I think it would be cool to unlock a new talent or kick off an effect should you meet certain talent level dependencies in same or different trees.
So for example:
Effect Example:
(Effective level of 3 or more in Lightning Speed) + (Effective level of 2 or more in Death Dance) = 50% chance that each Death Dance will generate an additional instantaneous Death Dance attack with no stamina cost, but an equilibrium cost of 10 (the cost of activating lightning speed).
Additional Skill Example:
(Effective level of 5 in Flame) + (Effective level of 5 in PD) = New Skill:
Searing Dislocation (or some better name)
Level 1 = When using phase door, all adjacent areas next to the target take 25% of Flame Damage
Level 2 = When using phase door, all adjacent areas next to the target take 50% of Flame Damage
Level 3 = When using phase door, all adjacent areas next to the target take 75% of Flame Damage
Level 4 = When using phase door, all adjacent areas next to the target take 100% of Flame Damage
Level 5 = When using phase door, all adjacent areas next to the target take 125% of Flame Damage
(tweak above %ages for something balanced, you get the idea)
I think this would have the nice side effect of having folks spend points in some skills that one typically just spends 1 point in to get access additional talent or bonus effect.
Additional Talent Unlocks
Moderator: Moderator
Re: Additional Talent Unlocks
Yeah I had some ideas for spell combos for a while, I am not sure how to render them though.
You way sound not bad I must admit
You way sound not bad I must admit
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

-
- Thalore
- Posts: 145
- Joined: Tue Jan 10, 2006 6:57 pm
Re: Additional Talent Unlocks
yeah i started out thinking about combos - a la Dragon Age, but quickly realized that it would be pretty tough to implement, and pretty narrow in focus since there's really not a ton of duration based effects to take advantage of, and the implementation might be kinda gimmicky anyway due to turn based nature of the game.
Also it would be cool to hide some of these bonuses so people have to try different talent combos. When you unlock something you get an achievement which would notify you of the bonus.
other ideas (can you tell i'm playing a wyrmic right now?)
Berserker 2 + Quick Recovery 3 = Cooldown on Rush halved.
Nature's Touch 1 + Health 1 + Fast Metabolism 1 = Passive bonus to health gain when using Nature's touch equal to twice the effective level of the sum of levels in Nature's Touch,Health, and Fast Metabolism.
For example, 5 ranks in each of the 3 skills would give you a passive 30% bonus to Life gained when using Nature's touch on yourself
Heightened Senses 1 + Meditation 1 = Allows you to interrupt meditation when a monster enteres within 5 squares of you. Equilibium gains stop, and Meditation goes to regular cooldown.
Meditation 5 = Passive 0.20 regeneration of Equilibium
Also it would be cool to hide some of these bonuses so people have to try different talent combos. When you unlock something you get an achievement which would notify you of the bonus.
other ideas (can you tell i'm playing a wyrmic right now?)
Berserker 2 + Quick Recovery 3 = Cooldown on Rush halved.
Nature's Touch 1 + Health 1 + Fast Metabolism 1 = Passive bonus to health gain when using Nature's touch equal to twice the effective level of the sum of levels in Nature's Touch,Health, and Fast Metabolism.
For example, 5 ranks in each of the 3 skills would give you a passive 30% bonus to Life gained when using Nature's touch on yourself
Heightened Senses 1 + Meditation 1 = Allows you to interrupt meditation when a monster enteres within 5 squares of you. Equilibium gains stop, and Meditation goes to regular cooldown.
Meditation 5 = Passive 0.20 regeneration of Equilibium