I thought it would be fun to brainstorm and share ideas of rune effects for various skills. I will start the Wizard with Meteor:
Summons a massive meteor from the sky that causes Fire damage to all enemies in the affected area and leaves a pool of fire that does additional fire damage per second.
Rollback Post to RevisionRollBack
Find any Diablo news? Contact me or anyone else on the News team
Meteor: Summons a massive meteor from the sky that explodes upon impact, doing damage with a shockwave and a wave of flames. Causes knockback and stun. Aliens crawl out of the impact crater and shoot the remaining enemies with laser beams causing 3-9001 damage before turning into ash because, while their bodies can somehow survive the hellacious impact, our atmosphere causes them to disintegrate.
Rollback Post to RevisionRollBack
I make sure people go to jail. The only thing more fun is Diablo 3.
* Meteorite: The wizard conjures a smaller meteor. It's area of impact are smaller however it's alot easier to cast, so it falls quickly.
* Gemini Meteor: With only a small amount of extra energy the wizard is capable of casting two meteors at once. This greatly increase the ground control abilities of the wizard and potentially increase the meteor's damage. In PvE each meteor cause lower damage.
* Living Meteor: The meteor area of effect will be centered around the wizard instead of target area. However, when the wizard moves, the meteor also moves. This allows her to become a living aim for the celestial assault. Great to combo with teleport or to be used as a defensive skill (cast it and destroy any close range agressors).
Edit: rofl adding some cute text to the rune effects =p
Typically, a meteor means catastrophe when it impacts Sanctuary. However, the meteors that the various magi have been conjuring over the past centuries are not as cataclysmic, and do not cause as much wide spread damage. Throughout vigorous training and practice, very few magi have been able to harness the true effect of a true meteor - and the results are devastating.
A large meteor strikes down, causing AoE damage. Firewalls spread in sporadic lines outwards from the impact, as well as the infamous Apocalypse spell is cast on all nearby enemies.
• Telekinetic Meteor. While it cause damage while impact, fragments are guided towards selected enemies out of range of the impact. Having the wizard automaticly sending fragments like telekinetic daggers. The meteor should be one big damage and fall.
• Meteor will smash and then roll in one direction / or three like a Y, leaving a trail of fire and electricity on the ground small amount of time.
Sneaky Meteor - doesn't show the impact zone of the spell for the first 25% of the cast, but does 30% less damage. (not a real name but would be good for PvP)
-makes the meteor fall faster
-increases the radius of the meteor, but reduces damage
-reduces the radius of the meteor, but increases damage
-the meteor falls at an angle and rolls in a line upon impact
-when the meteor explodes upon impact, a bunch of mini hydras pop out from it
Arcane Meteor: A meteor of pure energy, that on impact traps enemies inside an AoE DoT zone. (kind of like a violet-ish prison that damages enemies inside it)
Reverse meteor? - The Wizards summons the earth under multiple enemies to explode and shoot into the sky along with the enemies. Enemies who dont die from the impact will fall back down and cause fall damge.
Alabaster: Meteor stuns targets upon striking.
Crimson: Adds additional meteors. Meteors are smaller, and do less damage, but covers a larger area. Higher level runes increase the number of additional meteors.
Golden: Upon striking, the meteor fragments, and shards fly out everywhere, causing additional fire damage. Higher level runes increase the number of fragments.
Indigo: Instead of a meteor falling, magma bubbles up onto the surface, forming a deadly pool of molten earth and metal. The pool damages and slows those within the radius. Higher level runes increase the radius.
Obsidian: Upon striking, the falling meteor hits so hard it causes an earthquake. This quake doesn't last long, but it does slow monsters down and knock them back from the point of impact.
The meteor on impact creates a giant death trap, all enemies are now trapped inside a crator taking fire damage over time and vulnerable to the wizards full arsenal.
-Instead of falling from sky, the wizzard summons it from himself and this trabels a long line, with a great force, dealing dmg and knocking everything out of the way. (try to imagine it, its epic in my mind xD)
Time reversal meteor - A meteor comes down causing a rift in time that a T-Rex walks through. The T-Rex makes an attempt to bite the closest enemy causing high damage to one target
Vacuum meteor - A meteor that sucks enemies towards the epicenter
Velocity = c + 1 meteor - A very fast meteor with a small collision radius that causes high damage and goes so fast that it takes enemies hit by the meteor back in time (returns targets to where they were a second or two before they were hit)
Summoning meteor- the meteor strikes and area causing damage to all enemies within its radius. Afterwards a fire demon or monster or golem is summoned for 30 seconds attacking enemies with fire damage.
Crimson - Meteor Shower - in stead of one large meteor, dozens of small fireballs spawn over a vastly larger area(blizzard of fire!) causing damage and igniting targets hit on fire for ongoing damage over time(number of meteors, duration of shower, and damage increase with rune level)
Golden - resource cost and meteor delay is reduced while damage is increased(all effects enhanced by rune level)
Alabaster - meteor fragments on impact sending shards in all directions dealing damage with a chance to stun any struck by either the initial meteor or a fragment(number of fragments and stun chance increases with rune level)
Obsidian - meteor is engulfed in shadows, dealing slightly less damage but giving a chance to blind anyone damaged by either the meteor or the ground effect(damage penalty is reduced by rune level while chance to blind is increased)
Indigo - summons a chain of smaller meteors in a line from the caster towards the target location, each getting bigger until the final meteor strikes(damage and max length of chain increases with rune level)
Summons a massive meteor from the sky that causes Fire damage to all enemies in the affected area and leaves a pool of fire that does additional fire damage per second.
Find any Diablo news? Contact me or anyone else on the News team
First roll: Barbarian!
* Gemini Meteor: With only a small amount of extra energy the wizard is capable of casting two meteors at once. This greatly increase the ground control abilities of the wizard and potentially increase the meteor's damage. In PvE each meteor cause lower damage.
* Living Meteor: The meteor area of effect will be centered around the wizard instead of target area. However, when the wizard moves, the meteor also moves. This allows her to become a living aim for the celestial assault. Great to combo with teleport or to be used as a defensive skill (cast it and destroy any close range agressors).
Edit: rofl adding some cute text to the rune effects =p
A large meteor strikes down, causing AoE damage. Firewalls spread in sporadic lines outwards from the impact, as well as the infamous Apocalypse spell is cast on all nearby enemies.
• Meteor will smash and then roll in one direction / or three like a Y, leaving a trail of fire and electricity on the ground small amount of time.
:: Enkeria [Twitter / Twitch / Website / Tattoos]
Find any Diablo news? Contact me or anyone else on the news team.
DiabloFans: Facebook, Twitter, YouTube, Live Chat
-increases the radius of the meteor, but reduces damage
-reduces the radius of the meteor, but increases damage
-the meteor falls at an angle and rolls in a line upon impact
-when the meteor explodes upon impact, a bunch of mini hydras pop out from it
Crimson: Adds additional meteors. Meteors are smaller, and do less damage, but covers a larger area. Higher level runes increase the number of additional meteors.
Golden: Upon striking, the meteor fragments, and shards fly out everywhere, causing additional fire damage. Higher level runes increase the number of fragments.
Indigo: Instead of a meteor falling, magma bubbles up onto the surface, forming a deadly pool of molten earth and metal. The pool damages and slows those within the radius. Higher level runes increase the radius.
Obsidian: Upon striking, the falling meteor hits so hard it causes an earthquake. This quake doesn't last long, but it does slow monsters down and knock them back from the point of impact.
Vacuum meteor - A meteor that sucks enemies towards the epicenter
Velocity = c + 1 meteor - A very fast meteor with a small collision radius that causes high damage and goes so fast that it takes enemies hit by the meteor back in time (returns targets to where they were a second or two before they were hit)
Golden - resource cost and meteor delay is reduced while damage is increased(all effects enhanced by rune level)
Alabaster - meteor fragments on impact sending shards in all directions dealing damage with a chance to stun any struck by either the initial meteor or a fragment(number of fragments and stun chance increases with rune level)
Obsidian - meteor is engulfed in shadows, dealing slightly less damage but giving a chance to blind anyone damaged by either the meteor or the ground effect(damage penalty is reduced by rune level while chance to blind is increased)
Indigo - summons a chain of smaller meteors in a line from the caster towards the target location, each getting bigger until the final meteor strikes(damage and max length of chain increases with rune level)
Indigo: increase damage by X% and flaming pool radius and duration
Obsidian: add stun and disease (like Kryptonite )
Alabaster: a shockwave irradiates from the point of impact
Golden: add blinding effect and reduce enemy defence by X%