Falconer Skillset - My Suggestion

At Unlock Falconer Mastery → Summon Falcon
Your only minion skill, has synergy with every other Falconer skills, needs to be revived if killed, you can only have one Falcon summoned at anytime, similar restrictions as Primalist have for his minions

At Falconer Mastery Level 5 → Aerial Superiority
Fusion both you and your Falcon into a single character for a duration, enhancing your speed, your health and your damage per second output, cannot be casted when your Falcon is dead

At Falconer Mastery Level 10 → Bait
Throws a fresh food at short distance that taunts enemies to eat it, has longer duration than Decoy but doesn’t harm enemies unless you get poisonous berries (Poison DoT) or hot pepper (Fire DoT) with a skill specialization point

At Falconer Mastery Level 15 → Stealth
Both you and your Falcon become hard to be detected, and both your next attack and your Falcon next attack deal bonus damage scaled with duration of your Stealth mode

At Falconer Mastery Level 20 → Falconer’s Fury
Bow Version, you does a ranged attack while Falcon teleports and does a melee attack at same target enemy, similar to Flurry

At Falconer Mastery Level 20 → Falconer’s Fury
Sword or Dagger Version, both you and your Falcon teleports and does a melee attack at same target enemy, similar to Flurry

At Falconer Mastery Level 25 → Snipe
Bow Version, you does a ranged attack while Falcon teleports and does a melee attack at same target enemy, similar to Puncture

At Falconer Mastery Level 25 → Snipe
Sword or Dagger Version, both you and your Falcon teleports and does a melee attack at same target enemy, similar to Puncture

Important: Both Snipe and Falconer’s Fury have two versions, due to one of those versions be appliable only to Bow Weapon while the another one be appliable only to Sword or Dagger Weapons

Also Important: if Falcon is dead, most of Falconer’s Skills will only works for your main character, ignoring your Falcon

Edit (for future posts)

Not to be a Debby downer, but in a world where most of our enemies are undead or void monstrosities, why would they want to eat food their enemy just threw near to them? (Realistically though, I feel this overlaps too hard with decoy, which already exists)

You might need to define this better, because “harder to detect” doesn’t really work in an arpg, like, temporary immunity while your character is “invisible” maybe, but detection would require every single enemy in the game to receive some sort of observation mechanic rather than simple leash range.

Also falconers furry and snipe have literally the same descriptions as each other.

too less traps for my taste :smiley:
i’d like any skills and passives with d2’s trapsin in mind. and maybe synergies between traps and the falcon like PoE’s skitterbots and trap skills.

your ‘stealth’ suggestion sounds fun to me, maybe also with some increased movespeed.

Bait — Maybe it should function like a cheaper manawise decoy that doesn’t damage enemies unless if you take specific skill specializations for dealing Damage Over Time (one for Poison and one for Fire), and also should have buffs for you and your Falcon (Perhaps your allies and your allies’ minions aswell), though those buffs for your party comes only if you take specific skill specializations

Stealth — Agreed, increased movespeed, increased armor, increased elemental resists and even more damage when breaking Stealth mode, though those bonuses comes only if you take specific skill specializations

Falconer’s Fury — This ability overlaps a bit Flurry, think about if we have a Flurry-like ability for Falconer that allows to attack the same target enemy with both your weapon and your Falcon, and consider it need two versions to fit two different attack range, maybe it comes with a short cooldown and a small mana cost.

Snipe — This ability overlaps a bit Puncture, think about if we have a Puncture-like ability for Falconer that allows to attack the same target enemy with both your weapon and your Falcon, and consider it need two versions to fit two different attack range, maybe it comes with a short cooldown and a small mana cost.

Both Falconer’s Furry and Snipe has same mechanics of two versions according to your weapon range, but they have different attack skills as base, as Flurry and Puncture are different attack skills

Because the Rogue is too slow at the moment…

maybe with a downside: if you take incr movespeed node inside ‘stealth’ tree, you can’t use ‘shift’ during 'stealth’s uptime.

Well, i got some new ideas for this topic, as follows…
At Unlock Falconer Mastery → Summon Falcon
(This is the only one minion that Falconer can use)

Aerial Superiority → Kept but with higher Mastery Level Requirement (Perhaps level 30 or 40 as requirement)

Stealth → Kept but that hard to be detected means partial transparency (but not invisibility) and increased dodge rating for duration (Still Requires mastery level 15 and grants bonus damage on next attack)

Bait, Falconer’s Fury and Snipe → Replaced by any three different attack abilities that has three things in common: (1) are both Falconer and Falcon syncronized attacks and (2) are both available at melee and at ranged modes, though if ranged then Falconer does a ranged attack instead of teleporting into enemy, and (3) they have cooldown

One syncronized attack at Mastery level 5, other one at Mastery level 10 and another one at Mastery level 20 or 25

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