Some time ago on McFluffin’s twitch channel someone came up with an idea for “mastering” skills. When you get to skill lvl 20 you would be able to select an option that would change how the skill works, IMO they would be centred around the class masteries, so for the Sentinel’s skills, they would have one void/timey-wimey one (Void Knight), one support/fire/phys (Paladin) & one tank/phys/control (Forge Guard).
Examples could be:
Warpath –
• Damage is converted to Void & Warpath hits have a chance to spawn a redundant timeline copy of yourself which has a chance to taunt mobs (the copy moves around & can either do damage or not depending on balance)
• Warpath is turned into a raging inferno (conversion to fire) that melts mobs armour (fire shred on hit)
• Mecha Warpath! After channelling for X seconds, gain additional armour (flat armour buff) & mobs hits bounce off your armoured hide (armour pen reduction)!
Smite –
• Every X seconds, Smite hits are caught in a temporal loop and repeatedly hit the original target even if it’s dead (doesn’t proc Time & Faith after the initial cast)
• Smite is turned into a moving pillar of fire from the sky lasts X seconds & you can only have Y active at a time
• Every X seconds, Smite’s initial impact causes enemies to fumble their hits (chance for mobs attacks to miss, kinda like dodge but a debuff to the mob rather than a buff t othe player)
Devouring Orb –
• DO casts Void Rifts that increase in frequency over it’s duration with increasing damage (rather than every time a mob dies), cannot occur if you have the Dark Moon node
• Converts damage to fire, void rifts have a chance to ignite, void rifts grant health regen for X seconds to the player & allies hit by them for Y seconds (stacks up to Z)
• Devouring Orbs are replaced with SpiderBots! The spiders attach themselves to enemies & pulse with damage when attached (equivalent to void rifts, but physical damage), the damage pulses alternate repulsive and attractive forces
Abyssal Echoes –
• No idea what to do with this one since it’s already pretty void-y, maybe make it a channel? After channelling for X seconds, if a mob hits you for more than Y% of your hp you escape through a rift to a safe space
• Instead of damaging mobs, yourself & allies are clothed in fire damaging all mobs within X distance of you & you gain Y health regen for the duration, both effects stack
• Damage is converted to physical, the earth is shattered beneath mobs feet slowing them down, if they get hit by X Abyssal Echoes the ground swallows them! Abyssal Decay damage is converted to bleed, bleeds inflicted by Abyssal Echoes have increased duration
Shield Throw –
• Shield Throw no-longer ricochets, but sticks to the first target & sucks other enemies to it. Pull strength is increased based on the number of ricochets that Shield Throw would have had. Shield Throw explodes after X seconds, additional shields that hit the same target increase the explosion damage
• Shield Throw is turned into a burning fragment of the sun & leaves a burning path, dealing additional fire damage to enemies hit (damage reduces with further ricochets)
• Damage is converted to phys (overrides any other conversion, such as the fire conversion node & the idol), mobs hit by ricochets are impaled and chained together, taking physical damage over time (like the DoT from Rive’s third hit), chained mobs can’t move apart from each other & the chains explode after X seconds dealing phys damage
Manifest Armour –
• Every time the Armour is hit, it explodes with void energy, it also gains a pair of void bear turrets on it’s back
• Manifest Armour is converted into a shining beacon of hope & renewal (healing aura & cleanses every heal tick) but such is the strength of it’s manifestation in our realm it has a “short” duration (10-20s) & a longer cooldown that starts after it has departed this mortal coil
• Resistance is futile! The armour can inject mind-controlling drones into enemies and subvert them, forcing them to fight for your cause (every hit has a % chance to convert a mob that increases the more it hits a single mob, converted mobs are healed to full but have decaying health, like Wraiths). Enemies are aghast at this abomination and will fight harder against the Manifest Armour & it’s diabolical minions (ever time it converts a mob, it taunts enemies in a small AoE)
• Bonus points – Manifest Armour is converted into a mobile toilet that does, erm, splash damage… The Manifest Toilet can’t climb stairs & screams “EXTERMINATE” at random occasions.
Hammer Throw –
• Hits have a % chance to summon a rift into the deepest darkest void that spawn Nurglings, er, Termagaunts, no, Voidlings(?) that swarm nearby mobs. The rifts are unstable & explode with void energy. Every X rifts, you attract the attention of a horror from the even deeperer darkerer void that reaches through the rift with it’s tentacles hitting mobs & drawing the smaller mobs back to it’s home to feed
• Your hammers are infused with the fury of the raging Tempest! Your hammers periodically strike out at nearby mobs with lightning (the more hammers you throw the higher the frequency of the strikes) and your melee attacks gain additional lightning damage based on the number of hammers thrown recently
• Instead of throwing hammers, you throw grenades. They fly in a parabolic arc and explode on contact.
Sigils of Hope –
• Sigils of Despair, the sigils pulse with malign energy inflicting all sorts of unpleasant ailments on your foes foolish to come into range (Time Rot, Damned but converted to Void damage, some others)
• Your Sigils explode with fire whenever you fail to block a hit, dealing fire damage. Any allies hit by the explosion deal additional fire damage. This effect has a 1s cooldown
• When your Sigils expire they are converted into Forged Weapons, this effect has a 2s cooldown. A Sigil being replaced by a fresh Sigil (either manually or via Last Wish) counts as expiration.