Conduit Weapon Skill Tree

Discussion in 'Skills and Combat' started by thesometimeslurker, Jul 18, 2018.

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  1. thesometimeslurker

    thesometimeslurker Avatar

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    Hi all, this is a very rough concept of a new weapon skill tree idea that is focused entirely on wands, staves, and orbs! There would be a few changes with this as well of course!

    Staves: Now will use an auto ranged attack every 1 second for 120%. If the staff equipped is attuned to a specific magic tree or is an artifact, the damage matches that skill tree instead of dealing physical damage. Staff enchantments are also doubled.
    Wands: Now has an auto ranged attack every .5 seconds but for 50% of your normal damage. Attuned rules apply here as well for damage.
    Orbs: Now has a ranged auto attack every .7 seconds, but for 80% of your normal damage. Attuned rules apply here as well.
    All Conduit weapons inflict ranged physical spell damage and gain bonuses to this from your intelligence.

    With each current mage weapon in the game I tried to make each one different and fulfill a unique niche. Staves are the slowest of the bunch, but deal the most damage, Wands cast quickly, but deal much less damage, and Orbs are in the middle. Now for the skill tree.

    Conduit Combat:

    Increases conduit attack damage by ( x )%

    Hone Mind: (Requires Conduit Combat 20)

    Increases Intelligence by ( x ) per level.

    Arcane Bolt: (Requires Conduit Combat 20)

    Fires an arcane bolt at your enemy, dealing ( x ) damage. If your conduit is attuned to one or more magic trees, it inflicts an additional effect based on that attunement. If you are holding two conduit weapons, then two effects are applied but at 50% power. Specialization lowers the cooldown and FP cost of this skill.

    Arcane Mastery: (requires Conduit Combat 20)

    Increases spell damage and spell critical damage by ( x )%.

    Arcane Focus ( Requires Hone Mind 40)

    Lowers draw speed and decreases heating duration by ( x ).

    Arcane Blast: (Requires Arcane Bolt 40)

    Deals ( x) damage to all enemies in a targeted area. Attuned conduit effects apply here as well. Specialization reduces the cooldown and heating.

    Stores of Power: (Requires Arcane Mastery 40)

    Increases FP pool and FP regeneration by ( x )%.

    Arcane Shield: (requires Arcane Focus and Arcane Blast 40)

    Raises your attunement to all magic trees by ( x ) for ( x ) seconds, but only for the purposes of resistance. Specialization adds an effect that inflicts a debuff based on your conduit weapons attunement.

    Conduit Specialization:

    Lowers physical weapon damage from non-conduit weapons by ( x )%, Lowers Cast time by (0.x)% and increases Conduit Mastery by ( x )%.

    What do you guys think of this concept? Would love feedback!
     
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  2. Talimar

    Talimar Avatar

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    Wands are currently still the most powerful with this set up as:

    1. You can still dual wield then.

    2. Base damage buff of wands is too large comparatively to staves. The bonus for staves is that it hits one more opponent per swing.

    3. Orb damage is too low. As such your ratioputs orbs at pre-staff damage buff range.


    2 man wand brigades can take down dragons at about adventure level 15. Back when wands were ranged weapons dealing 1-2 a hit.

    Edit: I forgot to mention we could not do this with archer class as we couldn't hold enough arrows at the time.
     
    Last edited: Jul 18, 2018
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  3. thesometimeslurker

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    Thanks for the feedback! I'll try to come up with different changes that'll make the orb and the staff more viable over the wand.
     
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