Hello to the community!
I’d like to propose big changes for Spellblade, because while I love the idea of a melee caster, I don’t quite like how Spellblade has been structured. You see, while I like the idea of having a mage that can use melee elemental attacks, I also want to use spells and spellblade in its current state has awful support for spells.
The changes I want to propose aim towards turning Spellblade into a mastery that benefits from using both attacks and spells while still allowing you to focus on attacks or spells entirely.
I know that the changes I am going to propose need testing and some amount of dedication to evaluate or implement from the devs, but I tried to keep it as simple as I could by simply adding new elements to already existing passive nodes and only making a few changes and adding new passive nodes in the direction that aims towards my goal.
My propositions not only affect the passive nodes of Spellblade, but also his main passive ability as I feel that his current passive ability doesn’t serve the purpose of the changes I’m going to propose. Along with these changes, I also want to present 2 new skill ideas for Spellblade.
Passive Ability Change:
Gain 20 Ward on hit with melee attacks (1 second cooldown).
X% (60-80) of mana spent gained as Ward.
Passive Nodes Changes:
-
Infused Weapon:
Renamed to “Elemental Boon” or sth like that to suit the changes:
Changed to also give +2 Fire/Cold/Lightning Damage to Fire/Cold/Lightning Spells per point respectively.
-
Flame Walker:
Changed to: “Each second while you are moving or using a melee attack or spell you have a chance to cast Fire Aura”. Values unchanged.
-
Frozen Steel:
Changed to also grant +1 Spell Cold damage per point.
-
Elemental Strikes:
The chance to ignite/chill/shock changed to also apply to spells.
-
Fire Blood:
Changed to also grant +1 Spell Fire damage per point.
-
Essence Duel:
Renamed to “Arcane Power” (or sth). Changed to grant increased cast speed and ward gained on hit with Spells and also give a chance to gain Ward each second while channeling. Values undetermined.
-
Storm Blade:
Changed to also grant +1 Spell Lightning damage per point and chance to apply Spark charge on hit also changed to apply to Spells.
-
New Node: Essence Rush
You have additional spell damage if you‘ve used a melee attack recently. Value undetermined.
-
New Node: Arcane Momentum (Connection with Essence Rush)
Using a melee attack grants a stack of Energy Flow (maximum 4 stacks). Using a spell grants a stack of Adrenaline (maximum 4 stacks). Each stack of Energy Flow grants increased cast speed and each stack of Adrenaline grants increased attack speed. Stacks fall off after 4 seconds. Should probably be a 3-max-points node with 1% attack/cast speed per stack per point.
-
New Node: Elemental Might (Connection with Arcane Momentum)
Each stack of Energy Flow and Adrenaline also grants increased Elemental Damage and Ward generated per second. Values undetermined.
-
New Node: Arcane Adept
+X% Spell damage
+X Mana
+X% Mana regen
-
Inferno:
Changed to have connection to both Mana Reaver and Arcane Adept.
Changed to also grant an equal chance to cast Fire Aura when you use a spell.
-
Blades of Fires:
Changed to grant generic Elemental damage per Fire Aura (rather than only melee).
-
Burden of Knowledge:
Buffed or entirely removed. (The buff should probably be with less cast speed penalty).
-
Molten Edge:
Ignite chance and ignite effect changed to also apply to spells.
-
Awe Strike:
Changed to also grant +1 Spell Lightning Damage and increased shock effect changed to also apply to spells.
New Skills:
Arcane Barrier (Spell)
Create a Shield which generates Ward per second and causes Mana to shield health from damage for a short time.
Possible Specialization nodes:
- More Ward generated per second
- X% less damage taken from nearby enemies while Barrier is active
- X% less elemental damage taken from nearby enemies while Barrier is active
- X% less damage over time taken from nearby enemies while Barrier is active
- More mana regen while Barrier is active
- More melee Elemental Damage while Barrier is active
- More Spell Damage while Barrier is active
- More Barrier duration
- +X% of damage dealt to health taken from mana
- Knockback on activation
Lightning Tendrils (Spell)
Channel to release Bursts of Lightning at nearby enemies in a cone in front of you.
Possible Specialization nodes:
- +X% chance to shock
- +X% chance to apply a Spark charge on hit
- +X% damage
- -X% channel cost
- Fire and/or Cold conversion
- Your next melee elemental attack deals increased damage based on how long you‘ve been channeling.
- +X% chance to cast Elemental Nova every second while channeling.
- Lightning Tendrils turns into an attack. You now strike rapidly at nearby enemies in a cone front of you while coating your weapon with Lightning (or Fire/Cold in case of conversion).
As a conclusion, I want to state that the changes I propose are by no means what I want to see exactly on Spellblade, but rather a guideline to the changes I want to see so that spells are equally good on Spellblade as attacks.
Thanks for taking the time to read this long post (especially to the devs) and my hopes lie on devs taking the changes I propose seriously.