Summoning Skill Tree Concept II

Discussion in 'Skills and Combat' started by thesometimeslurker, Sep 17, 2018.

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  1. thesometimeslurker

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    Hey everyone, I've been further working on my Summoning tree concept to try and make summoned pets competitive with tamed ones, without making them incredibly overpowered.

    Skill 1: Summon Creature

    Summons a random creature native to the area to fight for you for a short amount of time. This creature is not under your direct control, but will follow you around for ( x ) seconds before it departs (For clarification, the creature will be permanently on the Defensive Stance). This skill cannot be used in POT's, cities, and other normal towns. You cannot bond with a creature summoned by this skill.

    Skill 2: Rift Lure (passive, requires Summon Creature 20, one additional non undead Summon skill learned)

    Lowers the casting time of non undead summoned creature by ( x )% and at level 100 unlocks an additional active summon slot.

    Skill 3: Planar Potency (passive, requires Rift Lure 40)

    Increases your nonundead summons' health, damage, and damage resistance.

    Skill 4: Mend Summon (active, requires Rift Lure 40)

    Restores your active pet(s) health by ( x ). On your bonded summon, this has a chance to remove negative effects.

    Skill 5: Command (active, requires Planar Potency 40)

    Orders your active nonundead summon to use their signature attack. If you have two summons active, they will both use it as long as they both are in range. This skill does not affect anything summoned by Summoned Creature (All of these abilities inflict damage, except for the Water Elemental, Wisp, and the Fire Elemental's primary effect).

    Phoenix: Inflicts a Sun DoT on any enemy within an ( x ) radius. This DoT causes nearby allies to heal a small percentage when they strike the afflicted enemies.
    Earth Elemental: Uses Earthquake centered on itself, which stuns and debuffs any enemy struck with a penalty to their Damage Resistance.
    Water Elemental: Bestows a small regeneration effect on all friendly allies within ( x ) of it for ( x ) seconds. Additionally, this regeneration effect increases incoming healing by ( x )% for as long as the regeneration effect is active.
    Ice Elemental: Uses Ice Field, but instead of a circular radius, it has a cone radius of ( x ) from the Ice Elemental. This attack debuffs enemies struck with the Slow effect, as well as a penalty to their Water Resistance by ( x ).
    Wisp: Stuns current target for ( x ) seconds, and increases the effectiveness of the next Moon skill used by its Summoner by ( x ) %.
    Air Elemental: Afflicts a target with a curse that repeatedly strikes them with lightning for ( x ) seconds. Any ally who strikes the afflicted target increases their movement speed by ( x )%.
    Fire Elemental: Ignites all nearby allies' weapons to inflict extra Fire damage for ( x ) seconds. This effect also has a chance to cause a fiery explosion at its location (this deals no damage to allies).
    Daemon: Leaps at a target location. Any enemy struck by this attack has a chance to be knocked down, and is afflicted with a penalty to their Magic Resistance.

    Skill 6: Expert Summoner (passive, requires Command 40)

    Reduces the focus upkeep of your summons by ( x )%. Additionally, when summoned, nonundead summons gain a ( x )% bonus to their movement and attack speed for ( x ) seconds.

    Skill 7: Power of the Master (active, Mend Summon 40)

    Toggleable. When active, reduces your outgoing damage by ( x )% and your attack/casting speed by ( x)%. Your active nonundead summon(s) gain those same bonuses to their damage and attack/cast speed. Your bonded summon reduces the penalty inflicted to you, without lowering the buff received.

    Skill 8: Power Surge (active, requires Share Power and Gate 40)

    Instantly frees your active summon(s) from any CC effect. Grants them a bonus of ( x )% to their speed, damage, damage resistance, and magic resistance for ( x ) seconds. You cannot cast this skill again until ( x ) seconds after it expires.

    Planar Bond (requires Planar Potency 80, one nonundead summon skill at 80):

    Instead of a specialization (Though it still counts as one), you magically bond with a particular type of nonundead summon ( you choose a magic tree when skill is unlocked. To change it, you would need to speak with the advanced trainer). When your chosen tree is selected, any summon from that magic tree adds their summon skill level to their hitpoint total, 1/4th of that skill level to their damage, as well as increased resistance to damage. Every level in this skill will further increase their health, damage, and resilience, as well as effectiveness.

    Additionally, you begin to summon more powerful creatures from your chosen tree (which come with their own increases stats) Your bonded summons are altered aesthetically in the following way:

    Phoenix: Becomes a Radiant Phoenix, growing larger, and replacing its flame effects with a solar aura.
    Earth Elemental: Becomes an Ancient Earth Elemental, growing larger, it's stoneskin becomes more obsidian-like in texture, and it's central eye glows red.
    Water Elemental: Becomes an Arctic Water Elemental, becoming more frozen, and gaining ice spikes on its back and shoulders.
    Ice Elemental: Becomes a Tundra Ice Elemental, growing in size, becoming more transparent, and its central eye becomes bright yellow.
    Wisp: Becomes a Lunar Spirit, gaining ethereal wings, growing larger, and changing to a darker purple.
    Air Elemental: Becomes a Tempest Air Elemental, becoming more visible and gaining an electric aura.
    Fire Elemental: Becomes a Raging Fire Elemental, changing to blue in color, and gaining additional molten armor fragments on its body.
    Daemon: Becomes a Chaos Balron, growing in size, changing most of its red skin to grey (including aura), and changing its weapon to an accursed blade.


    What do you guys think?

    Now I know that there's nothing here for the Undead summons, and that's mainly because it seems like they would be already incorporated into the Death tree later on. Here are some of my ideas for skills that would buff the Undead pets.

    Skill 1: Life Anathema (passive)

    Your summoned undead now drain health equal to ( x )% of their damage dealt when attacking.

    Skill 2: Call of the Grave (passive)

    Your summon undead skills now call ( x ) additional zombies or skeletons. These additional undead are only ( x )% of the original summoned undead's strength, but gain the usual bonuses from the other Death passives.

    Skill 3: Ravenous Dead (passive)

    Reduces the casting time for you summon undead skills by ( x )%, and increases their movement speed by ( x )% for ( x ) seconds after being summoned.

    Skill 4: Corpsecrafting (passive)

    Your summoned undead gain the following unique benefits:
    • Your skeleton Footmen now inflict an additional ( x )% damage and debuff their target's Death Resistance by ( x )%.
    • Your skeleton mage's range is increased by ( x ), and it will passively increase nearby allies' Death Attunement by ( x ).
    • Your Zombies (from Call of the Grave) automatically intercept ( x )% of the damage directed at you, and inflict poison per hit.
    • Your Skeletons (from Call of the Grave) will now lower their target's Damage Resistance by ( x ) per hit (stacks 3 times), and move ( x )% faster.
    • Your Lich Fighter has a ( x )% chance to reflect incoming harmful single target spells directed at itself back at the caster.
    Skill 5: Dread Command (passive)

    Commands your Undead pet to use its signature attack.
    • Skeleton Footman: Attempts to Stun its current target
    • Skeleton Mage: Casts a targeted Death Field, but instead of draining health the skill inflicts a penalty to Death Resistance.
    • Lich Fighter: Performs a whirlwind attack that strikes all enemies within ( x ) of the Lich.
    Skill 6: Control Undead (active)

    Attempts to seize control of a nonsummoned Undead with a ( x )% chance of success. If successful, then that Undead is placed permanently under your control until it dies or you successfully gain control of another undead with this skill. The controlled Undead acts much like a tamed pet does, following you through the Overworld and other areas, and also costing focus upkeep to maintain. This Undead gains the normal benefits from most of the Death passives, but for Mummified Undead it lowers the focus upkeep cost of your controleld Undead instead (since this undead will not decay). You may use the Dread Command skill with a Commanded Undead, though it will use a different attack than those above. You cannot command Boss level Undead with this skill. The Death Specialization increases the chance this skill will succeed. Your Call of the Grave passive will passively summon 1 Zombie every 10 seconds (maximum 2) until the maximum is met. The Zombie's stats are 20% of your Commanded Undead's.

    I didn't put skill requirements own for these, since I'm not entirely sure where they should go, but what do you guys think?
     
    Last edited: Sep 21, 2018
  2. Tamorand

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    I LOVE IT, I would be all over this tree.
     
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  3. thesometimeslurker

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    Added some skills for undead summons

    Thanks!
     
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