I wanted to see if I could make a 4th mastery for each class, each one unique and bringing it’s own niche to the table. This is purely for fun, I do not expect the devs to even entertain adding this stuff, just wanted to try it out and see what people think!
I have not included nodes on skill or passive trees. feel free to post ideas like unique nodes and which skills should be convertable to other damage types and things like that.
Some of the balancing may be a little skewed, take it all with a pinch of salt, but feel free to comment ideas you have or tweaks you would make. I wont be editing this post but will be looking at all the replies! <3
Sentinel: Juggernaut
An unstoppable force driven by brute strength and determination.
I wanted to make a sentinel that focuses on the pure melee aspects. Forge Guard revolves around minions, Paladin is spell and support, and for the mostpart, Void Knight tends to be a hybrid of melee and spell.
I also wanted to make a build that can effectively use 2h maces, since i feel they are underwhelming in the current state of the game. Because of this, the build revolves around slow but powerful attacks, often scaling with CDR rather than attack speed.
Mastery Bonuses:
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10% more (multiplicative) global damage while moving.
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Gain a stack of “Unstoppable” on melee hit (2 second cooldown). Each stack grants +2 melee physical damage and 2% increased cooldown recovery speed. 20 max stacks. All stacks duration refresh when you gain a new stack. Lose all stacks if you go 5 seconds without hitting an enemy.
Mastery Skill: Momentum Blows
Scaling Tags: Physical, Melee, Area, Channeled, Movement, Strength
Channel to swing your weapon around wildly, the weight of your weapon throws you towards the target direction with each swing. Requires a 2 handed weapon.
Does not scale with melee attack speed, instead scales with cooldown recovery. A similar concept is “Dancing Strikes”.
Skill 1: Thunder Clap (pre-mastery)
Scaling Tags: Lightning, Physical, Spell, Melee, Area, Strength, Attunement
Raise your weapon to charge it with lightning, slam down to deal huge melee damage to enemies caught under it and release electrifying shockwaves. Requires a 2 handed weapon.
Skill 2: Kinetic Swing (pre-mastery)
Scaling Tags: Physical, Melee, Area, Movement, Strength
Receive stacks of “Kinetic Energy” when you are hit. Using Kinetic Swing consumes all stacks to charge the melee attack, giving it damage and area per stack consumed.
Basically a tankier, melee variant of “Static”.
Skill 3: Battle Standard (post-mastery)
Scaling Tags: Buff, Area, Instant Cast
Toggle to equip a battle standard that empowers you and allies in its area and demoralises enemies within it. While it is equipped, your mana is drained.
This is the same as the Battle Standard subskill in the “Javelin” skill tree. This tree would effect Battle Standard from all sources.
Skill 4: Pummel (post-mastery)
Scaling Tags: Physical, Melee, Area, Movement, Traversal, Strength
Leap three times consecutively, pound the floor on landing to crush enemies under you, each leap is stronger than the last and moves you further.
An amalgamation of “Rive” and “Fury Leap”.
Rogue: Alchemist
A master of potions, turning the battlefield into a sea of blood and volatile pools.
“Acid Flask” has always felt out of place in the Rogue arsenal to me, so I wanted to make a class that revolves around flasks and potions to give “Acid Flask” more synergy within the Rogue skillset. I also wanted to make a “pure” throwing class, since throwing tends to be sidelined, used more as easy to proc skills and rarely the primary damage source for a majority of builds.
Something I did struggle with was trying to set the skills apart from pre-existing ones. Acid Flask and Explosive Trap are spread thin trying to fill as many throwing niches as possible, this class would probably be alot better in general if those two skills were to get overhauls and focus more on their specific niches.
Mastery Bonuses:
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+4 potion slots.
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20% more (multiplicative) throwing damage against enemies afflicted with 6+ unique negative ailments.
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When using a potion-based throwing attack you consume a healing potion, granting that attack 50% more (multiplicative) damage and 25% increased area. The same rules as “Elecoe’s Abandon” body armour apply to this. (aka: direct throw only, no effect with no potions, does not trigger potion health recovery but does trigger all other “on potion use” effects.)
Mastery Skill: Prismatic Vial
Scaling Tags: Fire, Cold, Lightning, Physical, Poison, Throwing, Area, Dexterity
Throw an unstable prismatic vial, when it lands, it explodes, dealing all damage types (excluding necrotic and void) in a large area, and leaving volatile puddles that inflict a variety of negative ailments.
Volatile pools have a base 50% chance to inflict Slow, Frailty, Shred Armour, Electrify and Poison per second to enemies stood in them. (Think “Mad Alchemist’s Ladle”).
The pools left by Prismatic Vial have a chance to inflict a negative ailment per second based on your global chance to inflict that ailment. (if you have 150% global chance to poison on hit, the volatile puddles have a 200% chance to inflict poison every second to enemies stood on them and the same applies to all negative ailments.) The ailments applied by volatile puddles do not have to be damaging.
Skill 1: Molotov Cocktail (pre-mastery)
Scaling Tags: Fire, Physical, Throwing, Area, Dexterity
Light a molotov cocktail and throw it, when it lands it causes a massive explosion that sends flaming glass shards in all directions away from the initial blast.
The glass shards deal physical throwing damage and inflict one stack of bleed and ignite to enemies hit. Glass shards cannot pierce, however multiple shards can hit the same enemy.
Skill 2: Volatile Arrows (pre-mastery)
Scaling Tags: Fire, Cold, Lightning, Physical, Poison, Bow, Area, Dexterity
Fire an erratic spread of arrows into the target location, attached to each arrow is a potion of any random damage type (excluding void and necrotic), when an arrow lands, the attached potion explodes, dealing its corresponding damage type to nearby enemies. (does not consume healing potions). Requires a bow.
Each arrow counts as its own seperate hit. Any arrow could have any potion, it is completely random what damage type an arrows potion will get.
Skill 3: Rejuvenating Shower (post-mastery)
Scaling Tags: Throwing, Buff, Area, Dexterity
Consume all of your healing potions on use, and throw them into the sky. The potions explode and release healing rain that also buffs you and allies. (More area and healing per healing potion consumed).
This will trigger all “on potion use” effects at once, with the amount of times it triggers dependent on how many potions are consumed. The healing granted will exceed the amount that the consumed potions would have given, but it heals over time rather than all at once.
Skill 4: Elemental Concoctions (post-mastery)
Scaling Tags: Fire, Cold, Lightning, Throwing, Area, Dexterity
Throw three flasks, one corresponding to each element, all landing close together. Each unique combination of elements causes a different reaction when they explode together.
The skill tree would be incredibly similar to “Elemental Nova”, allowing you to guarantee the combination you want. Three potions will always be thrown, regardless of how many elements are selected.
Primalist: Leviathan
Rejecting both land and sky, their blood courses with the power of the ocean.
The primalist was hard to figure out. I wanted to stick with its nature theme and found that the only water/ocean based skill was a terrible maelstrom sub-skill, Tsunami. Since the shaman is very lightning-centric and there is alot of cold synergy in the Primalist skills, I thought it would be the best fit.
This mastery is almost purely water-based. This means almost all skills will scale with cold damage and the damage type conversions would be pretty limited. This mastery also introduces a new ailment “Drenched”. While drenched shouldnt be specific to this mastery, it should be pretty rare to find outside of it. (It also might be a little bit OP idk).
Mastery Bonuses:
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Your cold spells have a 10% chance to inflict “Drenched” on hit. “Drenched” is an ailment that stops the afflicted target from applying any negative ailments on hit. It lasts 4 seconds and does not stack.
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+30 cold spell damage.
Mastery Skill: Tsunami
Scaling Tags: Cold, Spell, Area, Attunement
Summon a large wall of water that travels through enemies. The Tsunami can pierce infinitely but has a limited range. An enemy can only be hit once by the same Tsunami.
This is the same skill as the “Maelstrom” subskill tsunami, however the subskill would be changed to match this skill and would scale off of this tree. The tsunami also pushes enemies away on hit, causing them to move slightly in the same direction that the tsunami is moving.
Skill 1: Summon Tentacle (pre-mastery)
Scaling Tags: Minion, Strength, Attunement
Minion Scaling Tags: Cold, Physical, Melee, Spell, DoT, Area
Summon a huge tentacle that bursts out from the floor. The tentacle attacks enemies in its radius. Occasionally, it will cast water fissure, a spell dealing cold damage over time to enemies caught in it. The Tentacle lasts 15 seconds. You can only have 1 tentacle active.
The tentacle has a radius around it to display its range. The tentacle will swipe at enemies that are in range, dealing melee physical damage, and will occasionally cast water fissure. spawning a new tentacle will despawn the pre-existing one.
Water fissure is a long crack in the floor, extending outward from the tentacles base that shoots up a wall of water. The water deals cold spell damage over time to enemies inside it.
Skill 2: Aquatic Spray (pre-mastery)
Scaling Tags: Cold, Spell, Area, Channeled, Attunement
Channel to charge up the power of the ocean in your hands, release to shoot out a massive cone of water infront of you, dealing more damage the more time spent charging (up to a maximum). While channeling you release waves of water in a circle around you, pushing enemies back.
This attack is like a combination of “Smelter’s Wrath” and “Snap Freeze”.
Aquatic Spray can be charged indefinitely, gaining more damage the longer its charged up to a limit. However since it would be alot stronger fully charged compared to “Smelter’s Wrath”, the downside is that there is no implicit damage mitigation while channeling, making you vulnerable and forcing you to weigh the risks of charging it for prolonged periods.
Skill 3: Geyser (post-mastery)
Scaling Tags: Cold, Spell, Area, Attunement
Create a water geyser at the target location. The geyser periodically spews high velocity columns of water up into the sky, dealing more damage the closer an enemy is to its centre.
The geyser shoots 5 jets of water before disappearing.
Skill 4: Hot Spring (post-mastery)
Scaling Tags: Spell, Buff, Area, Attunement
Create a shallow hot spring in a large area around you on the floor. While in the hot spring, you and allies are healed consistently over time and ailments are periodically cleansed multiple times over the course of its duration.
Like a health recovery variation of “Smoke Bomb”.
Mage: Hierophant
A fortune teller that imbues their mythical menagerie with powerful elemental magic.
Every class has one mastery that revolves around minions except for the mage. Forge Guard, Necromancer, Beastmaster and Falconer. To keep this trend up, I decided to make a minion-centric mage that imbues those minions with powerful elemental magic.
To set this build apart from the rest, I decided to focus much harder on the fantasy creature aesthetic and lean into the elemental aspects of the mage class, avoiding other damage types since the three mage masteries practically only use elemental damage.
Mastery Bonuses:
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You gain 40 ward when one of your minions hits an enemy.
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You and your minions are granted 2 ward per second per point of intelligence
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You and your minions have 50% increased elemental damage.
Mastery Skill: Golemancy
Scaling Tags: Minion, Intelligence
Minion Scaling Tags: Fire, Cold, Lightning, Spell, Area
Summon three stone golems held together with elemental energy. Each golem corresponds to a different elemental damage type. Each golem has their own unique attack. You are limited to one of each golem type.
Fire Golem: Releases a sprinkler spray of fire bolts that explode in a small area when they hit an enemy.
Cold Golem: Slams the ground, releasing a small wave of ice in an area around the impact.
Lightning Golem: Briefly channels a beam of lightning. The beam bounces between enemies, but does not pierce or fork.
Skill 1: Summon Storm Sprite (pre-mastery)
Scaling Tags: Minion, Attunement, Intelligence
Minion Scaling Tags: Lightning, Spell
Summon 4 Storm Sprites that repeatedly cast lightning blasts at enemies until they expire. Storm Sprites last 15 seconds. You can have up to 4 Storm Sprites at once. (Scales off of your “Lightning Blast” tree).
These are the same as the “Tempest Maw” unique subskill, they have been tweaked slightly for the mage. Storm Sprite lightning blast scales off of your “Lightning Blast” tree, but things like damage still scale from the Storm Sprite.
Skill 2: Magic Trick (pre-mastery)
Scaling Tags: Fire, Cold, Lightning, Throwing, Spell, Intelligence, Dexterity
Fan out your deck and release, sending out elemental cards in a shotgun spread. The cards are homing and piercing. After a few seconds, the cards return to your hand, hitting enemies in their path.
Every card is tri-elemental and so deals all 3 damage types in a single hit, like unspecced “Elemental Nova”. Cards cannot hit or home in on the same enemy twice while homing, but can hit the same enemy one more time on return.
Skill 3: Lucky Draw (post-mastery)
Scaling Tags: Throwing, Spell, Buff
Fan out your deck and release, sending out cards that attach to your allies and minions for a limited time. While a card is attached to an ally or minion, they are given ward per second, ward retention and are granted offensive buffs until the card detaches and returns to you.
If this skill is in your hotbar, you always have a card attached to you, irregardless of whether the skill is active or on cooldown. Only one card can be attached at a time, even if multiple people were to activate Lucky Draw at the same time.
Skill 4: Dual Dragons (post-mastery)
Scaling Tags: Minion, Intelligence
Minion Scaling Tags: Fire, Cold, Spell, DoT, Area
Summon two baby dragons, one solar and one lunar. The solar dragon breathes a cone of scalding fire, dealing spell fire damage over time. The lunar dragon breathes a cone of frigid ice, dealing spell cold damage over time.
The dragons stay slightly infront of the player, one on each side. They only attack enemies that get too close, and do not run away from you to attack things.
Acolyte: High Priestess
Overcome with the eldritch power of the void, they stop at nothing to harness it.
This acolyte mastery revolves around void damage, something I feel is heavily under-utilised considering its one of seven damage types, and only a single mastery makes real use of it. To me, the acolyte seems like the best choice for a second void-based mastery, since the aesthetic of the acolyte is generally quite dark and morbid.
Sadly, not a single other skill for the acolyte has any void conversion at all, so synergy between this mastery and the others will be minimal.
Mastery Bonuses:
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+1 vitality per 3 intelligence.
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100% increased spell void damage.
Mastery Skill: Release
Scaling Tags: Void, Melee, Spell, Area, Vitality, Intelligence
Toggle to give in to the void, letting it consume you. While active, your health and mana are drained at an accelerating rate and the void inside you lashes out at all nearby enemies in the form of dark tendrils. Release does more damage in a larger area the longer it is active.
there are four dark tendrils that can attack at any given point, when an enemy is hit by a tendril, they recieve a second, more powerful hit a second later that scales with spell damage, like an after-effect. The original hit from the tendril deals melee damage.
Skill 1: Abyssal Orb (pre-mastery)
Scaling Tags: Void, Spell, Area, Vitality, Intelligence
Fire a cluster of abyssal orbs that seek out enemies. When they hit an enemy they explode, dealing void damage in an area around them.
These are the same as the Abyssal Orb subskill in the “Devouring Orb” skill tree. However, things like scaling tags have been tweaked. When you cast Abyssal Orb, five orbs appear above your head, then all five lock onto the nearest enemy and are fired.
Skill 2: Hypnotic Slash (pre-mastery)
Scaling Tags: Void, Melee, Area, Vitality, Intelligence
A quick melee attack dealing void damage in a small area infront of you and pulling enemies towards you.
Skill 3: Consume (post-mastery)
Scaling Tags: DoT, Intelligence
Activate to consume all damaging ailments on the target enemy, causing all of the damage to be dealt at once. You are then inflicted with all of the damaging ailments that were consumed. Requires a target.
Stacks that deal overkill damage to an enemy are still applied to you. Consume applies to all ailments that deal damage, and also consumes ailments inflicted by minions and allies. Ailment cleanse applies to the stacks recieved.
Intelligence works similarly to “Conflagrate” and “Searing Conflagration” in the Mages “Enchant Weapon” tree, but instead the ailments deal increased damage per point of intelligence when consumed.
EDIT: removed vitality as a scaling tag and explained how the skill would scale with intelligence.
Skill 4: Apocalypse Ritual (post-mastery)
Scaling Tags: Void, Melee, Spell, Area, Channeled, Vitality, Intelligence
Channel to create a ring of void portals surrounding you, each portal spews out an onslaught of void magic. Large void tendrils lash out and attack nearby enemies while abyssal orbs spew from each portal relentlessly.
The abyssal orbs created scale with your Abyssal Orb tree and the void tendrils scale with modifiers to void tendrils on your Release tree. While channeling Apocalypse Ritual you cannot generate ward. Health leech and regen are also disabled while channeling.