More unlockable trees
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More unlockable trees
The only class that has unlockable trees is the archmage. This seems to be a good but underused idea. It allows someone to add content with out too much work. Coming up with the 4-6 trees to make a new class. Also it is a way to add flavor to classes that are short on trees like the Alchemist.
So a pretty open idea I have is different type of golems like a Crystal of Flesh golems. This gives the golems more options and the such.
another idea for the alchemist is a transmutation tree. like turning walls to mud or creating lava out of existing terrain.
what class do you people think should get some unlockable trees, or does everyone not like them. If there is some good ideas I can make them but people should try themselves first.
So a pretty open idea I have is different type of golems like a Crystal of Flesh golems. This gives the golems more options and the such.
another idea for the alchemist is a transmutation tree. like turning walls to mud or creating lava out of existing terrain.
what class do you people think should get some unlockable trees, or does everyone not like them. If there is some good ideas I can make them but people should try themselves first.
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
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- Halfling
- Posts: 98
- Joined: Wed Mar 02, 2011 6:59 pm
Re: More unlockable trees
Great topic,
The new brawler could have further pugilistic trees opened up by reaching certain hand-to-hand combat damages... similar to the mage opening Cyromancer.
A Cursed' class character could open up a line of 'Curse item'... perhaps eating up gems, rebalancing existing gear stats... or stripping stats to enhance the Cursed's Gloom ability in some fashion.
There is always the potential for a pet to accompany hunters, rangers, paladins, fighters... pets could in an unlockable talent tree. Indeed.. different types of pets could be unlocked for the same talent tree....
`R
The new brawler could have further pugilistic trees opened up by reaching certain hand-to-hand combat damages... similar to the mage opening Cyromancer.
A Cursed' class character could open up a line of 'Curse item'... perhaps eating up gems, rebalancing existing gear stats... or stripping stats to enhance the Cursed's Gloom ability in some fashion.
There is always the potential for a pet to accompany hunters, rangers, paladins, fighters... pets could in an unlockable talent tree. Indeed.. different types of pets could be unlocked for the same talent tree....
`R
Re: More unlockable trees
For something like this to work we'd need more unlockable tree ideas
Goblinz has suggested a few for alchemists.
I wouldn't be opposed to Brawlers having another unlockable tree but the question is what should it do.

I wouldn't be opposed to Brawlers having another unlockable tree but the question is what should it do.
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- Wyrmic
- Posts: 249
- Joined: Sun Aug 15, 2004 1:19 am
- Location: Plainville, CT
Re: More unlockable trees
I would suggest a chi based tree or two. Chi needn't best a separate resource or anything, just the idea of being able to channel the bodies inner power for healing and such. I could try to come with up some later, if you like.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"
--Rudyard Kipling, "The Cat That Walked By Himself"
Re: More unlockable trees
I think the whole chi thing was something carefully avoided when Edge was designing the Brawler class. It's not meant to be an eastern style monk.
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- Halfling
- Posts: 98
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Re: More unlockable trees
The classic switch of Chi or Ki is 'Faith'. Especially for Occidental Monks.
As for what brawler trees could introduce... well a 'fist' based tree could be rapid damage, while a 'kick' based tree could be slightly less damage but introducing blow-back effects or armor penetration variants. Furthermore, there could be elemental fighters who embrace elements to alter their form of attacks.
a few morning coffee thoughts
~R
As for what brawler trees could introduce... well a 'fist' based tree could be rapid damage, while a 'kick' based tree could be slightly less damage but introducing blow-back effects or armor penetration variants. Furthermore, there could be elemental fighters who embrace elements to alter their form of attacks.
a few morning coffee thoughts

~R
Re: More unlockable trees
Maybe a wall-walking/jumping talent tree for the Brawler? Be a twist on mobility/defense/utility, kinda parkour-styled. Example would be (working title) "Twisting Leap: If grappling a foe, and foe is adjacent to three wall tiles in a straight line (or in a corridor), and player is adjacent to one of those tiles, player jumps towards the wall and over the foe, doing x% damage and confusing the foe for a brief duration." The player would then land on the other tile adjacent to the monster, as though he/she'd just used the monster to balance him/herself while walking on the wall they're adjacent to. The confusion duration would probably either be a set 3 or cap at 3 at an absolute best, it's more to show that the foe is now facing the wrong direction to fight the brawler.
So,
would become,
where the rogue does not move but the player does.
So,
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- Wyrmic
- Posts: 249
- Joined: Sun Aug 15, 2004 1:19 am
- Location: Plainville, CT
Re: More unlockable trees
I would think of actually calling it chi, just using the idea.Grey wrote:I think the whole chi thing was something carefully avoided when Edge was designing the Brawler class. It's not meant to be an eastern style monk.
Two trees I had in mind would be the wholeness tree. Wholeness of the Body would be a stamina using heal, for example, Wholeness of strength, a stamina regen and so forth. The idea of total control and discipline over the body.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"
--Rudyard Kipling, "The Cat That Walked By Himself"
Re: More unlockable trees
Hedrachi: Make it so that the player jumps over the foe, and then throws the foe in that direction. So ...@p.......# -> .....@.....%# If enemy is still alive it is dazed.
Could make a tree based on throws and more aerial moves.
Drop kick: Throw an enemy into the air, and then viciously kick him away. Throw does 50% normal damage, kick 150% normal damage, enemy is knocked back, and if he collides against another enemy he does damage dependant on size against what he collides with.
Could make a tree based on throws and more aerial moves.
Drop kick: Throw an enemy into the air, and then viciously kick him away. Throw does 50% normal damage, kick 150% normal damage, enemy is knocked back, and if he collides against another enemy he does damage dependant on size against what he collides with.
Re: More unlockable trees
Here is a more complete idea for the alchemist tree I was thinking about.
Turn to mud:turns walls into mud which deal damage and slow
Turn to lava:turns walls into lava wich block movement and deal fire damage around them but spread slower
Acid trail: when moving leave behind a trail of acid
acid ball: a projectile drops acid and when it hits it explodes
Attached is a folder that has all of these finished (I think ) but lack descriptions, balancing and may have bugs Also there was the thread on a necro tree. should corrupters get that? One for each major undead type?
Turn to mud:turns walls into mud which deal damage and slow
Turn to lava:turns walls into lava wich block movement and deal fire damage around them but spread slower
Acid trail: when moving leave behind a trail of acid
acid ball: a projectile drops acid and when it hits it explodes
Attached is a folder that has all of these finished (I think ) but lack descriptions, balancing and may have bugs Also there was the thread on a necro tree. should corrupters get that? One for each major undead type?
Last edited by Goblinz on Fri Apr 22, 2011 12:40 pm, edited 1 time in total.
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
Re: More unlockable trees
Me likey!Grey wrote:Hedrachi: Make it so that the player jumps over the foe, and then throws the foe in that direction. So ...@p.......# -> .....@.....%# If enemy is still alive it is dazed.
Could make a tree based on throws and more aerial moves.
Drop kick: Throw an enemy into the air, and then viciously kick him away. Throw does 50% normal damage, kick 150% normal damage, enemy is knocked back, and if he collides against another enemy he does damage dependant on size against what he collides with.
Re: More unlockable trees
Idea for a new Archmage tree: Absorption. Unlocked by dealing 1 million arcane damage over the course of several games AND gaining hold of the awakened Staff of Absorption.
Imbalance (24 Mana, 25 cooldown, melee range)
Reduces enemy's stats by x for y turns, whilst giving self a temporary stat boost by the same amount.
Osmosis (60 Mana, 25 cooldown, melee range)
Steal an enemy's positive statuses whilst offloading your negative statuses on it. Up to x statuses may be swapped, and for each one you gain a y% speed increase whilst the enemy suffers a y% speed decrease for z turns.
Maelstrom (80 Mana, 20 cooldown)
All enemies within 4 squares are pulled towards the caster and suffer x arcane damage. All enemies within 1 square are knocked back and suffer y arcane damage. The maelstrom lasts for z turns. Range increases to 5 pull and 2 knockback at talent level 4. (Note that some enemies could be hit twice by this in one round, first pulled and then knocked back.)
Absorb (140 Mana, 200 cooldown, melee range)
x% chance to utterly annihilate an enemy and absorb y% of its health as mana. This may temporarily increase your mana beyond its natural limits. Less effective against elites, and ineffective against bosses/uniques.
Imbalance (24 Mana, 25 cooldown, melee range)
Reduces enemy's stats by x for y turns, whilst giving self a temporary stat boost by the same amount.
Osmosis (60 Mana, 25 cooldown, melee range)
Steal an enemy's positive statuses whilst offloading your negative statuses on it. Up to x statuses may be swapped, and for each one you gain a y% speed increase whilst the enemy suffers a y% speed decrease for z turns.
Maelstrom (80 Mana, 20 cooldown)
All enemies within 4 squares are pulled towards the caster and suffer x arcane damage. All enemies within 1 square are knocked back and suffer y arcane damage. The maelstrom lasts for z turns. Range increases to 5 pull and 2 knockback at talent level 4. (Note that some enemies could be hit twice by this in one round, first pulled and then knocked back.)
Absorb (140 Mana, 200 cooldown, melee range)
x% chance to utterly annihilate an enemy and absorb y% of its health as mana. This may temporarily increase your mana beyond its natural limits. Less effective against elites, and ineffective against bosses/uniques.
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- Spiderkin
- Posts: 480
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- Location: Blighty
Re: More unlockable trees
Here's an archery tree for fighters, in an effort to make hybrid bow/melee fighters more feasible. Dealing 1 million damage with bows (any class) to unlock?
(Numbers like this [x/x/x/x/x] mean numbers effected by number of skill points invested.)
Proximal Shot (Passive) yay disgaea reference
Using a bow attack on an enemy adjacent to you automatically knocks it away [2/3/4/5/6] squares, and also lowers the cooldown of your 'Rush' talent by [4/8/12/16/20] if applicable.
Snap Shot (Passive) yay x-com reference
After attacking [12/10/8/6/4] times in melee, your first shot with a bow will have [+20%/+40%/+60%/+80%/+100%] attack speed and be a guaranteed critical hit.
Bow Combo (Passive) yay awful pun. bow com-BOW, geddit?
If you have a bow in your alternate weapon slot and use a melee skill that knocks back an enemy, you have a [60%/70%/80%/90%/100%] chance of using it for [1/1/2/2/3] automatic and instant follow-up shots.
Strong Arm (Sustained) yay awful name full-stop
While active, allows you to equip a shield along with a bow. At skill level 5 it also changes the stats that influence bow damage from dexterity and strength to strength only. Costs [110/65/80/65/50] stamina.
(Numbers like this [x/x/x/x/x] mean numbers effected by number of skill points invested.)
Proximal Shot (Passive) yay disgaea reference
Using a bow attack on an enemy adjacent to you automatically knocks it away [2/3/4/5/6] squares, and also lowers the cooldown of your 'Rush' talent by [4/8/12/16/20] if applicable.
Snap Shot (Passive) yay x-com reference
After attacking [12/10/8/6/4] times in melee, your first shot with a bow will have [+20%/+40%/+60%/+80%/+100%] attack speed and be a guaranteed critical hit.
Bow Combo (Passive) yay awful pun. bow com-BOW, geddit?
If you have a bow in your alternate weapon slot and use a melee skill that knocks back an enemy, you have a [60%/70%/80%/90%/100%] chance of using it for [1/1/2/2/3] automatic and instant follow-up shots.
Strong Arm (Sustained) yay awful name full-stop
While active, allows you to equip a shield along with a bow. At skill level 5 it also changes the stats that influence bow damage from dexterity and strength to strength only. Costs [110/65/80/65/50] stamina.
Re: More unlockable trees
Burb, looks awesome. I think fighters needs some loving, and I think archers too...
I think the rush cooldowns are a bit heavy if you consider rush itself can go down to 20. Giving you rush every turn. So I'd go [4/6/8/10/12]. The real advantage is knocking back the enemy... the rushing towards him, rush might be cooled off already... Else fire a couple more shots at him.
In terms of guaranteed crit, I'd rather have +150% damage, so I might still crit on it.
Bow combo ftw, though I'd suggest only if you have no enemies in melee range next to you.
I think the rush cooldowns are a bit heavy if you consider rush itself can go down to 20. Giving you rush every turn. So I'd go [4/6/8/10/12]. The real advantage is knocking back the enemy... the rushing towards him, rush might be cooled off already... Else fire a couple more shots at him.
In terms of guaranteed crit, I'd rather have +150% damage, so I might still crit on it.

Bow combo ftw, though I'd suggest only if you have no enemies in melee range next to you.
Re: More unlockable trees
Here is another alchemist tree idea:
battle-alchemy tree
Napalm strike: Flames spread around and deal damage to whoever is on them
raise barricade: raise a column of earth (can be transmuted)
Land mine: deploy a land mine from a gem
Battle turret/turret mode: either summon a turret that shoots stuff or immobilize the golem and let the golem unleash a volley of projectiles
battle-alchemy tree
Napalm strike: Flames spread around and deal damage to whoever is on them
raise barricade: raise a column of earth (can be transmuted)
Land mine: deploy a land mine from a gem
Battle turret/turret mode: either summon a turret that shoots stuff or immobilize the golem and let the golem unleash a volley of projectiles
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?