Poor skills list/ideas for them! (Warning, big topic.)
Posted: Sun May 27, 2012 3:57 am
This is meant to be a study of skills that, currently, look A: Underused, and B: In my opinion, and based on reactions to them in general, underpowered, with ideas to improve them.
(While it would be good to highlight OP skills, possibly, OP skills can be part of a character's overall playstyle. I don't think OP skills are as big of a problem as skills that never get used. Underpowered skills can overall improve a character, but as long as they're balanced in context of the character's other uses for points, the impact should be relatively minimal, while allowing a character to be both more interesting and easier to style to a character's playstyle. Overpowered skills, by contrast, can be crucial to a current character's playstyle. A Sun Paladin plays differently from a Bulwark largely due to a few skills in each's cases, and what stats they run off of.)
To get on this list, there had to be: A: Sufficient evidence using the b37 lists (seen here: http://forums.te4.org/viewtopic.php?f=41&t=33158 ) that the skill was underused or not being leveled at all, and that said skill hadn't been changed since then(as it's too early to really say based on evidence, even if someone was willing to check, if skills that recently altered were good/bad), and B: Sufficient argument for them being generally underpowered, as opposed to, say, being a good L1 skill but poor at leveling(which are arguably good things, as they simplify decisions somewhat). (As a disclaimer, my memory is not perfect, so some of these may have changed since b37.)
To a lesser degree, I'll be looking for underpowered categories in general, and possible ideas for classes that still seem underpowered, but mostly it is skills. The latter two can be fixed by improving skills enough, after all.
As a note; Ideas are, just that, ideas. If anyone else has any-or if they think any skill on this list shouldn't be here, mentioning it is probably good! I just want to help make ToME more interesting.
Racial skills:
At last check, all currently strongly underpowered racial skills were under discussion, and racial statistic discussions tend to be rather debatable. I'd rather steer clear of this for now, since I'm looking for strongly underpowered options. None of the races are massively underpowered in a way that is universally agreed upon(outside of some specific class/race combinations, anyways).
Techniques:
Two Hand Weapons:
Death Blow: 0(8) 1(8) 2(1) 3(1) 5(1) for Berserker. Wyrmic and Bulwark have a few people that unlocked the category, but put no points into this.
(The format, for those that have not looked it up, is that the first value is the amount of points put into the skill, then the amount of players that put that many points into that skill. For example, eight players put no points into Death Blow, and eight more put one.)
* Death Blow: 30 stamina, 30 cooldown
Attacks for automatic critical hit, dealing (80-130)% weapon damage, if talent >=4, adds (stamina / 2) physical power, draining all stamina, the stamina damage is added before critical damage is calculated. If target is now below 20% of max life, try to kill it, checking instakill immunity and your accuracy with strength against their physical save for resistance.
Stolen from the wiki. As far as I'm aware, this has not changed, so I'll use Wiki entries when applicable to simplify things.
Issues: An automatic critical isn't totally useless for Berserker, who has on-crit innate skills. But leveling this skill is largely damaging; Consuming all of your Stamina leaves you in an incredibly vulnerable situation afterwards, and the added damage doesn't seem to justify it(I believe it would only double your damage in cases of incredibly high Stamina consumption.). Leveling the skill increases the instant death rate, from what I'm seeing in the code, as well, so using it for instant death effects at low life is less workable at L1. Add in the fact that Berserkers naturally raise their own critical rate and can usually get a critical when they want one, and it's not that great. Notably high Stamina cost(on base)/Cooldown as well.
Ideas: Double the Stamina to power ratio, but only have the skill consume half of remaining Stamina. This gives you more of a safety net to use it with at higher levels. The basic weapon power could stand to be higher, as well, due to criticals being so common for Berserker. It isn't entirely unreasonable for a Berserker to instead critical Death Dance to do more damage than this, I believe, which is a little sad.
Two Handed Maiming:
Blood Frenzy 0(18) 5(1) for Berserker. Two ABs put no points into this.
* Blood Frenzy: sustained, 100 stamina, 15 cooldown, -4 stamina per turn
Gain a stacking buff of +(2 * talent) physical power per kill, reduced by 2 per turn. No cap.
Issues: Consumes a lot of Stamina, both as a sustain and per turn. Is not instant. And L1 of it means that, if you kill one enemy a turn, you net...a constant +2 to power. Hrm. Also, as near as I can tell, Bloodrage is mostly just better, being that it is a free passive, though in fairness the two stack.
Ideas: +2 the base value seems reasonable(So, +4 base, +2 per level). Perhaps a reduction of the per turn Stamina cost as you level would be reasonable(Say, -1 Stamina cost every three talent levels). And, given the nature of it, it probably should be an instant buff, so that you can easily cut it on when you see a large amount of foes. I don't think the lack of a cap makes it overpowered, even with those bonuses, though a cap could be added if that's a worry. (Probably should be something like 20*rawtalent, if so.)
Technique / Superiority (9) unlocked for Berserker. One Bulwark unlocked this, who I'll skip for simplicity sake, but note as it means this entire category is considered very bad for Bulwarks, despite theoretically being bonuses they'd love...
Juggernaut 0(1) 1(7) 4(1)
* Juggernaut: 60 Stamina, 40 cooldown, 20 duration
+(5, 10, 15, 20, 25)% physical resist
Issues: Very weak baseline impact(5% physical resist for an incredibly high cost). Berserker and Bulwark both do well against physicals to start with. Up until very recently, common Ego items could provide an L4 of this effect for little cost(this has been effectively fixed, but said items are nearly useless now due to setting all Charms onto an 80 cooldown on the other hand, and I believe an Artifact still has an L2 version of this.). Is in a category that is always locked and does not have really strong draws.
Ideas: 10% base and 4% per level would make this skill somewhat more standout as a cheap dip. Alternatively, it could raise Allresist. Some combination may work as well(+5% Allresist whenever used, then leveling boosts the physical resistance only. Or, it could gain some Allresist at higher levels, making it a relatively weak low level skill but a more powerful high level one.).
Onslaught 0(2) 1(7)
* Onslaught: 80 stamina, 60 cooldown, sustained, frontal arc, -15 stamina per turn
Hits enemies for (talent, rounded down) knockback.
Issues: I am honestly lost on this skill. Knockback on physical fighters is, at the best of times, somewhat questionable, yet this has incredible stamina/cooldown costs. Also, I believe it would conflict with the AoE damage focus of the final skill.
Ideas: This seems like it could make an interesting form of mobility boost if it was far, far cheaper and boosted Movement while it was going. Something like 40 Stamina/20 Cooldown/Sustained, -5 Stamina per turn, same amount of knockback, 100%+(talentlevel*40)% extra Movement speed? This would let you potentially escape a large, surrounding crowd, which would make an okay point dip, but I still can't imagine a heavy investment, which is a little depressing of commentary on the current skill.
Shattering Impact 0(2) 1(3) 5(4)
* Shattering Impact: 40 stamina, 30 cooldown, -15 stamina per blow
Hits nearby enemies for (20-60)% weapon damage when you hit an enemy.
Issues: Costs as much as your average attack skill every single hit, yet has a very low raw power on base. It's not terrible at L5, but at best it is very situational due to the Stamina consumption being so high. Is very bad on Bulwark, who can more easily run through Stamina and strikes more times with their skills, despite them desiring the area of effect damage even more than most classes, which is telling.
Ideas: A smaller range, like 40% to 60% from L1 to 5, and have the Stamina per blow go down from, say, 10 to 6(-1 per level) linearly from L1 to L5. This makes it a much more attractive single point dip, while still making it a good skill to level.
Technique / Warcries (12) unlocked for Bulwark. Berserkers unlocked this three times. None of the three skills mentioned were ever leveled by them though.
Second Wind 0(5) 1(6) 2(1)
* Second Wind: 100 cooldown
+(20 + talent * 12) stamina
Issues: Heals about a skill worth of Stamina on base. Can be leveled to heal...about two skills worth of Stamina, maybe three. Has 100 Cooldown. Doesn't actually do anything else. Is kinda sad, since a good Stamina heal would be nice.
Ideas: A percent based Stamina heal seems more helpful here. Perhaps something like 5-10% base+3-4% per level or so? The cooldown is pretty much well past the point it's once per battle in any situation but the final battle, as well, which tends to encourage lots of resting; Maybe 50 Cooldown is more reasonable.
Battle Shout 0(10) 1(2)
* Battle Shout: 40 stamina, 30 cooldown, (7, 9, 11, 13, 15) duration
+(11, 12, 13, 14, 15)% life and stamina.
Issues: I believe this quietly heals that % of your remaining HP and Stamina as well, but healing you based on your current HP and Stamina isn't very useful on the whole. The main effect, more HP/Stamina cap, is just not really that useful alone. The main use for this is also kinda similar to Second Wind(namely, healing, with Stamina as part of it).
Ideas: Candidly, rewriting the skill into some kind of temporary save or physical damage/resist penetration/etc. skill would seem more useful. If I were to keep it in its current form, I'd make it instant and boost how much the % scales up to triple(10/13/16/19/22). Oh, and lower the Stamina cost, possibly to 0, so that you actually net some Stamina, as 10%-20% HP current healing is not that good.
Battle Cry 0(12)
* Battle Cry: 40 stamina, 30 cooldown, (4, 5, 6, 7, 8) radius
Tries to lower enemy defense by (7 * talent) for 7 turns. Checks your Str against their Physical save for resistance.
Issues: Makes it easier to hit enemies, by...checking...another save. On the same classes that get Perfect Strikes. And has less impact than Perfect Strikes anyways. Hm.
Ideas: Lowering physical resistance and armor would be in character for this. Perhaps it could status at higher levels as well. Being power against mind(so that it could Brainshock) would also be in character.
Technique / Battle Tactics (19) unlocked (1) improved for Bulwarks. Marauders also unlocked this a ton. (All five did.)
True Grit 0(19). None of the five Marauders leveled this either.
* True Grit: 70 stamina, 30 cooldown, -16(-2 per talent level) stamina per turn
Gain 5% resist all per 10% of life missing.
Issues: Gives you a lot of resistance when you are very close to dead. This is, ultimately, not when you want a lot of resistance, and it still bonks the caps pretty hard later in the game, meaning the durability boost isn't as impressive as it sounds on paper. Is really annoying when enemies have it, considering the low value to PCs.
Ideas: Well, I like the idea of a resistance as you get low on life skill, though it's hard to make work. Perhaps just substantially boosting the Stamina cost(150?) and making it cost no Stamina a turn would be best(Or raise the sustain cost, and lower the per turn to something like -8(-1 per talent level), etc.). This way, you get a nice defensive boost that you can turn on whenever you're in trouble-because, by definition, a physical fighter without Stamina is in trouble. Since that would give it nothing that scales with talent levels, perhaps making it scale up caps by 2-3% per rawtalent level would seem fair, or just simply making the Stamina sustain cost lower as you gain levels(200-20 per level?). Making it instant seems like it could work, but it also seems like it could be useful if it wasn't instant.
Technique / Combat Veteran:
Unending Frenzy 0(7) 1(6) 2(1) 3(1) 5(4) Berserker, Unending Frenzy 0(13) 1(5) 2(2) 3(1) 4(3) 5(1) Bulwark, Unending Frenzy 0(9) 1(1) 5(2) Archer, Unending Frenzy 0(2) 2(1) Shadowblade(only three unlocked the category), Unending Frenzy 0(7) Brawler, Unending Frenzy 0(3) Wyrmic, and some assorted two and one users that were mostly 0s as well.
* Unending Frenzy: passive
+(talent * 2) stamina per kill.
Issue: 2 Stamina isn't a lot. 10 Stamina is pretty decent, but the issue is that people can simply level the regen skill for Stamina instead and get 2 stamina every four turns instead. This is generally more psychologically appealing-there aren't always enemies to kill, but there are always turns.
Idea: Just boosting the skill would be boring. How about +4 HP per talent level per kill as well? This would give it the same rate of HP healing relative to Fast Metabolism as it has Stamina healing relative to Quick Recovery, and means that you could level it as an alternative to regens if you want constant healing in combat. Or stack them for a lot of healing. It should be attactive to Berserkers, at least.
Technique / Field Control: (Note: While this skill category has three classes that can unlock it, they almost never do. I'm not sure what precisely this is a statement on, though.)
Heave 0(6) 1(4) 2(2) Archer, Heave 0(5) 1(2) Brawler, Heave 0(2) 1(3) Marauder.
* Heave: 20 stamina, 15 cooldown
Attempts to knock the target back. Physical power vs physical save check, knocks back 2+talent level spaces.
Issue: Knockback isn't that great in general, but this happens to be knockback that does nothing extra. For Brawler and Marauder, this is largely useless-you don't want enemies *away* from you as them. For Archers it is only marginally useful(many Archers cut down enemies before they reach them, and there are escape options in the same tree that you can use, rather than relying on something with a check).
Idea: Very cheap stamina cost(5?) would be good. For the rest, I suggest having it double its current knockback, and deal its current knockback(which would be half the new knockback) when an enemy successfully makes a save; Only Knockback resistance could fully save you from this skill, as such. Not only does this improve the skill fairly reasonably, it would be hilarious to watch someone rocket backwards 15 squares because they failed to make their check.
Technique / Dual Weapons:
Precision 0(5) 1(8) Temporal Warden, Precision 0(4) 1(6) Shadowblade, Precision 0(3) 1(2) Marauder, Precision 0(4) Rogue.
* Precision: sustained, 50 stamina, 30 cooldown
Increases armor penetration by (4 + [talent * Dex / 20]).
Issue: Knives have a lot of armor penetration naturally. I think that's about 80% of the problem here.
Idea: Perhaps a small amount of physical resistance penetration? Say, half of what it adds in APR?
Technique / Archery Training: Two other classes get the category, but never unlock it. It's not actually a bad unlock objectively, I *think*, but goes against the psychology of the classes, so *shrug*.
Rapid Shot 0(4) 1(7) 2(1) Archer. As a note, almost everyone that went this far heavily leveled the final skill, so few people bought this skill for its self.
* Rapid Shot: sustained, 20 stamina, 8 cooldown, instant, mutually exclusive with Aim
-(10.4, 12.8, 15.2, 17.6, 20) damage, accuracy, and critical chance, increases attack speed by (10 * talent / 100)%
Issue: Improving the rate of fire of an already fast weapon, at the cost of its...most everything else, is both psychologically unappealing and not really better on damage per second until later in the game. Aim does the opposite and has an added downside, but still almost universally gets leveled.
Idea: Flat rate 10 Damage/Accuracy/Critical Chance loss instead of a scaling loss. Aim will always be a good situational skill, no matter what, due to accuracy and AP bonuses, so I don't think this will ever dominate over Aim even with a fairly solid bonus like that.
Technique / Archery Prowess:
Flare 0(1) 1(7) 2(1) 3(3)(These are, despite being the first skill in the tree, the lowest overall levels of any skill in the tree.)
* Flare: 15 stamina, 15 cooldown
Shoot for (50-120)% fire damage. On hit, lights up radius (1 if talent < 3, 2 if 3 <= talent < 5, 3 if talent >= 5), and tries to blind for 3 turns as well at talent >=3, checking their blindness immunity, and your accuracy against their physical save.
Issue: Does remarkably poor damage until leveled. Light radius sounds neat, but it requires heavy leveling to get a light radius of any real size. While the radius blind is good, it requires more levels than most people seem to invest, perhaps due to the short duration of the blind.
Idea: Having the skill deal 100-150% damage seems harmless and more in line with the rest of the tree(and, indeed, it seems rather odd that a flaming arrow does *less* damage than a normal one.). Having one light radius per talent level seems like an okay idea, too, as this would light up quite a large area at L5(Of course, it blinds a big area at that level too, but only for three turns). Alternatively, the blind duration could be extended with talent level, or it could even blind at L1 instead. There are many ways one could attack this skill, I think.
Technique / Unarmed Discipline (1) unlocked. For the single Brawler that unlocked them...
Push Kick 1(1)
(Tri = Str + Cun + Dex, also function of talent level, one third each.)
* Push Kick: 12 stamina, 6 cooldown, Pugilism skill
Attacks for (Tri, 30, 300) damage, trying to knock it back (1 + talent / 4, rounded up) squares, and yourself back 1. Breaks your grapples. Gains one combo point. Checks your accuracy against their Physical save for resistance.
Issue: For some reason(Okay, okay, because it's a kick and not a punch), does not do weapon based damage. Instead, does a damage range based on three stats; The net result is usually vastly less damage than, say, punching with the various incredibly high damage pugilism skills. Breaks grapples, as well, meaning that using it with the more defensive Grapple style is mostly useless. Creates space between you and the enemy, but very little, which means it won't usually stop combat, merely instead preventing you from hitting your enemy more.
Ideas: You could have this use a formula similar to Skullcracker, but with boots instead of helmets. A bigger deal would be to make it more of a mobility skill; I'd suggest having it knock the enemy back 3 or 4+Talent level(with the usual save check), as well as knocking the Brawler back the same amount(with no save check, similar to Disengage but requiring physical contact.). This is not only hilariously appropriate for a martial artist, but quite useful, as Brawler has few ways to get out of combat quickly.
Breath Control 0(1)
* Breath Control: 30 stamina, 30 cooldown, sustained
+(1.5 * talent) stamina per turn, -10% global speed
Issue: The only time regenerating 7 Stamina at the cost of global speed is useful is when no enemies are around, at which point you could have rested longer anyways. And that's assuming you put a lot of points in it; It is very bad at L1.
Idea: I'm not actually sure Brawler, which has a free skill with very short cooldown, *ever* would want Stamina enough to eat a global speed penalty. Perhaps it should have some offensive bonuses as well, or lower cooldowns over a certain amount while it is going? I'm not actually sure, perhaps it deserves a total rewrite. If not, though, it also should totally raise your Air while it's going, because that would be hilarious.
Roundhouse Kick 0(1)
* Roundhouse Kick: 18 stamina, 12 cooldown, frontal arc, Pugilism skill
Attack for (Tri, 20, 600) damage and 4 knockback, breaks your grapples, and gains one combo point. Does not check for saves.
Issue: Nope, still doesn't do much damage. The range sounds good, but in practice Brawlers can easily do four digit damage lategame, unless I'm mistaken. Brawlers have more defensive issues than offensive. The area of effect helps a bit, but not really enough.
Idea: See above about the Skullcracker-like formula idea. Otherwise, the obvious thing to do is to make this a full 360 move.
Technique / Thuggery (2) Marauders improved this category, out of five, which makes this skill a little more striking.
Total Thuggery 0(5)
* Total Thuggery: 40 Stamina, 30 Cooldown, instant.
Raises physical critical rate and physical penetration by (Dex, 10, 50) / 1.5 and (Str, 10, 50) / 2 respectively. For a practical value assessment, this is around 8%~ at endgame at L1 after the Thuggery talent modifier, and twice that at L5. Each strike costs 11(-talent level) Stamina.
Issues: Well, it's giving you a very small benefit for a very large stamina cost...per hit...on a two weapon class. Which hits a lot. This is a bit of a problem, unless you actively hate Stamina.
Idea: Either spiking the bonuses heavily(at least double) or lowering the Stamina costs drastically(or simply making it a more expensive Sustain, say 80-100 cost, or even a short term 40 Stamina cost buff instead).
Cunning:
Cunning / Survival:
Evasion 0(5) 1(2) 5(3) Shadowblade. Several other classes have notably worse ratios on this skill than this, while the vast majority adamantly refuse to level it. (Hilariously, there are more Bulwarks that have leveled up Stone Touch than this.) It's also past skills that most people don't tend to level strongly.
* Evasion: 30 cooldown, (5 + Wil[10]) duration
+(5 * talent + Cun[25] + Dex [25])% chance to avoid any attack
Issue: Requires three stats that most people do not consider central, I think.
Ideas: Perhaps it should just run off Dexterity and Will(With Dex's modifier boosted to compensate appropriately)? It isn't actually a bad skill, and is useful on some classes, but as far as fairly universal skills go, maybe one shouldn't run off three stats that not everyone uses. Maybe a higher base evasion amount and lower scaling would help as well, as many mage types heavily level Will and would find a point useful here for that.
Cunning / Dirty Fighting: Notably, no one has ever unlocked this category out of the sample set in b37. Not once. Even more amazing, out of the five Marauder sample, not one leveled a single skill in this category.
Dirty Fighting 0(3) 1(3) 2(2) 4(2) Shadowblade. Rogue has a similar spread.
* Dirty Fighting: 10 stamina, 12 cooldown
Attack for (20-70)% weapon damage, trying to stun for (3 + talent, rounded up) turns. I believe this is a standard physical power check.
Issue: Very, very bad damage stun skill. Most stun skills range from 100 to 150.
Idea: More damage is boring for this skill. Perhaps it should have more stun impact than most similar skills(Say, 4/5 turns base) instead? The cooldown's also too long to reasonably chain Stun attempts, so that is another direction it could be attacked from. I think this is probably the most balanced skill in this set, but considering it has multiple 0s despite being a first skill, I'm inclined to say it may need an enhancement despite what I think.
Backstab 0(5) 1(3) 3(2) Shadowblade. One Rogue capped this skill, but the other three were 0 in it.
* Backstab: passive
+(10 * talent)% critical chance against stunned targets
Issue: Stunned enemies are generally less dangerous in general. If you can stun someone at all, they generally are a much lesser threat. Adding crits to that is fun, but ultimately, not that practical, and somewhat hampered by the fact that you could just be extending your Stun length instead by leveling that skill.
Idea: Perhaps this should grant a small crit chance and/or critical multiplier impact in general? I would suggest it raise critical rates while stealth or invisible, but there's already a better skill for that, more or less.
Switch Place 0(8) 1(1) 5(1) Shadowblade. No Rogues OR Marauders leveled this or the next Dirty Fighting skill...
* Switch Place: 50 stamina, 10 cooldown, (1 + talent) duration
Swap places with an adjacent enemy and gain 50% evasion.
Issue: A very, very short range escape skill(If, given that you're still adjacent to the enemy, it can even be called an escape skill), combined with a decent evasion bonus for...two turns on base. Leveling this more levels the duration, but leveling Evasion seems more practical there. Basically, it isn't very good. To boot, it makes enemies spectacularly annoying *and* happens to cost 50 Stamina for some baffling reason.
Idea: Much cheaper Stamina cost(20 or so?) and standard damage multipliers of moderate level rather than evasion(or possibly, along with less evasion) seems reasonable. As much as the hit-without-dealing-damage mechanics this skill has are cool, they don't really help enough. Perhaps a large range like 70-160% damage, to encourage leveling it as a moderately accessable damage skill?
Cripple 0(9) 1(1) Shadowblade. Out of all the existant classes in that sample, exactly one Shadowblade leveled this skill one time.
* Cripple: 30 stamina, 25 cooldown
Attack for (90-140)% weapon damage, and debuffs for -(10 + talent * 3) accuracy and -(10 + talent * 4) damage for (3 + talent, rounded up) turns. Checks your Dex against their Physical Save for resistance.
Issue: Mostly the costs. There's nothing particularly wrong with this skill that cutting the cooldown down to 40%(Namely, 10) wouldn't solve, though the Stamina cost is still a little high too.
Idea: See above, again. Lowered costs would make this a nice enough skill.
Spells:
Spell / Advanced Necrotic Minions (3) unlocked, out of six Necromancers.
Undead Explosion 1(3)
* Undead Explosion: 30 Mana, 10 Cooldown.
Causes one of your undead to explode in a radius 1 blight damage explosion based on their current life. The exact % of their life is spellpower based(20, 80), and practically ends in a 35-70% range depending on Talent level.
Issue: If your undead are all healthy, blowing them up is not especially desirable. If your undead are not all healthy, blowing one up will kill the rest. If you have one remaining near-dead undead(near redead?), then this does...damage based off their current life, which, chances are, will be quite low, meaning it does bad damage.
Idea: Either make it based off maximum HP(would make it quite powerful, but very situational), or make it ignore friendly fire(would make it reasonably powerful, if you're detonating full HP undead, but probably not broken.). I can't think of any other ideas for it.
Sacrifice 0(2) 1(1)
* Sacrifice: 5 Mana, 25 Cooldown, requires a living Assembled Bone Giant.
Consume a living assembled Bone Giant and produce 1 + talent level Bone Shields for 4 + self:combatTalentSpellDamage(t, 8, 20) turns(roughly 10-20 at endgame varying on talent level).
Issue: Bone Giants are extremely expensive(high cooldown skill that requires three Necrotic worth of skeletons to make one of). This would make it a good single point dip if one was about to die, but that...gives you two Bone Shields for ten turns, which doesn't stop much. If Eternal Bone Giants could Reassemble back to life when the PC had them, this could be an amusing barrier to abuse to some degree, but they don't(not sure if that's a bug or not). It isn't terrible, but five points for a moderately good barrier that you can only use in extreme emergencies is pretty bad.
Idea: I'm honestly a little lost. You can't actually lower the cost(how do you partially sacrifice undead?), and it's hard to think of an added effect to put here. Even with higher shields and duration, this would still be very situational, and wouldn't help you at the times Necromancer is in most danger(namely, when it is low on Necrotic). Maybe the skill's just a loss...
Minion Mastery 0(2) 5(1)
* Minion Mastery: Passive.
Gives you a very small chance of replacing normal undead with higher level undead. On base, this gives a 2% chance of Vampires. By L5, this expands to a 2% chance of Vampires/Master Vampires/Grave Wights/Barrow Wights/Liches and a 3% chance of Dreads.
Issue: On average, you'll get one "higher" undead per six undead summon, at L5. However, that list is only generally about as competent as a Skeleton Mage or Master Archer is. Liches are pretty good, but you'll only get one of those every 50 summons, and, while they're good, they're only moderately durable. And due to the mechanics of Necrotic, scumming for the undead you want is impractical.
Idea: More undead rates, or better undead(Most of the highest undead, like stronger liches, Dreadmasters, vampires, Banshees, etc. are notably absent from the list, though obviously not entirely without cause.). Doubling the rate of everything by L5 would be a good start.
Spell / Air
Feather Wind 0(18) 1(3) Archmage. No ABs unlocked this spell or the next one.
* Feather Wind: 50 mana, 10 cooldown, sustained
+(0.14 * [4 + spellpower] * talent modifier) rebalanced ranged defense, +(0.50 * [10 + spellpower] * talent modifier) rebalanced encumbrance, at talent >= 4, you levitate.
Issue: Blur Sight is an excellent way to raise Defense from all sources, and few Archmages bother simply because the mentality of an Archmage is not generally defensive. The rest of the abilities are nice, but rarely enough to be a strong draw.
Idea: Dropping the Mana cost drastically(to, say, 15-20), similar to what was done with Phantasmal Shield, could be an option, as there's nothing particularly wrong with the skill as far as a package of low end impacts go. Another option would be to have it grant a low amount of Movement speed(5*Talent Level?) at higher levels, and grant the trap impact at lower levels(Perhaps 2/4), as both Archmages and Arcane Blades would like that.
Thunderstorm 0(20) 1(1) Archmage.
* Thunderstorm: 170 mana, 15 cooldown, 5 range, sustained, -(1.2, 2.4, 3.6, 4.8, 6.0) mana per turn
Hits (talent, rounded down) foes within range randomly, for 1 to (0.35 * [15 + spellpower] * talent modifier) rebalanced lightning damage.
Issue: Extremely high sustain+constant cost, low range.
Idea: Perhaps this should be made per actual bolt cast, rather than consuming Mana constantly every turn? It doesn't seem bad on paper, but the lowish range and the constant cost makes it flaky.
Spell / Fire Alchemy
Body Of Fire 0(10) 1(2) 2(1)
* Body of Fire: 250 mana, 40 cooldown, sustained, -(0.4, 0.8, 1.2, 1.6, 2.0) mana per turn, 8 range, 240% velocity
+(0.21 * [5 + spellpower] * talent modifier) rebalanced fire resistance, fires bolts at random targets within range, dealing (0.30 * [15 + spellpower] * talent modifier) rebalanced fire damage. Also deals (0.12 * [5 + spellpower] * talent modifier) rebalanced fire damage to the attacker when hit in melee. Can be changed to less damage and a different damage type by the Infusion skills.
Issue: Besides the usual conflict Fire Alchemy has with the Infusion skills, there's a secondary one here. This constantly autotargets and fires off friendly-fire-capable fire bolts, usually attempting to fire them through your Golem. This is already a very expensive(though Alchemists can float high Mana costs) skill with heavy cooldown. It's an okay skill if your Golem has happened to die, but in general some extra amounts of constant light damage aren't saving you in that situation.
Idea: Well, it could be made to fire through the Golem. Alternatively, which I'd prefer, it could be blocked by the Golem, but not damage it, which seems like a fairly reasonable balance for it. I'm not sure how you'd rebalance it fixing its constant attempts to beat up your Golem.
Spell / Necrosis
Undeath Link 0(1) 1(4) 2(1)
* Undeath Link: 35 Mana, 20 Cooldown.
Deal 20+(combatTalentSpellDamage(t, 10, 70)% damage to all of your undead minions, based on their maximum HP(this can be fatal to them). Heal yourself the same % of your maximum HP. (Note: The two values are not interrelated, as I understand it. You can use it to kill six 1 HP undead and still gain the full healing value.) This is roughly 45-75% or so at endgame on a Necromancer, I believe, depending on Talent level.
Issue: While the healing is good, you rarely want to use this unless nearly all of your undead are dead. In general, having an undead between you and the enemy is better than having the extra HP. If you are suddenly ambushed, using this to heal yourself will likely put you in a worse position, and if you have control of the situation, you are likely fairly high on HP.
Idea: Make this target a selected undead and outright destroy it, rather than heavily damaging all of your undead. Lowering the heal if necessary would still make it reasonable. This way, you won't lose all your currently existant undead. Alternatively, converting this to some kind of consuming points of Necrotic for healing skill would also be more controllable. However, it is hard to make such abilities not overpowered for Necromancer, so this is another skill I'm somewhat lost on for ideas.
Spell / Staff Combat:
Defensive Posture 0(21) 1(6) 2(1) 5(1) for Alchemist. There are various assorted single users of Staff Combat, but it probably isn't that useful to tally them.
* Defensive Posture: 80 mana, 30 cooldown, sustained
+(0.091 * [10 + spellpower] * talent modifier) defense, and -(half of the defense bonus) physical power(?). Roughly about 10-20 Defense at endgame and half that in power lost.
Issue: 10 Defense on a class that doesn't do well with Defense to start with(Indeed, most classes that get staffs will rarely have good Defense) will rarely, if ever, prevent damage, and the Sustain cost is reasonably hefty. (Blur Sight costs substantially less and has no downside.)
Idea: Have it raise Armor by either the same amount as the Defense, or by a lesser amount, and lower the Mana cost. This wouldn't render it great, but would be a more notable(and more unique) bonus.
Blunt Thrust 0(24) 1(3) 2(1) 5(1)
* Blunt Thrust: 12 mana, 6 cooldown
Attacks for (100-150)% weapon damage, dazing for (4 + talent) turns
Issue: Dazing a single enemy is rarely all that good. Various weapons now can randomly daze enemies on hit, at this stage. Toss in the fact that, while this is an okay skill, it is basically a physical range technique on a mage-and in the same skillset as Channel Staff, which makes it so that you never really need to close to melee range, and it's not actually that useful.
Idea: Perhaps a rising chance as you level it to Stun enemies for a lesser duration as well? Say 20% per rawtalent chance of 1+talent level stun? This would make it somewhat better of a defensive measure move, as it could be used, not just to escape an enemy, but also to stun an enemy you can't manage to run from, in a pinch. Alternatively, an entirely different skill, one more interesting and relevant to the more magical nature of Staff Combat otherwise. Sadly, I don't have an idea off the top of my head for that, though.
Wildgifts: Oddly enough, while I'm not entirely sure of the balance on some skills here, there's only one skill that stands out as strongly bad.
Static Field 0(2) 1(1)
* Static Field: 20 equilibrium, 20 cooldown, 1 radius
Enemies lose (0.20 * [10 + mindpower] * talent modifier) rebalanced % of their current life in radius 1. Checks for Mindpower vs Physical Save. Elites have the damage divided by 1.5, uniques by 2, and elite bosses by 3. (With 40 Mindpower this is roughly 13-26% for L1/5 respecitvely Talent levels).
Issue: Completely useless against grunt enemies...and then largely useless against bosses. Concievably does fairly okay damage against final bosses, but Wyrmic very rarely will ever hit them with it.
Idea: Echoes From The Past functionally has a much bigger blast radius, a similar form of damage(Earlier in a battle, damage vs current HP is better, but later, a portion of damage they've taken before now is better), and does a baseline amount of damage on top of that. And doesn't have a check on its special damage, and doesn't do worse against higher rank enemies... and Echoes From The Past is, in the sampling, not even used all that much, nor have I heard it referred to as overpowered. Within that, Static Field probably could use some boosts, and Echoes is probably a good direction to look in for boosts to it-baseline damage, more blast radius, and less limitations on its impact. (Probably less of those than Echoes, though. Wyrmic is more of a heavy fighter than TW or Paradox Mage is.)
Celestial:
Celestial/Circles. One Anorithil out of four unlocked this category. Given the small sampling, comments here are somewhat on the subjective side, reader discretion is required. Said Anorithil 1/2ed the entire category, which may be a statement on the entire category, or may not(Both skills listed were given one point, despite their overall impact scaling multiple ways at higher levels...). Personally, I think it's rather poor, but.
* Circle of Blazing Light: 20 positive, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius
Gives +(1 + [0.018 * (2 + spellpower) * talent modifier] rescaled) positive energy per turn to you while within it, and hits others for (0.074 * [2 + spellpower] * talent modifier) rescaled light damage, and the same amount of fire damage. Roughly, 12-25 damage at endgame a turn for 5-10 turns, and 3-4 Positive energy a turn.
Issue: Positive energy isn't very hard to come by, and the damage is very, very bad. 250 damage over time at cap is underwhelming even by Anorithil standards, and this is only at short ranges/scales disproportionately at higher levels(60 damage or so at L1 over five turns!).
Idea: There's room in Circles for a damage-oriented Circle, and this is the obvious one. Doubling the damage would be fairly reasonable, as would be making this instead a Negative regen.(Circle of Darkened Flames?).
* Circle of Warding: 20 positive, 20 negative, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius
Slows projectiles targeted at you by (0.098 * [2 + spellpower] * talent modifier) rescaled %, and deals the same amount of light and darkness damage to all others. Roughly 15-30 damage a turn for 5-10 turns and 10-20 projectile slow, at endgame.
Issue: Despite consuming both Positive and Negative, is basically entirely a damage skill, that still doesn't do a whole lot of damage, largely does it at point blank, and generally is underwhelming. The secondary impact should be pretty good, but a 20% slowed projectile is barely noticably different.
Idea: Triple the projectile slow impact(Probably with a cap around 60%, for safety sake.). It still requires you to be within the circle, so there's only so many kinds of projectiles it'll protect you from even in that circumstance.
Celestial/Combat. Only two Sun Paladins existed in the criteria(I am uncertain what this is a commentary on precisely). While I personally have cleared a Sun Paladin since, these comments on Sun Paladin are still partially subjective.
Crusade 0(1) 1(1)
* Crusade: 10 positive, 10 cooldown
Attacks for (110-190)% weapon damage as light damage.
Issue: Hits for exactly the same damage as Wave of Power, but is not ranged. Has less cooldown, too. Does Light damage, which can be enhanced by Sun Paladins with Chant of Light, but this requires losing one of their excellent defensive chants, at least temporarily, and requires points on two skills instead of one.
Idea: Strike twice for 100-160%. This still makes it arguably weaker than Overpower, and surely weaker than Assault, but Positive for Sun Paladins is easier to come by than Stamina. With Chant of Light this would be fairly impressive, but still arguably worse than Assault, which seems reasonable.
Celestial / Glyphs: Two Anorithils unlocked this.
Glyph Of Explosion 0(1) 1(1)
* Glyph of Explosion: recover 10 positive, 20 cooldown, (talent, rounded down) range, (5 + talent) duration
Hits in a radius of one for (15 + 0.12 * spellpower * talent) light damage. This is roughly 25-70 damage at endgame.
Issue: I'm not sure why you'd want a spell that does 25-70 damage earlygame, with no other effect, in radius 1 and that requires an enemy to walk into it(and only lasts 5-10 turns)... As an added bonus, there's an earlier Glyph that does the same damage, but instead of activating in rad 1, does knockback away from the glyph.
Idea: Strongly boost the damage. It'd probably be a below average skill at roughly triple the power, to be honest. Perhaps a larger blast radius at high levels, as well?
Edit: After some discussion, I think the damage suggestion here is too high-200 or so damage off this would decimate rows of enemies in narrow areas. I still think some damage base bonus could be useful, though, perhaps something like 30 instead of 15 for its base?
Celestial / Sun:
Sunburst 0(1) 1(1) Sun Paladin, Sunburst 0(2) 1(1) 5(1) Anorithil.
* Sunburst: recover 20 positive, 15 cooldown, 3 radius
Hits for (0.73 * [10 + spellpower] * talent modifier) rescaled light damage. Roughly 75-150 damage at endgame.
Issue: For reference, 0.55 * [10 + spellpower] is the formula for Flameshock, which is a huge area Stun skill. Brandish, one of the Sun Paladin's unique skills, attaches a large burst of Light magic damage to a physical assault; The magic burst off that *alone* does more damage than this. For some reason, this doesn't scale up in radius at all, either. It is basically somewhere between free and MP restoring to cast, admittedly, but the other skills in the category have better utility use despite that.
Idea: At the very least, some level of radius scaling would be good. Concievably, a large enough radius(say 2+talent level) could justify this skill alone. Obviously, more damage could help it some too.
Celestial / Twilight:
Shadow Simulacrum 0(2) 1(2)
* Shadow Simulacrum: 10 negative, 30 cooldown, 5 range, (3 + [talent + cunning / 10], rounded up) duration
Make a copy of a non-boss enemy up to (medium, big, big, huge, huge) size. It cannot summon, split, or multiply. It has its resistances changed by +50% darkness, -50% light, +(0.1 * cunning * talent)% all. It has its max life changed to (old max life / [2 - 0.002 * cunning * talent]). This is roughly 10-15 turns, 10-40 All resistance, and 50-80% of the target's life, at endgame, from L1 to L5.
Issue: Creates tanking oriented clone in fairly short range that cannot target higher quality enemies. This means that you produce something a little more durable than a standard grunt, that no enemy has any special reason to attack and that will last as long as a normal enemy, or a bit longer. Many Anorithil skills have large blast radius or indiscriminate damage effects, as well.
Idea: Drastically lower the duration(3+talent level/3, perhaps?), but allow the skill to work on any size enemy. Allow it to work on Rare enemies at L3 and Elites at L5. This would make it a situational nuke, rather than a very situational tanking skill. Alternatively, perhaps only have the much lower duration against rares/elites.
Corruption: Note: Corruption has recently been heavily overhauled. As such, due to the lack of testing of many skills and skillsets, this will be relatively brief and mostly concern skills that, as far as I know, have not been retooled.
Curses / Hexes:
Empathic Hex 0(2) 1(2) Corruptor. Two Necromancers unlocked this, but did not get this skill. One Reaver in the sampling did the same.
* Empathic Hex: 30 Vim, 20 Cooldown, 10 Range, 20 Duration.
Causes all enemies caught in the 2 radius blast to deal roughly 10-20% of all damage they do(by endgame; This is notably lower earlygame) in damage to themselves.
Issue: Martyrdom, for a class designed to tank constantly, is still twice this impact. Sun Paladin is a relatively low damage melee class. Despite the skill having issues there, it is sort of useful. This is half the impact, and Corruptors do not terribly wish to get hit in the face, as well as being far more damaging. Reavers also do more damage than Sun Paladins. 30 Vim is also a relatively high cost, while Martyrdom's Positive cost is reasonably close to free.
Idea: Double to triple the recoil damage.
Cursed:
I will be skipping this. Cursed have been so thoroughly redesigned, and are possibly still in flux. Most of the b37 tables no longer apply to either Cursed or Doomed.
Chronomancy: Much of this has been recently retooled as well, and would be more on the subjective side. However, a few skills have been unchanged.
Chronomancy / Timeline Threading (one person out of five unlocked this category):
Temporal Clone 0(1)
* Temporal Clone. 30 Paradox, 30 Cooldown, 6 Range.
Make a copy of a non-boss enemy up to (medium, big, big, huge, huge) size. Said clone and enemy will instantly attack each other. Lasts five turns.
Issue: Basically the same as Shadow Simulacrum. The useful upside-that the target automatically aggros the enemy you targetted-is counterbalanced by this not always being useful and by the fact that the skill has much less duration. Has an amazingly short duration at L1, in fact(The formula for the duration is 2+rawtalent/2, rounded up, I believe.).
Idea: While this could be made into a similar idea as Shadow Simulacrum, there are other options. Perhaps this could be resisted with Spellpower, but strike any enemy? The duration is short enough and the cost high enough so that I don't think this would be overpowered. Maybe one or the other of the skills could have the size limitation, but not the limitation on enemy ranks? Regardless, I think the limitation on these two skills make them often unattractive; There are usually other options that will actually function on a boss. And I don't think a cloned boss is necessarily that overpowered, so long as the duration is kept quite short.
See The Threads 0(1)
* See the Threads. 50 Paradox, 50 Cooldown. Instant.
Essentially allows you to redo the next 5-11 (L1->L5 Talent level) turns over three times and choose which of the three attempts you like and keep that result, I believe.
Issue: While really cool, if you die during See the Threads, unlike Precognition, you die permanently, I believe. The cost is also amazingly high. And the value is somewhat subjective to start with.
Idea: Precognition's no-death-during-the-spell effect would be good. Optimally, you'd only die if all three threads die, and would be able to choose from thread routes that didn't die at the end of the spell. This would make it an odd form of escape. The added duration is only rarely useful in that case, though...perhaps a lower base duration would help there.
Psionic:
Psionic / Augmented Mobility: Four out of eleven Mindslayers unlocked this.
Mindhook 1(1) 5(3)
* Mindhook: 20 psi, ([20 - 2 * talent], rounded up) cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Pulls the target towards you.
Issue: One of the odder skills; As can be seen, while not a lot of people unlock the category, many 5 this skill. 20 Psi is quite expensive regardless, but the main issue with it is that it is only remotely good when leveled. A three range grab with no secondary impact, 20 cooldown and a high cost is one of the most amazingly bad L1 skills in the game, strangely enough, which seems off for a high level unlockable category ability.
Idea: 5+(rawtalent/2) range seems a better curve for this, though I don't think it'd be broken with 5+talent. The Cooldown still does go down at higher levels, as well as gaining range.
Shattering Charge 0(4)
* Shattering Charge: 60 psi, 10 cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Requires a spiked Kinetic Shield, casts one if required and possible. Hits all enemies in your path for between (2.5 * [20 + mindpower] * talent modifier) rescaled physical damage, and 2/3 as much, and knocks them back (3? squares). At raw talent level 5, it digs through walls in your path. This is probably 150-250 to 350-500 damage ranges(L1/L5 talent level) at endgame, though Mindslayers have highly variable Mindpower based on build and equipment.
Issue: 60 Psi is a spectacular cost for Mindslayers, which *might* get 200 Psi before their moderately expensive sustains. Spikes your Kinetic Shield, if you want it or not. Is a weird mixture of escape skill and damage skill, and requires L5 before it has much of a standout impact in either of those directions(relative to Mindslayer, which tends to specialize in high damage, high cost skills). Even then, the cost still cripples it. Also is a very short range skill indeed at L1.
Idea: Well, if it hit enemies to the sides of the line(perhaps only at higher levels, though given the range 3 L1 version, perhaps not...), this would make a pretty good crowd control skill by Mindslayer standards. Regardless, it doesn't deserve the 60 Psi cost, 30-40 would be more reasonable and more in line with other Psi skills.
Psionic / Psi-Archery: Two out of eleven Mindslayers unlocked this.
Guided Shot 1(2)
* Guided Shot: 10 Psi, 10 Cooldown.
Does a normal bow shot with 30+(Talentlevel*10) added Accuracy/Critical rate.
Issue: Usually you can hit someone with Mindlash and do more damage, with less Psi cost and Cooldown. It also doesn't miss. And this is only remotely valuable to start with if you have a good bow.
Idea: This is a logical attack to have a standard damage multiplier. Alternatively, it could grant a higher critical multiplier when you use it, which would be more in character. Regardless, halving the Psi cost, and perhaps lowering the cooldown, would help it compete with Mindlash more(It isn't even terribly logical that mental bowshots should cost as much as producing raw mental force assaults; The attack skills should be quite cheap, and it is largely the opposite.).
Augmented Shot 1(2)
* Augmented Shot: 15 Psi, 15 Cooldown.
Does a (150%->250% base, closer to 200/270 in practice) damage bowshot with (10+(10+talent level, or roughly 23-75 in practice)) APR.
Issue: Costs are prohibitive, again, mostly. Steady Shot does only marginally less damage, yet has half that cost in the much easier to come by Stamina, and one fifth the cooldown. See above comment about Mindlash being mostly better.
Idea: Perhaps lowering cooldown and Psi costs as it levels? Maybe 10 base on each, and -1 per talent level for both? This would make a high level version of this possibly better than Steady Shot, but would make a low level version worse, but still good for an occasional firing if you're only in this skill for Telekinetic Archery.
Thought-quick Shot 5(2)
* Thought-quick Shot: 20 Psi, 18-(Talent level*2) cooldown, 16-5 range in practice. Instant.
Instantly shoot a normal bowshot.
Issue: Despite the high investment from two players, I suspect the investment is due to the fact that A: This skill is only worth something at all at L5, and B: The earlier two attack skills were worse, and that the two people that unlocked this skillset wanted to have at least one attack skill to use with their bow. (While I cannot prove this, due to the small sampling size, the small sampling is due to the fact that almost no one who succeeds with a Mindslayer unlocks this category, not due to a lack of Mindslayers...) 20 Psi is very expensive, and leveling this, while making it good to constantly fire off damage, makes cost even more, even faster, to the point where it's only really useful when used in tandem with Matter is Energy.
Idea: Lowered Psi cost, mostly, yet again.
And that's it for things that stand out to me at a glance. Phew.
I hope this massive ramble helps a little. <_<
(While it would be good to highlight OP skills, possibly, OP skills can be part of a character's overall playstyle. I don't think OP skills are as big of a problem as skills that never get used. Underpowered skills can overall improve a character, but as long as they're balanced in context of the character's other uses for points, the impact should be relatively minimal, while allowing a character to be both more interesting and easier to style to a character's playstyle. Overpowered skills, by contrast, can be crucial to a current character's playstyle. A Sun Paladin plays differently from a Bulwark largely due to a few skills in each's cases, and what stats they run off of.)
To get on this list, there had to be: A: Sufficient evidence using the b37 lists (seen here: http://forums.te4.org/viewtopic.php?f=41&t=33158 ) that the skill was underused or not being leveled at all, and that said skill hadn't been changed since then(as it's too early to really say based on evidence, even if someone was willing to check, if skills that recently altered were good/bad), and B: Sufficient argument for them being generally underpowered, as opposed to, say, being a good L1 skill but poor at leveling(which are arguably good things, as they simplify decisions somewhat). (As a disclaimer, my memory is not perfect, so some of these may have changed since b37.)
To a lesser degree, I'll be looking for underpowered categories in general, and possible ideas for classes that still seem underpowered, but mostly it is skills. The latter two can be fixed by improving skills enough, after all.
As a note; Ideas are, just that, ideas. If anyone else has any-or if they think any skill on this list shouldn't be here, mentioning it is probably good! I just want to help make ToME more interesting.
Racial skills:
At last check, all currently strongly underpowered racial skills were under discussion, and racial statistic discussions tend to be rather debatable. I'd rather steer clear of this for now, since I'm looking for strongly underpowered options. None of the races are massively underpowered in a way that is universally agreed upon(outside of some specific class/race combinations, anyways).
Techniques:
Two Hand Weapons:
Death Blow: 0(8) 1(8) 2(1) 3(1) 5(1) for Berserker. Wyrmic and Bulwark have a few people that unlocked the category, but put no points into this.
(The format, for those that have not looked it up, is that the first value is the amount of points put into the skill, then the amount of players that put that many points into that skill. For example, eight players put no points into Death Blow, and eight more put one.)
* Death Blow: 30 stamina, 30 cooldown
Attacks for automatic critical hit, dealing (80-130)% weapon damage, if talent >=4, adds (stamina / 2) physical power, draining all stamina, the stamina damage is added before critical damage is calculated. If target is now below 20% of max life, try to kill it, checking instakill immunity and your accuracy with strength against their physical save for resistance.
Stolen from the wiki. As far as I'm aware, this has not changed, so I'll use Wiki entries when applicable to simplify things.
Issues: An automatic critical isn't totally useless for Berserker, who has on-crit innate skills. But leveling this skill is largely damaging; Consuming all of your Stamina leaves you in an incredibly vulnerable situation afterwards, and the added damage doesn't seem to justify it(I believe it would only double your damage in cases of incredibly high Stamina consumption.). Leveling the skill increases the instant death rate, from what I'm seeing in the code, as well, so using it for instant death effects at low life is less workable at L1. Add in the fact that Berserkers naturally raise their own critical rate and can usually get a critical when they want one, and it's not that great. Notably high Stamina cost(on base)/Cooldown as well.
Ideas: Double the Stamina to power ratio, but only have the skill consume half of remaining Stamina. This gives you more of a safety net to use it with at higher levels. The basic weapon power could stand to be higher, as well, due to criticals being so common for Berserker. It isn't entirely unreasonable for a Berserker to instead critical Death Dance to do more damage than this, I believe, which is a little sad.
Two Handed Maiming:
Blood Frenzy 0(18) 5(1) for Berserker. Two ABs put no points into this.
* Blood Frenzy: sustained, 100 stamina, 15 cooldown, -4 stamina per turn
Gain a stacking buff of +(2 * talent) physical power per kill, reduced by 2 per turn. No cap.
Issues: Consumes a lot of Stamina, both as a sustain and per turn. Is not instant. And L1 of it means that, if you kill one enemy a turn, you net...a constant +2 to power. Hrm. Also, as near as I can tell, Bloodrage is mostly just better, being that it is a free passive, though in fairness the two stack.
Ideas: +2 the base value seems reasonable(So, +4 base, +2 per level). Perhaps a reduction of the per turn Stamina cost as you level would be reasonable(Say, -1 Stamina cost every three talent levels). And, given the nature of it, it probably should be an instant buff, so that you can easily cut it on when you see a large amount of foes. I don't think the lack of a cap makes it overpowered, even with those bonuses, though a cap could be added if that's a worry. (Probably should be something like 20*rawtalent, if so.)
Technique / Superiority (9) unlocked for Berserker. One Bulwark unlocked this, who I'll skip for simplicity sake, but note as it means this entire category is considered very bad for Bulwarks, despite theoretically being bonuses they'd love...
Juggernaut 0(1) 1(7) 4(1)
* Juggernaut: 60 Stamina, 40 cooldown, 20 duration
+(5, 10, 15, 20, 25)% physical resist
Issues: Very weak baseline impact(5% physical resist for an incredibly high cost). Berserker and Bulwark both do well against physicals to start with. Up until very recently, common Ego items could provide an L4 of this effect for little cost(this has been effectively fixed, but said items are nearly useless now due to setting all Charms onto an 80 cooldown on the other hand, and I believe an Artifact still has an L2 version of this.). Is in a category that is always locked and does not have really strong draws.
Ideas: 10% base and 4% per level would make this skill somewhat more standout as a cheap dip. Alternatively, it could raise Allresist. Some combination may work as well(+5% Allresist whenever used, then leveling boosts the physical resistance only. Or, it could gain some Allresist at higher levels, making it a relatively weak low level skill but a more powerful high level one.).
Onslaught 0(2) 1(7)
* Onslaught: 80 stamina, 60 cooldown, sustained, frontal arc, -15 stamina per turn
Hits enemies for (talent, rounded down) knockback.
Issues: I am honestly lost on this skill. Knockback on physical fighters is, at the best of times, somewhat questionable, yet this has incredible stamina/cooldown costs. Also, I believe it would conflict with the AoE damage focus of the final skill.
Ideas: This seems like it could make an interesting form of mobility boost if it was far, far cheaper and boosted Movement while it was going. Something like 40 Stamina/20 Cooldown/Sustained, -5 Stamina per turn, same amount of knockback, 100%+(talentlevel*40)% extra Movement speed? This would let you potentially escape a large, surrounding crowd, which would make an okay point dip, but I still can't imagine a heavy investment, which is a little depressing of commentary on the current skill.
Shattering Impact 0(2) 1(3) 5(4)
* Shattering Impact: 40 stamina, 30 cooldown, -15 stamina per blow
Hits nearby enemies for (20-60)% weapon damage when you hit an enemy.
Issues: Costs as much as your average attack skill every single hit, yet has a very low raw power on base. It's not terrible at L5, but at best it is very situational due to the Stamina consumption being so high. Is very bad on Bulwark, who can more easily run through Stamina and strikes more times with their skills, despite them desiring the area of effect damage even more than most classes, which is telling.
Ideas: A smaller range, like 40% to 60% from L1 to 5, and have the Stamina per blow go down from, say, 10 to 6(-1 per level) linearly from L1 to L5. This makes it a much more attractive single point dip, while still making it a good skill to level.
Technique / Warcries (12) unlocked for Bulwark. Berserkers unlocked this three times. None of the three skills mentioned were ever leveled by them though.
Second Wind 0(5) 1(6) 2(1)
* Second Wind: 100 cooldown
+(20 + talent * 12) stamina
Issues: Heals about a skill worth of Stamina on base. Can be leveled to heal...about two skills worth of Stamina, maybe three. Has 100 Cooldown. Doesn't actually do anything else. Is kinda sad, since a good Stamina heal would be nice.
Ideas: A percent based Stamina heal seems more helpful here. Perhaps something like 5-10% base+3-4% per level or so? The cooldown is pretty much well past the point it's once per battle in any situation but the final battle, as well, which tends to encourage lots of resting; Maybe 50 Cooldown is more reasonable.
Battle Shout 0(10) 1(2)
* Battle Shout: 40 stamina, 30 cooldown, (7, 9, 11, 13, 15) duration
+(11, 12, 13, 14, 15)% life and stamina.
Issues: I believe this quietly heals that % of your remaining HP and Stamina as well, but healing you based on your current HP and Stamina isn't very useful on the whole. The main effect, more HP/Stamina cap, is just not really that useful alone. The main use for this is also kinda similar to Second Wind(namely, healing, with Stamina as part of it).
Ideas: Candidly, rewriting the skill into some kind of temporary save or physical damage/resist penetration/etc. skill would seem more useful. If I were to keep it in its current form, I'd make it instant and boost how much the % scales up to triple(10/13/16/19/22). Oh, and lower the Stamina cost, possibly to 0, so that you actually net some Stamina, as 10%-20% HP current healing is not that good.
Battle Cry 0(12)
* Battle Cry: 40 stamina, 30 cooldown, (4, 5, 6, 7, 8) radius
Tries to lower enemy defense by (7 * talent) for 7 turns. Checks your Str against their Physical save for resistance.
Issues: Makes it easier to hit enemies, by...checking...another save. On the same classes that get Perfect Strikes. And has less impact than Perfect Strikes anyways. Hm.
Ideas: Lowering physical resistance and armor would be in character for this. Perhaps it could status at higher levels as well. Being power against mind(so that it could Brainshock) would also be in character.
Technique / Battle Tactics (19) unlocked (1) improved for Bulwarks. Marauders also unlocked this a ton. (All five did.)
True Grit 0(19). None of the five Marauders leveled this either.
* True Grit: 70 stamina, 30 cooldown, -16(-2 per talent level) stamina per turn
Gain 5% resist all per 10% of life missing.
Issues: Gives you a lot of resistance when you are very close to dead. This is, ultimately, not when you want a lot of resistance, and it still bonks the caps pretty hard later in the game, meaning the durability boost isn't as impressive as it sounds on paper. Is really annoying when enemies have it, considering the low value to PCs.
Ideas: Well, I like the idea of a resistance as you get low on life skill, though it's hard to make work. Perhaps just substantially boosting the Stamina cost(150?) and making it cost no Stamina a turn would be best(Or raise the sustain cost, and lower the per turn to something like -8(-1 per talent level), etc.). This way, you get a nice defensive boost that you can turn on whenever you're in trouble-because, by definition, a physical fighter without Stamina is in trouble. Since that would give it nothing that scales with talent levels, perhaps making it scale up caps by 2-3% per rawtalent level would seem fair, or just simply making the Stamina sustain cost lower as you gain levels(200-20 per level?). Making it instant seems like it could work, but it also seems like it could be useful if it wasn't instant.
Technique / Combat Veteran:
Unending Frenzy 0(7) 1(6) 2(1) 3(1) 5(4) Berserker, Unending Frenzy 0(13) 1(5) 2(2) 3(1) 4(3) 5(1) Bulwark, Unending Frenzy 0(9) 1(1) 5(2) Archer, Unending Frenzy 0(2) 2(1) Shadowblade(only three unlocked the category), Unending Frenzy 0(7) Brawler, Unending Frenzy 0(3) Wyrmic, and some assorted two and one users that were mostly 0s as well.
* Unending Frenzy: passive
+(talent * 2) stamina per kill.
Issue: 2 Stamina isn't a lot. 10 Stamina is pretty decent, but the issue is that people can simply level the regen skill for Stamina instead and get 2 stamina every four turns instead. This is generally more psychologically appealing-there aren't always enemies to kill, but there are always turns.
Idea: Just boosting the skill would be boring. How about +4 HP per talent level per kill as well? This would give it the same rate of HP healing relative to Fast Metabolism as it has Stamina healing relative to Quick Recovery, and means that you could level it as an alternative to regens if you want constant healing in combat. Or stack them for a lot of healing. It should be attactive to Berserkers, at least.
Technique / Field Control: (Note: While this skill category has three classes that can unlock it, they almost never do. I'm not sure what precisely this is a statement on, though.)
Heave 0(6) 1(4) 2(2) Archer, Heave 0(5) 1(2) Brawler, Heave 0(2) 1(3) Marauder.
* Heave: 20 stamina, 15 cooldown
Attempts to knock the target back. Physical power vs physical save check, knocks back 2+talent level spaces.
Issue: Knockback isn't that great in general, but this happens to be knockback that does nothing extra. For Brawler and Marauder, this is largely useless-you don't want enemies *away* from you as them. For Archers it is only marginally useful(many Archers cut down enemies before they reach them, and there are escape options in the same tree that you can use, rather than relying on something with a check).
Idea: Very cheap stamina cost(5?) would be good. For the rest, I suggest having it double its current knockback, and deal its current knockback(which would be half the new knockback) when an enemy successfully makes a save; Only Knockback resistance could fully save you from this skill, as such. Not only does this improve the skill fairly reasonably, it would be hilarious to watch someone rocket backwards 15 squares because they failed to make their check.
Technique / Dual Weapons:
Precision 0(5) 1(8) Temporal Warden, Precision 0(4) 1(6) Shadowblade, Precision 0(3) 1(2) Marauder, Precision 0(4) Rogue.
* Precision: sustained, 50 stamina, 30 cooldown
Increases armor penetration by (4 + [talent * Dex / 20]).
Issue: Knives have a lot of armor penetration naturally. I think that's about 80% of the problem here.
Idea: Perhaps a small amount of physical resistance penetration? Say, half of what it adds in APR?
Technique / Archery Training: Two other classes get the category, but never unlock it. It's not actually a bad unlock objectively, I *think*, but goes against the psychology of the classes, so *shrug*.
Rapid Shot 0(4) 1(7) 2(1) Archer. As a note, almost everyone that went this far heavily leveled the final skill, so few people bought this skill for its self.
* Rapid Shot: sustained, 20 stamina, 8 cooldown, instant, mutually exclusive with Aim
-(10.4, 12.8, 15.2, 17.6, 20) damage, accuracy, and critical chance, increases attack speed by (10 * talent / 100)%
Issue: Improving the rate of fire of an already fast weapon, at the cost of its...most everything else, is both psychologically unappealing and not really better on damage per second until later in the game. Aim does the opposite and has an added downside, but still almost universally gets leveled.
Idea: Flat rate 10 Damage/Accuracy/Critical Chance loss instead of a scaling loss. Aim will always be a good situational skill, no matter what, due to accuracy and AP bonuses, so I don't think this will ever dominate over Aim even with a fairly solid bonus like that.
Technique / Archery Prowess:
Flare 0(1) 1(7) 2(1) 3(3)(These are, despite being the first skill in the tree, the lowest overall levels of any skill in the tree.)
* Flare: 15 stamina, 15 cooldown
Shoot for (50-120)% fire damage. On hit, lights up radius (1 if talent < 3, 2 if 3 <= talent < 5, 3 if talent >= 5), and tries to blind for 3 turns as well at talent >=3, checking their blindness immunity, and your accuracy against their physical save.
Issue: Does remarkably poor damage until leveled. Light radius sounds neat, but it requires heavy leveling to get a light radius of any real size. While the radius blind is good, it requires more levels than most people seem to invest, perhaps due to the short duration of the blind.
Idea: Having the skill deal 100-150% damage seems harmless and more in line with the rest of the tree(and, indeed, it seems rather odd that a flaming arrow does *less* damage than a normal one.). Having one light radius per talent level seems like an okay idea, too, as this would light up quite a large area at L5(Of course, it blinds a big area at that level too, but only for three turns). Alternatively, the blind duration could be extended with talent level, or it could even blind at L1 instead. There are many ways one could attack this skill, I think.
Technique / Unarmed Discipline (1) unlocked. For the single Brawler that unlocked them...
Push Kick 1(1)
(Tri = Str + Cun + Dex, also function of talent level, one third each.)
* Push Kick: 12 stamina, 6 cooldown, Pugilism skill
Attacks for (Tri, 30, 300) damage, trying to knock it back (1 + talent / 4, rounded up) squares, and yourself back 1. Breaks your grapples. Gains one combo point. Checks your accuracy against their Physical save for resistance.
Issue: For some reason(Okay, okay, because it's a kick and not a punch), does not do weapon based damage. Instead, does a damage range based on three stats; The net result is usually vastly less damage than, say, punching with the various incredibly high damage pugilism skills. Breaks grapples, as well, meaning that using it with the more defensive Grapple style is mostly useless. Creates space between you and the enemy, but very little, which means it won't usually stop combat, merely instead preventing you from hitting your enemy more.
Ideas: You could have this use a formula similar to Skullcracker, but with boots instead of helmets. A bigger deal would be to make it more of a mobility skill; I'd suggest having it knock the enemy back 3 or 4+Talent level(with the usual save check), as well as knocking the Brawler back the same amount(with no save check, similar to Disengage but requiring physical contact.). This is not only hilariously appropriate for a martial artist, but quite useful, as Brawler has few ways to get out of combat quickly.
Breath Control 0(1)
* Breath Control: 30 stamina, 30 cooldown, sustained
+(1.5 * talent) stamina per turn, -10% global speed
Issue: The only time regenerating 7 Stamina at the cost of global speed is useful is when no enemies are around, at which point you could have rested longer anyways. And that's assuming you put a lot of points in it; It is very bad at L1.
Idea: I'm not actually sure Brawler, which has a free skill with very short cooldown, *ever* would want Stamina enough to eat a global speed penalty. Perhaps it should have some offensive bonuses as well, or lower cooldowns over a certain amount while it is going? I'm not actually sure, perhaps it deserves a total rewrite. If not, though, it also should totally raise your Air while it's going, because that would be hilarious.
Roundhouse Kick 0(1)
* Roundhouse Kick: 18 stamina, 12 cooldown, frontal arc, Pugilism skill
Attack for (Tri, 20, 600) damage and 4 knockback, breaks your grapples, and gains one combo point. Does not check for saves.
Issue: Nope, still doesn't do much damage. The range sounds good, but in practice Brawlers can easily do four digit damage lategame, unless I'm mistaken. Brawlers have more defensive issues than offensive. The area of effect helps a bit, but not really enough.
Idea: See above about the Skullcracker-like formula idea. Otherwise, the obvious thing to do is to make this a full 360 move.
Technique / Thuggery (2) Marauders improved this category, out of five, which makes this skill a little more striking.
Total Thuggery 0(5)
* Total Thuggery: 40 Stamina, 30 Cooldown, instant.
Raises physical critical rate and physical penetration by (Dex, 10, 50) / 1.5 and (Str, 10, 50) / 2 respectively. For a practical value assessment, this is around 8%~ at endgame at L1 after the Thuggery talent modifier, and twice that at L5. Each strike costs 11(-talent level) Stamina.
Issues: Well, it's giving you a very small benefit for a very large stamina cost...per hit...on a two weapon class. Which hits a lot. This is a bit of a problem, unless you actively hate Stamina.
Idea: Either spiking the bonuses heavily(at least double) or lowering the Stamina costs drastically(or simply making it a more expensive Sustain, say 80-100 cost, or even a short term 40 Stamina cost buff instead).
Cunning:
Cunning / Survival:
Evasion 0(5) 1(2) 5(3) Shadowblade. Several other classes have notably worse ratios on this skill than this, while the vast majority adamantly refuse to level it. (Hilariously, there are more Bulwarks that have leveled up Stone Touch than this.) It's also past skills that most people don't tend to level strongly.
* Evasion: 30 cooldown, (5 + Wil[10]) duration
+(5 * talent + Cun[25] + Dex [25])% chance to avoid any attack
Issue: Requires three stats that most people do not consider central, I think.
Ideas: Perhaps it should just run off Dexterity and Will(With Dex's modifier boosted to compensate appropriately)? It isn't actually a bad skill, and is useful on some classes, but as far as fairly universal skills go, maybe one shouldn't run off three stats that not everyone uses. Maybe a higher base evasion amount and lower scaling would help as well, as many mage types heavily level Will and would find a point useful here for that.
Cunning / Dirty Fighting: Notably, no one has ever unlocked this category out of the sample set in b37. Not once. Even more amazing, out of the five Marauder sample, not one leveled a single skill in this category.
Dirty Fighting 0(3) 1(3) 2(2) 4(2) Shadowblade. Rogue has a similar spread.
* Dirty Fighting: 10 stamina, 12 cooldown
Attack for (20-70)% weapon damage, trying to stun for (3 + talent, rounded up) turns. I believe this is a standard physical power check.
Issue: Very, very bad damage stun skill. Most stun skills range from 100 to 150.
Idea: More damage is boring for this skill. Perhaps it should have more stun impact than most similar skills(Say, 4/5 turns base) instead? The cooldown's also too long to reasonably chain Stun attempts, so that is another direction it could be attacked from. I think this is probably the most balanced skill in this set, but considering it has multiple 0s despite being a first skill, I'm inclined to say it may need an enhancement despite what I think.
Backstab 0(5) 1(3) 3(2) Shadowblade. One Rogue capped this skill, but the other three were 0 in it.
* Backstab: passive
+(10 * talent)% critical chance against stunned targets
Issue: Stunned enemies are generally less dangerous in general. If you can stun someone at all, they generally are a much lesser threat. Adding crits to that is fun, but ultimately, not that practical, and somewhat hampered by the fact that you could just be extending your Stun length instead by leveling that skill.
Idea: Perhaps this should grant a small crit chance and/or critical multiplier impact in general? I would suggest it raise critical rates while stealth or invisible, but there's already a better skill for that, more or less.
Switch Place 0(8) 1(1) 5(1) Shadowblade. No Rogues OR Marauders leveled this or the next Dirty Fighting skill...
* Switch Place: 50 stamina, 10 cooldown, (1 + talent) duration
Swap places with an adjacent enemy and gain 50% evasion.
Issue: A very, very short range escape skill(If, given that you're still adjacent to the enemy, it can even be called an escape skill), combined with a decent evasion bonus for...two turns on base. Leveling this more levels the duration, but leveling Evasion seems more practical there. Basically, it isn't very good. To boot, it makes enemies spectacularly annoying *and* happens to cost 50 Stamina for some baffling reason.
Idea: Much cheaper Stamina cost(20 or so?) and standard damage multipliers of moderate level rather than evasion(or possibly, along with less evasion) seems reasonable. As much as the hit-without-dealing-damage mechanics this skill has are cool, they don't really help enough. Perhaps a large range like 70-160% damage, to encourage leveling it as a moderately accessable damage skill?
Cripple 0(9) 1(1) Shadowblade. Out of all the existant classes in that sample, exactly one Shadowblade leveled this skill one time.
* Cripple: 30 stamina, 25 cooldown
Attack for (90-140)% weapon damage, and debuffs for -(10 + talent * 3) accuracy and -(10 + talent * 4) damage for (3 + talent, rounded up) turns. Checks your Dex against their Physical Save for resistance.
Issue: Mostly the costs. There's nothing particularly wrong with this skill that cutting the cooldown down to 40%(Namely, 10) wouldn't solve, though the Stamina cost is still a little high too.
Idea: See above, again. Lowered costs would make this a nice enough skill.
Spells:
Spell / Advanced Necrotic Minions (3) unlocked, out of six Necromancers.
Undead Explosion 1(3)
* Undead Explosion: 30 Mana, 10 Cooldown.
Causes one of your undead to explode in a radius 1 blight damage explosion based on their current life. The exact % of their life is spellpower based(20, 80), and practically ends in a 35-70% range depending on Talent level.
Issue: If your undead are all healthy, blowing them up is not especially desirable. If your undead are not all healthy, blowing one up will kill the rest. If you have one remaining near-dead undead(near redead?), then this does...damage based off their current life, which, chances are, will be quite low, meaning it does bad damage.
Idea: Either make it based off maximum HP(would make it quite powerful, but very situational), or make it ignore friendly fire(would make it reasonably powerful, if you're detonating full HP undead, but probably not broken.). I can't think of any other ideas for it.
Sacrifice 0(2) 1(1)
* Sacrifice: 5 Mana, 25 Cooldown, requires a living Assembled Bone Giant.
Consume a living assembled Bone Giant and produce 1 + talent level Bone Shields for 4 + self:combatTalentSpellDamage(t, 8, 20) turns(roughly 10-20 at endgame varying on talent level).
Issue: Bone Giants are extremely expensive(high cooldown skill that requires three Necrotic worth of skeletons to make one of). This would make it a good single point dip if one was about to die, but that...gives you two Bone Shields for ten turns, which doesn't stop much. If Eternal Bone Giants could Reassemble back to life when the PC had them, this could be an amusing barrier to abuse to some degree, but they don't(not sure if that's a bug or not). It isn't terrible, but five points for a moderately good barrier that you can only use in extreme emergencies is pretty bad.
Idea: I'm honestly a little lost. You can't actually lower the cost(how do you partially sacrifice undead?), and it's hard to think of an added effect to put here. Even with higher shields and duration, this would still be very situational, and wouldn't help you at the times Necromancer is in most danger(namely, when it is low on Necrotic). Maybe the skill's just a loss...
Minion Mastery 0(2) 5(1)
* Minion Mastery: Passive.
Gives you a very small chance of replacing normal undead with higher level undead. On base, this gives a 2% chance of Vampires. By L5, this expands to a 2% chance of Vampires/Master Vampires/Grave Wights/Barrow Wights/Liches and a 3% chance of Dreads.
Issue: On average, you'll get one "higher" undead per six undead summon, at L5. However, that list is only generally about as competent as a Skeleton Mage or Master Archer is. Liches are pretty good, but you'll only get one of those every 50 summons, and, while they're good, they're only moderately durable. And due to the mechanics of Necrotic, scumming for the undead you want is impractical.
Idea: More undead rates, or better undead(Most of the highest undead, like stronger liches, Dreadmasters, vampires, Banshees, etc. are notably absent from the list, though obviously not entirely without cause.). Doubling the rate of everything by L5 would be a good start.
Spell / Air
Feather Wind 0(18) 1(3) Archmage. No ABs unlocked this spell or the next one.
* Feather Wind: 50 mana, 10 cooldown, sustained
+(0.14 * [4 + spellpower] * talent modifier) rebalanced ranged defense, +(0.50 * [10 + spellpower] * talent modifier) rebalanced encumbrance, at talent >= 4, you levitate.
Issue: Blur Sight is an excellent way to raise Defense from all sources, and few Archmages bother simply because the mentality of an Archmage is not generally defensive. The rest of the abilities are nice, but rarely enough to be a strong draw.
Idea: Dropping the Mana cost drastically(to, say, 15-20), similar to what was done with Phantasmal Shield, could be an option, as there's nothing particularly wrong with the skill as far as a package of low end impacts go. Another option would be to have it grant a low amount of Movement speed(5*Talent Level?) at higher levels, and grant the trap impact at lower levels(Perhaps 2/4), as both Archmages and Arcane Blades would like that.
Thunderstorm 0(20) 1(1) Archmage.
* Thunderstorm: 170 mana, 15 cooldown, 5 range, sustained, -(1.2, 2.4, 3.6, 4.8, 6.0) mana per turn
Hits (talent, rounded down) foes within range randomly, for 1 to (0.35 * [15 + spellpower] * talent modifier) rebalanced lightning damage.
Issue: Extremely high sustain+constant cost, low range.
Idea: Perhaps this should be made per actual bolt cast, rather than consuming Mana constantly every turn? It doesn't seem bad on paper, but the lowish range and the constant cost makes it flaky.
Spell / Fire Alchemy
Body Of Fire 0(10) 1(2) 2(1)
* Body of Fire: 250 mana, 40 cooldown, sustained, -(0.4, 0.8, 1.2, 1.6, 2.0) mana per turn, 8 range, 240% velocity
+(0.21 * [5 + spellpower] * talent modifier) rebalanced fire resistance, fires bolts at random targets within range, dealing (0.30 * [15 + spellpower] * talent modifier) rebalanced fire damage. Also deals (0.12 * [5 + spellpower] * talent modifier) rebalanced fire damage to the attacker when hit in melee. Can be changed to less damage and a different damage type by the Infusion skills.
Issue: Besides the usual conflict Fire Alchemy has with the Infusion skills, there's a secondary one here. This constantly autotargets and fires off friendly-fire-capable fire bolts, usually attempting to fire them through your Golem. This is already a very expensive(though Alchemists can float high Mana costs) skill with heavy cooldown. It's an okay skill if your Golem has happened to die, but in general some extra amounts of constant light damage aren't saving you in that situation.
Idea: Well, it could be made to fire through the Golem. Alternatively, which I'd prefer, it could be blocked by the Golem, but not damage it, which seems like a fairly reasonable balance for it. I'm not sure how you'd rebalance it fixing its constant attempts to beat up your Golem.
Spell / Necrosis
Undeath Link 0(1) 1(4) 2(1)
* Undeath Link: 35 Mana, 20 Cooldown.
Deal 20+(combatTalentSpellDamage(t, 10, 70)% damage to all of your undead minions, based on their maximum HP(this can be fatal to them). Heal yourself the same % of your maximum HP. (Note: The two values are not interrelated, as I understand it. You can use it to kill six 1 HP undead and still gain the full healing value.) This is roughly 45-75% or so at endgame on a Necromancer, I believe, depending on Talent level.
Issue: While the healing is good, you rarely want to use this unless nearly all of your undead are dead. In general, having an undead between you and the enemy is better than having the extra HP. If you are suddenly ambushed, using this to heal yourself will likely put you in a worse position, and if you have control of the situation, you are likely fairly high on HP.
Idea: Make this target a selected undead and outright destroy it, rather than heavily damaging all of your undead. Lowering the heal if necessary would still make it reasonable. This way, you won't lose all your currently existant undead. Alternatively, converting this to some kind of consuming points of Necrotic for healing skill would also be more controllable. However, it is hard to make such abilities not overpowered for Necromancer, so this is another skill I'm somewhat lost on for ideas.
Spell / Staff Combat:
Defensive Posture 0(21) 1(6) 2(1) 5(1) for Alchemist. There are various assorted single users of Staff Combat, but it probably isn't that useful to tally them.
* Defensive Posture: 80 mana, 30 cooldown, sustained
+(0.091 * [10 + spellpower] * talent modifier) defense, and -(half of the defense bonus) physical power(?). Roughly about 10-20 Defense at endgame and half that in power lost.
Issue: 10 Defense on a class that doesn't do well with Defense to start with(Indeed, most classes that get staffs will rarely have good Defense) will rarely, if ever, prevent damage, and the Sustain cost is reasonably hefty. (Blur Sight costs substantially less and has no downside.)
Idea: Have it raise Armor by either the same amount as the Defense, or by a lesser amount, and lower the Mana cost. This wouldn't render it great, but would be a more notable(and more unique) bonus.
Blunt Thrust 0(24) 1(3) 2(1) 5(1)
* Blunt Thrust: 12 mana, 6 cooldown
Attacks for (100-150)% weapon damage, dazing for (4 + talent) turns
Issue: Dazing a single enemy is rarely all that good. Various weapons now can randomly daze enemies on hit, at this stage. Toss in the fact that, while this is an okay skill, it is basically a physical range technique on a mage-and in the same skillset as Channel Staff, which makes it so that you never really need to close to melee range, and it's not actually that useful.
Idea: Perhaps a rising chance as you level it to Stun enemies for a lesser duration as well? Say 20% per rawtalent chance of 1+talent level stun? This would make it somewhat better of a defensive measure move, as it could be used, not just to escape an enemy, but also to stun an enemy you can't manage to run from, in a pinch. Alternatively, an entirely different skill, one more interesting and relevant to the more magical nature of Staff Combat otherwise. Sadly, I don't have an idea off the top of my head for that, though.
Wildgifts: Oddly enough, while I'm not entirely sure of the balance on some skills here, there's only one skill that stands out as strongly bad.
Static Field 0(2) 1(1)
* Static Field: 20 equilibrium, 20 cooldown, 1 radius
Enemies lose (0.20 * [10 + mindpower] * talent modifier) rebalanced % of their current life in radius 1. Checks for Mindpower vs Physical Save. Elites have the damage divided by 1.5, uniques by 2, and elite bosses by 3. (With 40 Mindpower this is roughly 13-26% for L1/5 respecitvely Talent levels).
Issue: Completely useless against grunt enemies...and then largely useless against bosses. Concievably does fairly okay damage against final bosses, but Wyrmic very rarely will ever hit them with it.
Idea: Echoes From The Past functionally has a much bigger blast radius, a similar form of damage(Earlier in a battle, damage vs current HP is better, but later, a portion of damage they've taken before now is better), and does a baseline amount of damage on top of that. And doesn't have a check on its special damage, and doesn't do worse against higher rank enemies... and Echoes From The Past is, in the sampling, not even used all that much, nor have I heard it referred to as overpowered. Within that, Static Field probably could use some boosts, and Echoes is probably a good direction to look in for boosts to it-baseline damage, more blast radius, and less limitations on its impact. (Probably less of those than Echoes, though. Wyrmic is more of a heavy fighter than TW or Paradox Mage is.)
Celestial:
Celestial/Circles. One Anorithil out of four unlocked this category. Given the small sampling, comments here are somewhat on the subjective side, reader discretion is required. Said Anorithil 1/2ed the entire category, which may be a statement on the entire category, or may not(Both skills listed were given one point, despite their overall impact scaling multiple ways at higher levels...). Personally, I think it's rather poor, but.
* Circle of Blazing Light: 20 positive, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius
Gives +(1 + [0.018 * (2 + spellpower) * talent modifier] rescaled) positive energy per turn to you while within it, and hits others for (0.074 * [2 + spellpower] * talent modifier) rescaled light damage, and the same amount of fire damage. Roughly, 12-25 damage at endgame a turn for 5-10 turns, and 3-4 Positive energy a turn.
Issue: Positive energy isn't very hard to come by, and the damage is very, very bad. 250 damage over time at cap is underwhelming even by Anorithil standards, and this is only at short ranges/scales disproportionately at higher levels(60 damage or so at L1 over five turns!).
Idea: There's room in Circles for a damage-oriented Circle, and this is the obvious one. Doubling the damage would be fairly reasonable, as would be making this instead a Negative regen.(Circle of Darkened Flames?).
* Circle of Warding: 20 positive, 20 negative, 20 cooldown, (3 + talent, rounded up) duration, (2, 3, 3, 4, 4) radius
Slows projectiles targeted at you by (0.098 * [2 + spellpower] * talent modifier) rescaled %, and deals the same amount of light and darkness damage to all others. Roughly 15-30 damage a turn for 5-10 turns and 10-20 projectile slow, at endgame.
Issue: Despite consuming both Positive and Negative, is basically entirely a damage skill, that still doesn't do a whole lot of damage, largely does it at point blank, and generally is underwhelming. The secondary impact should be pretty good, but a 20% slowed projectile is barely noticably different.
Idea: Triple the projectile slow impact(Probably with a cap around 60%, for safety sake.). It still requires you to be within the circle, so there's only so many kinds of projectiles it'll protect you from even in that circumstance.
Celestial/Combat. Only two Sun Paladins existed in the criteria(I am uncertain what this is a commentary on precisely). While I personally have cleared a Sun Paladin since, these comments on Sun Paladin are still partially subjective.
Crusade 0(1) 1(1)
* Crusade: 10 positive, 10 cooldown
Attacks for (110-190)% weapon damage as light damage.
Issue: Hits for exactly the same damage as Wave of Power, but is not ranged. Has less cooldown, too. Does Light damage, which can be enhanced by Sun Paladins with Chant of Light, but this requires losing one of their excellent defensive chants, at least temporarily, and requires points on two skills instead of one.
Idea: Strike twice for 100-160%. This still makes it arguably weaker than Overpower, and surely weaker than Assault, but Positive for Sun Paladins is easier to come by than Stamina. With Chant of Light this would be fairly impressive, but still arguably worse than Assault, which seems reasonable.
Celestial / Glyphs: Two Anorithils unlocked this.
Glyph Of Explosion 0(1) 1(1)
* Glyph of Explosion: recover 10 positive, 20 cooldown, (talent, rounded down) range, (5 + talent) duration
Hits in a radius of one for (15 + 0.12 * spellpower * talent) light damage. This is roughly 25-70 damage at endgame.
Issue: I'm not sure why you'd want a spell that does 25-70 damage earlygame, with no other effect, in radius 1 and that requires an enemy to walk into it(and only lasts 5-10 turns)... As an added bonus, there's an earlier Glyph that does the same damage, but instead of activating in rad 1, does knockback away from the glyph.
Idea: Strongly boost the damage. It'd probably be a below average skill at roughly triple the power, to be honest. Perhaps a larger blast radius at high levels, as well?
Edit: After some discussion, I think the damage suggestion here is too high-200 or so damage off this would decimate rows of enemies in narrow areas. I still think some damage base bonus could be useful, though, perhaps something like 30 instead of 15 for its base?
Celestial / Sun:
Sunburst 0(1) 1(1) Sun Paladin, Sunburst 0(2) 1(1) 5(1) Anorithil.
* Sunburst: recover 20 positive, 15 cooldown, 3 radius
Hits for (0.73 * [10 + spellpower] * talent modifier) rescaled light damage. Roughly 75-150 damage at endgame.
Issue: For reference, 0.55 * [10 + spellpower] is the formula for Flameshock, which is a huge area Stun skill. Brandish, one of the Sun Paladin's unique skills, attaches a large burst of Light magic damage to a physical assault; The magic burst off that *alone* does more damage than this. For some reason, this doesn't scale up in radius at all, either. It is basically somewhere between free and MP restoring to cast, admittedly, but the other skills in the category have better utility use despite that.
Idea: At the very least, some level of radius scaling would be good. Concievably, a large enough radius(say 2+talent level) could justify this skill alone. Obviously, more damage could help it some too.
Celestial / Twilight:
Shadow Simulacrum 0(2) 1(2)
* Shadow Simulacrum: 10 negative, 30 cooldown, 5 range, (3 + [talent + cunning / 10], rounded up) duration
Make a copy of a non-boss enemy up to (medium, big, big, huge, huge) size. It cannot summon, split, or multiply. It has its resistances changed by +50% darkness, -50% light, +(0.1 * cunning * talent)% all. It has its max life changed to (old max life / [2 - 0.002 * cunning * talent]). This is roughly 10-15 turns, 10-40 All resistance, and 50-80% of the target's life, at endgame, from L1 to L5.
Issue: Creates tanking oriented clone in fairly short range that cannot target higher quality enemies. This means that you produce something a little more durable than a standard grunt, that no enemy has any special reason to attack and that will last as long as a normal enemy, or a bit longer. Many Anorithil skills have large blast radius or indiscriminate damage effects, as well.
Idea: Drastically lower the duration(3+talent level/3, perhaps?), but allow the skill to work on any size enemy. Allow it to work on Rare enemies at L3 and Elites at L5. This would make it a situational nuke, rather than a very situational tanking skill. Alternatively, perhaps only have the much lower duration against rares/elites.
Corruption: Note: Corruption has recently been heavily overhauled. As such, due to the lack of testing of many skills and skillsets, this will be relatively brief and mostly concern skills that, as far as I know, have not been retooled.
Curses / Hexes:
Empathic Hex 0(2) 1(2) Corruptor. Two Necromancers unlocked this, but did not get this skill. One Reaver in the sampling did the same.
* Empathic Hex: 30 Vim, 20 Cooldown, 10 Range, 20 Duration.
Causes all enemies caught in the 2 radius blast to deal roughly 10-20% of all damage they do(by endgame; This is notably lower earlygame) in damage to themselves.
Issue: Martyrdom, for a class designed to tank constantly, is still twice this impact. Sun Paladin is a relatively low damage melee class. Despite the skill having issues there, it is sort of useful. This is half the impact, and Corruptors do not terribly wish to get hit in the face, as well as being far more damaging. Reavers also do more damage than Sun Paladins. 30 Vim is also a relatively high cost, while Martyrdom's Positive cost is reasonably close to free.
Idea: Double to triple the recoil damage.
Cursed:
I will be skipping this. Cursed have been so thoroughly redesigned, and are possibly still in flux. Most of the b37 tables no longer apply to either Cursed or Doomed.
Chronomancy: Much of this has been recently retooled as well, and would be more on the subjective side. However, a few skills have been unchanged.
Chronomancy / Timeline Threading (one person out of five unlocked this category):
Temporal Clone 0(1)
* Temporal Clone. 30 Paradox, 30 Cooldown, 6 Range.
Make a copy of a non-boss enemy up to (medium, big, big, huge, huge) size. Said clone and enemy will instantly attack each other. Lasts five turns.
Issue: Basically the same as Shadow Simulacrum. The useful upside-that the target automatically aggros the enemy you targetted-is counterbalanced by this not always being useful and by the fact that the skill has much less duration. Has an amazingly short duration at L1, in fact(The formula for the duration is 2+rawtalent/2, rounded up, I believe.).
Idea: While this could be made into a similar idea as Shadow Simulacrum, there are other options. Perhaps this could be resisted with Spellpower, but strike any enemy? The duration is short enough and the cost high enough so that I don't think this would be overpowered. Maybe one or the other of the skills could have the size limitation, but not the limitation on enemy ranks? Regardless, I think the limitation on these two skills make them often unattractive; There are usually other options that will actually function on a boss. And I don't think a cloned boss is necessarily that overpowered, so long as the duration is kept quite short.
See The Threads 0(1)
* See the Threads. 50 Paradox, 50 Cooldown. Instant.
Essentially allows you to redo the next 5-11 (L1->L5 Talent level) turns over three times and choose which of the three attempts you like and keep that result, I believe.
Issue: While really cool, if you die during See the Threads, unlike Precognition, you die permanently, I believe. The cost is also amazingly high. And the value is somewhat subjective to start with.
Idea: Precognition's no-death-during-the-spell effect would be good. Optimally, you'd only die if all three threads die, and would be able to choose from thread routes that didn't die at the end of the spell. This would make it an odd form of escape. The added duration is only rarely useful in that case, though...perhaps a lower base duration would help there.
Psionic:
Psionic / Augmented Mobility: Four out of eleven Mindslayers unlocked this.
Mindhook 1(1) 5(3)
* Mindhook: 20 psi, ([20 - 2 * talent], rounded up) cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Pulls the target towards you.
Issue: One of the odder skills; As can be seen, while not a lot of people unlock the category, many 5 this skill. 20 Psi is quite expensive regardless, but the main issue with it is that it is only remotely good when leveled. A three range grab with no secondary impact, 20 cooldown and a high cost is one of the most amazingly bad L1 skills in the game, strangely enough, which seems off for a high level unlockable category ability.
Idea: 5+(rawtalent/2) range seems a better curve for this, though I don't think it'd be broken with 5+talent. The Cooldown still does go down at higher levels, as well as gaining range.
Shattering Charge 0(4)
* Shattering Charge: 60 psi, 10 cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Requires a spiked Kinetic Shield, casts one if required and possible. Hits all enemies in your path for between (2.5 * [20 + mindpower] * talent modifier) rescaled physical damage, and 2/3 as much, and knocks them back (3? squares). At raw talent level 5, it digs through walls in your path. This is probably 150-250 to 350-500 damage ranges(L1/L5 talent level) at endgame, though Mindslayers have highly variable Mindpower based on build and equipment.
Issue: 60 Psi is a spectacular cost for Mindslayers, which *might* get 200 Psi before their moderately expensive sustains. Spikes your Kinetic Shield, if you want it or not. Is a weird mixture of escape skill and damage skill, and requires L5 before it has much of a standout impact in either of those directions(relative to Mindslayer, which tends to specialize in high damage, high cost skills). Even then, the cost still cripples it. Also is a very short range skill indeed at L1.
Idea: Well, if it hit enemies to the sides of the line(perhaps only at higher levels, though given the range 3 L1 version, perhaps not...), this would make a pretty good crowd control skill by Mindslayer standards. Regardless, it doesn't deserve the 60 Psi cost, 30-40 would be more reasonable and more in line with other Psi skills.
Psionic / Psi-Archery: Two out of eleven Mindslayers unlocked this.
Guided Shot 1(2)
* Guided Shot: 10 Psi, 10 Cooldown.
Does a normal bow shot with 30+(Talentlevel*10) added Accuracy/Critical rate.
Issue: Usually you can hit someone with Mindlash and do more damage, with less Psi cost and Cooldown. It also doesn't miss. And this is only remotely valuable to start with if you have a good bow.
Idea: This is a logical attack to have a standard damage multiplier. Alternatively, it could grant a higher critical multiplier when you use it, which would be more in character. Regardless, halving the Psi cost, and perhaps lowering the cooldown, would help it compete with Mindlash more(It isn't even terribly logical that mental bowshots should cost as much as producing raw mental force assaults; The attack skills should be quite cheap, and it is largely the opposite.).
Augmented Shot 1(2)
* Augmented Shot: 15 Psi, 15 Cooldown.
Does a (150%->250% base, closer to 200/270 in practice) damage bowshot with (10+(10+talent level, or roughly 23-75 in practice)) APR.
Issue: Costs are prohibitive, again, mostly. Steady Shot does only marginally less damage, yet has half that cost in the much easier to come by Stamina, and one fifth the cooldown. See above comment about Mindlash being mostly better.
Idea: Perhaps lowering cooldown and Psi costs as it levels? Maybe 10 base on each, and -1 per talent level for both? This would make a high level version of this possibly better than Steady Shot, but would make a low level version worse, but still good for an occasional firing if you're only in this skill for Telekinetic Archery.
Thought-quick Shot 5(2)
* Thought-quick Shot: 20 Psi, 18-(Talent level*2) cooldown, 16-5 range in practice. Instant.
Instantly shoot a normal bowshot.
Issue: Despite the high investment from two players, I suspect the investment is due to the fact that A: This skill is only worth something at all at L5, and B: The earlier two attack skills were worse, and that the two people that unlocked this skillset wanted to have at least one attack skill to use with their bow. (While I cannot prove this, due to the small sampling size, the small sampling is due to the fact that almost no one who succeeds with a Mindslayer unlocks this category, not due to a lack of Mindslayers...) 20 Psi is very expensive, and leveling this, while making it good to constantly fire off damage, makes cost even more, even faster, to the point where it's only really useful when used in tandem with Matter is Energy.
Idea: Lowered Psi cost, mostly, yet again.
And that's it for things that stand out to me at a glance. Phew.
I hope this massive ramble helps a little. <_<