I think that with the plan of getting a active 5th skill you can do a major update of skills.
We could get the skills there with the current rework people propose.
But it would be cool if we could have some kind of specialisations. We could call them « Unique skills ».
Those skills would be unlockable by doing some side quests.
The unique skills would be usable on certain conditions and would be a path that we can chose to follow.
1st the main path: it will be an active spell we can chose as a 5th spell (or 6th if you wanna make 5 active from the old spells and 1 really new). We chose between 1 from 3 choices of actives they are activable on certain conditions (fill a rage or any ressource bar/ do a 5 spells hit combo/ gather 3 mobs arround you) and they can be dealing damage (single or multi or even a combo) spells or support spells (big debuff/big buff/crowd control) or tank spells (repulse/attract/taunt) or do mix of that. Just make them different for each class and different from each other.
Here are some suggestions
Mage: mix element affinity:
Fire and water: mirage : the condition would be to use fireball and frost ball 2 times each consecutively then the mage can creates a double of him that deals 50% of the damage the mage does by replicating he’s spells, it can be focused by ennemies and dies after 1 hit.
Fire and shadow: undead bolt. The Condition is using fireball on a cursed enemy 3 times. The mage can cast a undead bolt that will target 3 ennemies max deal damage and dot + a debuff. The debuff is that ennemies that die when affected by undead bolt will transform in undead following the mage and fight for him. The attacks of the undead will make damage and apply a undead burn debuff.
Fire, arcane: burning armor : the condition is hiring with time clock and fire ball while the shield is active you can wear a burning armor that is stackable 3 times. The armor will deal damages to nearby enemies(3m radius), increase mage move speed by 50%.
All these propositions use mana.
Rogue: would be spécialisation and combo attacks gameplay.
Each skill the rogue uses fills a combo point bar that is scaled like this 0-1-2-3-4-5, so 5 is the max.
Poison: condition 3 combo points The rogue leaves a poison bomb that poisons all ennemies in an area.
Shadow step: condition
2 combo points. The rogue increases it’s movespeed by 100% creates a shadow double that will copy it’s next spell doubling the damage of the next spell.
Arrow fan: 1 combo point The rogue does a circle zone attack like a fan with arrow she shots really quick.
Warrior: rage mechanic
Every attack fills rage that the warrior uses for unique skills that depletes it.
Rampage: the warrior attacks and stuns 4 ennemies if Front of him executing 4 big consecutive blows. Entering in enraged mode. Enraged mode (50% bonus damage or crit damage 10% crit, but takes 50% more damage)
Shield slam: 30% of rage bar. The warrior his shield that hit an enemy and bounce on all enemies arround him (10 meters radius) all enemies hit by the shield are taunted and debufed (take 10% increased damage from every source, 20% reduced damage).
Ground slam: 50% of the rage bar. The warrior hit the ground violently. It stuns all enemy arround him for 2s and grant him 50% haste, the stun works on bosses.
2nd the secondary path: it’s like a talent tree we will unlock by playing the game (killing mobs/doing dungeons/ doing pvp/ side quests, that will give special xp bar) that unlocks some special passive procs (can be like some wep or armor procs like dmg buff on certain condition or stats buff on certain conditions like on wearing some kind of gear or doing some actions), or modify some aspects of the unique skills (ex: reduce the dmg done while enraged by 10% and reduce the damage received increased by 20%)
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