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    Diablo 2 Paladin Skill Tree

      понедельник 20 апреля
          69

    I made this Conjuration Skill line because I don’t feel that the pet mechanic should be limited to the Sorcerer, Warden and Necromancer classes. These (Conjuration-lite) spells may not yet canonically exist in the universe during the time of ESO, but I want to explore the viability for a skill line like this. Also, should you want a fluff reason, there are daedra, vampires, dragons and Nirn knows what else dropping from the sky; surely some unwitting mage has attempted to bind one to their services. Free apps for mac.

    Other Paladin skills could be adapted as talents. A few examples: Pre-level 10 talents. I think that concept fits what the paladin was in Diablo 2 and I wanted to try and translate some of his iconic skills to HotS. But I also didn't think creating a whole tree talent was worth the effort considering all of this is.

    The actual summoning mechanic was something I observed from Skyrim; coding wise, the game, and its’ near infinite remakes, regarded Summon spells as a type of Buff. With that in mind, I propose that this skill line is more along the lines of buffing than summoning a permanent pet; that will remain as the ‘uber-level’ skill that stays with the class skills. This will save space on a player’s hotbar and provide a weakness to this skill; like any buff, it can be dispelled by Negate Magic and similar effects, can be timed out and the Familiars are particularly weak against the Fighter’s Guild Skills.

    With that out of the way, Let me know what you guys think in the comments below, like how to improve them in regards to balance, what to scrap, etc.

    Weapon Specs

    Weapon type – Staff, Magicka

    Light attack – Projectile; maybe something purple?

    Heavy Attack – Casts a wave of energy forward in a 20-metre cone with a 15° angle, hitting a single enemy.

    Ultimate Skill

    Crown of Oblivion – 250 Ultimate

    Don a Daedric Ohm onto your brow to increase the potency of your Conjuration Skills for 60 seconds. All Light and Heavy Attacks inflict Minor Magickasteal, all Familiars and Bound Weapons last 40% longer, every use of your Arcane Regroup restores 20% Magicka and your Portal Runes arm themselves for a second use if triggered.

    Morph – Daedric Boon

    Restores Health, Magicka and Stamina

    Don a Daedric Ohm onto your brow to increase the potency of your Conjuration Skills for 60 seconds and heal all allies within 30 metres 30% of their Health, Magicka and Stamina upon casting. Your Light and Heavy Attacks inflict Minor Magickasteal, all Familiars and Bound Weapons last 40% longer, every use of your Arcane Regroup restores 20% Magicka and your Portal Runes arm themselves for a second use if triggered.

    Morph – Crowning Sacrifice

    Damages Enemies upon casting.

    Don a Daedric Ohm onto your brow to increase the potency of your Conjuration Skills for 60 seconds and deal x Magicka damage to all enemies within 15 metres. All Light and Heavy Attacks inflict Minor Magickasteal, all Familiars and Bound Weapons last 40% longer, every use of your Arcane Regroup restores 20% Magicka and your Portal Runes arm themselves for a second use if triggered.

    Active Skills

    Bound Weapon – 2507 Magicka

    Summon and equip a previously Bound Weapon (One Handed & Shield, Two Handed, Dual Wield or Bow) for 45 seconds, allowing the player to use their associated skill line. These summoned weapons and skill lines count as Magicka skills for the duration of this buff.

    Morph – Occam's Razor

    Damages Enemies Magicka and Health

    Summon and equip a previously bound Weapon (One Handed, Shield, Two Handed, Dual Wield or Bow) for 45 seconds, allowing the player to use their associated skill lines. These summoned weapons and skill lines count as Magicka skills for the duration of this buff, and damages Enemy’s Magicka as for 30% of the damage inflicted.

    Morph – Daedric Shield

    Adds a Damage Shield

    Summon and equip a previously bound Weapon (One handed, Shield, Two Handed, Dual wield or Bow) for 45 seconds and a shield that absorbs x damage for 10 seconds, allowing the player to use their associated skill line. These summoned weapons and skill lines count as Magicka skills for the duration of this buff.

    Summon Atronach – 3570 Magicka

    CRIMINAL ACT! Summon a Flesh Atronach for 45 seconds to attack enemies on your behalf. Activating the skill again will cause the Flesh Atronach to smash its’ fists into the ground, dealing x Physical damage to surrounding enemies in 5 metres at half the Magicka cost. If the Flesh Atronach is killed before its’ timer runs out, all surrounding enemies take x Disease damage.

    Morph – Summon Flame Atronach

    Summons a Flame Atronach that deals flame damage.

    CRIMINAL ACT! Summon a Flame Atronach for 45 seconds to attack enemies on your behalf. Activating the skill again will cause the Flame Atronach to summon a pillar of flames, dealing x Flame damage to one enemy and their surrounding allies within 5 metres at half the Magicka cost. If the Atronach is killed before its’ timer runs out, all surrounding enemies take x flame damage.

    Morph – Summon Frost Atronach

    Summons a Frost Atronach that deals frost damage and supports Allies

    CRIMINAL ACT! Summon a Frost Atronach for 45 seconds to attack enemies on your behalf. Activating the skill again will cause the Frost Atronach to grant itself and all allies within 5 metres Minor Protection, reducing damage by 8% for ten seconds, at half the Magicka cost. If the Atronach is killed or dispelled before its’ timer runs out, it explodes, dealing x Frost damage to surrounding enemies.

    Arcane Regroup – 3570 Magicka

    Call all your active Familiars to your side, granting them Minor Force for 15 seconds. You also generate an Arcane Charge for 30 seconds that can be used to amplify their abilities by 10% by activating them on your hotbar, or you can use it to restore x Magicka or Stamina, whichever is higher, by pressing the Synergy Key.

    Morph – Eldritch Command

    Enhance Familiar Abilities Further

    Call all your active Familiars to your side, granting them Minor Force for 15 seconds. You also generate an Arcane Charge that can be used to amplify their abilities by 25% by activating them on your hotbar, or you can use it to restore x Magicka or Stamina, whichever is higher, by pressing the Synergy Key.

    Morph – Contract Renewal

    Extend Familiar Durations

    Call all your active Familiars to your side, granting them Minor Force for 15 seconds. You also generate an Arcane Charge that can be used to amplify their abilities by 10% by activating them on your hotbar, Extend your Familiar’s times by 30 seconds. or you can use it to restore x Magicka or Stamina, whichever is higher, by pressing the Synergy Key

    Portal Rune – 2807 Magicka

    Conjure a translocation rune on the ground in front of you that arms itself in 2 seconds and lasts for 30 seconds. When triggered, the enemy is teleported back 5 metres and stunned for 3 seconds. A friendly character can activate the Synergy, Teleporting Rally, to Teleport to the caster, granting themselves and the caster Minor Sorcery for 3 seconds instead; this will count as a ‘use’ of the traps. You can have up to three Portal Traps active at any time.

    Morph – Enhancing Teleport

    Extends Stun and Buff

    Conjure a translocation rune on the ground in front of you that arms itself in 2 seconds and lasts for 30 seconds. When triggered, the enemy is teleported back 5 metres and stunned for 5 seconds. A friendly character can activate the Synergy, Teleporting Rally, to Teleport to the caster, granting themselves and the caster Minor Sorcery for 5 seconds instead; this will count as a ‘use’ of the traps. You can have up to three Portal Traps active at any time.

    Morph – Anchoring Rune

    Summon One Rune, Can teleport to it

    Conjure a translocation rune on the ground in front of you that arms itself in 2 seconds and lasts for 30 seconds; after each use, it will rearm itself. When triggered, the enemy is teleported back 5 metres and stunned for 3 seconds. A friendly character can activate the Synergy, Teleporting Rally, to Teleport to the caster, granting themselves and the caster Minor Sorcery for 5 seconds instead. The caster can Activate the skill again to recall to the rune. You can have only one Anchoring Rune active at any time.

    Passive Skills

    Arcane Wave

    (With Conjuration Staff Equipped, not Bound Weapons) Fully Charged Heavy Attacks hit up to 3/5 enemies. You also have a 10/20% chance to Knock them down.

    Conjuration Expert

    (With Conjuration Staff Equipped) Your Conjuration Skills cost 8/15% less Magicka.

    Unearthly Winds

    (With Conjuration Staff Equipped) The angle of your Heavy Attack cone is increased to 30/45°

    Contingency Plans

    (With Conjuration Staff Equipped) Your Familiars inflict 25/50% additional damage when they explode upon death.

    Conjuration Master

    (With Conjuration Staff Equipped) Your Conjuration Skills last 3/5% longer.

    Source: Original link

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