A rough idea that might need tweaking for balance but the premise of the tree is to take bad stuff and turn it into good stuff.
Waters of Life (Active) - Removes one Poison or Disease per turn for X turns and heals you for each Poison or Disease removed.
Elemental Harmony (Passive or Sustained) - Increases your resistance to cold, nature, fire, and lightning by X% and protects you from additional elemental damage of that type for a few turns after taking elemental damage (erects elemental armor basically that absorbs incoming damage).
One with Nature (Active) - Clears Infusion Saturation and reduces the cooldown on all your infusions currently on cooldown by (1 +( TL * Infusion Saturation power)).
Natural Perfection (Passive) - Increases all saves by 2 + (TL * 2). In addition every time you make a physical, spell, or mental save all your saving throws are increased by TL more for a few turns (stacking up to TL * 5). (Not sure how feasible this one is without a bunch of extra code so it may need to be adjusted.)
Harmony (Generic Wilder Tree)
Moderator: Moderator
Re: Harmony (Generic Wilder Tree)
Since DG has started a couple of these talents I wanted to chime in and say that I'm not a big fan of my original thought for Elemental Harmony. Maybe a buff based on the type of element you're hit with would be cooler.
Lightning + Speed
Fire + Damage
Acid + Regen
Cold + Armor (or Resist All)
Lightning + Speed
Fire + Damage
Acid + Regen
Cold + Armor (or Resist All)
Re: Harmony (Generic Wilder Tree)
This also would differentiate the talent a bit from Resolve. Me like.Maybe a buff based on the type of element you're hit with would be cooler.
Similarly, Natural Perfection could give stat bonuses depending on the type of saving throw made, i.e. +2+TL STR for 1+TL turns after succeeding in a physical saving throw, CUN for mental and MAG for magical.
Ghoul never existed, this never happened!