Passive Node Ideas - Mage

I got a few ideas for spellblade passives that put dodge in the game now that the newer passives after the skill tree update can provide some focus on dexterity.

2 Nodes:

Node 1

+1 Dexterity per point
+1 Intelligence per point

Max points: 8

5 point bonus: 3% increased melee Attack speed per 10 total attributes

Node 2

+10 Dodge Rating per point
+3 Ward per second per point

Max points: 8

4 point bonus: 20% chance to gain 10 Ward when you dodge

A 3rd node idea would be something like +health-mana-dodge rating with 5-8 max points, or simply anything that can include dodge rating + bonus stats.

I think these nodes could be a thing.

3 Likes

A new node for the chance of electrification would look great.

1 Like

Base Mage - Continue Channeling while moving (could be at a decreased damage amount when actually moving) ((could also be for a limited time say 5 seconds max))

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Spellblade exclusive node, increased attack and cast speeds while wielding a 2H weapon. At 5 points, threshold bonus: you can equip a catalyst with a 2 handed weapon.

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A node in base mage that reduces the remaining cool down of skills by 30% after 2s of channeling could be an interesting incentive to use channeling skills. Channeling is currently very outdated and hardly used. Arcane momentum, a staple node in many mage builds, benefits rapid casting. There’s no equivalent for channeling.

Base Mage Node - Increased mana gain by 5% per point (affects all sources of mana gain e.g. Mana Strike or Runebolt’s Attuned Recovery node, including mana regen). Max 5 points. 4 point threshold bonus: Gain 1 spell damage per 4 mana gained recently.

This would provide an interesting way of gaining spell damage for the Mage class. Currently there are too few sources of added spell damage resulting in very limited builds that use the Mad Alchemist Ladle (low spell damage) other than with Fragment of the Enigma.

1 Like