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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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)
Energy Typhoon - Converts the spell into a wave of pressure and energy that forces all enemies in a cone in front of the caster backwards and dealing damage.
Chilling Burst - When Energy Twister is cast, enemies within X feet are frozen in place for Y seconds.
Unsteadying Winds - Enemies within X feet of twister take Y% increased damage from other sources.
Storm Feed - When Energy Twister deals damage, the wizard recovers X Arcane Power.
Disrupting Contact - Enemies damaged by Energy Twister are silenced for X seconds and knocked back Y feet.
Unleashed Elemental - Summons a storm elemental that attacks the nearest enemies for X seconds (deals single target damage and occasionally uses an AOE).
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.
Crimson: add X% fire damage and leave behind a trail of flames
Indigo: multishot
Obsidian: create an "Arcane black hole" which slowly drag monsters toward its center, when it expires it explodes dealing out X% Arcane damage in Y radius
Alabaster: whenever on its path the twister hits a monster it generates X smaller, faster, but weaker, twisters
Golden: boomerang leeching twister, a small twister that cut through the monsters ranks leeching X% lifepoint, then it move back to the wizard restoring HPs
Summon an energy twister that deals Arcane damage per second to everything in its path.
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- Pulls enemies towards the twister. If they die in it, it lifts them off the ground.
- Multiple tornados, much like the Druid in DII
* 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.
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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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)
Unsteadying Winds - Enemies within X feet of twister take Y% increased damage from other sources.
Storm Feed - When Energy Twister deals damage, the wizard recovers X Arcane Power.
Disrupting Contact - Enemies damaged by Energy Twister are silenced for X seconds and knocked back Y feet.
Unleashed Elemental - Summons a storm elemental that attacks the nearest enemies for X seconds (deals single target damage and occasionally uses an AOE).
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.
Burst Winds - Creates a sudden burst of wind from wizard's location that pushes nearby enemies back X feet and stuns for X seconds.
Freezing Cyclone - Creates a Cyclone of cold winds that can freeze and slow down enemies caught in it's path.
Indigo: multishot
Obsidian: create an "Arcane black hole" which slowly drag monsters toward its center, when it expires it explodes dealing out X% Arcane damage in Y radius
Alabaster: whenever on its path the twister hits a monster it generates X smaller, faster, but weaker, twisters
Golden: boomerang leeching twister, a small twister that cut through the monsters ranks leeching X% lifepoint, then it move back to the wizard restoring HPs