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View Full Version : AL Skill Revamp - Phase II: "Perks" - More Choices, More Power from Skill Upgrades!



Cinco
03-25-2024, 11:55 AM
SKILL PERKS
Improvements to Skill Upgrades

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Arcane Legends' "Skill Revamp" effort continues with a major addition to Skill Upgrades for every Class.

The first Phase of the Skill Revamp focused on two things: the addition of new Passives and various improvements to Ultimates. This upcoming second Phase of the Skill Revamp is aimed adding more choice and more power to your existing Skill Upgrades in the form of "Perks." A third phase involves the creation of several new combat skills (for all Classes) and the introduction of certain weapon-specific skills... and more information on this will be made available once we have a better sense of the scope and timing.

We plan to release Skill Upgrade Perks at the start of Season 33.

Perks
Perks offer additional improvements to Skill Upgrades providing more power, effectiveness and a higher degree of customization.
Perks can be allocated to Skill Upgrades once you reach the required Level for that specific Perk (noted in the details below).
You can choose one (1) Perk per Upgrade.
Each Perk costs one (1) Skill Point to allocate.

Quick FAQ (pre-feedback):
Why do Perks require Levels?

We want characters to reach certain Levels before applying Perks to Skill Upgrades so that they have appropriate Skill Points with which to make strategic choices.
We also want to require a measure of advancement before adding the additional Skill power because certain (tbh 'many') Perks can trivialize very low-level content.


Why do Perks require Skill Points?

In short: to make Skill advancement more interesting.
The Skill Points cost introduces trade-offs with Masteries, Ultimates and Passives.


Why only one Perk per Upgrade?

Similar to the reasoning above for requiring Skill Points, the Perk is meant to represent an exclusive choice.





Take a look at the Skill Upgrade Perks that are on the way.
Let us know what you think about the various bonuses and constraints.
Names, descriptions, requirements, and functionality are not final.



Rogue

Shadow Piercer




[*=1]Upgrade: 15% chance to reduce target armor by 10% for 7 sec.

[*=1]Perk: Shadow Piercer also reduces target speed by 10% for 7 sec.

[*=1]Name: "Shadow Snare"
[*=1]Description: "Add an expert slicing technique slows enemies down."
[*=1]Required Level: 20


[*=1]Perk: Shadow Piercer reduces target armor by an additional 5% (total of 15%) for 7 sec.

[*=1]Name: "Pierce Armor"
[*=1]Description: "Adds a forceful stab that breaks your enemies' armor."
[*=1]Required Level: 20



[*=1]Upgrade: 75% chance to heal caster for 10% of total health.

[*=1]Perk: increase amount healed to 15% of total health.

[*=1]Name: "Shadow Healing"
[*=1]Description: "Summons the Rogue's inner strength to gain more health."
[*=1]Requires Level: 40


[*=1]Perk: Shadow Piercer also restores 10% of total mana.

[*=1]Name: "Shadow Mana"
[*=1]Description: "Invokes the Rogue's concentration to gain more mana."
[*=1]Requires Level: 40



[*=1]Upgrade: deliver multiple (low damage) hits to target at the end of normal Shadow Piercer attack.

[*=1]Perk: increase the amount of damage done at the end of Shadow Piercer attack.

[*=1]Name: "Final Flourish"
[*=1]Description: "Deals significantly more damage with the final Shadow Piercer strike."
[*=1]Requires Level: 60


[*=1]Perk: Increase the number of attacks performed at the end of Shadow Piercer attack.

[*=1]Name: "Final Flurry"
[*=1]Description: "Executes a greater number of attacks at the end of a Shadow Piercer attack."
[*=1]Requires Level: 60



[*=1]Upgrade: charged Shadow Piercer can now hit up to 3 enemies.

[*=1]Perk: Shadow Piercer can hit up to 4 enemies.

[*=1]Name: "Killing Quartet"
[*=1]Description: "Invokes the Rogue's expertise in positioning to strike more targets with Shadow Piercer."
[*=1]Requires Level: 80


[*=1]Perk: targets hit by Shadow Piercer lose 10% critical hit chance for 7 sec.

[*=1]Name: "Crippling Slice"
[*=1]Description: "Uses focused blade strikes to diminish your targets' ability to land a critical hit."
[*=1]Requires Level: 80




Aimed Shot




[*=1]Upgrade: increase damage by 10%

[*=1]Perk: Aimed Shot deals damage to targets in a 4m impact area.

[*=1]Name: "Hunter's Focus"
[*=1]Description: "Enables the Rogue's Aimed Shot to pierce the target's vital organs."
[*=1]Requires Level: 20


[*=1]Perk: Aimed Shot leeches 2% of target health on impact.

[*=1]Name: "Thief's Focus"
[*=1]Description: "An invisible ricochet steals the target's health on impact."
[*=1]Requires Level: 20



[*=1]Upgrade: increase critical damage of Aimed Shot by 66%

[*=1]Perk: increase critical damage of Aimed Shot by 75%

[*=1]Name: "Trained Killer"
[*=1]Description: "Leverages the Rogue's expertise with the bow to deliver a devastating critical hit."
[*=1]Requires Level: 40


[*=1]Perk: Aimed Shot does +10% more damage to bosses.

[*=1]Name: "Giant Killer"
[*=1]Description: "Leverages the Rogue's vast experience in defeating boss monsters to deliver a mighty shot."
[*=1]Requires Level: 40



[*=1]Upgrade: buff caster's critical hit chance by 10% for 5 sec after using Aimed Shot.

[*=1]Perk: Aimed Shot gives the caster an additional 5% critical hit chance.

[*=1]Name: "Killing Calm"
[*=1]Description: "Invokes the Rogue's vast inner discipline to further increase chance of a critical hit."
[*=1]Requires Level: 60


[*=1]Perk: Aimed Shot also buffs critical damage by 5% for 5 sec.

[*=1]Name: "Shredding Shot"
[*=1]Description: "The Rogue calls upon great inner strength to increase critical hit damage for a time."
[*=1]Requires Level: 60



[*=1]Upgrade: reduce target armor by 15% for 5 sec.

[*=1]Perk: reduce target armor by 20% for 5 sec.

[*=1]Name: "Fastener Focus"
[*=1]Description: "Targets armor clasps and toggles to make targets more vulnerable for a time."
[*=1]Requires Level: 80


[*=1]Perk: reduce target movement speed by 20% for 5 sec.

[*=1]Name: "Hamstring Hit"
[*=1]Description: "Targets critical musculature to cripple targets for a short period of time."
[*=1]Requires Level: 80





Razor Shield




[*=1]Upgrade: increase dodge chance by 20%

[*=1]Perk: Razor Shield also increases damage by 10%

[*=1]Name: Invigorating Blades
[*=1]Description: The power of Razor Shield extends to the Rogue and raises damage output.
[*=1]Requires Level: 20


[*=1]Perk: Razor Shield adds 15% bonus damage to bosses.

[*=1]Name: Sentient Blades
[*=1]Description: Razor Shield gains a vicious intelligence that exploits the weaknesses of Boss targets.
[*=1]Requires Level: 20



[*=1]Upgrade: 25% chance to bleed targets hit by Razor Shield.

[*=1]Perk: 50% chance to bleed targets hit by Razor Shield.

[*=1]Name: Sharpened Barbs
[*=1]Description: Polishing the edges of Razor Shield barbs adds a chance to cause targets to bleed.
[*=1]Requires Level: 40


[*=1]Perk: 25% chance to knock back targets hit by Razor Shield.

[*=1]Name: Blunted Barbs
[*=1]Description: Dulling the edges of Razor Shield barbs adds a chance to knock back targets.
[*=1]Requires Level: 40



[*=1]Upgrade: increase Razor Shield duration to 8 sec.

[*=1]Perk: Razor Shield restores 2% health every second.

[*=1]Name: Swirling Vigor
[*=1]Description: An enchantment that enables Razor Shield to restore the Rogue's health over time.
[*=1]Requires Level: 60


[*=1]Perk: Razor Shield restores 2% mana every second.

[*=1]Name: Swirling Insight
[*=1]Description: An enchantment that enables Razor Shield to restore the Rogue's mana over time.
[*=1]Requires Level: 60



[*=1]Upgrade: remove stun, freeze, snare, root and slow effects from caster.

[*=1]Perk: increase movement speed by 15% while Razor Shield is active.

[*=1]Name: Frictionless Fury
[*=1]Description: The churning barbs of Razor Shield lighten the Rogue's steps and increase movement speed.
[*=1]Requires Level: 80


[*=1]Perk: 25% chance for razor shield to reflect 10% of incoming damage.

[*=1]Name: Banking Blades
[*=1]Description: Razor Shield barbs are angled to provide a chance of deflecting incoming attacks.
[*=1]Requires Level: 80





Noxious Bolt




[*=1]Upgrade: increase poison duration to 6 sec.

[*=1]Perk: snares targets afflicted by Noxious Bolt.

[*=1]Name: Weakness
[*=1]Description: Noxious Bolt poison is infused with Rachnarus Bile that slows enemy movement.
[*=1]Requires Level: 20


[*=1]Perk: targets killed by Noxious Bolt leave a poison pool behind that poisons enemies.

[*=1]Name: Contagion
[*=1]Description: Noxious Bolt gains a purified poison that overtakes the target's body and erupts, leaving behind a deadly poison pool.
[*=1]Requires Level: 20



[*=1]Upgrade: increase impact radius to 6m and target max to 6.

[*=1]Perk: targets hit by Noxious Bolt are knocked back.

[*=1]Name: Poison Punch
[*=1]Description: Infused with solidified poison, the Noxious Bolt pushes targets back on impact.
[*=1]Requires Level: 40


[*=1]Perk: Noxious Bolt has a 15% chance to stun targets for 3 sec.

[*=1]Name: Paralysis
[*=1]Description: Infused with a rare nerve agent, the Noxious Bolt gains a chance to stun targets.
[*=1]Requires Level: 40



[*=1]Upgrade: increase poison damage by 10%

[*=1]Perk: Noxious Bolt poison does an additional 5% damage to bosses.

[*=1]Name: Boss Bane
[*=1]Description: Adds a special toxic concoction that increases damaging effects to boss monsters.
[*=1]Requires Level: 60


[*=1]Perk: Noxious Bolt poison does an additional 5% damage to non-bosses.

[*=1]Name: Pandemic
[*=1]Description: Adds a special toxic concoction that increases damage to non-boss monsters.
[*=1]Requires Level: 60



[*=1]Upgrade: increase initial damage of Noxious Bolt by 15%

[*=1]Perk: increase Noxious Bolt critical damage by 25%

[*=1]Name: Critical Bolt
[*=1]Description: The Rogue's expert control over the Bow increases the critical damage of Noxious Bolt.
[*=1]Requires Level: 80


[*=1]Perk: Noxious Bolt initial damage increases by 10%

[*=1]Name: Heavy Bolt
[*=1]Description: The Rogue's expert control over the Bow further increases the initial damage of Noxious Bolt.
[*=1]Requires Level: 80





Entangling Trap




[*=1]Upgrade: 20% chance for Entangling Trap to reset cooldown on use.

[*=1]Perk: chance to recover 15% of mana when using Entangling Trap

[*=1]Name: Mindful Trap
[*=1]Description: The Rogue's trap-setting expertise can lead to an instant recovery of mana when setting an Entangling Trap.
[*=1]Requires Level: 20


[*=1]Perk: 15% chance for Entangling Trap to grant 5% haste for 5 sec.

[*=1]Name: Hasty Trap
[*=1]Description: The process of setting an Entangling Trap invokes a state of swift meditative understanding.
[*=1]Requires Level: 20



[*=1]Upgrade: targets affected by Entangling Trap take bleeding damage for 5 sec.

[*=1]Perk: increase the amount of bleeding damage by 15%

[*=1]Name: Fanged Trap
[*=1]Description: The Rogue applies an array of sharpened barbs to the trap that tear and maim a target.
[*=1]Requires Level: 40


[*=1]Perk: bleeding targets lose 15% damage.

[*=1]Name: Debilitating Trap
[*=1]Description: Expert positioning of an advanced trap causes the Rogue's target to lose combat effectiveness.
[*=1]Requires Level: 40



[*=1]Upgrade: traps explode at the end of their duration and deal damage.

[*=1]Perk: increase the amount of damage done by exploding traps by 15%

[*=1]Name: Shrapnel
[*=1]Description: Traps are packed with ballistic material to deal additional damage.
[*=1]Requires Level: 60


[*=1]Perk: targets caught by exploding traps also explode and do damage in a 4m radius.

[*=1]Name: Sticky Bomb
[*=1]Description: Exploding traps apply a secondary explosive to their target.
[*=1]Requires Level: 60



[*=1]Upgrade: traps have a 20% chance to pull enemies toward the trap when deployed.

[*=1]Perk: increases the chance for traps to pull enemies by 5%

[*=1]Name: Vicious Vortex
[*=1]Description: Entangling Traps gain a much heavier activation mechanism which increases the chance of pulling nearby enemies.
[*=1]Requires Level: 80


[*=1]Perk: increase duration of Entangling Trap snare to 7 sec.

[*=1]Name: Compound Trap
[*=1]Description: The Rogue equips Entangling Trap with a greater amount of ensnaring material to increase its effective duration.
[*=1]Requires Level: 80





Shadow Storm Shot




[*=1]Upgrade: increase impact radius of Shadow Storm Shot to 6m.

[*=1]Perk: 15% chance for Shadow Storm Shot to knock back affected targets.

[*=1]Name: Shadow Shove
[*=1]Description: The Rogue invokes a rare archery technique that has the ability to push targets.
[*=1]Requires Level: 20


[*=1]Perk: increase radius of Shadow Storm Shot impact to 8m.

[*=1]Name: Severe Storm
[*=1]Description: Alteration of the Shadow Storm bolt creates a wider area of effect.
[*=1]Requires Level: 20



[*=1]Upgrade: increase amount of critical damage done by Shadow Storm Shot by 25%

[*=1]Perk: increase amount of critical damage done by Shadow Storm Shot by an additional 5%

[*=1]Name: Expert Archer
[*=1]Description: The Rogue's archery technique increases the amount of critical damage done by Shadow Storm Shot.
[*=1]Requires Level: 40


[*=1]Perk: targets affected by Shadow Storm Shot lose 15% critical hit.

[*=1]Name: Bullseye
[*=1]Description: The Rogue aims the Shadow Storm bolt to rob a target of its critical hit capabilities.
[*=1]Requires Level: 40



[*=1]Upgrade: increases damage done by 15%

[*=1]Perk: increases damage done by an additional 5%

[*=1]Name: Hard Rain
[*=1]Description: Shadow Storm Shot gains additional damage by way of the Rogue's focused attack.
[*=1]Requires Level: 60


[*=1]Perk: targets affected by Shadow Storm Shot are snared for 5 sec.

[*=1]Name: Snaring Storm
[*=1]Description: The Rogue infuses Shadow Storm Shot with a debilitating poison that slows movement.
[*=1]Requires Level: 60



[*=1]Upgrade: charged Shadow Storm Shot can hit up to 6 enemies.

[*=1]Perk: charged Shadow Storm Shot hits up to 8 enemies.

[*=1]Name: Shadow Flood
[*=1]Description: Expert placement of Shadow Storm Shot increases the number of affected targets.
[*=1]Requires Level: 80


[*=1]Perk: targets affected by Shadow Storm Shot lose 15% armor for 5 sec.

[*=1]Name: Acid Rain
[*=1]Description: The Rogue infuses Shadow Storm Shot with a corrosive that limits the effectiveness of enemy armor.
[*=1]Requires Level: 80





Shadow Veil




[*=1]Upgrade: increase friendly armor in charged Shadow Veil by 20%

[*=1]Perk: friendly armor in charged Shadow Veil increased by another 5%

[*=1]Name: Shadow Guardian
[*=1]Description: The Rogue employs special resources to increase the armor protection that Shadow Veil imparts to allies.
[*=1]Requires Level: 20


[*=1]Perk: friendlies gain 5% haste while in the Shadow Veil.

[*=1]Name: Invigorating Shadows
[*=1]Description: The Rogue employs a rare resource that grants haste to allies affected by Shadow Veil.
[*=1]Requires Level: 20



[*=1]Upgrade: Shadow Veil explodes at the end of its duration and damages enemies.

[*=1]Perk: exploding Shadow Veil knocks enemies back.

[*=1]Name: Violent Veil
[*=1]Description: The makeup of a Shadow Veil eruption is altered to deliver a concussive attack.
[*=1]Requires Level: 40


[*=1]Perk: increased damage from Shadow Veil explosion.

[*=1]Name: Vanquishing Veil
[*=1]Description: The makeup of a Shadow Veil eruption is modified to increase its damaging effects.
[*=1]Requires Level: 40



[*=1]Upgrade: increase damage done by friendly targets in Shadow Veil by 15%

[*=1]Perk: friendly targets gain an additional 5% damage in the Shadow Veil.

[*=1]Name: Shadow Rally
[*=1]Description: The mystical fabric of the Shadow Veil imparts greater damage potential to allies.
[*=1]Requires Level: 60


[*=1]Perk: friendly targets gain 5% critical hit chance while in the Shadow Veil.

[*=1]Name: Shadow Surge
[*=1]Description: The mystical fabric of the Shadow Veil imparts an increased Critical Hit chance to allies.
[*=1]Requires Level: 60



[*=1]Upgrade: increase duration of Shadow Veil to 11 sec.

[*=1]Perk: enemies in the Shadow Veil are snared for 5 sec.

[*=1]Name: Crushing Dark
[*=1]Description: The Rogue configures the Shadow Veil to debilitate enemies' movement speed.
[*=1]Requires Level: 80


[*=1]Perk: friendlies in the Shadow Veil gain a 15% speed boost for 5 sec.

[*=1]Name: Dark Speed
[*=1]Description: The Rogue configures the Shadow Veil to empower allies' movement speed.
[*=1]Requires Level: 80





Combat Medic




[*=1]Upgrade: increase amount healed by each health pack.

[*=1]Perk: healing packs grant 5% dodge chance for 5 sec.

[*=1]Name: Slippery Salve
[*=1]Description: The Rogue loads healing packs with a concoction that increases chance to dodge incoming attacks.
[*=1]Requires Level: 20


[*=1]Perk: healing packs grant 10% boss damage for 5 sec.

[*=1]Name: Giants Bane
[*=1]Description: The Rogue infuses healing packs with an elixir that increases damage done to Boss monsters.
[*=1]Requires Level: 20



[*=1]Upgrade: charged Combat Medic heals the caster.

[*=1]Perk: charged Combat Medic gives the caster 15% mitigation for 5 sec.

[*=1]Name: Diffusion
[*=1]Description: The Combat Medic recipe is altered to apply damage resistance for a short time.
[*=1]Requires Level: 40


[*=1]Perk: charged Combat Medic increases caster health by 15% for 5 sec.

[*=1]Name: Infusion
[*=1]Description: The Combat Medic recipe is altered to boost health for a short period of time.
[*=1]Requires Level: 40



[*=1]Upgrade: spawns 1 additional healing pack.

[*=1]Perk: 25% chance to spawn a lesser healing pack 2 sec. after picking up a Combat Medic healing pack

[*=1]Name: Replicate
[*=1]Description: A vastly enriched Combat Medic recipe has a chance to create a duplicate healing pack.
[*=1]Requires Level: 60


[*=1]Perk: 15% chance that healing pack is not consumed on pickup.

[*=1]Name: Persistence
[*=1]Description: A vastly enriched Combat Medic recipe has a chance to persist after being used.
[*=1]Requires Level: 60



[*=1]Upgrade: charged Combat Medic healing packs heal 12.5% health over 5 sec.

[*=1]Perk: charged Combat Medic healing packs restore 12.5% mana over 5 sec.

[*=1]Name: Wizards Fuel
[*=1]Description: Healing packs are infused with magical essence that restores Mana when used.
[*=1]Requires Level: 80


[*=1]Perk: charged Combat Medic healing packs grant 15% movement speed for 5 sec.

[*=1]Name: Runners Fuel
[*=1]Description: Healing packs are infused with magical essence that increases movement speed.
[*=1]Requires Level: 80






Sorcerer

Fireball




[*=1]Upgrade: increase impact radius to 7m.

[*=1]Perk: casting Fireball grants 5% critical hit chance for 5 sec.

[*=1]Name: Furious Flame
[*=1]Description: Magic remnants of the Fireball give the Sorcerer a brief boost to Critical Hit Chance.
[*=1]Requires Level: 20


[*=1]Perk: casting Fireball grants 10% boss damage for 5 sec.

[*=1]Name: Giants Pyre
[*=1]Description: Magical remnants of the Fireball give the Sorcerer a brief bonus to Boss Damage.
[*=1]Requires Level: 20



[*=1]Upgrade: adds burning damage for 5 sec.

[*=1]Perk: burning damage is increased by 15%

[*=1]Name: Searing Heat
[*=1]Description: The Sorcerer alters the Fireball's magical makeup to do more damage on impact.
[*=1]Requires Level: 40


[*=1]Perk: burning duration is increased by 2 sec.

[*=1]Name: Accelerant Mana
[*=1]Description: The Sorcerer alters the Fireball's magical makeup to burn targets for a longer period.
[*=1]Requires Level: 40



[*=1]Upgrade: charged Fireball knocks down and stuns enemies for 3.5 sec.

[*=1]Perk: increase stun for an additional 1.5 sec.

[*=1]Name: Confounding Flame
[*=1]Description: The Fireball's magical recipe is augmented to increase stun duration.
[*=1]Requires Level: 60


[*=1]Perk: stunned targets lose 15% armor

[*=1]Name: Corrosive Flame
[*=1]Description: The Fireball's magical composition is adjusted to cook target's armor.
[*=1]Requires Level: 60



[*=1]Upgrade: charged Fireball reduces enemy hit chance by 25% for 5 sec.

[*=1]Perk: charged Fireball reduces enemy hit chance by an additional 5%

[*=1]Name: Blinding Flames
[*=1]Description: The Sorcerer's magical Fireball recipe is augmented to further debilitate target's damage capability.
[*=1]Requires Level: 80


[*=1]Perk: charged Fireball also reduces enemy critical hit chance by 10%

[*=1]Name: Distracting Flames
[*=1]Description: The Sorcerer's magical Fireball recipe is adjusted to debilitate targets' Critical Hit Chance.
[*=1]Requires Level: 80





Lightning Strike




[*=1]Upgrade: increase damage by 15%

[*=1]Perk: increase damage by an additional 5%

[*=1]Name: Deadly Dynamo
[*=1]Description: The Sorcerer's nature magic summons a much more powerful bolt of Lightning.
[*=1]Requires Level: 20


[*=1]Perk: targets hit by Lightning Strike lose 10% armor for 5 sec.

[*=1]Name: Shield Zapper
[*=1]Description: The Sorcerer's nature magic is altered to attack target's defenses.
[*=1]Requires Level: 20



[*=1]Upgrade: enemies slain by Lightning Strike have a 15% chance to explode (25% if charged), dealing area damage.

[*=1]Perk: increase chance for slain targets to explode by 5%, 10% if charged.

[*=1]Name: Death Shock
[*=1]Description: Lightning Strike accumulates in the target's body causing a more profound eruption on death.
[*=1]Requires Level: 40


[*=1]Perk: increase area damage done by exploding targets by 15%.

[*=1]Name: Shock Bomb
[*=1]Description: Lightning Strike becomes more diffuse, applying damage to targets in a wider area.
[*=1]Requires Level: 40



[*=1]Upgrade: increases critical damage done by Lightning Strike by 66%

[*=1]Perk: increase critical damage done by Lighting Strike by an additional 10%

[*=1]Name: Focused Bolt
[*=1]Description: The Sorcerer imbues Lightning Strike with more energy, causing it to do more Critical damage on impact.
[*=1]Requires Level: 60


[*=1]Perk: using Lightning Strike increases critical hit damage by 10% for 5 sec.

[*=1]Name: Electric Eye
[*=1]Description: The Sorcerer absorbs energy from Lightning Strike to increase Critical Hit Damage for a time.
[*=1]Requires Level: 60



[*=1]Upgrade: charged Lightning Strike has a 25% chance to stun target for up to 3 sec.

[*=1]Perk: targets stunned by Lightning Strike take 2% health damage every second for 5 sec.

[*=1]Name: Vengeful Storm
[*=1]Description: The Sorcerer infuses Lightning Strike with a persistent storm effect that applies heavy damage over time.
[*=1]Requires Level: 80


[*=1]Perk: increase chance to stun by an additional 5%

[*=1]Name: Crippling Storm
[*=1]Description: The Sorcerer amplifies Lightning Strike to give it a greater chance of stunning affected targets.
[*=1]Requires Level: 80





Gale Force




[*=1]Upgrade: converts charged Gale Force to a point-blank area of attack.

[*=1]Perk: invoking Gale Force grants +15% damage for 5 sec.

[*=1]Name: Airborne Assassin
[*=1]Description: Remnants of the Gale Force attack stay resident in the Sorcerer's body to increase damage output for a time.
[*=1]Requires Level: 20


[*=1]Perk: invoking Gale Force grants +10 INT for 5 sec.

[*=1]Name: Wisdom of the Air
[*=1]Description: Remnants of the Gale Force attack stay resident in the Sorcerer's mind to increase Intelligence for a time.
[*=1]Requires Level: 20



[*=1]Upgrade: charged Gale Force grants 50% armor for 4 sec.

[*=1]Perk: charged Gale Force grants an additional 15% armor.

[*=1]Name: Wizard's Wind
[*=1]Description: The Sorcerer is shrouded by the remnants of Gale Force to briefly increase armor.
[*=1]Requires Level: 40


[*=1]Perk: charged Gale Force grants +25% health.

[*=1]Name: Breath of Life
[*=1]Description: The Sorcerer commands the air element of Gale Force to immediately restore health.
[*=1]Requires Level: 40



[*=1]Upgrade: adds a dash to Gale Force and increases move speed by 25% for 5 sec.

[*=1]Perk: the sorcerer leaves an energy trail behind them that snares and debuffs enemy armor (trail dissipates after 5 sec.)

[*=1]Name: Lethal Labyrinth
[*=1]Description: Gale Force's air element becomes a solid trail that affects enemy movement speed and defense.
[*=1]Requires Level: 60


[*=1]Perk: the sorcerer leaves an energy trail behind them that damages enemies (trail dissipates after 5 sec.)

[*=1]Name: Terror Trail
[*=1]Description: Gale Force's air element becomes a solid trail that damages enemies that make contact with it.
[*=1]Requires Level: 60



[*=1]Upgrade: increases Gale Force target knock down to 5.5 sec.

[*=1]Perk: adds an additional 1.5 sec to target knock down duration.

[*=1]Name: Hurricane Force
[*=1]Description: The Sorcerer focuses Gale Force to knock targets down for a longer period of time.
[*=1]Requires Level: 80


[*=1]Perk: knocked down targets lose 15% armor.

[*=1]Name: Wind Damage
[*=1]Description: The Sorcerer amplifies the speed of Gale Force to rip targets' armor to shreds.
[*=1]Requires Level: 80





Time Shift




[*=1]Upgrade: reduce target dodge chance by 25% and increase Time Shift damage by 25%

[*=1]Perk: reduce target dodge chance by an additional 5%

[*=1]Name: Weakening Warp
[*=1]Description: The Sorcerer's command of the time element further degrades enemies' ability to dodge.
[*=1]Requires Level: 20


[*=1]Perk: increase Time Shift damage by an additional 5%

[*=1]Name: Dying Time
[*=1]Description: Time Shift causes targets to age instantly, causing additional damage on impact.
[*=1]Requires Level: 20



[*=1]Upgrade: Time Shift explodes when it expires and deals damage to enemies.

[*=1]Perk: increase the amount of damage done by exploding Time Shift by 15%.

[*=1]Name: Killing Cogs
[*=1]Description: The Sorcerer loads the Time Shift with sharpened gears that deal more damage when it explodes.
[*=1]Requires Level: 40


[*=1]Perk: increase the radius of Time Shift explosions by 2.5m.

[*=1]Name: Overwound
[*=1]Description: The Sorcerer overwinds the Time Shift causing gears and shrapnel to spread over a wider area.
[*=1]Requires Level: 40



[*=1]Upgrade: Time Shifted enemies take damage every 0.5 sec.

[*=1]Perk: increase the amount of damage that Time Shifted enemies take by 15%

[*=1]Name: March of Time
[*=1]Description: The Sorcerer configures the Time Shift to apply more damage to affected targets.
[*=1]Requires Level: 60


[*=1]Perk: applies an additional 20% damage to bosses in the Time Shift.

[*=1]Name: Quitting Time
[*=1]Description: The Sorcerer configures the Time Shift to deliver additional damage to Boss monsters.
[*=1]Requires Level: 60



[*=1]Upgrade: Time Shift roots enemies instead of snaring them.

[*=1]Perk: boss monsters lose 10% armor when in the Time Shift.

[*=1]Name: Chronologist
[*=1]Description: Time Shift rapidly ages Boss monsters' armor to make them more vulnerable.
[*=1]Requires Level: 80


[*=1]Perk: non-boss monsters lose 10% armor when in the Time Shift.

[*=1]Name: Time Waster
[*=1]Description: Time Shift rapidly ages minion monsters' armor to make them more vulnerable.
[*=1]Requires Level: 80





Lifegiver




[*=1]Upgrade: increase range of healing effect to 8m.

[*=1]Perk: affected friendlies gain +15% armor from Lifegiver.

[*=1]Name: Natural Resistance
[*=1]Description: Lifegiver's nature element grants additional protection to allies.
[*=1]Requires Level: 20


[*=1]Perk: affected friendlies gain +5% damage from Lifegiver.

[*=1]Name: Nature's Vengeance
[*=1]Description: Lifegiver's nature element grants additional combat power to allies.
[*=1]Requires Level: 20



[*=1]Upgrade: recover mana when Lifegiver is applied.

[*=1]Perk: affected friendlies maximum mana increases by 25% for 15 sec.

[*=1]Name: Scholar's Blessing
[*=1]Description: Lifegiver conveys the Sorcerer's mastery of magic to allies, increasing maximum mana for a time.
[*=1]Requires Level: 40


[*=1]Perk: affected friendly targets gain +15% chance to ignore mana costs for 10 sec.

[*=1]Name: Prodigy
[*=1]Description: Lifegiver conveys the Sorcerer's mastery of magic to allies, providing a chance to ignore mana costs for a time.
[*=1]Requires Level: 40



[*=1]Upgrade: charged Livegiver grants additional health over time (5 sec.).

[*=1]Perk: charged Lifegiver grants +10% movement speed for 5 sec.

[*=1]Name: Life Speed
[*=1]Description: The Sorcerer configures the power of Lifegiver to provide a period of increased movement speed to allies.
[*=1]Requires Level: 60


[*=1]Perk: charged Lifegiver grants +10% dodge for 5 sec.

[*=1]Name: Natural Agility
[*=1]Description: The Sorcerer configures the power of Lifegiver to grant a period of increased dodge chance to allies.
[*=1]Requires Level: 60



[*=1]Upgrade: charged Lifegiver grants +5 mana regeneration for 10 sec.

[*=1]Perk: charged Lifegiver grants +2% haste for 10 sec.

[*=1]Name: Invigoration
[*=1]Description: The Sorcerer attenuates the magic of Lifegiver to shorten allies' skill cooldown periods for a time.
[*=1]Requires Level: 80


[*=1]Perk: charged Lifegiver grants an additional 5 mana regeneration.

[*=1]Name: Concentration
[*=1]Description: The Sorcerer attenuates the magic of Lifegiver to boost allies' mana regeneration for a time.
[*=1]Requires Level: 80





Arcane Shield




[*=1]Upgrade: increase duration of Arcane Shield to 15 sec.

[*=1]Perk: increase Arcane Shield duration by an additional 5 sec.

[*=1]Name: Arcane Efficiency
[*=1]Description: The Sorcerer channels energy with greater efficiency to extend the duration of Arcane Shield.
[*=1]Requires Level: 20


[*=1]Perk: adds an 8m aura that grants friendlies +5% mitigation.

[*=1]Name: Arcane Charity
[*=1]Description: The Sorcerer invokes a special enchantment that adds an aura to Arcane Shield to protect nearby allies.
[*=1]Requires Level: 20



[*=1]Upgrade: charged Arcane Shield knocks back enemies.

[*=1]Perk: knocked back enemies lose 10% armor for 15 sec.

[*=1]Name: Force Field
[*=1]Description: Arcane Shield's energy pulse damages enemy armor on knock-back.
[*=1]Requires Level: 40


[*=1]Perk: knocked back enemies lose 15% damage for 10 sec.

[*=1]Name: Shield Burn
[*=1]Description: Arcane Shield's energy pulse partially disables enemies on knock-back.
[*=1]Requires Level: 40



[*=1]Upgrade: increase damage reduction by 15% and removes freeze, stun and snare effects.

[*=1]Perk: increases damage reduction by an additional 5%

[*=1]Name: Greater Shield
[*=1]Description: The Sorcerer's mastery of magic increases the amount of protection gained by Arcane Shield.
[*=1]Requires Level: 60


[*=1]Perk: adds 5% critical hit damage.

[*=1]Name: Vicious Shield
[*=1]Description: The Sorcerer's mastery of magic grants additional Critical Hit damage for a time.
[*=1]Requires Level: 60



[*=1]Upgrade: charged Arcane Shield grants 2 seconds of invulnerability.

[*=1]Perk: increases invulnerability period by 1.5 seconds.

[*=1]Name: Perfection
[*=1]Description: The Sorcerer modifies the summoned Arcane Shield to provide a short period of invulnerability.
[*=1]Requires Level: 80


[*=1]Perk: charged Arcane Shield adds 25% boss damage for 5 seconds.

[*=1]Name: Ambition
[*=1]Description: The Sorcerer modifies the summoned Arcane Shield to grant additional Boss damage.
[*=1]Requires Level: 80





Frost Bolt




[*=1]Upgrade: 20% chance to damage and freeze enemies near primary target.

[*=1]Perk: increase chance to damage nearby enemies by 10%

[*=1]Name: Flowing Frost
[*=1]Description: The Sorcerer's command of the ice element gives Frost Bolt a greater chance to afflict secondary targets.
[*=1]Requires Level: 20


[*=1]Perk: initial Frost Bolt damage increased by 15%

[*=1]Name: Ice Shard
[*=1]Description: The Sorcerer adds a hardened core to Frost Bolt that delivers additional damage on impact.
[*=1]Requires Level: 20



[*=1]Upgrade: adds damage over time to frozen enemies.

[*=1]Perk: increase the damage taken by frozen enemies by 10%

[*=1]Name: Killing Frost
[*=1]Description: The Sorcerer drastically lowers the temperature of Frost Bolt, thus increasing the power of its freeze effect.
[*=1]Requires Level: 40


[*=1]Perk: frozen enemies lose 10% armor

[*=1]Name: Crushing Frost
[*=1]Description: The Sorcerer attenuates the temperature of Frost Bolt to diminish targets' armor effectiveness.
[*=1]Requires Level: 40



[*=1]Upgrade: increases Frost Bolt freeze duration to 7 sec.

[*=1]Perk: increases Frost Bolt freeze duration by an additional 1.5 sec.

[*=1]Name: Deep Freeze
[*=1]Description: Infused with a more profound elemental ice, the duration of Frost Bolt's freeze effect is increased.
[*=1]Requires Level: 60


[*=1]Perk: Frost Bolt deals 15% more damage to bosses.

[*=1]Name: Ice Giant
[*=1]Description: Infused with a more profound elemental ice, Frost Bolt's freeze becomes more effective against bosses.
[*=1]Requires Level: 60



[*=1]Upgrade: enemies that die to Frost Bolt have a 20% chance to leave behind an ice patch that can freeze other enemies.

[*=1]Perk: enemies that die to Frost Bolt explode also do damage to targets in a 6m radius.

[*=1]Name: Ice Blast
[*=1]Description: The Sorcerer configures Frost Bolt's freeze effect with a dramatic change in temperature that causes an icy explosion.
[*=1]Requires Level: 80


[*=1]Perk: enemies frozen by Frost Bolt ice patches lose 15% armor.

[*=1]Name: Ice Thrash
[*=1]Description: The Sorcerer configures Frost Bolt's lingering ice patch to degrade the armor of afflicted targets.
[*=1]Requires Level: 80





Curse




[*=1]Upgrade: reduce affected targets' damage by 10%

[*=1]Perk: reduces targets' damage by an additional 5%

[*=1]Name: Weakening Curse
[*=1]Description: The Sorcerer calls upon a mastery of the dark arts to increase the amount of damage done to enemies afflicted by Curse.
[*=1]Requires Level: 20


[*=1]Perk: gain 2% health from enemy attacks

[*=1]Name: Leeching Curse
[*=1]Description: The Sorcerer calls upon a mastery of the dark arts to gain health from incoming enemy attacks.
[*=1]Requires Level: 20



[*=1]Upgrade: affected targets take additional 25% damage.

[*=1]Perk: affected targets take an additional 5% damage.

[*=1]Name: Searing Curse
[*=1]Description: The dark miasma of Curse is infused with deadly ether that increases the amount of damage applied to afflicted targets.
[*=1]Requires Level: 40


[*=1]Perk: affected targets lose 10% movement speed.

[*=1]Name: Snaring Curse
[*=1]Description: The dark miasma of Curse is infused with thickening ether that reduces the movement speed of afflicted targets.
[*=1]Requires Level: 40



[*=1]Upgrade: increase duration of Curse to 7 sec.

[*=1]Perk: using Curse grants you 10% mitigation for 7 sec.

[*=1]Name: Cursed Defender
[*=1]Description: The Sorcerer increases his defensive power when invoking Curse.
[*=1]Requires Level: 60


[*=1]Perk: using Curse grants you 10% damage for 7 sec.

[*=1]Name: Cursed Attacker
[*=1]Description: The Sorcerer increases his attack power when invoking Curse.
[*=1]Requires Level: 60



[*=1]Upgrade: increase range of Curse to 10m, hitting up to 8 targets.

[*=1]Perk: increase number of targets affected by Curse to 10.

[*=1]Name: Concentrated Curse
[*=1]Description: An intensified dark miasma allows Curse to afflict more targets.
[*=1]Requires Level: 80


[*=1]Perk: increase range of Curse to 12m.

[*=1]Name: Sprawling Curse
[*=1]Description: A more diffuse dark miasma increases the effective range of Curse.
[*=1]Requires Level: 80






Warrior
Skyward Smash




[*=1]Upgrade: increase impact radius of Skyward Smash to 6m.

[*=1]Perk: targets hit by Skyward Smash lose 15% armor for 5 sec.

[*=1]Name: Armor Smash
[*=1]Description: The Warrior strategically strikes the fasteners that hold his enemies' armor together.
[*=1]Requires Level: 20


[*=1]Perk: targets hit by Skyward Smash are snared for 5 sec.

[*=1]Name: Grounding Smash
[*=1]Description: The Warrior strategically strikes enemy limbs to impede their movement.
[*=1]Requires Level: 20



[*=1]Upgrade: increase damage done by 10% and add 20% chance to bleed target.

[*=1]Perk: increase damage done by an additional 10%

[*=1]Name: Focused Smash
[*=1]Description: The Warrior summons additional focus to deal more damage on impact.
[*=1]Requires Level: 40


[*=1]Perk: increase chance to bleed by 5%

[*=1]Name: Slicing Smash
[*=1]Description: The Warrior alters his smashing technique to increase chance to bleed targets.
[*=1]Requires Level: 40



[*=1]Upgrade: 25% chance to stun enemies for 3 sec.

[*=1]Perk: increase chance to stun enemies by an additional 5%

[*=1]Name: Smashing Stunner
[*=1]Description: The Warrior leans on superior strength to increase chance to stun enemies.
[*=1]Requires Level: 60


[*=1]Perk: increase stun duration by 1.5 sec.

[*=1]Name: Bewildering Smash
[*=1]Description: The Warrior leans on superior technique to increase stun duration.
[*=1]Requires Level: 60



[*=1]Upgrade: 25% chance of returning mana cost.

[*=1]Perk: using Skyward Smash grants 5% haste for 5 sec.

[*=1]Name: Mountain Wind
[*=1]Description: The Warrior invokes the Nordr Mountain winds to gain haste.
[*=1]Requires Level: 80


[*=1]Perk: using Skyward Smash restores 15% of total mana.

[*=1]Name: Nordr Wizard
[*=1]Description: The Warrior invokes the power of Nordr Wizardry to restore mana.
[*=1]Requires Level: 80





Chest Splitter




[*=1]Upgrade: increase number of affected targets.

[*=1]Perk: adds 25% chance for targets to bleed for 5 sec.

[*=1]Name: Brutal Slash
[*=1]Description: Properly targeted strikes leave the Warrior's targets bleeding.
[*=1]Requires Level: 20


[*=1]Perk: using Chest Splitter grants 15% critical damage for 5 sec.

[*=1]Name: Blood Lust
[*=1]Description: Deep combat focus grants the Warrior an increase in Critical Damage.
[*=1]Requires Level: 20



[*=1]Upgrade: 25% chance for targets to do target area damage.

[*=1]Perk: increase chance for targets to do area damage by 5%

[*=1]Name: Broad Stroke
[*=1]Description: The Warrior's stance shifts forward to potentially strike more targets.
[*=1]Requires Level: 40


[*=1]Perk: target area damage increased by 15%

[*=1]Name: Power Stroke
[*=1]Description: The Warrior draws additional power from his stance to increase damage.
[*=1]Requires Level: 40



[*=1]Upgrade: 30% to knock enemies back.

[*=1]Perk: additional 5% chance to knock enemies back

[*=1]Name: Lurch
[*=1]Description: The Warrior adjusts technique for a greater chance to knock enemies back.
[*=1]Requires Level: 60


[*=1]Perk: knocked back enemies lose 15% damage for 5 sec.

[*=1]Name: Sap
[*=1]Description: The Warrior adjusts technique to weaken his target's ability to deal damage.
[*=1]Requires Level: 60



[*=1]Upgrade: interrupt target attacks (if not immune), 20% chance to disorient, eliminate critical hit chance for 2 sec.

[*=1]Perk: Chest Splitter does 15% additional damage to bosses.

[*=1]Name: Upswing
[*=1]Description: The Warrior's knowledge of Arlor's most powerful monsters increases damage done.
[*=1]Requires Level: 80


[*=1]Perk: additional 5% chance to disorient and eliminate targets' critical hit chance.

[*=1]Name: Decapitate
[*=1]Description: The Warrior aims for the target's most vulnerable areas for a chance to disrupt their fighting capability.
[*=1]Requires Level: 80





Windmill




[*=1]Upgrade: increase radius of effect to 6m.

[*=1]Perk: 15% chance to pull targets (from 10m away).

[*=1]Name: Vicious Vortex
[*=1]Description: The Warrior's martial technique adds a chance to pull enemies.
[*=1]Requires Level: 20


[*=1]Perk: increase radius of effect to 8m.

[*=1]Name: Blade Storm
[*=1]Description: The Warrior's martial technique extends the reach of his attack.
[*=1]Requires Level: 20



[*=1]Upgrade: increase damage by 15%

[*=1]Perk: increase damage by an additional 5%

[*=1]Name: Storm Slice
[*=1]Description: The swirling attack gains additional power and deals more damage.
[*=1]Requires Level: 40


[*=1]Perk: using Windmill grants 10% critical hit chance for 5 sec.

[*=1]Name: Infusion
[*=1]Description: The swirling attack infuses the Warrior with additional critical hit chance.
[*=1]Requires Level: 40



[*=1]Upgrade: increase Windmill duration to 3 sec.

[*=1]Perk: increase Windmill duration by another 1.5 sec.

[*=1]Name: Swirling Stamina
[*=1]Description: A sustained rush of energy allows the Warrior to perform Windmill for a longer period.
[*=1]Requires Level: 60


[*=1]Perk: 25% chance to reset cooldown of Windmill.

[*=1]Name: Second Wind
[*=1]Description: A sudden burst of energy provides a chance for immediate reuse.
[*=1]Requires Level: 60



[*=1]Upgrade: charged Windmill snares enemies for 5 sec.

[*=1]Perk: increase duration of snare by 2 sec.

[*=1]Name: Snaring Wind
[*=1]Description: The Warrior aims his charged Windmill attack to cripple targets.
[*=1]Requires Level: 80


[*=1]Perk: targets struck by charged Windmill lose 10% armor for 5 sec.

[*=1]Name: Cleaving Wind
[*=1]Description: The Warrior focuses his charged Windmill attack to break target armor.
[*=1]Requires Level: 80





Axe Throw




[*=1]Upgrade: reduce target armor by 25% for 3 seconds. Reduce target critical hit chance by 100%

[*=1]Perk: Axe Throw reduces target armor by an additional 5%

[*=1]Name: Overhand Style
[*=1]Description: The Warrior's Axe Throw technique reduces target armor.
[*=1]Requires Level: 20


[*=1]Perk: grants 15% critical hit chance for 5 sec.

[*=1]Name: Discus Style
[*=1]Description: The Warrior's Axe Throw technique provides additional Crit Chance.
[*=1]Requires Level: 20



[*=1]Upgrade: 25% chance to stun targets hit by Axe Throw.

[*=1]Perk: grants 5% haste for 5 seconds.

[*=1]Name: Exhilarating Throw
[*=1]Description: Axe Throw infuses the Warrior with Haste.
[*=1]Requires Level: 40


[*=1]Perk: additional 5% chance to stun targets hit by Axe Throw.

[*=1]Name: Punishing Throw
[*=1]Description: Axes hit the Warrior's target with greater force, increasing chance of stun.
[*=1]Requires Level: 40



[*=1]Upgrade: increase Axe Throw damage by 15%

[*=1]Perk: increase Axe Throw damage by an additional 5%

[*=1]Name: Angry Axe
[*=1]Description: A heavier Axe Throw deals more damage to targets.
[*=1]Requires Level: 60


[*=1]Perk: grants 10% critical damage for 5 sec.

[*=1]Name: Focused Axe
[*=1]Description: Axe Throw infuses the Warrior with additional Critical Hit Damage.
[*=1]Requires Level: 60



[*=1]Upgrade: Axe throw pulls enemies to you and taunts them.

[*=1]Perk: 25% chance to bleed targets affected by Axe Throw.

[*=1]Name: Visceral Throw
[*=1]Description: The Warrior sharpens his Axes to inflict bleeding damage on his targets.
[*=1]Requires Level: 80


[*=1]Perk: Axe Throw does 25% more damage to bosses.

[*=1]Name: Upswing
[*=1]Description: The Warrior adjusts his Axe Throw technique to punish Arlor's most powerful monsters.
[*=1]Requires Level: 80





Juggernaut




[*=1]Upgrade: ignore 40% of incoming damage (65% if charged).

[*=1]Perk: ignore an additional 5% of incoming damage (10% if charged)

[*=1]Name: Painless
[*=1]Description: The Warrior's inner discipline dampens his sense of pain and helps him shrug off incoming damage.
[*=1]Requires Level: 20


[*=1]Perk: increase STR by 10 for 5 sec.

[*=1]Name: Enraged
[*=1]Description: The Warrior's inner discipline channels a surge of Strength!
[*=1]Requires Level: 20



[*=1]Upgrade: 50% chance to cast self heal if below 40% health.

[*=1]Perk: increase chance to cast self heal by 15%

[*=1]Name: Resurgence
[*=1]Description: Increased cognizance of his wellbeing gives the Warrior a greater chance of casting a self-heal.
[*=1]Requires Level: 40


[*=1]Perk: increase amount of health restored by self heal.

[*=1]Name: War Medicine
[*=1]Description: Increased knowledge of the medical arts gives the Warrior the ability to heal more.
[*=1]Requires Level: 40



[*=1]Upgrade: charged Juggernaut removes movement-impairing effects.

[*=1]Perk: grants 15% movement speed for 5 seconds.

[*=1]Name: Defiance
[*=1]Description: A rush of emotional power increases the Warrior's ability to move in combat.
[*=1]Requires Level: 60


[*=1]Perk: grants 15% mitigation for 5 seconds.

[*=1]Name: Deflection
[*=1]Description: A surge of emotional power enables the Warrior to ignore a greater measure of incoming damage.
[*=1]Requires Level: 60



[*=1]Upgrade: increase armor by 15% of Warrior's total Strength and taunts enemies.

[*=1]Perk: increase armor by an additional 5% of Warrior's total Strength.

[*=1]Name: Arcanite Skin
[*=1]Description: The Warrior's skin is enshrouded by a mystical layer of protective Arcanite.
[*=1]Requires Level: 80


[*=1]Perk: grants +15% boss damage for 5 sec.

[*=1]Name: Bloody Ambition
[*=1]Description: The Warrior channels his inner rage to deal more damage to powerful foes.
[*=1]Requires Level: 80





Rallying Cry




[*=1]Upgrade: Increase Rallying Cry duration to 12 seconds.

[*=1]Perk: increase Rallying Cry duration by an additional 2 seconds.

[*=1]Name: Echoing Cry
[*=1]Description: The Warrior's stirring cry echoes through the realm.
[*=1]Requires Level: 20


[*=1]Perk: Rallying Cry grants 2% haste.

[*=1]Name: Deadly Scream
[*=1]Description: The Warrior's stirring battle cry infuses him with haste.
[*=1]Requires Level: 20



[*=1]Upgrade: Give Rallying Cry buff to nearby allies.

[*=1]Perk: add 6m aura that restores health (2.5% per sec.) to allies.

[*=1]Name: Legion
[*=1]Description: The Warrior's inspiring cry summons a powerful aura that heals allies.
[*=1]Requires Level: 40


[*=1]Perk: add 6m aura that increases ally damage by 5%

[*=1]Name: War Band
[*=1]Description: The Warrior's inspiring cry summons a powerful aura that increases ally damage.
[*=1]Requires Level: 40



[*=1]Upgrade: Increase Dodge by 25%.

[*=1]Perk: increase Dodge by an additional 5%

[*=1]Name: Sidestep
[*=1]Description: The Warrior gains a greater ability to sidestep incoming damage.
[*=1]Requires Level: 60


[*=1]Perk: add 10% mitigation

[*=1]Name: Absorption
[*=1]Description: The Warrior absorbs more incoming damage without batting an eyelash.
[*=1]Requires Level: 60



[*=1]Upgrade: Increase Movement Speed by 10%

[*=1]Perk: increase movement speed by an additional 10%

[*=1]Name: Evading Charge
[*=1]Description: The Warrior's battle cry inspires quick movement to avoid danger.
[*=1]Requires Level: 80


[*=1]Perk: increase movement speed by 5% and damage by 5%

[*=1]Name: Battle Charge
[*=1]Description: The Warrior's battle cry briefly increases speed and damage.
[*=1]Requires Level: 80





Vengeful Blood




[*=1]Upgrade: Increase critical hit chance (10% - 25% if charged).

[*=1]Perk: increase critical hit chance by 5%

[*=1]Name: Deadly Blood
[*=1]Description: The Warrior narrows his focus on his targets to deliver more critical hits.
[*=1]Requires Level: 20


[*=1]Perk: charged Vengeful Blood increases critical hit chance by an additional 10%

[*=1]Name: Rage-filled Blood
[*=1]Description: The Warrior's narrow focus taps into a primal blood-lust.
[*=1]Requires Level: 20



[*=1]Upgrade: Increase damage 15% (25% if charged).

[*=1]Perk: increase damage by 5%

[*=1]Name: Battle Master
[*=1]Description: Countless hours of training give the Warrior additional sustained damage.
[*=1]Requires Level: 40


[*=1]Perk: charged Vengeful blood increases damage by an additional 10%

[*=1]Name: War Master
[*=1]Description: The Warrior's greater damage potential is unleashed with a charged attack.
[*=1]Requires Level: 40



[*=1]Upgrade: Increase Vengeful Blood duration to 14 seconds.

[*=1]Perk: Vengeful Blood adds 5% critical damage.

[*=1]Name: Painful Death
[*=1]Description: Use of Vengeful Blood gives the Warrior access to greater critical damage.
[*=1]Requires Level: 60


[*=1]Perk: Vengeful Blood adds 15% movement speed.

[*=1]Name: Swift Death
[*=1]Description: The emotional rush of Vengeful Blood infuses the Warrior with greater movement speed.
[*=1]Requires Level: 60



[*=1]Upgrade: Increase STR by 25 (50 if charged).

[*=1]Perk: increase STR by an additional 5 (10 if charged).

[*=1]Name: Power
[*=1]Description: The Warrior's profound combat focus summons a burst of Strength from Vengeful Blood.
[*=1]Requires Level: 80


[*=1]Perk: health leech 5% of incoming damage.

[*=1]Name: Vampiric Leech
[*=1]Description: Vengeful Blood provides a magical conduit that the Warrior can employ to leech health.
[*=1]Requires Level: 80





Horn of Renew




[*=1]Upgrade: increase radius to 8m

[*=1]Perk: increase radius to 10m

[*=1]Name: Commanding Blast
[*=1]Description: The tone of the Warrior's Horn of Renew can be heard at greater distances.
[*=1]Requires Level: 20


[*=1]Perk: allies receive an additional heal over time (5% health every second for 5 seconds).

[*=1]Name: Wound Expert
[*=1]Description: The Warrior's Horn of Renew gains additional power to revitalize allies.
[*=1]Requires Level: 20



[*=1]Upgrade: increase duration to 7.5 sec.

[*=1]Perk: increase duration by 1.5 sec.

[*=1]Name: Rescue Aid
[*=1]Description: A sustained tone from the Horn of Renew increases effect duration.
[*=1]Requires Level: 40


[*=1]Perk: add 2% health regeneration per sec.

[*=1]Name: Battlefield Surgeon
[*=1]Description: A complex tone from the Horn of Renew increases health regeneration.
[*=1]Requires Level: 40



[*=1]Upgrade: taunt up to 5 nearby enemies

[*=1]Perk: increase STR by 10 for 5 sec.

[*=1]Name: Dauntless
[*=1]Description: The mellow timbre of the Horn of Renew infuses the Warrior with a rush of Strength.
[*=1]Requires Level: 60


[*=1]Perk: increase boss damage by 15% for 5 sec.

[*=1]Name: Stirring Note
[*=1]Description: The sharp timbre of the Horn of Renew gives the Warrior greater damage against bosses.
[*=1]Requires Level: 60



[*=1]Upgrade: 2 (or, if charged, 3) second invulnerability.

[*=1]Perk: add 1 second of invulnerability (1.5 seconds if charged)

[*=1]Name: Grace
[*=1]Description: The Warrior enjoys an extended period of invulnerability from an attuned Horn of Renew.
[*=1]Requires Level: 80


[*=1]Perk: increase movement speed by 15% for 5 sec.

[*=1]Name: Nimble
[*=1]Description: The Warrior enjoys an increase in movement speed from an attenuated Horn of Renew.
[*=1]Requires Level: 80

Lee kwang soo
03-25-2024, 02:30 PM
First. Seems interesting but revamp on mmorpg game hmmm

recilencia123
03-25-2024, 02:43 PM
xd


Enviado desde mi iPhone utilizando Tapatalk

Megatr0n
03-25-2024, 03:00 PM
any chance you can add the first skill point at L1


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YoungBraz
03-25-2024, 03:07 PM
nice work, very interesting b
this will need alot of nerfs and buffs

Encryptions
03-25-2024, 03:24 PM
Boss damage on rogues health skill can't be used efficiently. Rather have a skill to deal damage with than medic, +10 +5 dex str stuff upon skill use is such a minor difference when we have 3k+ base stats.

I know this stuff was in place for twink pvp balance but in the future could you guys make pvp skills and pve skills different. Like a different page where you can only enter pvp if you have only skills from the pvp page, pve doesn't matter what page you use tbh since pve is going to be more powerful regardless.

Some stuff is questionable, but mostly all good, now we just need some more skill points than 86. Some way to get rewarded a skill point by doing something other than leveling.

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arozalihd
03-25-2024, 03:42 PM
Another day and sts finds another way to ruin pvp without thinking about pvp , ur biggest market is pvp and you dont realise it


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|Ares|
03-25-2024, 03:42 PM
So with this

The Skill Points cost introduces trade-offs with Masteries, Ultimates and Passives.

Does that mean we got all the skill points to split between those 3 and perks together? There's a lot of similarities between the masteries and perks though.

MaAaT
03-25-2024, 03:58 PM
Not sure if I'm missing something, but why pick visceral throw for chance to bleed on axe throw, when axe throw mastery guarantees bleed on top of a chance for taunt. Or do the bleeds stack?

Elvaenwae
03-25-2024, 04:06 PM
Boss damage on rogues health skill can't be used efficiently. Rather have a skill to deal damage with than medic, +10 +5 dex str stuff upon skill use is such a minor difference when we have 3k+ base stats.

I know this stuff was in place for twink pvp balance but in the future could you guys make pvp skills and pve skills different. Like a different page where you can only enter pvp if you have only skills from the pvp page, pve doesn't matter what page you use tbh since pve is going to be more powerful regardless.

Some stuff is questionable, but mostly all good, now we just need some more skill points than 86. Some way to get rewarded a skill point by doing something other than leveling.

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I support the "we need more skill points than 86." It will be really hard to balance everything with the introduction of these perks. Like Encryption said, can't you figure out a way to give skill points other than leveling? Even 10 additional points will help granted by 10 different quests idk

critAL
03-25-2024, 04:09 PM
You guys realize ur biggest platform or ur money maker is pvp right? If you implement these procs to the game, itll kill it. Pve players dont care but benefit from this. Horrible update

Megatr0n
03-25-2024, 04:13 PM
I support the "we need more skill points than 86." It will be really hard to balance everything with the introduction of these perks. Like Encryption said, can't you figure out a way to give skill points other than leveling? Even 10 additional points will help granted by 10 different quests idk

to fix this they can add 10 skill points at level 1 . so itll carry through to endgame lol


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Activista
03-25-2024, 04:24 PM
Couldn't you add 1 extra skill point for every 10 levels? It seems like a lot of improvement to me but without so many skill points it is difficult to notice an improvement

zynkor
03-25-2024, 04:37 PM
Yeah, not enough skill points is gonna be an issue.
Maybe lower the skill points needed to complete the masteries from 10 to like 5? And then we also have enough for ultimate too

tanasescu490
03-25-2024, 05:20 PM
I don't see the point of having masteries after perks will be released. I would remove the masteries and keep the perks. If you streamline the sistem, keep it clean. Also my main concern is with armor debuff cap. We have too many sources of armor debuff that can easily hit -100%. My question is how does the armor debuff and other such skill/procs/buffs work? Do these have a hard cap, diminishing return? If -75% armor debuff is the cap, this will make so many options useless. Can you please clarify on this one?

MaAaT
03-25-2024, 05:27 PM
I don't see the point of having masteries after perks will be released. I would remove the masteries and keep the perks. If you streamline the sistem, keep it clean. Also my main concern is with armor debuff cap. We have too many sources of armor debuff that can easily hit -100%. My question is how does the armor debuff and other such skill/procs/buffs work? Do these have a hard cap, diminishing return? If -75% armor debuff is the cap, this will make so many options useless. Can you please clarify on this one?It's nowhere mentioned, that the armor debuffs are stacking. As long as they aren't, it's fine.

Squlo
03-25-2024, 07:45 PM
I don't see the point of having masteries after perks will be released. I would remove the masteries and keep the perks. If you streamline the sistem, keep it clean. Also my main concern is with armor debuff cap. We have too many sources of armor debuff that can easily hit -100%. My question is how does the armor debuff and other such skill/procs/buffs work? Do these have a hard cap, diminishing return? If -75% armor debuff is the cap, this will make so many options useless. Can you please clarify on this one?

Nah some of masteries reduces cooldown which aren't even comparable with those perks. Also idk why people gone that hard on masteries I mean im down halving the amount of skill points needed but we need the same thing on passives as well. Reduce them from 5 to 4 as well so we can save a bit more skill points.

recilencia123
03-25-2024, 08:58 PM
min lvl 20 for use perk is good, don't change devs ty n.n


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Megatr0n
03-25-2024, 09:05 PM
wonder how thisll affect pvp .


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dvlong
03-25-2024, 09:47 PM
Not gonna lie, this gonna make us way too strong!

BaronB
03-25-2024, 11:09 PM
To understand it with the cost of skill points... If I was a lvl 80 Mage...

I would use 1 skill point for Fireball... then 1 Skill point to unlock the Impact upgrade (charged Fireball knocks down and stuns enemies for 3.5 sec) and then 1 skill point to choose 1 of the 4 perks that would be available.

That is going to eat up a hell of a lot of skill points but fair enough on coming up with a way after all these years to mix up the skills XD

If you haven't considered introducing gear or pets that offer additional skill points as a passive ability yet to go with implementing the above idea then it needs to be considered XD


1 <3

BaronB
03-25-2024, 11:13 PM
ps... The images are misleading .... its 8 perks you can choose per skill in total not 12 that the images used in the OP seem to suggest lol XD

Tekila
03-25-2024, 11:35 PM
Would be cool that perks are just choosable for free once you got the mastery but like just one per mastery.
Or to get more skill points.


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Lolifee
03-26-2024, 01:04 AM
Looks good!
What do you think about giving rog bombs some damage like every half a sec? Otherwise this skill is kinda useless except for portal bosses

laallaala
03-26-2024, 01:25 AM
I don't know what to think about it but I know what would I want to see:
Counter how many players are online at a given moment.
Awakening on pets (different gems and enchancements for characters and pets).
Make currencies (hauntlet coins, story tokens etc) usable again.
Add new Sir Spendsalot.

Ciaoadios
03-26-2024, 01:28 AM
So bad for real better make a normal revamps than these anormal ones

Itzmemohsin
03-26-2024, 02:47 AM
While some of the proposed skill upgrade perks seem like decent additions, I think that requiring players to spend the already low amount of skill points that they have on them may be disliked a lot . Trading off perks against other skill investments like masteries and ultimates could feel too limiting or punishing for many players. These perk changes also don't come across as particularly impactful or game-changing - they seem more like incremental stat adjustments and minor tweaks in most cases. To really get the players excited, you may want to consider more transformative or versatile perk options that don't necessitate hard trade-offs against existing skill progression. Bigger skill changes that open up new play styles could go over better than just plus/minus numbers on current skills.

Just my two cents, but hopefully some of this sparks some ideas. Thank you for your consideration.

AgentStonoga
03-26-2024, 03:34 AM
Rogue AOE aimed shot???!
Warrior with 4.5s shield immunity (thought that 3.5s for mage was a lot..) and axe throw which reduc 100% crit chance?? Poor pvp players...

will0
03-26-2024, 04:19 AM
Upgrade: enemies that die to Frost Bolt have a 20% chance to leave behind an ice patch that can freeze other enemies.
Perk: enemies that die to Frost Bolt explode also do damage to targets in a 6m radius.
Name: Ice Blast
Description: The Sorcerer configures Frost Bolt's freeze effect with a dramatic change in temperature that causes an icy explosion.
Requires Level: 80

- small ice patch and hardly spawn the pools during PVE .. can you make it the skill spawn multiple ice patch 2-3 at least with > 20% chance to spawn ice patch

imfeared
03-26-2024, 07:26 AM
I did not read through every upgrade and all of the perks but this does seem like an interesting way to add a little extra to the skill. Honestly I'm glad that now there might be some choices to be made rather then a pure meta choice for 99% of engagements. Sacrificing a 4th skill to boost 3 might be considered in certain maps for example.

My opinion.....
-make perks usable only at higher levels, 76 and beyond possibly to limit the effects on low end pvp. Also I think all of these choices might be a lot for new players and it would give them some time to feel the skills out before having access to.perks.
-change the skill/perk tree to have skills along the top and perks to branch off below that. Seeing the skills in the middle and perks coming from both sides seemed really off to me.
-these buffed skills are not necessary. Every map is an instant kill right now. If elite elder woods is going to be VERY hard I can see the use but right now nope.

Again these are just personal opinions

Oawaoebi
03-26-2024, 07:46 AM
Would be nice when players could earn up to like 5 extra skill points or perks or anything in this direction by using platinum or finishing quests or aps granting perks / skill points as reward.


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chiiwawa
03-26-2024, 09:04 AM
Good grief! Thats alot to keep track of. 0.o

All I wanted was the ability to blow out birthday candles without actually blowing on them. Any plans for that in the future?

Squlo
03-26-2024, 09:59 AM
Would be nice when players could earn up to like 5 extra skill points or perks or anything in this direction by using platinum or finishing quests or aps granting perks / skill points as reward.


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By using platinum? I mean... What?

soon
03-26-2024, 10:57 AM
It has a lot of increases in critical, damage and boss damage. This stacks with pets and kraken equipment.

Kaziscate
03-26-2024, 11:21 AM
Interesting stuff so far! I like how each skill has upgrades that allows it to be either an offensive, defensive, or support skill. Will masteries be going away as a result of this skill revamp since this revamp looks like it can be quite expensive on points.

Kaziscate
03-26-2024, 11:26 AM
Oops disregard that part about masteries going away. Though I don’t see much of a reason to spec into masteries as much from this revamp.

Oawaoebi
03-26-2024, 11:28 AM
By using platinum? I mean... What?

I mean give both options. Unlock 1 skill point for 10 plat or complete a quest and get reward or form daily log in chests. Can only have certain amount x that it doesn’t get crazy. There’s nothing to do in the game at the moment either farm gold or stand in town. So give us smth to farm what’s worth it and questing.

And to answer ur question I never would want to have a feature which is only available for platinum.


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BRS_
03-26-2024, 12:26 PM
lets go finally some changes hope it will be good

Skeleton Mike
03-26-2024, 12:40 PM
I waited so long for the skill "revamp" and instead we get a skill stat update -.-

*Sigh* back to the coffin I go....

Americanarmy
03-26-2024, 01:39 PM
I don't know what to think about it but I know what would I want to see:
Counter how many players are online at a given moment.
Awakening on pets (different gems and enchancements for characters and pets).
Make currencies (hauntlet coins, story tokens etc) usable again.
Add new Sir Spendsalot.
Definitely a updated sir spendalot

Squlo
03-26-2024, 05:26 PM
I don't know what to think about it but I know what would I want to see:
Counter how many players are online at a given moment.
Awakening on pets (different gems and enchancements for characters and pets).
Make currencies (hauntlet coins, story tokens etc) usable again.
Add new Sir Spendsalot.

+1 Everything except the awakening on pets hell no to that we got enough stuff that boosts stats already ty.

recilencia123
03-26-2024, 11:09 PM
Rogue AOE aimed shot???!
Warrior with 4.5s shield immunity (thought that 3.5s for mage was a lot..) and axe throw which reduc 100% crit chance?? Poor pvp players...

nab comment [emoji3062]


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Squlo
03-27-2024, 04:54 AM
[CENTER]SKILL PERKS

[*=1]Upgrade: interrupt target attacks (if not immune), 20% chance to disorient, eliminate critical hit chance for 2 sec.

[*=1]Perk: Chest Splitter does 15% additional damage to bosses.
[LIST]
[*=1]Name: Upswing
[*=1]Description: The Warrior's knowledge of Arlor's most powerful monsters increases damage done.
[*=1]Requires Level: 80


[*=1]Perk: additional 5% chance to disorient and eliminate targets' critical hit chance.
[LIST]
[*=1]Name: Decapitate
[*=1]Description: The Warrior aims for the target's most vulnerable areas for a chance to disrupt their fighting capability.
[*=1]Requires Level: 80




Also just realized that, 20% chance of disorient and eliminate critical hit chance are separate things. You can't buff something guaranteed 5% more so instead, can we get like a duration upgrade here for critical hit chance removal?

Fearrr
03-27-2024, 11:19 AM
Interesting. Thoughts but they don’t really matter since I don’t play 🙂. If this is the route you guys our going to go, why waste time and effort making a Whip Weapon for War, which has no appeal at all? Nothing wrong with trying something new but ya that's not it! Should of put time and effort into Main Hand + Off Hand Skill Perks for Dual Wield War. Which almost makes a new class without making a new class.

Cinco
03-27-2024, 02:26 PM
Boss damage on rogues health skill can't be used efficiently.

Please elaborate on what you mean by "used efficiently." Consider adding some sort of contrast like - a skill that can be used efficiently is X but this one can't be because of Y. Would be appreciated - otherwise it just sounds like something you don't want to use (as opposed to something that is actually problematic).


Another day and sts finds another way to ruin pvp without thinking about pvp , ur biggest market is pvp and you dont realise it


You guys realize ur biggest platform or ur money maker is pvp right?

In reality, no - but I would love to learn more about your belief that PvP is the actual *real* source of Spacetime's revenue.


Does that mean we got all the skill points to split between those 3 and perks together?

Yes. This means that a Skill Point can be spent towards an Ultimate (if you are of the appropriate level), towards a Passive, to unlock a Skill, add a Skill Upgrade, or add a Perk for a Skill Upgrade (if you are appropriately leveled and you have unlocked the associated Skill Upgrade).


I support the "we need more skill points than 86."


Yeah, not enough skill points is gonna be an issue.


(This) is going to eat up a hell of a lot of skill points...

There are currently no plans to boost the number of Skill Points you have 'til we reach the next Cap. This phase of the Skill Revamp is meant to enforce trade-offs. You are free to stay with your current spec and ignore the Perks entirely - but if you want to use them you'll need to trade them for something else in your Skills arsenal: a point of Mastery, a Passive, an upgrade for a Skill. These trade-offs are essential to the effort.

I could be persuaded to offer a single-use path to acquire an additional Skill Point (or two) in the short term but this could affect the total number you get with the next Cap. For instance you get zero Skill Points for Levels 87,88 (or some such). Seems to me that in keeping with the 'trade-off' design foundation here we'd instead turn our attention to buffing of Perks so that the expenditure feels more worthwhile.


...how does the armor debuff and other such skill/procs/buffs work? Do these have a hard cap, diminishing return?


It's nowhere mentioned, that the armor debuffs are stacking. As long as they aren't, it's fine.

From all that I see in the game data these armor debuffs are non-stacking multipliers. I'll be sure to look at every one of them (since I was way off the last time I spoke publicly about stacking :-$)


ps... The images are misleading .... its 8 perks you can choose per skill in total not 12 that the images used in the OP seem to suggest lol XD

It's a screenshot of a full stack for each Skill: one main Skill at the top. Four (4) Skill Upgrades down the center with two (2) Perks per Upgrade. Are we saying the same thing? It is indeed eight (8) Perks per Skill at Max Level.


small ice patch and hardly spawn the pools during PVE .. can you make it the skill spawn multiple ice patch 2-3 at least with > 20% chance to spawn ice patch

Appreciate the feedback on the Perks content! I don't know if it should spawn so many (as one feels like enough), but I can see how it feels to increase the spawn chance a bit.


Also just realized that, 20% chance of disorient and eliminate critical hit chance are separate things. You can't buff something guaranteed 5% more so instead, can we get like a duration upgrade here for critical hit chance removal?

Seems like the description is misleading you. The Perk is taking the 20% chance and increasing it to 25% chance. I'll see if I can rewrite it so there's less confusion. Thanks!

Thanks for the feedback - even if I didn't quote your response here - I enjoyed reading all of your ideas and critiques!

Robens Alexandre
03-28-2024, 12:22 AM
Pvp as been ruined a long time ago, and the majority that still enjoy it are whales anyways, new players cant even set foot in most pvp areas.

Oakmaiden
03-28-2024, 09:07 AM
So complicated, I didn’t even read it.

Encryptions
03-28-2024, 11:09 AM
Please elaborate on what you mean by "used efficiently." Consider adding some sort of contrast like - a skill that can be used efficiently is X but this one can't be because of Y. Would be appreciated - otherwise it just sounds like something you don't want to use (as opposed to something that is actually problematic).



So say I am focused on offense, I use herb which takes one of the 4 skill slots and the only benefit it has damage wise is 10% boss damage. I would rather use a different damage skill because even if herb gave 100% boss damage it would still not beat using a different skill that would do over 500k damage upon use. 5% dodge is very useless since dodge caps out at 70%.
Can the 10% bd and 5% dodge be changed to "Damage immunity for 1.5 and 3 seconds" first upgrade is 1.5s and 2nd upgrade is 3s.

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Activista
03-28-2024, 11:39 AM
Why did we rogues never have immunity? I don't see it useful for us to raise dodge or mitigation when the imbalance of enemies kills as if it were instakill

Cinco
03-28-2024, 11:48 AM
Why did we rogues never have immunity?

Long distance (Bow) proficiency and Shadow Piercer's ability to close gaps (and escape) - but Encryptions' suggestion is worth looking into nevertheless :-)

Cinco
03-28-2024, 11:50 AM
So say I am focused on offense, I use herb which takes one of the 4 skill slots and the only benefit it has damage wise is 10% boss damage. I would rather use a different damage skill because even if herb gave 100% boss damage it would still not beat using a different skill that would do over 500k damage upon use. 5% dodge is very useless since dodge caps out at 70%.
Can the 10% bd and 5% dodge be changed to "Damage immunity for 1.5 and 3 seconds" first upgrade is 1.5s and 2nd upgrade is 3s.

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Cool! Thanks for the detailed response.

Since we do level-gate these Perks it seems like Rogues' damage immunity could be fair game. I will see what we can do here (this is not a promise to add immunity) :-)

Observing
03-28-2024, 09:55 PM
Can the dodge stat be removed if rouges are getting immunity ?

PirateKing
03-29-2024, 01:29 AM
sounds cool, lots of customization,

but need more skill points definitely.

I am not too op and barely manage to get by with more passives. Perks seem nice and idc ab pvp. PVE seems good.. just more skill points

BaronB
03-29-2024, 06:47 AM
It's a screenshot of a full stack for each Skill: one main Skill at the top. Four (4) Skill Upgrades down the center with two (2) Perks per Upgrade. Are we saying the same thing? It is indeed eight (8) Perks per Skill at Max Level.


265337

So my initial thought was as I've given the example (p = Perk) it didn't make sense to have a 3rd collom as you would have to activate your upgrade to be able to select the perk

It wasn't until I started to add text to the image I noticed the icons for the upgrades are different sizes with the center ones being slightly larger (perks on the left and right)

Maybe something up for a vote but in my opinion at least would seem to flow better going from left-right or seeing as it is still in development perhaps different icons completely from the upgrades themselves to make it more distinguishable

Looking forward to messing around with the skills after all these years of using the same 2/3 different sets (PvE, Honor & Outpost) XD


Stay blessed

265338

imfeared
03-29-2024, 07:58 AM
265337

So my initial thought was as I've given the example (p = Perk) it didn't make sense to have a 3rd collom as you would have to activate your upgrade to be able to select the perk

It wasn't until I started to add text to the image I noticed the icons for the upgrades are different sizes with the center ones being slightly larger (perks on the left and right)

Maybe something up for a vote but in my opinion at least would seem to flow better going from left-right or seeing as it is still in development perhaps different icons completely from the upgrades themselves to make it more distinguishable

Looking forward to messing around with the skills after all these years of using the same 2/3 different sets (PvE, Honor & Outpost) XD


Stay blessed

265338

I agree, skills should be far left and perks branch to the right. Or there are 4 skill at the top and perks branch off going down. Having skills centered and perks to each side doesn't feel right.

MaAaT
03-29-2024, 08:14 AM
265337

So my initial thought was as I've given the example (p = Perk) it didn't make sense to have a 3rd collom as you would have to activate your upgrade to be able to select the perk

It wasn't until I started to add text to the image I noticed the icons for the upgrades are different sizes with the center ones being slightly larger (perks on the left and right)

Maybe something up for a vote but in my opinion at least would seem to flow better going from left-right or seeing as it is still in development perhaps different icons completely from the upgrades themselves to make it more distinguishable

Looking forward to messing around with the skills after all these years of using the same 2/3 different sets (PvE, Honor & Outpost) XD


Stay blessed

265338Personally I prefer their approach, with the main upgrade in the middle and perks on the sides. The other approach could have the advantage, of being easier to understand, but I think we'll see whether that's a problem or not, when the skill revamp is here.

Cinco
03-29-2024, 08:40 AM
265337

So my initial thought was as I've given the example (p = Perk) it didn't make sense to have a 3rd collom as you would have to activate your upgrade to be able to select the perk

It wasn't until I started to add text to the image I noticed the icons for the upgrades are different sizes with the center ones being slightly larger (perks on the left and right)

Maybe something up for a vote but in my opinion at least would seem to flow better going from left-right or seeing as it is still in development perhaps different icons completely from the upgrades themselves to make it more distinguishable

Looking forward to messing around with the skills after all these years of using the same 2/3 different sets (PvE, Honor & Outpost) XD


Stay blessed

265338

Thanks so much for the effort!

My visualization for this is meant to reinforce that Perks are exclusive choices. Putting the upgrade in the middle and the Perks on either side is intended to communicate this exclusivity - whereas having them set up as Upgrade - Perk1 - Perk2 seems to indicate that you can have both and/or that you need Perk1 to unlock Perk2.

Nevertheless, I look forward to running your mockup by the team for their comments. Thanks again!!

Squlo
03-29-2024, 09:27 AM
Personally I prefer their approach, with the main upgrade in the middle and perks on the sides. The other approach could have the advantage, of being easier to understand, but I think we'll see whether that's a problem or not, when the skill revamp is here.

Yeah agreed with that also I feel like it's more aesthetic when split left and right and the main upgrade on the middle. When you turn the order from left to right perks probably gonna make people feel like the last perk is probably the most useful one (you know since it's the last upgrade it looks like so) might cause trouble here for the beginners especially.

BaronB
03-30-2024, 02:35 AM
Yeah agreed with that also I feel like it's more aesthetic when split left and right and the main upgrade on the middle. When you turn the order from left to right perks probably gonna make people feel like the last perk is probably the most useful one (you know since it's the last upgrade it looks like so) might cause trouble here for the beginners especially.

Thats actually a really good point made about the last perk on the giving the impression that it would mean might be better one! thank you for the perspective, never actually crossed my mind thank you!


Thanks so much for the effort!

My visualization for this is meant to reinforce that Perks are exclusive choices. Putting the upgrade in the middle and the Perks on either side is intended to communicate this exclusivity - whereas having them set up as Upgrade - Perk1 - Perk2 seems to indicate that you can have both and/or that you need Perk1 to unlock Perk2.

Nevertheless, I look forward to running your mockup by the team for their comments. Thanks again!!

My pleasure, and thank you for getting back to us all!

But with Squlo`s post and your explanation, Im converted to the idea of the Skills being in the middle with the different perks on either side.

I appreciate it would also be a little more work to do, but having new icons to make the individual perks more distinctive than the Skills would compliment the work put into the new perks and make it that much sweeter as eye candy XD



Stay Blessed

1 <3

Bleh111
04-01-2024, 01:23 PM
Uhm devs u asleep?

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Mehmetwehbe
04-01-2024, 07:00 PM
when the revamp in game?

Cinco
04-02-2024, 11:13 AM
Can the dodge stat be removed if rouges are getting immunity ?

After reviewing this internally, neither of the Perks for Combat Medic will be granting any 'immunity.' That will remain something that we reserve for Herb (Ultimate).

chiiwawa
04-02-2024, 07:06 PM
So complicated, I didn’t even read it.

Exactly how I see it.

I could keep track of all the new this and that added so very often but it honestly wears me out and gives me a headache. I use to enjoy playing when the game was more simple and straight forward. Maybe I'm just getting old & grumpy about it.

If I had to start playing right now as a brand new player with as hard as it is to earn gold, deal with the slots issue, earn barely any xp at all running quests & try to remember all the above posted additions I might just keep scrolling.

I hate when I go to a resteraunt & they have 100 things on the menu. Alot of people look at it as a good thing---So many options... but to me it just means they don't specialize in anything.

Maybe I just need a nap.

trueido
04-03-2024, 02:21 AM
After reviewing this internally, neither of the Perks for Combat Medic will be granting any 'immunity.' That will remain something that we reserve for Herb (Ultimate).

Cinco rogues need short immunity to damage skill.
1.5 seconds would do.
Level 86 rogues can die to orrick, level 71 boss attack.
How about making Razor shield upgrade 10/10 grant 1.5 seconds immunity to damage?
(0.15 seconds per level) instead of 10% stacking damage reduction which rogues can get easily in other ways

recilencia123
04-03-2024, 05:23 AM
Cinco rogues need short immunity to damage skill.
1.5 seconds would do.
Level 86 rogues can die to orrick, level 71 boss attack.
How about making Razor shield upgrade 10/10 grant 1.5 seconds immunity to damage?
(0.15 seconds per level) instead of 10% stacking damage reduction which rogues can get easily in other ways

-1


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Cinco
04-03-2024, 07:44 AM
Cinco rogues need short immunity to damage skill.
1.5 seconds would do.
Level 86 rogues can die to orrick, level 71 boss attack.
How about making Razor shield upgrade 10/10 grant 1.5 seconds immunity to damage?
(0.15 seconds per level) instead of 10% stacking damage reduction which rogues can get easily in other ways

At endgame you have Medicinal Herb for this effect already.


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trueido
04-03-2024, 08:43 AM
I don't understand that logic Cinco..
I have 7 characters at endgame, (all classes) and immortality is very broken as it used to be.
Now warriors and mages have 4-5 seconds immortality shield? and a second immortality for rogue is instantly declined?

trueido
04-03-2024, 08:49 AM
also a 2 seconds immortality as an ult is not usefull at all
when will it be at use? after we finish the map we play in?

Cinco
04-03-2024, 09:50 AM
I don't understand that logic Cinco..
I have 7 characters at endgame, (all classes) and immortality is very broken as it used to be.
Now warriors and mages have 4-5 seconds immortality shield? and a second immortality for rogue is instantly declined?

This is balanced against the huge amount of damage the Rogue can dish out.

You can choose a brief immunity to damage with an Ultimate Skill. Simply saying that an Ultimate is useless doesn't make it so - but it does indicate that you're focused on a very small set of maps (where you can't charge Ultimate Skills unless you're using a suite of Ultimate Charge accessories / Pet).

BigChouX
04-03-2024, 12:08 PM
Cino is a game development, he doesn’t know much about the players feeling , please accept what we wanted .


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Squlo
04-03-2024, 01:37 PM
Cino is a game development, he doesn’t know much about the players feeling , please accept what we wanted .


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Not gonna defend cinco here but why it's always rogues crying over buff/nerfs may i ask?

A proper geared rogue can literally use one shadow piercer to kill her opponent (I am nıt even talking about aimed shot here) so what is the point of giving immunity to a class that is literally a nuking machine?

By the same logic if i say like tanks and mages lack a lot damage compared to rogs and then I will only see rogs complaining about that as well cause that has been like that since forever now.

I am not satisfied with some stuff as well such as chest splitter not getting a duration perk on 4th upgrade but well it is what it is can't do much about it.

Kinggg
04-03-2024, 02:57 PM
Not gonna defend cinco here but why it's always rogues crying over buff/nerfs may i ask?

A proper geared rogue can literally use one shadow piercer to kill her opponent (I am nıt even talking about aimed shot here) so what is the point of giving immunity to a class that is literally a nuking machine?

By the same logic if i say like tanks and mages lack a lot damage compared to rogs and then I will only see rogs complaining about that as well cause that has been like that since forever now.

I am not satisfied with some stuff as well such as chest splitter not getting a duration perk on 4th upgrade but well it is what it is can't do much about it.

If you have seen Temple LB, the answer to your question is already clear. There is no need to make any further comments. There is no balance between classes and there never has been.

Fablexx
04-03-2024, 03:04 PM
Looking forward to it.


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Squlo
04-03-2024, 03:52 PM
If you have seen Temple LB, the answer to your question is already clear. There is no need to make any further comments. There is no balance between classes and there never has been.

It was a class based event so what is the point? You still get your rewards based on your class and having higher points or lesser points dont make a class useless or OP (Also idk how do you expect a rog to tank lots of mobs just like tanks/mages)

Well also let me remind you that there is a PvP side of this game so as long as skills are not separated between PvE and PvP there is no way to give rogs immunity is ur answer tbh

Oawaoebi
04-03-2024, 04:38 PM
If you have seen Temple LB, the answer to your question is already clear. There is no need to make any further comments. There is no balance between classes and there never has been.

Ofc not smh

Classes are supposed to work together


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Myexera
04-03-2024, 05:01 PM
This is balanced against the huge amount of damage the Rogue can dish out.

You can choose a brief immunity to damage with an Ultimate Skill. Simply saying that an Ultimate is useless doesn't make it so - but it does indicate that you're focused on a very small set of maps (where you can't charge Ultimate Skills unless you're using a suite of Ultimate Charge accessories / Pet).

I Agree 100 %

recilencia123
04-03-2024, 09:06 PM
This is balanced against the huge amount of damage the Rogue can dish out.

You can choose a brief immunity to damage with an Ultimate Skill. Simply saying that an Ultimate is useless doesn't make it so - but it does indicate that you're focused on a very small set of maps (where you can't charge Ultimate Skills unless you're using a suite of Ultimate Charge accessories / Pet).

ye is balanced 100%


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Observing
04-03-2024, 09:18 PM
After reviewing this internally, neither of the Perks for Combat Medic will be granting any 'immunity.' That will remain something that we reserve for Herb (Ultimate).

Ah that seems fair

Mitsooos
04-04-2024, 12:56 AM
On this subject I have to say that , I like the after sale service.
Because I'm using platinum I see my self as a customer, your game is the product.
For me is better the creators of the game to release the their plans like have been designed, and after we gonna do our suggesting or complaining.

On every suggesting post or changes on forums if you count the people that replied you will see that the we talking about a tiny group of people and they not represent the total population of the game.

I remember old days after some events, it was spawned in my screen a window that asked me my opinion about the event the design of vanitys or some new equipment.
Some people not knowing English, some people wants only to play the game.
It is bad for me a tiny group of players (including me) to make decisions for all players that they not using the forums.

People playing your game not your forum.

jazzbloonist
04-04-2024, 01:50 AM
Cinco rogues need short immunity to damage skill.
1.5 seconds would do.
Level 86 rogues can die to orrick, level 71 boss attack.
How about making Razor shield upgrade 10/10 grant 1.5 seconds immunity to damage?
(0.15 seconds per level) instead of 10% stacking damage reduction which rogues can get easily in other waysHow u dying to orrick lol XD

Meow~

Xmoopig
04-04-2024, 08:21 AM
Sts : '' here's a free candy kids ''
Rog : " why isn't it strawberry?!"

When is the revamp coming online?

asommers
04-04-2024, 09:52 AM
Moving discussion to feedback thread (link (https://www.spacetimestudios.com/showthread.php?737168)) now that the system is live.

-ALS