I made a post earlier about whether or not developers would take suggestions and one of the replies suggest I make topic for them and here they are. Anyone can make a suggestion and I’ll add to the list.
A temporary spell buff similar to Death Seal, Phantasmal Walk would grant a DoT aura, massive damage reduction and movement speed buff in exchange for draining mana and disabling mana regeneration.
Node branches include granting minion the buffs themselves; trading mana drain for current health drain; converting damage to fire and getting huge buffs if both Death Seal and Phantasmal Walk are active.
A 0 cost single target fire melee attack that consumes a percent of max health every couple seconds to grant a damage buff that lasts until the next health consumption and trigger an AoE attack centered on you.
Node branches include converting damage to cold; consuming ward instead of health; increasing buff/AoE attack frequency and letting it stack at reduced effectiveness/attack damage per stack; and the buff affecting minions too.
Transform into wailing banshee. While transformed, your health decays constantly, health regeneration is disabled and Banshee Form is replaced with Wail of Agony. Wail of Agony grants increased attack speed with all types of attacks to allies hit and prevents their health decaying.
Node branches includes Wail of Agony affecting you as well; spawning small minions constantly while transformed at the expense of increasing health decay; chance to cast Wail of Agony on using a spell, the chance for this is proportional to the mana cost of the spell; and consuming all minions on screen on transformation in exchange for a damage boost (both you and your minions) per health consumed.
Extended 0 cost melee attack that unaffected by weapon range with high innate poison chance and health leech. Health leech from this skill can increase current health above your maximum.
Node branches include minions getting health leech against enemies poisoned with this skill; turning into a cooldown skill that pulls enemies to you; healing minions on hit at the expense of your health; and doing more damage based on how much health you currently have.
A 0 cost single target cold melee attack that also casts Icicle, a piercing cold spell with each attack.
Node branches include adding AoE and multiple Icicles cast per attack, but it requires a two-handed weapon; casting Snap Freeze on kill; casting Ice Barrage instead of Icicle every several attacks and doing more damage after being hurt.
A low cost cold piercing projectile spell that increases in speed and damage the longer the projectile travels for.
Node branches include converting into a stationary tornado after a traveling for a second; orbiting you for a short duration; inflicting knockback on hit and becoming a channeled spell.
A limited duration channeled circular AoE fire attack that deals DoT while channeling and emits a nova when the spell ends. The nova deals more damage and knockback the longer the skill was channeled and the closer enemies are.
Node branches include casting Fireball at nearby enemies while channeling; converting to cold damage; gaining powerful defenses while channeling and turning the skill into a linear AoE attack with increased damage.
Targeted channeled AoE lightning spell that inflicts blind and increases in area size and number of stacks of slow inflicted the longer the spell is charged.
Node branches include increasing damage per second charged; casting elemental nova while channeling; being casted fully charged at increased mana cost and cooldown time; and granting increased lightning damage and shocked chance for every stack of slow inflicted.
A channeled melee movement skill where you and your companions charge in the aimed direction. You and your companions gain a melee damage buff for a few seconds when the skill ends, proportional to the time spent channeling.
Node branches include converting the melee buff into a spell buff; spawning thorn totems after the skill ends; converting to fire damage and casting tornado while channeling.
Transform into a spell casting draconic form that constantly drains mana and prevents mana regenartion while active. While transformed, you gain Dragonoid Tempest Strike, Storm Breath, Cold Glare, Takeoff and Human Form. Dragonoid Tempest Strike is identical to Tempest Strike, barring the mana cost and benefits from the Tempest Strike skill tree. Storm Breath is a limited range, conical AoE channeled spell that does cold and lightning damage. Cold Glare is a linear AoE spell that inflicts slow, frostbite, chill and a debuff that increases damage taken on hit. Takeoff is a channeled movement melee attack that renders you invincible while channeling and knocks back on hit while moving, but does no damage; an AoE melee attack is done when you stop channeling the skill.
Node branches include casting Eathquake on using Takeoff; consuming no mana for a few seconds after using Dragonoid Form; having no mana drain, increased damage and re-enabling mana regeneration but imposing a time limit and cooldown on Dragonoid Form; and gaining mana on using Storm Breath at the expense of health.
A curse-esque AoE spell that inflicts targets with Lingering Cloud. Lingering Cloud causes afflicted enemies to take a cold DoT and chilled. It also has a chance to cast Lightning Bolt on the afflicted enemy when they’re hit.
Node branches include guaranteeing a Lightning Bolt when Tempest Strike casts Lightning Bolt (separate from chance to cast Lightning Bolt when enemy is hit); spreading to nearby enemies on hit if the afflicted enemy is a boss or rare enemy; converting cold damage to poison, replacing chill with blind and replacing Lightning Bolt with Acid Pool, a lingering AoE spell that inflicts poison; and casting Avalanche Boulder when afflicted enemy if critically hit (affected by Avalanche tree).
Charged lightning bow attack that pierces up to 10 enemies when fully charged. Guaranteed critical hit and releases a nova of ten shrapnel (does a third of shot’s damage) against rare/boss enemies; stops piercing on hitting rare/boss enemies.
Node branches include a chance to use Hail of Arrows on piercing an enemy; converting damage to physical; guaranteed stun on fully charged shots, but increased charge time; and releasing a smaller shrapnel nova on piercing enemies.
Low cost AoE fire throwing attack that only explodes after 0.5s. Does low damage and bounces off enemies on impact.
Node branches include converting damage to lightning with increased stun chance; turning it into a proximity mine that needs to land on the floor and arm for 0.2s before it can explode with increased AoE and damage; sticking to enemies on impact; and leaving a lingering fire AoE on explosion.
Temporary minion that consumes all of your shadows on creation for increased damage per shadow; mimics all of your actions with a 1s delay. Movement and attack speed are identical to the creator’s, all other stats and effect potency are 65% of the creator’s.
Node branches include the creator sharing a portion of damage taken with the clone; increasing duration by attacking enemies; spawning shadows while the clone is alive; and you and your clone gaining damage every second the clone stays alive.