So im a huge fan of skills that chain (exploding palm from diablo 3 for example) so i would love to see something like this:
So instead of having a chance to freeze enemies you now shatter/explode them
-Enemies hit by shatter strike no longer have a chance to freeze but have a chance to shatter, causing an explosion of ice, dealing cold damage and slowing the movement and attack speed of enemies (0/5) (i suggest that with 5 points invested this will be 100%)
If the slowing movement and attack is too powerful just remove it, also i chose hit and not killed for a specific reason, because if you are fighting a boss without adds then this whole path would be useless, unless he spawns them.
This would the starting node that leads to more nodes that expand on the idea of the explosion/shatter
After u put atleast 3 points into the node above u can get the follow up.
-Enemies hit by the explosion will shatter/explode aswell ( think of diablo 3 exploding palm, once an enemy dies a chain reaction happens.) This could also have a chance instead of being 100% so either 0/1 or 0/3-5)
So enemies outside the original shatter strike range but that still got hit by the shatter/explosion will trigger their own shatter/explosion (the range of the shatter/explosion should be a bit bigger than the range of shatter strike for this to work)
Then a 3 way split comes.
Path 1 leads to:
-Every point in this node increases the times an enemy can explode (0/3-5)
So if anything survives the intial shatter/explode they have a chance to shatter/explode to keep the chain going,
i dont want: has a chance of shattering/exploding a second time, i wanna see more than 1 extra if possible(if its not too overpowered ofcourse)
Path 2 leads to:
-Increases the range of the shatter/explosion by “x” (0/3-5)
More range means more enemies hit and a bigger chance to proc the shatter/explosion. This is an aeo node and doesnt help at all for fighting a single enemy
If this node feels too weak compared to the others you could make it so that it reduces the cooldown per enemy hit by the shatter/explosion or have a chance to reset the cooldown entirely per shatter/explosion.
A follow up for path 2 could be:
-Shatter/explosion does more damage to enemies farther away from you by “x” (0/3)
So if the shatter/explosion chains up to enemies really far away from you they would receive more damage than enemies close to you, this makes the skill really strong if its procs to a whole bunch of enemies.
Path 3 leads to:
-Increases the damage of the shatter/explosion “x” (0/5)
Gotta spend points to make this choice of shatter/explosions worth it.
A follow up node of path 3 could be:
-If the shatter/explosion hits only 1 enemy the damage is increased by “x” (0/3)
This would make the skill more viable for fighting bosses instead of only an aeo.
I hope i got my idea across. (Sorry for the sloppy writing, im doing this on my phone)
Its just so much fun seeing all the explosions going off and chaining to even enemies off screen.