Some rune ideas

What do you guys think about those ideas?

Ki infusion:

  • consumes focus when active
  • infuses ki in fist/legs to raise damage/poise damage/movement speed/raise distance for dash

Forward projection:

  • grab an enemy and throw him forward

Backward projection:

  • grab an enemy and throw him backward

Palm strike:

  • hit the enemy with your palm to project him forward while dealing damage

Power jeyser:

  • hit the ground with the fist to produce a distant jeyser (fire?)

Connecting punches (combo skill):

  • if timed correctly, can be triggered consecutively for increasing damage
  • can be comboed with counter/riposte

Counter/Riposte:

  • if timed correctly, player will avoid enemy incoming attack and deal damage instead

Galaxy impact:

  • charged attack with the fist that is exponentially the longer its charged

Vital points striking:

  • strike enemy weak/vital points to either slow down the enemy or deal massive damage

Reflect:

  • when timed correctly, will return (magic) projectiles

Piercing strike:

  • with a one handed rapiere/sword
  • thrust with the sword that deals damage to all enemies in that direction (for a certain range)

Teleport slash:

  • player moves so fast that he seems to teleport behind an enemy after delivering an attack
  • can be used to quickly move around enemies
3 Likes

they all sound super cool ! i wonder how much of it the current utilisation of the game engine can actually implement : O
i really like the theme of it though. very anime.
p.s. when activating the rune “Fire Burst” the Cerim has the animation of Vegeta’s Big Bang Attack. a random fact i love

1 Like

I definitely want more monk runes with ki infusion/ki/energy/aura manipulation themes.

I’m also hoping for a removal of specific single element type % elemental damage affixes so I can finally use different element runes on my monk to play like Avatar channeling fire, ice, lightning (will have to sub in for air), and physical (sub for earth).

Really lame that because of the way % elemental damage stacking favors single type stacking, you’re forced into a single damage type, especially because if you have a weapon infusion under the current system it’s trolling if you don’t stack all % elemental damage into the infusion type you have on the weapon.

Monk runes also need more elemental coverage/variety. There is no frost monk rune for gauntlets, and only one elemental rune for fire/lightning/plague, all of them a single target projectile and no elemental analogs for aoe/cleaving rune attacks like Tempest Kick or Buster Rift or Skyfall Punch.

I’ll be looking out for that rune, haven’t tried it yet I thint :face_with_monocle:

I think it wouldn’t be a stretch to have a mix of elements, especially since they introduced elemental synergies with the together update!
I wouldn’t worry to much about the current state. I am very optimistic with the class system and I’m sure devs will come out with some awesome ideas as always! By the way I think I saw Thomas say that if we wanted to give out rune ideas, now was the time to do it! (which is my reason for posting btw ^^)