5 new mastery ideas, one for each classes

Hi there !

Here are some ideas that just came to me while playing, they are simple and can be improved or changed a lot but I hope you will like them.

Mage -

General idea : Do damage mainly with movement skills.

Passive : +x% damage for movement skills where x is movement speed bonus, gain +20% movement speed, movement skills no longer share cooldown.

Skill idea : “Constellation” - Dash and bounce between enemies, create a detonation at each bounce.

Rogue - Machinist

General idea : Use machine as minion, like decoy and ballista and can also improve shrine buff (duration, effect, get more duration on kill…).

Passive : Your minions do more damage per shrine buff, share your buff with a minion when you invoke it. You are garanty at least one shrine per map.

Skill idea : “Backpack” - Allow you to permanently have a machine on you that auto-attack with less power.

Sentinel - Juggernaut

General idea : A full tank that can dual wield shields but with less damage done. Can summon warrior spirit to attack for him. Spirit usually attack only once before they vanish.

Passive : Allow you to dual wield shield, you do -50% damage and have +100% block effectiveness, you have +200% stun chance.

Skill idea : “Lancier spirit” - A spirit that perform a single dash attack that can bleed enemy and slow them then vanish.

Primalist - Blood Berserker

General idea : A master of bleed ailment that can leech damage based on bleed. Can also reduce ailments and stun effects on himself to prevent him from being stopped.

Passive : +5% chance to bleed on hit per missing %life, +5% bleed damage leech, -1% ailments effects on you for each bleed stack on nearby ennemies and -1s ailments duration for each 10 stacks.

Skill idea : “Blood absorption” - Absorb all the stacks of bleed on enemies in a range. Remove all stacks on enemies and each stack deal 50% of remaining damage. You heal for each stack removed.

Acolyte - Soul collector

General idea : You can no longer regen mana except by killing enemies, and gain damage per current mana.

Passive : No more mana regen, gain +2 mana per kill, gain +% damage per current % mana.

Skill idea : “Soul bomb” - Use all your mana to make an explosion around you that deal increase damage and range per 10 mana spend. You can’t gain mana with soul bomb kills.

Hope you liked those, once again there are just some rough ideas that i tried to make a bit unique for some but I still hope you enjoy to read (and sorry for the english, it’s not my native language).

Thanks for reading !

1 Like

This we already have with Surge & Teleport with the nodes that cast Elemental Nova.

The Sentinel can already be pretty tanky plus if you had only shields equipped your melee damage would be very low due to not having much in the way of flat damage (melee skills have a base damage of ~2 & while the Sentinel can get some flat melee damage from passives and the Sigils of Hope skill, that wouldn’t be much compared to using even just 1 single-handed weapon) which would make for a horrific single player experience.

Nah, it’s fine.

Yes. That’s how it works currently. But I’d imagine if game devs would target such a build they propably would invent additional mechanics to build around that. Like converting block effectiveness into flat damage or something else.

Yeah but there are no passives that are meant to boost movement speed, damage of movement skills and you can surely add more unique passives and way to play around movements.

That’s why i was thinking about using minions skills that do only one attack to use minion damage and not player damage, the main point of this mastery would be to be a “super tank” more than the sentinel is already.

This is an interesting idea, however, I think that completely removing mana regeneration is a dangerous thing to do. Especially in this case, since you cannot spec out of a mastery.
There are a lot of situations where you might nott have anything to kill to gain mana.
Even during boss figths, there is often nothing to kill other than the boss itself.

In general, I think that there should always be at least a bit of mana generation that is not contextual and is always available to the player.

I like the machinist idea, some variation of that would be a neat addition.

The bleed berserker is too narrow a definition. you are essentially saying that a class should be dedicated to one damage type which I don’t think is a good idea.

Thanks for posting your ideas ! I think it’s good to have a discussion about added variety to the classes and class skills.

In that case, Acolyte needs a skill like “Life tap” or “Soul consume” that convert your health in to mana.

Well, the Acolyte has several spells that cost hp instead of mana and you can use Drain Life to generate mana, though it’s a bit clunky.

You could easily have 0 cost spells that gives you mana on hit or have some new mana leech on damage but you right that this mastery may be weaker against most boss but can be more powerfull in general situation if play right. A mastery with a bit of ressources management but that award you with more power if managed well.

My main idea for the berserker was a mastery easily “unstoppable”, meaning that have a bit of focus on reducing ailments like chill, freeze and stun. But for the only one damage type focus, you already have some mastery like this like the Void Knight. But if it’s an isssue, you could easily have one or two skill that convert bleed chance and damage to another damage type like poison or necrotic. You would have more damage types but will loose some effects given by the bleed, like the skill “Blood absorption” i wrote or some other passives that are focus on bleed.

My pleasure to share, hope you liked them.

DOH! :laughing:

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