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Added a new Intelligence Support Gem - Archmage Support: Adds lightning damage to supported skills and changes their cost to a percentage of your unreserved mana, adding a portion of the new cost as added lightning damage.
Archmage Support
The Archmage Support can be used with any spell that deals damage with hits and has a mana cost. It converts the supported spell into one that scales with mana investment.
Instead of using the skill's inherent mana cost, the Archmage Support causes it to use a percentage of your unreserved maximum mana. The larger the size of your unreserved mana pool, the greater the cost of your supported spell. Mana multipliers from other support gems will further modify this cost.
As a trade-off for this higher mana cost, you'll gain lightning damage based on the new amount of mana your supported skill costs. The higher your skill's mana cost, the more damage you'll gain from the Archmage Support.
This support naturally increases in power as you level and gain a larger mana pool but further investment into mana on your Passive Skill Tree will greatly improve its damage.
Looks insanly powerfull on Zombies, or skill that last long and only require 1 cast.
I gone use Scold bridle helm with it! And damage taken gained as mana,
Without MoM, and only 25%damage taken gained as mana, i can heal unlimited mana (based on mana spent)
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Added a new Dexterity/Intelligence Support Gem - Second Wind Support: Adds an additional cooldown use to supported skills, and grants those skills increased cooldown recovery rate.
i gone link this to cwdt, or to other trigger-cooldown mechanics
not that super good, since i takes a support gem, so cwdt-second wind-x-x, results in 33.3%more skill casts only+the extra cooldown you get
but its usefull if you want a few cwdt skills to trigger more often, like kingsguard-discharge
also verry good for heartbound: cwdt-second wind-skeleton (now you have 6skeleton per cwdt-cooldown instead of 3, witch allow ezz loop)
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Tempered Flesh now grants -1 to Strength per Strength on allocated Passives and 2% increased Life Recovery Rate per 10 Strength on allocated Passives.
Transcendent Flesh now grants -1 Strength per Strength on allocated Passives, 3% increased Life Recovery Rate per 10 Strength on allocated Passives, 2% reduced Life Recovery Rate per 10 Strength on unallocated Passives and +7% to Critical Strike Multiplier per 10 Strength on unallocated Passives.
will be hard to get thease jewels, since they are Incursion, so will be expensive
But, that's a endless supply of %increased life recovery
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a few classes i had in mind,
Juggernaut will be pretty ezz, since Unbreakable allow endless life heals.
Downside from it, it requires armour, witch undo the scold bridle selfdamage
Like if i have 75%damage reduction, i would require 100%damage taken gained as mana
and it will probably stuck at 10mana spents per sec*4000=40000
damage taken gained as life (helm) is effected bye increased life recovery
Necromancer
Corpse pact could be insane to get insane cast or attack speed, to spent mana even faster.
Cyclone for example, 2weapon aps*3cyclone*10corpse pact = is that 60mana spent intervalls every 1sec? instead of 2mana i pay 4000mana
Is that 240000mana spent per second? thats 960000 selfdamage per second, not think i can heal that many
Volatile death is nerved and only allow 80orbs
will be pretty hard to get massive Corpse pact cast speed, need to invest heavy in it
And spirit offering nerved to heal
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Mind of the Council no longer recovers mana on shocking an enemy. Now causes Attack Skills to have Added Lightning Damage equal to 6% of your maximum Mana, and causes you to lose 3% of your Mana when you use an Attack Skill. Now has +15 to 20 to maximum Energy Shield. This does not affect existing versions of this item.
Not sure how big its gone be! i think it will be pay 8%of unreserved mana*support mana multipliers, and gain 50%of spent mana as lightning damage
the Archmage video shows about 30%mana lost per 6linked-arc-cast witch did about 200%more damage
so after passives, you can asume, that 50%to500% of mana spent per second is damage
so if you can spent 80k mana per second, this results in 40k to 400k
so if link some multihits on spark for example, you get 400k to 4kk shaper dps
So i probably not get any damage from my cwdt-gems or minions, its just to heal insane mana, witch result in insane dps
Not sure yet, could aswell use the Archmage support gem, just to trigger Scold bridle verry ezz
Not sure how Archmage support is gone interact with Minions and Channel skills!
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Effects which trigger when you use a skill will only trigger when you initially start channelling, regardless of how long you maintain a channelled skill.
Could even use it on a minion build, just to boost minion damage
Or a wand-attack build
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Even without Archmage support gem
increased life recover, animate weapon, and second wind looks pretty nice
Think i make Juggernaut !