I know you devs already have a lot on your plate getting your other classes and content ready, but hopefully you will take some considerations to make sure the Primalist continues to get some love. There are already multiple Primalist builds posted that can do quite a bit, but in my opinion, the majority of passive nodes are either completely worthless or “just there for the sake of being there.” This thread’s purpose is to add some additional flair to most of the passive nodes, making it feel that each node is worth putting in the grind to get those levels and bonus points. Since this is a large effort and I can only post here and there, I will use the first post to provide my proposed passive trees, and use the remaining posts to explain the ideas behind each node.
I’ve done my best to either consolidate or remove entirely the most useless nodes such as those that just give Health Regen or flat health. If Health Regen or Dodge becomes more viable strategies, you can sprinkle them in to some of these other nodes, but in my opinion, nodes should be packed with goodies. Nodes like Woodlore that give both raw stats like Vitality and additional damage bonuses or protection should be the norm for all nodes
Primalist Nodes
- Natural Attunement [0] (x/8): 1 Attunement per point, 4 Elemental Protection per point
- Primal Strength [0] (x/8): 1 Strength per point, minions get 5% increased health per point.
- Thorn Bond [0] (x/5): Increased damage by 4%. This value doubles when you have an active minion (reduced requirements).
- Wisdom of the Wild [5] (x/6): Increased Spell Damage per Point, increases DoT effects by x%
- Primal Medicine [5] (x/5): Using a potion heals your minions (same as before).
- Ancient Remedy [10] (x/5): Increased potion find and health restored on potion use (same as before).
- Survival of the Pack [10] (x/10): Increased melee damage and leech (same as before).
- Dirt on Wounds [10] (x/6): Has a x% chance of inflicting Poison if Enemy has Bleed Effect
- Towering Bravery [15] (x/5): You and your minions have increased armor and Void protection when using a 2H weapon.
- Ancient Call [15] (x/1): +1 Maximum Companion. Your minions cannot leech health. (Minions have 100% Regen and 0% Leech, compared to the current 50% Regen and 50% Leech).
- Partner [15] (x/5): Increased damage and protection per point if you control exactly one minion (moved from Beastmaster to Primalist).
Beastmaster Nodes
-
Ursine Strength [0] (x/8): Increased Strength + Health (same as before)
-
Savagery [0] (x/10): Increased Melee Damage - reduced maximum points
-
Caustic Brew [0] (x/5): Increases Health Restored on Potion. Increases Poison Damage after Potion use.
-
Claw Guard [5] (x/5): Reduced damage taken, same as before.
-
Talon Warrior [10] (x/10): Increased Physical Damage and Bleeding Chance (same as before)
-
Aspect of the Ox [10] (x/5): Increased Health Regen and Protections when you are slowed
-
Aspect of the Lamprey [10] (x/5): Increased Health Leech (same as before)
-
Writhe [15] (x/10): Increased Dexterity. You and your minions have increased dodge rating
-
The Chase [15] (x/10): Minions have increased Attack, Cast and Movement Speed (same as before)
-
Deep Wounds [20] (x/5): Increased Bleed Effect (same as before)
-
Circle of Life [20] (x/5): You and your minions have flat Health on Kill
-
Envenom [20] (x/10): Increased Poison Chance (same as before)
-
Partner [20] (x/4): If you control only one minion, defensive bonuses from skill nodes are also granted to the player at X% efficiency. (Comfort is just really weird and pointless since you’re giving small Attribute bonuses to precisely one minion)
-
Steel Teeth [25] (x/5): Flat Physical Damage and Armor Penetration for you and pets
-
Pure Blood [25] (x/10): Increased Vitality, Increased Armor, and Increased Poison Protection
-
Forager [25] (x/5): Increased chance of finding potions, increased health on hit for you and minions
-
Primal Strength [30] (x/10): +1 Strength and increased melee damage for you and minions (same as before)
-
Savage Bond [30] (x/1): +1 Maximum Companion. Minions do half damage unless you hit an enemy with Melee Strike (same as before)
-
Lumierra’s Salve [30] (x/10): Potion restores greater health, increased movement speed after potion use (req reduced from 45 to 30)
-
Serrated Claws [35] (x/10): Minions with increased Crit Chance (same as before)
-
Emanation of the Hare [35] (x/7): Increased %Dodge rating and %Glancing Blow for you and minions
-
Adrenaline Rush [35] (x/5): You have increased Physical damage and attack speed if you have a DoT applied to you.
-
Serrated Teeth [40] (x/10): Minions with increased Crit Multiplier (same as before)
-
Berserker [40] (x/5): Increased movement and attack speed for minions. (Increased damage to the player seems harsh, maybe make it a 2H requirement?)
-
Cornered and Wounded [45] (x/10): Massive Increased Physical Damage and Bleed Effect under half health or when reviving a companion
-
Agile Pack [45] (x/10): Increased flat Dodge rating per companion (something like 5 dodge rating per point if you have 1 companion but 8 dodge rating per point if you have 4 companions). This applies to both you and your minions.
-
Feeding Frenzy [45] (x/2): Moderately increases Health on Kill for player. Dramatically increases Health on Kill for minions.
Shaman Nodes
-
Invigoration Totem [0] (x/5): Grants flat heal when a Totem kills an enemy.
-
Shamanic Infusion [0] (x/8): Increased Attunement and Mana (same as before)
-
Ancient Stones [0] (x/8): You and your minions have 15% increased Elemental damage and Stun Avoidance (Stun Avoidance seems extremely pointless, but I don’t know what else I can put here, maybe increased health?)
-
Tremor [5] (x/3): Moved from Druid Tree. Instead of activating under a random enemy, Tremor does Lightning damage at a X meter radius around the player. Damage and Area of Effect is doubled when using a 2H weapon.
-
Frozen Fields [5] (x/5): Flat cold and %Cold damage (same as before, but with higher values).
-
Totemic Fury [5] (x/5): Increased Attack and Cast Speed if you have a Totem (same as before)
-
Thunderous Roar [10] (x/5): Tremor gains increased damage per point of Strength (same as before)
-
Static Slash [10] (x/5): Melee Shock Chance + Strength (same as before)
-
Silent Protector [10] (x/8): 15% Armor if you have an active totem (same as before)
-
Storm Bringer [15] (x/10): Minions have increased Lightning Damage and increased Stun Avoidance
-
Wind Bringer [15] (x/10): Increased Physical Damage and Dodge Rating (same as before)
-
Hail Bringer [15] (x/10): You and your minions have increased Cold Damage and chance to chill
-
Maelstrom [15] (x/10): Increased Elemental Penetration and Protection (new to 0.7.1 - this is a great ability)
-
Fist of Stone [20] (x/10): Increased Physical Damage and Stun Chance when you have active Totem (same as before)
-
Static Crunch [20] (x/5): Your minions have Melee Shock Chance (requires Static Slash)
-
Unstable Ground [20] (x/3): Tremor has X% to summon additional 1 Lightning Bolt per point
-
Dervish [25] (x/5): Increased Elemental Melee Damage (same as before)
-
Rune of Awe [25] (x/5): Increased Spell Damage for you and minions (new to 0.7.1)
-
Frostblade [25] (x/5): Minions have Cold Penetration, and increased damage to chilled enemies
-
Storm Shaker [25] (x/5): Minions have Lightning Penetration and chance to blind
-
Stormblade [30] (x/5): Increased Melee Damage per active Totem
-
Lodestone [30] (x/10): Increased Armor and Protections if you cast a spell recently (same as before)
-
Ascendant Circle [30] (x/5): Increased Spell Damage per active Totem (moved req. from 50 to 30)
-
Protective Circle [30] (x/10): +Attunement, Increased Protections per totem
-
Ball Lightning [35] (x/5): 8% Chance to summon lightning every 3 seconds per spell cast / melee hit
-
Eternal Storm [35] (x/5): Cooldown Reduction, %Health and %Mana (new to 0.7.1 - great job on this passive)
-
Eye of the Storm [40] (x/5): Increases protection against projectiles by 25% - 50%. Increases protection against melee hits from -10% to 10% (I assume basing damage on distance from enemy is very hard to do, so I propose increased defenses instead).
-
Sky Armor [40] (x/10): Increases Armor and Movement Speed (reduced req. from 45 to 40).
-
Lightning Rod [40] (x/2): Each totem has a 10% chance of summoning a Lightning bolt at a random location 2m from totem location
-
Conflux [50] (x/1): Lightning from passive nodes increases by 30%
-
Fault Lines [50] (x/6): Increases the AoE of Elemental Melee attacks by x% (The old Fault Lines is now already covered by Avalanche’s skill tree)
Druid Nodes
-
Healing Bond [0] (x/10): You and your minions have increased poison protection and health regen - reduced maximum points.
-
Soul’s Attendant [0] (x/8): Attunement and Mana efficiency (same as before)
-
BearSkin [0] (x/5): Increased armor by flat amount. Increased Bleeding Chance by %
-
Eterra’s Blessing [5] (x/5): Each spell has a 5% chance per point to heal X amount for 4 seconds.
-
Healing Totem [5] (x/4): Chance of spawning Healing Totem increases by 5% per point
-
Wily Lumbering [10] (x/8): 1 Dexterity and Dodge Chance per point. Additional +1 Dexterity and extra Dodge Chance per point if using a 2H weapon.
-
Rejuvenation Totem [15] (x/5): Largely increases Healing Effectiveness and Rejuvenation when near Totem (requires Healing Totem)
-
Blossoming Vines [15] (x/8): You and your minions have increased healing effectiveness (same as before)
-
Return to Dust [15] (x/10): Increased damage over time and flat health on kill (same as before)
-
Strengthened Bond [20] (x/5): Increased Damage and Armor if you control exactly one minion (moved Natural Duality to Strengthened Bond)
-
Primal Shifter [20] (x/5): Increased Damage 10 seconds after shifting form (same as before)
-
Deep Roots [25] (x/5): Increased Elemental Protection and Health Regen (same as before)
-
Woodlore [25] (x/8): Increased Vitality and Poison Chance for you and minions (same as before)
-
Rabid Bite [25] (x/5): Increased Health Leech and Bleed Effect in non-human form
-
Ferocity [30] (x/10): Increased Critical Strike Chance (same as before)
-
Hideskin [30] (x/10): Increased spell damage, %Glancing Blow and reduced stun duration.
-
Acquired Instinct [30] (x/5): All minions take less damage when you are in non-human form
-
Forest Fervor [35] (x/10): Increased Physical Damage if you have critically hit an enemy recently (same as before)
-
Regrowth [35] (x/5): Significant Ward, Increased Mana regen on returning to human form
-
Sprouting Vines [35] (x/5): Reduces all cooldown on abilities that summon vines by 20-50% (Affects skills like Serpent Strike, Summon Spriggan, maybe one of the thorn abilities can sprout vines?)
-
Defense of the Heart [40] (x/5): Increased Armor and Protections if you critically hit an enemy recently (same as before)
-
Eternal Nature [40] (x/10): +2 Increased Attunement per point; minions have increased protections
-
Lusted Instinct [45] (x/5): Added stats [Vitality, Strength, etc] from transforming into non-human form are increased by 40% each point.
-
Protective Roots [45] (x/5): Increases Vitality and Attunement for you and your pets by 2 X number of vines on the field for 10 seconds when a Vine is summoned. Creates a Healing Nova when a Vine is summoned.
*Soothing Slaughter [45] (x/8): Increased Crit Chance, Health on Crit, and Healing Effectiveness (same as before) -
Fetid Gouge [45] (x/5): Increased Crit Multiplier if an enemy is Poisoned
Short summary: I’ve made it so that all classes can benefit from all the “Only One Companion” nodes (Hybrid builds can use all the help they can get), Beastmaster benefits more from Physical and Bleed while taking advantage of having the most pets (the class is called Beastmaster, after all), Shaman becomes not just a Totem hoarder, but can also make huge Lightning or Cold melee attacks, and Druid plays into the role of Caustic poison dealer, shapeshifting, and using Vines / Trees for offensive and warding.
Patch 0.7.1 update: Updated to include some of the new nodes from the patch. Most of the new nodes are welcome additions - definitely have more ideas like those.