Reworking the Keystone augments
The keystone augments are currently not very good, except for a single outlier ( Symphony), and I have thought of reworking them with augment levels, adding runes from each corresponding tree when leveling them up. Here is my take on how that would look like!
GOLD AUGMENTS - 1 rune per Keystone (Augment Lvl 2
COMBO MASTER
Electrocute - Sudden Impact
Phase Rush - Nimbus Cloak
DEMONS DANCE
Fleet Footwork - Cut Down
Grasp of the Undying - Shield Bash
FROM BEGINNING TO END
Dark Harvest - Relentless Hunter (Maybe changed so it works in combat)
First Strike - Jack Of All Trades (Buffed maybe)
IMPASSABLE
Aftershock - Unflinching
Glacial Augment - Hextech Flashtraption
KEYSTONE CONJURER
Arcane Comet - Scorch
Summon Aery - Transcendence
PRISMATIC AUGMENTS - 1 rune in total (Augment lvl 1), 2 more runes added, 1 per Keystone (Augment lvl 2)
CERBERUS
Press the Attack - Legend: Bloodline (Lvl 1), Coup de Grace
Hail of Blades - Cheap Shot
SYMPHONY OF WAR (Lethal Tempo on this needs to be nerfed significantly)
Lethal Tempo - Legend: Alacrity (Lvl 1), Triumph
Conqueror - Last Stand
Please comment if you think you agree that these augments need to be changed!
What is the single most dmg in a single instance you have ever done?
For me it was with sett w on a crazy high roll
Probably the most insane transmute Silver I have ever seen
Got this on top of vuln adapt Mel with sword of the divine and gamblers