Two Ideas: "Mastery Skill" specialization slot and a Unique

First Idea: Mastery Skill Specialization Slot
as is already known, up to five skill specialization slots can be unlocked as you level up, however, what if there was a sixth slot? what if, at some point in the games story, the player could unlock a dedicated “Mastery Skill” specialization slot which is only reserved for your characters mastery skill?

Example: after completing a part of the story, a sixth skill specialization slot is unlocked for the primalist which can only slot the skill that is unlocked with the chosen Skill Mastery (i.e. summon raptor for beastmaster, werebear form for druid, or summon storm totem for shaman.) choosing to be a druid for werebear form would unlock the sixth slot in question which would be exclusively for werebear form, but it can be changed if the player decides to respec their chosen mastery for a different one at the end of time.

this would raise the floor a good amount for everyone as each class in the game, not just primalists, would be able to specialise in their mastery skills tree, and five other skills of the players choice.

Second Idea: a Unique off-hand item

The First Bears Foray.

Off-Hand Catalyst
Unique Wickerbear Figure

Implicits

  • +5%-10% Increased Maximum Health
  • +4 Strength

Unique Stats:

  • Can be equipped off-hand alongside any Two-Handed Sword, Axe or Maul.
  • This item Counts as it’s own piece towards the Last Bear Set for the purpose of getting the set Bonus.
  • Wearing a full set of The Last bear with this item summons a spirit bear that scales with its own stats, but is affected by your Summon Bear tree.
    (the spirit bear is only summoned via Warcry/Roar when no other spirit bear is present.)
  • 1% melee damage penetration per 4 - 10 Strength for you & your summoned bear.
  • Gain 1% of Maximum Health as Endurance Threshold per uncapped 5% Endurance. (you will continue to gain this effect beyond the 60% endurance cap.)
  • Your current endurance threshold also applies to your summoned bear at 80% - 200% effectiveness.
  • Your summoned bear companion gains 1% Endurance per 1% of your Endurance while in werebear form, capped at 60%.

Item Description:

A Wickerbear bound with the spirit of the last bear, cast from a different timeline, found by a primalist druid known to be the First bear of Eterra in the beginning of the divine era.
Upon grasping the wickerbear, he saw & felt the sullen sorrow of the last bears ancestors watching the temple of eterra fall, the grizzled essence & blood that survived wars between gods & empires, and the isolation of the last bear guarding a cave where it was thought that her cubs still rest, wherein she fought to the very end. The First Bear himself had borne witness to a dark future cast by orobyss that consumed all into nothingness & despair.
With the spirit of the last bear lost to times end, now resting within the wickerbear in his hands, the First bear of Eterra would ensure he would be the first of many, alongside others, to change the fate of all bears alongside the primalists & to all of Eterra’s Kin, carving a new beginning, bringing Eterra’s blessing to those seeking hope, & forever unyielding in the pursuit of preventing orobyss from ending all existence beyond the ends of time in the hopes of potentially undoing Orobyss’s damage to the best of their abilities.

(Side note: I can’t be the only one touched by the descriptors for the last bears lament, scorn and fury items.)

to quote from my recent reply:

just to be clear: the primalist was used as an “Example” for a scenario. primalists would not be the only ones with a 6th slot dedicated to their chosen mastery skill tree.
Acolytes, Mages, Rogues & Sentinels would also have similar for their respective Mastery Tied Skills too.
*a better example: this Skill Specialization bar Image (whipped it up with paint to provide an example) has a slot that looks like the symbol reserved for mastery skills only, which players can only specialise a mastery skill, no other skill specialization tree can go in this slot, except for what is inherently tied to your chosen mastery, post-chapter two.
*And Again, this would also apply to Acolytes with Necromancer, Lich & Warlock, Mages with Sorcerer, Spellblade and Runemaster, Rogues with Blade dancer, Marksman & Falconer & Sentinels with Void Knight, Forge Guard and Paladin, would also have their respective Mastery Tied Skills too. Of which only one can be chosen, but interchangeable if one decides to respec their Mastery at the End of Time respectively. (and yes, I forgot to mention how it may result in a new balancing act, this whole reply will be quoted in the original post)

The game is balanced around having 5 skills, though. And even then it’s very easy until you decide to push corruption high.
This would require a massive rebalancing of every existing skill to maintain that balance, otherwise it would just be a free power creep.

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Mainly for minion builds, not so much for the Primalist transformation builds.

Other than Druid, because werebear form is limited in what it can do while transformed, all other masteries would simply get a free skill.
If you build your Shaman/Beastmaster to use one of the transforms, then it would be more limited in use, but you aren’t limited to that when making builds for those.

And any other Primalist that uses Spriggan/bug form. It’s not just Druid that uses the forms as the main skill.

So I can use Earthquake as a main melee skill while in Spriggan form? Or any of the other skills that don’t have nodes in the form skills that allow you to use them (or via procs)?

All of the Druid forms are relatively limited in what other skills you can use while in form. I’d love it if we could just replace the skills on the skill bar with other Primalist skills.

My point is that you don’t have to build a Shaman to use Spriggan Form. You can make a build that doesn’t use it (like I did with storm totem). In that case, it’s a free skill.
Same for beastmaster. You don’t have to use any of the forms. In which case, it’s a free skill.
Only for Druid would it be less beneficial because the free skill is Werebear form, which limits what you can specialize in with any benefits.

Yes, I would like that as well.

It is, which is why I specified the Druid transformation skills, because they are significantly limited to what skills can be used.

But the Spriggan form isn’t limited to Druid, any Primalist can take it, which is why I specified this was an issue for, at the risk of repeating myself, the Primalist forms regardless of which mastery you picked.

I know that for the builds that use forms this would have more limited benefits, but at the risk of repeating myself, you don’t have to use forms for Shaman or Beastmaster. There are plenty of builds that don’t use one. For those, it would be an extra skill.

So it would be an extra skill for every mastery, except Druid and some Shaman/Beastmaster builds that use forms.
I think we’re both arguing the same thing at this point but using different ways of saying it, so it feels like we’re not agreeing. :laughing:

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(post deleted by author)

Yeah, not completely. GD has 2 skill bars & it’s possibly to use more than one of them (especially with auras).

Actually, toggleable skills were changed to always be on now, so you don’t really have them in your bar anymore.

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Right, I forgot about that. But all I’ve ever seen the 2nd bar used for was buffs and minions.

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Even without the second bar, GD has double the base skill slots.

(post deleted by author)

To be fair, PoE (1 and 2) both also have more than twice the slots.
However, it’s all about balance. LE is balanced around 5 skill slots. Whereas PoE and GD have diminishing returns the more skills you use.
Also LE handles some of the stuff GD and PoE do with passive/procs.

It was a direct reply to the post just before it, but whatever slick. Best of luck in life.

just to be clear: the primalist was used as an “Example” for a scenario. primalists would not be the only ones with a 6th slot dedicated to their chosen mastery skill tree.

Acolytes, Mages, Rogues & Sentinels would also have similar for their respective Mastery Tied Skills too.

a better example: this Skill Specialization bar Image (whipped it up with paint to provide an example) has a slot that looks like the symbol reserved for mastery skills only, which players can only specialise a mastery skill, no other skill specialization tree can go in this slot, except for what is inherently tied to your chosen mastery, post-chapter two.

and Again, this would also apply to Acolytes with Necromancer, Lich & Warlock, Mages with Sorcerer, Spellblade and Runemaster, Rogues with Blade dancer, Marksman & Falconer & Sentinels with Void Knight, Forge Guard and Paladin, would also have their respective Mastery Tied Skills too. Of which only one can be chosen, but interchangeable if one decides to respec their Mastery at the End of Time respectively. (and yes, I forgot to mention how it may result in a new balancing act, this whole reply will be quoted in the original post)