Shatter Strike: What Node Would You Give Its Specialization Tree?

Here are some of my toughts:

  1. 0/5: Increase radius of slash by 5%

  2. 0/3: Increase the health pool Shatter strike automaticelly kill by 0.5% (Not sure about numbers. I’d like to see something in the likes of D3 Necro but nerfed to 8-10% of mob hp)

  3. 0/5: Increased chance to freeze by 10% and shattering strike’s radius is Decreased by 5% (Something in the like of a boss killer spec?)

  4. 0/5: Everytime you strike with Shattering strike your elemental resistances increase by 1% stackable to 10-20 stacks max.

I will come up with some more later on. Let’s see where this spell gets to !

Best regards,

Oupsimdead.

2 Likes

Node that decreases the area from a circle into a cone and:
Either increases/more attack speed (since you take less time to swing in a cone than in a circle)
OR increases mana efficiency (since you spend less mana for smaller area)
OR gives more damage
OR makes the range longer

3 Likes

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.

3 Likes

I also came here to suggest shrapnel damage on culled/frozen enemies and increased culling :slight_smile:

  • increased mana efficiency
  • Added Cooldown: Summons an ice vortex that follows the spellblade for the duration of the cooldown.
    • Increased freezerate of ice vortices
    • Increased cooldown, summons additional ice vortices nearby the player
    • Ice vortices no longer follow the player, reduced duration
  • Increased freeze rate and damage against enemies at max health.
  • Shattering Echo: Culling can no longer be applied on the initial hit, 1 second after casting, cast another smaller hit that can cull.
2 Likes

The idea of Shatter Strike is super interesting to me. So I made a google docs, to show my idea for a skill tree.

https://docs.google.com/drawings/d/1qTSe64Jm4B_Fomg_tMjvXrnHH7HodB9ycF0RdI153fo/edit?usp=sharing

1 Like
  • Reflective Strikes: Summons {{1}} mirror image per point that deals a culling strike.

    • Mirror shield: Doubles the duration and number of mirror images. You deal 50% less damage to enemies.
      • Reflection Dimension: You no longer deal damage to enemies. You cull your minions with less than 50% hp. Minions you cull have increased shrapnel damage.
  • Glacial Swing: Reduced attack speed, increased damage.

    • Chilling Aura: The force of your blade leaves behind a DoT that chills enemies. The duration of the Aura is equal to your attack time.
  • Shattering Force: Reduces AoE to 180° arc. You deal increased damage and are knocked back 3m after your attack

    • Backwards Momentum: You deal {{x}} physical damage to enemies you hit while getting knocked back per point. You travel backwards {{2}} additional meters per point.
      • Sonic Boom: Damage from backwards Momentum is applied in an increasing AoE per point.
2 Likes

I’m starting to like this whole idea of the mirror images theme on the mage :smiley: Kinda like a Mesmer form GW2!

1 Like

I think warlock may end up getting most of the mesmer-esque stuff :dancer:

The Rogue may also have some.

5 Likes

Polar Vortex (0/1) - Changes Shatter Strike into a moving channeled skill (aka Cold Spellblade version of Warwind)

Something for mana efficiency/cost because it sucks it up like crazy when I just want to play with the Dex scaling.

Speaking of, maybe something that removes the Dex scaling for more Int scaling, with a pair exclusive node that does the reverse?

I liked the idea of getting a damage bonus based on how much you’ve dodged recently, maybe in exchange for the freeze (hard to dodge when enemies can’t attack you).

Leaving ice clones on use, that maybe echo the skill, is also a cool idea. Or perhaps a cold skill proc like Flame Reave does with Fireball, such as with Glacier or even its ice vortex nodes.

Obvious potential nodes are increased AoE radius or concentrating the AoE into a semi-circle or smaller cleave type attack.

1 Like
  • Turn shatter strike into an instant cast that inflicts a stacking self-chill
  • Enemies hit at full health have their health reduced to 80%
  • Cull % is higher for each different skill you’ve used recently
1 Like

Do a bonus cold damage based on the enemy’s current health. So you deal more bonus damage to enemies with full health, and less bonus damage to enemies with low health.

2 Likes

Shatterstrike

  1. Wind Shear Branch
    Wind Shear; Turns the skill from a melee attack skill to a spell attack skill. Rather than affecting a circle, turns it into a long range, very narrow cone. Start of a branch. Additional nodes slightly widen the cone, and deal increased Cold damage. It still counts as a hit for the purposes of “on hit” effects. Following nodes are in no particular order
    – Howling Vortex; %Chance (10/20/30%) on Critical Hit to summon a Tornado, which gather’s up enemies. Damage scales with Intelligence, rather than Attunement. Additional nodes increase chance to trigger and widen AoE.
    – Snowstorm; Chance to apply any of the following effects on hit; Knockback, Stun, Blind, Chill, Freeze and/or Stagger
    – Northern Winds; Gain resistance to fire damage if you’ve cast this recently.
    – Gale Speed; improved movement speed, attack and cast speed after casting this spell
    – Scything Winds; Bonuses to Throwing Attack Damage and Speed improve this skill’s Spell Damage and Cast speed by 50/100/150% ratio.

General Nodes;
– Winter’s Deathly Grasp; Culled Frozen enemies are risen as Zombies under your control, but cannot be healed. Their melee attacks apply Chill on hit.
– Splinter Statues; Culled Frozen enemies are instead risen as Frozen Statue Totems firing long distance barbs of ice.
– Gelid Blood; if you’ve used this skill recently, you gain +5/10/15 Ward Retention and 5/10/15 points of Necrotic, Poison and Void resistance for each point of Intelligence.

I’m a bit of sucker for specific weapons, getting a bit of a buff for each;

  • 2 Handed Polearms - long handled weapons which can be spun quickly? Attack Speed, Reach, Ailment infliction
  • Blunt Weapons (1H, and 2H) Improved Crit, Stun, Damage vs afflicted enemies
  • Sceptre - Improved Block, Reflect, Ward/Retention, decrease Ward Retention if you’ve been hit recently, but deal improved retaliation damage - cast on block, perhaps

Edit - it’s worth pointing out that there isn’t a legendary Sceptre yet. Might be a nice way to introduce the skill, and that’s to put it alongside a new Unique?

1 Like

Well, I almost finished my Shatter Strike suggestion .
There’s still some work to do, but I’m close to finish it.

Hope you like that is already available :blush: .

1 Like

Wow guys! Tons of amazing suggestions here. Literally too many to use them all. I think almost all the initial ideas for nodes in this tree are going to come from the community. I’ve just gone through and compiled all your ideas and I’ve got about 3x what I need. We will for sure be doing this again with another skill down the road. We can’t do it for every skill but this was awesome!

2 Likes

Why don’t you make a community event? Throw in a Skill for an upcoming class… or tease a upcoming class with it whistles, and leave on skilltree to a community build and give the best 3 made skilltrees a pet of some sort or something like that. People love such things and maybe you’ll be suprised of the outcome ^^.

1 Like

That’s almost the effect we’re going for here. This way we can get the best ideas from everyone in. I’m compiling it right now and I’ve got WAY more nodes than I can use and they are all awesome. All of them came from the community.

We used a skill that was already in the game but didn’t have a tree yet because that way people have a feel for it and know what they might want from it. Making a tree for a skill you’ve never used before is, in general, not going to yield as good ideas I think.

2 Likes

But I’m having fun imagining how that tree would look :slight_smile:

1 Like

Something like this…time to start cutting and combining nodes.

2 Likes

What a tease! :wink: But this is amazing and I’m super excited about how it turns out. Even though you got way too many node ideas, some the extra ones could be used down the line I guess, or even for other skills.

1 Like