I thought it would be fun to brainstorm and share ideas of rune effects for various skills. I will start the Wizard with Energy Twister:
Summon an energy twister that deals Arcane damage per second to everything in its path.
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* Spin Energy Tornados: The tornado spin around you instead of moving in a straight line (like blessed hammers, but faster).
* Energisied Torandos: Enemies hitted by the energy tornado will be recieve the "energized" debuff. Those enemies looses a good amount of lightning resistance ( negative resistance is allowed) and when they take lightning damage they are stuned for a few seconds.
Homing twister: The twister hunts down target enemy. No modification in damage, but gives you control over whom the twister hits.
Arctic twister: The twister slows down enemies in a radius around it and deals cold damage to monsters it hits.
Guardian twister: Summons the twister on a certain spot. The twister doesn't move and has a duration. Monsters that enter the twister get stunned repeatedly (e.g. locked in place). The twister deals 25% extra damage compared to the un-runed version.
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
The intense energy of a modified Energy Twister will cause it to implode on itself, creating a singularity. Monsters will be sucked into the void during it's duration. Opponents strong enough to survive it's effects will come back out, but only to explode into disintegrating beams of light upon death (Beams of Disintegrate will shoot from the dying demons before they explode, causing damage to enemies around them).
Holding Twister - The Wizard will cast multiple mini twisters around X amount of enemies arms and feet. The enemies affected by this will not be able to move and attack for X amount of secs.
Collapsing Twister. The twister will hone into a single enemy. Once the twister is around that enemy, it will suddenly collape into the enemy and instant kill him. (boss etc will be afftected with crit strike)
Crimson - increases twisters movement speed and damage (by 12/16/20/24/28/32/36%).
Indigo - twisters throw small ice spikes (glacial orb? =D) that deal a little extra dmg and freeze enemies for a very short time.
Golden - creates one huge twister at target location that grows each second until it dissipates (it could start like a "sea storm" coming from the sky with a bang and thickening like a real tornado).
Obsidian - summons a black twister that moves in a straight line dealing arcane and explodes where "cast" (where the mouse was instead of at contact with an enemy).
Alabaster - increases the area of effect of the twisters and reduces the arcane cost of the skill (by 10/15/20/25/30/35/40%).
Higher % might seem a bit off but that's a lvl 7 top notch rune in hell, so I don't think 36% dmg increase would be that much (since you'd still be limited by cooldown or arcane cost even at max lvl) as long as damage and reduced cost aren't out together in the same rune class, I think we'd be fine. Plus other runes supposedly increase dmg or utility as well, and runes are supposed to actually empower a skill not make it feel the same, so I figured the numbers would be something along those lines.