Harmony (Generic Wilder Tree)
Posted: Wed Mar 02, 2011 5:27 pm
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.)
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.)