Summoning Skill Tree Concept

Discussion in 'Skills and Combat' started by thesometimeslurker, Jun 27, 2018.

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  1. thesometimeslurker

    thesometimeslurker Avatar

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    Title says it all. This would be a rough concept of a skill tree located in either the Strategy or Magic category and would be focused on powering up summoned creatures, much like the taming tree does.

    Skill 1: Planar Call (passive, requires one Summon skill learned)

    Reduces the casting time of your summoning skills by ( x )%. Unlocks your summons' inner power! The higher the level of this skill, the better these new abilities are.
    • Skeletal Footman: Taunts target, will lifesteal for its summoner
    • Skeletal Mage: Gains Death Ray, Blink, Lightning, and Fireball as spells.
    • Lich Fighter: Increases nearby allies Death Attunement by ( x ). Lifesteals for itself.
    • Water Elemental: Slows target on hit, adds small regeneration effect when healing.
    • Ice Elemental: Casts Shield of Ice on itself, slows and taunts its target.
    • Air Elemental: Casts Gust on enemies within ( x ) meters. Attacks have a chance to arc to another target.
    • Fire Elemental: Inflicts Fire DoT per hit, nearby allies with melee weapons deal added Fire damage.
    • Earth Elemental: Attempts to root and taunt its main target.
    • Phoenix: Chance to revive itself after death. May Blind its target per attack.
    • Will o Wisp: Wisp's Curse now scales, will stealth itself when not in combat.
    • Daemon: Gains its jump attack. Increases nearby allies' Chaos effectiveness.
    • Chaotic Clone: Health now scales, attempts to taunt in an AoE around it.

    Skill 2: Mark of the Pact (passive, requires Planar Call 20)

    Reduces the focus upkeep of your summons by ( x )%. Death Summons gain a speed boost upon being summoned by the same amount for ( x ) seconds instead.

    Skill 3: Planar Potency (passive, requires Mark of the Pact 40)

    Increases your summons' max level (increasing their health, damage, and damage resistance) by ( x )

    Skill 4: Mend Summon (active, requires Mark of the Pact 40)

    Restores your current summon's health by ( x ), then ( x ) over a period of ( x ) seconds. Having the Specialization reduces the reagent cost.

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

    Orders you pet to perform its signature attack. The higher the level of this skill, the more effective it is. Having the Specialization reduces the cooldown by ( x ).
    • Skeletal Footman: Will perform a rending attack with a chance of stunning.
    • Skeletal Mage: Casts Meteor Swarm at the target's location.
    • Lich Fighter: Performs a whirlwind attack that deals massive damage to one target but splits to multiple.
    • Water Elemental: Casts Soothing Rain on itself, healing all around it.
    • Ice Elemental: Casts Ice Field centered on itself.
    • Air Elemental: Casts Lightning Storm, causing bolts of lightning to strike any enemy that enters the target area.
    • Fire Elemental: Casts Ring of Fire at target location.
    • Earth Elemental: Casts Earthquake centered on itself.
    • Phoenix: Casts AoE Sun DoT at target location. Increased damage against undead.
    • Will o Wisp: Attempts to Mesmerize anyone near the target in an AoE.
    • Daemon: Gains a Chaotic Aura effect, granting random debuffs (or buffs) or enemies within range.
    • Chaotic Clone: Will cast or use one of your skills at random.

    Skill 6: Summoner's Bond (passive, requires Command 40)

    Being within ( x ) meters of your summon increases the effectiveness of skills from that school by ( x )%.

    Skill 7: Share Power (active, Mend Summon 40)

    Decreases your weapon and spell damage by ( x )%, increase your current summon's overall damage by ( x )% for ( x ) seconds. Having the Specialization reduces the penalty inflicted by ( x )

    Skill 8: Power Surge (active, requires Share Power and Summoner's Bond 40)

    Invigorates your pet with your own magic. Your active pet gains a bonus of ( x )% for ( x ) seconds to its movement speed and attack speed. Having the Specialization also increases it's Damage Avoidance as well while it is active.

    Specialization (requires Planar Potency 80):

    Every level of this Specialization further increases the effectiveness of your summons (much like the Taming Specialization) by ( x ).

    What do you guys think? Would something like this be a good overhaul?
     
    Last edited: Jul 2, 2018
  2. Tila Tenderfoot

    Tila Tenderfoot Avatar

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    This would be awesome for non-mages.
     
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  3. thesometimeslurker

    thesometimeslurker Avatar

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    My goal with the three is to make a summoned beast just as strong as a tamed one, for anyone wants to use one thanks for the feedback!
     
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  4. Violet Ronso

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    This concept is amazing, I actually love it. One thing I would suggest would be in some cases that the bigger impact be placed in the "Specialization" more than in the other impacts, so that like Taming, you need Specialization to make the tree really good. I've been looking to find my 2nd Spec since I respeced, and this would take the spot for sure!
     
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  5. Beaumaris

    Beaumaris Avatar

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    Great ideas, Perashim.

    I wonder if an alternative way to implement these ideas would be through the glyph combo system.
     
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  6. thesometimeslurker

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    Added Power Surge to the skill tree, a way to increase the overall speed/attack speed of an active summon for a short time.
     
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