My bad, I wrote that poorly and I can see why you misunderstood what I meant. The numbers I gave were directed at the % of Willpower/Cunning that gets applied to the telekinetic weapon. For example, right now it starts at 80% and scales up to 128% with 5 talent points invested. I was suggesting lowering that %.grobblewobble wrote:I don't know.. 80-128 is pretty typical for an endgame artifact twohander. Legacy of the Naloren, voratun with crystal focus and hammer of the deep of the deep bellow are all similar.
Alright, first off:Suslik wrote:Also saying "striking tree is bad" is actually not saying much. We have to change the tree somehow and ideas which way to change it exactly are welcome.
Change Kinetic Strike to a pin instead of a knockback. It's still thematic and should be at least a little bit useful against casters/archers.
Change Thermal Strike so that the ice block actually gets applied with a decent amount. I'm unfamiliar with the specifics of the freeze mechanics, but I assume having the "X% of weapon damage as cold" part apply the freeze will give more sizeable ice blocks.
Here is my suggestion to make the whole tree more interesting:
Add a mechanic similar to the Solipsist Distortion tree. That is, have one strike set up another strike so it is more powerful. Instead of the second strike adding more CC I was thinking the second strike could add a buff to the player.
Here's an example:
Player hits monster with Kinetic Strike first, then hits with Thermal Strike second, player gets a 'Thermal buff'. Player then hits monster with Charged Strike, player then gets a 'Charged buff'.
Examples of what the buff could be:
-Increase player Damage/Penetration by X% related to the type of buff attained.
-Convert X% of all damage dealt to the damage type related to the type of buff attained.
-Kinetic Buff: increase Weapon damage by X%
-Kinetic Buff: X% chance to parry/deflect/counter/block melee attacks against you
-Thermal Buff: Increase armor by X and add thorn damage (like icy skin)
-Thermal Buff: Increase all resist by X%
-Charged Buff: Increase all stats by X
-Charged Buff: Increase some type of speed by X%
(These could definitely be more interesting)
The 4th skill, the passive, could also be changed to augment these buffs. Having this passive just give more passive stat bonuses would be boring though. So instead I'm thinking it could be changed to augment all melee attacks made.
Examples of what I'm thinking the 4th skill could add:
-Kinetic Buff: All melee attacks send out a shockwave and damage enemies in X radius for X% of the original damage.(Shattering Impact)
-Thermal Buff: All melee attacks have a X% chance to freeze.
-Charged Buff: All melee attack have X% chance to chain lightning up to X distance and X times for X% of the original damage.(Arc Lightning)
The ideal scenario (which only exists in fairy tales) would be for all the buffs to have a use for the player at different times. I feel like this fits with the class because it gives the skills different effects depending on when the player decides to use them(like Shield/Aura/Leech/etc).
I'll admit none of these ideas are original or particularly interesting, but they are, hopefully, slightly more interesting than the current form.