I feel would open up a lot of new build options!

As an example:

Blood Rage - Sustained Effect
Modifies Blood Rage to sustain itself indefinitely, or which recasts blood rage over and over again to effectively give it an unlimited duration (with the potential drawback of constantly taking its chaos damage)

Enduring Cry - Sustained Effect
Repeatedly casts Enduring Cry, keeping a fresh supply of Endurance Charges stocked up.

Firestorm - Sustained Effect
Repeatedly recasts Firestorm at your position, similar to the shrine of burning

Fireball - Sustained Effect
Repeatedly launches fireballs at random nearby enemies.

In consideration of balance, the amount of mana reserved could be a large multiplier of the amount it costs to cast the spell. Reserves 250-400% of spell cost mana. And in consideration of the fact that it's a very "hands off" kind of idea, the damage and/or cast time could also be tweaked. Perhaps it casts only half as often as if you'd cast it yourself, or the damage effectiveness or offensive abilities is reduced by a fair margin?

I think that this has the potential to open up a lot of new pathways for character development. What do you think? Too powerful? Not powerful enough? Redundant? Let me know!


If you want Blood Rage to be cast again, you can easily put it in a CWDT setup. This doesn't really hurt it since you can use any level setup due to Blood Rage's duration. The duration isn't a problem if you kill things, and killing things with it up is essentially the only reason to have it. Having it up while you aren't killing is asinine.

Enduring Cry can easily be cast repeatedly. Use CWDT level 1 and CWS level 20. If you take any damage or are stunned at all, you get at least one endurance charge. This is one reason I don't try to get stun avoidance or immunity. CWS can be powerful.

For things like fireball and firestorm, if you want them to be self-cast then you should look into Cast on Crit. Proc setups are meant for utility, not damage. The moment proc setups become a reliable and/or good source of damage, active skills will focus mostly or only on life/ES/mana restoration. Look at Mjolner.

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