I think that antimagic characters could use some more versatility, having given up so much for their choice. Here's a skill tree that would give them more options:
Spelldrinker (Level 10+, Willpower, locked, generic points)
Spelldrinker: passive
In addition to resistances, your resolve also gives (5 + 2 * talent) damage affinity to the type, healing you for that percentage of the damage done (before resistances).
Note that this still does not apply on the first hit.
Dissonant Strikes: Sustained, 10 cooldown, 15 Equilibrium
Your melee and ranged attacks deal ~(as much as weapon of light, based on WIL) mana burn damage, at a cost of (4, 3, 3, 2, 2) Equilibrium per hit.
Mana burn damage is equivalent to the mana clash talent (eg. 10 mana burn drains 7.7 mana, 3.8 vim, 1.9 pos/neg IIRC, and deals up to 10 arcane damage, or as low as 0 if they don't have resources.)
Antimagic Fortress: Activated, instant, 20 Equilibrium, requires antimagic shield to be active (lvl 1-4)
Deactivates your antimagic shield, replacing it with a shield that absorbs (15 + 3 * talent) times as much magical damage, over (4, 4, 5, 5, 6) turns. At level 5, this may be activated while antimagic shield is inactive but off cooldown, placing it on cooldown. Resolve can recover equilibrium/stamina while this is active.
Like a shield rune, but not against physical damage.
Disruption: Activated, 20 Equilibrium, (5, 6, 7, 8, 9) duration, 30 cooldown
Any damage you deal while disruption is active has a (talent * % of max life damage dealt) chance to remove one magical timed effect or sustain, with a minimum chance of (talent)%. If the chance passes 100%, it automatically succeeds, and checks again for the remainder of the chance.
Example 1: you deal 30% of an enemy's max life in damage, at talent level 5. "chance" is 150%, so it is a 100% chance of 1 removed, 50% chance of 2.
Example 2: you hit with a flurry with slime daggers, against a shielded enemy, dealing no damage. It checks the 5% minimum 12 times, one for each damage message produced (eg. 0 nature damage).
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This would give antimagic characters more tools to deal with casters, without giving them any advantage against non-magical enemies. The higher Willpower requirement and category point cost would also stop many casual antimagic users from accessing it, but I'm not sure that's a bad thing, as it is meant to be more advanced.
High Level antimagic tree: Spelldrinker
Moderator: Moderator