The Ultimate Talent Suggestion Thread!!!

The G-Meister

Giga Slime
Fruit Ninja (Or maybe "Slicer" if that'll get you caught up in legal predicaments with Halfbrick Studios)

Reduces Knockback and stepping forward on normal hits by up to 75%
 

Snoochy42

Green Slime
Vampirism(melee talent): 1% of attack Damage converted to health per point. (3points)

Spell-Vamp(magic talent): .5% of damage from spelled to health per point. (3 pounts)

In a Hurry! (General talent): +5% movement speed per point. (5 points)

Magic Quiver(general talent): Regain 1 arrow every 10 seconds. (1point=1arrow per 10seconds, 5points = 1 arrow per 5 seconds, so each point reduces timer by 1 second)

Side Quivers: +5 arrows per point. (5points)

Heavy Shots: +5% bow damage per point. (5 points)

Burst Shot: shoots arrows side by side. +1 arrow per point. (3 points, shoots 4 arrows in a "beam", costs 4 arrows, but much harder to miss. Still capable of hitting large targets/bosses with all 4 if aimed dead center.)

Nature's blessing (Support Spell): very slow to charge(unaugmented 2 seconds per charge level), lvl1-5: regain 3% health per point, lvl 6-9 heals you and closest summon/player(if in MP) for 3% per point. Lvl 10 Heals all party members and summons in range for 30% of max health. (Lvl 10, unaugmented charge time is roughly 6 seconds, so a proper healer/support player would need a good amount of CSpeed, and/or the general skill to charge spells faster after a melee skill is used. Optimal 3 charge heal would take 2 seconds). Costs 50 EP per cast.

Clarity(Support Spell): increase EP Regen by 1pt per second per pount. Lvl 5 charge
Buffs you and closest ally, lvl 10 buffs all players.

Gravity Well (Support Spell): Targeted Gravity Field (comparable to Purple Crystals), gets wider and stronger per point.

Healing Rains (Support Spell): creates a transparent, and gentle, raincloud (at target location. Last 10 seconds, heals 1% per point, per second. Lvl 5 causes players recently affected to take 5% less damage for 10 seconds. Lvl 10 causes players to gain 10% movement speed.

Reposte! (1hnd melee skill): blocks all incoming attacks for 1/4 of a second (similar to a perfect block), all damage blocked is redirected back at the attacker +10% per point. Lvl 5 charge blocks all fir 1/3rd second, lvl 10 charge blocks all for 1/2 second, costs 10 EP per charge lvl.

Mirror Image (Support Spell): creates a image of you to stand by your side. When hit, an image gets hit instead and fades away, negating the damage you would take. Each image copies your abilities, making them 1% more powerful per point, per image, for each Image by your side(max of +30% damage until you get hit.) Lvl1-5=1image, 6-9=2 images, 10 grants 3 images when fully charged.
 
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Snoochy42

Green Slime
Oh, and I'd like to see how you deal with Elite Bees and Halloweed and their associated boss rooms in the Arcade.
I use Piercing Dash face first into the bees, and for Halloweeds I use the "back pedal" melee skill to bob and weave out of range, can't remember the name at the moment. I actually very rarely block. For Phaseman I dodge, dash in, and chop him 3-5 times to regain EP and dash out, same goes for that Brawler Room you refered too.

Edit: P.s. maybe make the damage of the offhand deal 50%, so it's not double damage but still unable to block? Then it's more of a skill base on Dashing and Back Pedalling.
 

Snoochy42

Green Slime
Do you use Second Wind to regain EP? Because currently it's broken, only the first talent point is worth putting in. The rest currently do nothing. #BlameTeddy :p
Yes, and I had a feeling that was the case since I have my AtkSp pretty much maxed and didn't regen EP as fast as expected. It's still effective, but not as affective as I thought a 5 pointed skill would be. Lol, thanks for the heads up on that bug. I'll probably leave as is for once it's fixed.
 

NE_Cupcakes

Green Slime
I feel that sustainability and, to a larger extent, ranged combat are currently a little underdeveloped. I would love to see a little more love shown towards reactive combat mechanics, and towards planning out ranged fights. And so;

Marksman:

Increases ranged damage by 2% per level (Bow, Summon Plant silver charge, Fireball, Chain Lightning, Titan's Throw)

Fletcher:
2% chance per level that firing the bow will not consume an arrow.

Ranger:
Increases damage dealt by bow attacks by 3% per level

Vampirism:
2% chance per level to restore 5% max health on killing an enemy.

Like a Butterfly:
After taking damage, gain 1% chance per level to avoid damage for 5 seconds.

Like a Bee:
After taking damage, deal 1% per level increased damage for 5 seconds.

Thorns:
Deal 3% per level damage taken back to the attacker

Muscle:
Every consecutive attack made with your melee weapon deals an additional .5% damage per level (resets on use of bow or magic)

Mind:
Every consecutive attack made with a spell deals an additional 1% damage per level (resets on use of bow or weapon attack)
 

GilVallus

Green Slime
General:
Elusive -
Increases movement speed after taking damage (up to 1.5-2 seconds)
Last Strike - Increases skill charge speed when HP is under 20%
Stubborn Defense - Reduces shield HP, increases broken shield regeneration rate for each level
Resilience - Slightly reduces the effect of status ailments
Glass Initiative - Reduces DEF by %, increase ATK & MATK by % (with Berserker Style >: D diesoquickly)
Dumb Luck - Reduce critical hit rate by %, chance to reduce damage taken (won't cancel out crit rate boost talent)

Melee:
Retaliation -
When attacking normally immediately after taking damage, damage is boosted relative to current HP missing
Wall of Might - When using a skill, a small window of knockback/stun resistance appears (akin to the perfect guard window)
Duelist - Reduce EP cost for one-handed skills
Destroyer - Reduce EP cost for two-handed skills

Magic:
Healing Wish -
Increase healing rate when standing over a defeated summon (would be more useful with more summons like the Snowy Friend)
Adept of Flames/Frost/Stones/Gusts - Reduce EP cost for fire/ice/earth/air magic skills (four talents)
 

Skarf

Green Slime
Sorry if someone else already suggested something similar to these
General:
Sniper - When using a bow, the farther the arrow travels, the more damage it deals
Rend - Every time an enemy takes damage, they gain a stack of rend for 3 seconds, stacking up to 15 times. For each stack, the affected enemy takes a very small % of increased damage from all sources.
Deadeye - Arrows have a 100% chance of landing a critical hit on enemies under x% of their maximum health
Explosive Shots - Arrows have a % chance of exploding, dealing x% of their normal damage to all surrounding enemies
Impact Shots - The knockback of arrows is improved
Fleet Feet - Gain x% increased movement speed when under a certain % of your max health
Charged Quiver - When shooting an arrow, there is a % chance of consuming X EP instead of consuming an arrow.
Scavenger - Improves drop rate of arrows from enemies
 
General:
Unflinching Will - While charging or using a skill, gain a 20% chance per talent level of resisting knockback and cancelling. Max level 5. (Would be great for tank/DPS builds.)
I know it sounds a bit OP at first but you are spending possible points for extra damage or health and such so...Yeah. :p
 

samuel

Green Slime
Magic:
- Casting a spell has a 3/6/9/12/15% chance to empower you with that spell's element:
-- Lightning: blocking causes a discharge of electricity near you
-- Fire: you leave a path of fire behind you, burning enemies
-- Frost: freezing winds blow near you, slowing nearby enemies
-- Earth: the next enemy to hit you in melee is knocked backwards

- Dropping below 10/20/30% EP causes enemies near you to be temporarily slowed (short cooldown)
- Standing still for ? seconds increases EP regen by ?
- Spells start charging from silver tier, but cost ?/?/?% more to cast
- You can no longer charge past silver tier, but bronze tier spells are now free.
- Casting a gold tier spell consumes all of your EP to increase the damage by ?% per extra EP spent

General:
- Movement speed is increased by ?/?/? when you take damage
- Movement speed is increased by ?, but enemies now heal for ?% of their max hp when they hit you.
- Your shield can no longer be hit for more than 1/3rd of its total health, but you can no longer perfect guard.
- Health globes are easier to pick up (they float to you), but they heal you for ?/?/?% less
- picking up a health globe heals your nearby allies for ?/?/?%

Melee:
- Charging melee abilities to gold tier now has a special effect:
-- 1H: causes the next attack which would hit you to miss
-- 2H: knocks back nearby enemies

- Nearby allies normal attacks are empowered by ?/?/?% (this does not affect your attacks)

- Using a normal attack while guarding:
-- 1H: pulls nearest ally to your position
-- 2H: pulls you towards nearest enemy
 

Dzed

Green Slime
*Could also be a skill
Rage
: If you chain attacks by two seconds for each attack, than the damage will increase by [X] per attack.

Featherweight: For every hit you land, there is an [X]% chance to add a haste effect for several seconds.

Dying wish:
When killed, you do x% damage to everything on your screen.

Momentum
: If you walk in the same direction for [X] amount of time, you gain speed, and on first impact, you do [X]
more damage.

Slipstream
: Raises movement speed by [X]%.

Stalker:
When standing still, you become nearly invisible to almost all enemies.*

Bloodlust:
You gain an [X]% multiplier for every kill you make, if you kill again, the buff is renewed and increased again by [X]%.

Smashing
fun:
Each hit has an [X]% chance to stun the enemy.

Necromancer:
Every kill has an [X]% chance to spawn an undead companion that does [X]% of your Matk for damage and has [Y]% Matk for it's health.*

Riposte:
If you attack a monster while it starts to strike, the strike is stopped and then your attack hits back as a reply.*

Annoyance:
Enemies prefer you to your allies.

Pyro:
Fire attacks do [X]% more damage.

Nature Magic:
Fire attacks do [X]% more damage.

Hoar Frost King:
Do [X]% more damage with ice attacks.

Thor:
Do [X]% more damage with lightning spells.
 

Dzed

Green Slime
i don't agree completely, i really dont wanna see a BOW based game or a game that the bow has all the advantages as in other games that i wont quote. I think that more things with bow could be interesting, but leaving the bow as a secondary weapon, if the devs decided to make it a primary weapon, then it will really need to work on the balance thing. For reading your suggestion i can clear see a OP BOW build...almost invincible, and thats not fun.
If thats the case, what about the shadow clone dodge last wind combo?
 

Sebine

Green Slime
Fix one of these two:

Either A)

Make the wisp initial attack act like it does when you reflect it

Or make the reflected attack act as it does when the wisp fires it


There's no goddamn reason my reflection should cause the attack to suddenly go full retard and not be able to pull its SUPER HOMING bullshit on the wisp itsself
 

Wolph

Green Slime
Considerations:
- All the values stated here are at Maximum Talent Level.
- The values betwee parenteses are the "per talent point" value.
___________________________________________________________________________
General Talents
1. Versatile Combatent [Lv. 5].:
- Switching between different type of Weapons applies different kind of Buffs on you afterwards.
- Each Talent Level increases the chance of the Buffs occur. (12% per Talent Point).

(•••)More Information.:
• One-Handed Sword to Two-Handed Sword:
+ x% increased ASPD with Two-Handed Weapons for 5 seconds.
+ Shadow Clone effect works with Two-Handed Weapons for 3 seconds before deactivation.


• Two-Handed Sword to One-Handed Sword:
+ x% increased Hit Range per hit with One-Handed Weapons for 5 seconds.
+ cast Whirlslash with 50% increased Area of Effect on switch. (Cooldown: 5 Seconds)

• One-Handed Sword to One-Handed Wand:

+ For 5 seconds your non-Summon Spells repeat 1 additional time after being Cast.
+ The ATK from your previous weapon is added to your MATK for 5 seconds.

• Two-Handed Sword to One-Handed Wand:
+ x% increased AoE of all your Surrounding and Area of Effect Spells for 8 seconds.
+ Casts a Nova of a random Element Damage type on switch. (Cooldown: 8 Seconds)

• One-Handed Wand to One-Handed Sword:
+ The MATK from your previous weapon is added to your ATK for 5 seconds.
+ You deal the Elemental Damage from your previous cast Spell before the switch for 5 seconds.

• One-Handed Wand to Two-Handed Sword:
+ Surrounding enemies are Chilled on switch.
+ For 8 seconds killing an Enemy with a Two-Handed hit casts a Nova of a Random Element.

2. Elemental Aegis [Lv. 3].:
- Perfect Guarding an Elemental Damage makes you immune to that damage for 3 seconds.
- Each Talent Level increases the duration of the Buff by 1 second.


3. Born to Grindea [Lv. 5].:
- Killing an Enemy increases the drop rate of items in 2.5% per consecutive kill. (Max 100%).
- Each Talent Level increases the chance of the effect occur. (0.5% per Talent Point).


4. Annoyance [Lv. 3].:
- Taunts nearby Enemies every 3 seconds. (Starting from 6)
- Each Talent Level decreases the time needed for the Taunt occur. (-1 sec per Talent Point).


5. Compulsive Recorder [Lv. 5].:
- 50% chance to receive a Monster's Annotation item everytime you kill a monster.
- Monster's Annotations give that monster's EXP when used.
- Each Talent Level increases the drop rate. (10% per Talent Point).


6. Mimic [Lv. 3].:
- 25% chance to a Shadow repeat the Attack or Spell that hit you recently against the Attacker.
- Doesn't work with Bosses.
- Each Talent Level increases the chance of the effect occur. (8,5% per Talent Point).


7. Magic Wilderness [Lv. 3].:
- 30% chance to drop an Elemental Arrow when killing an Enemy with a Bow or Elemental Damage.
- Elemental Arrows change the Damage Type of Bows depending of the Arrow used.
- Each Talent Level increases the chance of the effect occur. (10% per Talent Point).


8. Marksman [Lv. 3].:
- 30% chance to drop an additional Arrow when killing an Enemy with a Bow.
- Each Talent Level increases the chance of the effect occur. (10% per Talent Point).


9. Master Pitching [Lv. 3].:
- 30% chance of your Projectiles Pierce, Fork, Chain or Homing enemies hit or nearby enemies.
- Works with Spells, Bows and
Vengeful Aegis effect.
- Vengeful Aegis can't Fork.
- Each Talent Level increases the chance of the effect occur. (10% per Talent Point).


10. Wide Mind [Lv. 3].:
- 30% reduced Energy Blocked from Skills or Spells that Blocks your Energy.
- Each Talent Level increases the intensity of the effect. (10% per Talent Point).


11. Vengeful Aegis [Lv. 3].:
- 15% chance to throw your Shield at the Enemy if you Perfect Guarded its Projectile.
- Damage is equal to 1/3 of the equipped Shield's Health.
- You can't use your Shield until it comes back to you.
- Each Talent Level increases the chance of the effect occur. (5% per Talent Point).

12. Overkill [Lv. 5].:
- The % of health beyond the killing blow of an enemy with 1 hit is added to that enemy's drop rate.
- The effect starts at an additional of 50% (if Overkill) to the enemy's health.
- Each Talent Level increases the intensity of the effect. (10% per Talent Point).


13. Backstab [Lv. 3].:
- 30% increased Damage, Crit Hit Chance and Crit Hit Bonus with hits dealt at an enemy's back.
- Each Talent Level increases the intensity of the effect. (10% per Talent Point).


14. Tamer [Lv. 3].:
- 3% increased Global Damage, Health and Energy per Tamed Pet.
- Each Talent Level increases the intensity of the effect. (1% per Talent Point).


15. Pet Lover [Lv. 3].:
- Taming Pets is 30% easier.
- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).

16. Photographer [Lv. 3].:
- 0.3% reduced damage taken per Card in your Album.
- Each
Talent Level increases the intensity of the effect. (0.1% per Talent Point).

17. Sadist [Lv. 3].:
- You get a bonus of 3% on everything per enemy suffering from Negative Status Effects around you.
- Each
Talent Level increases the intensity of the effect. (1% per Talent Point).

18. Masochist [Lv. 3].:
- Each Negative Status Effect affecting you grants you a bonus of 6% on everything.
- Each
Talent Level increases the intensity of the effect. (2% per Talent Point).

19. Midas [Lv. 5].:
- You spend Gold instead of Energy to cast Spells.
- 0% Increased Spell Cost.
- Each Talent Level reduces the intensity of the effect. (20% per Talent Point).


20. Sanctuary [Lv. 5].:
- Your Surrounding Skills has 5% chance of creating a Holy Ground that lasts for 3 seconds.
- Holy Ground regenerates your Health in 120 points per second.
- Each Talent Level increases the chance of the effect occur. (1% per Talent Point).
___________________________________________________________________________
Melee Talents

1. Orb Addict [Lv. 5].:
- +20% for Attack and Health for 10 seconds if you have being healed by a Health Orb recently.
- Each Talent Level increases the duration of the effect. (2 seconds per Talent Point).


2. Survivalist [Lv. 3].:
- When 'HP Critical' state is reached, you recover 18% of your maximum Health.
- Can only occur at every 30 seconds.
- Each Talent Level increases the intensity of the effect. (6% per Talent Point).


3. Galvanic Weapon [Lv. 3].:
- Each Normal Attack has a 15% chance to discharge a Chain Lightning between enemies.
- Chains 2 times.
- Each Talent Level increases the chance of the effect occur. (5% per Talent Point).


4. Masterful Strike [Lv. 5].:
- 50% chance to Galvanic Weapon, Chilling Touch and Burning Weapon effects also works with your Melee Skills.
- Each Talent Level increases the chance of the effect occur. (10% per Talent Point).


5. Impetus [Lv. 3].:
- 60% chance to dash towards a nearby enemy and attack it after killing a previous one.
- Each Talent Level increases the chance of the effect occur. (20% per Talent Point).


6. Furious Assault [Lv. 3].:
- If Impetus occur, you have 15% chance to use a random Melee Skill based on your Weapon type.
- Each Talent Level increases the chance of the effect occur. (5% per Talent Point).


7. Determination [Lv. 3].:
- When surrounded by 4 enemies you gain 21% increased DEF.
- Additional 3% DEF per additional nearby enemy.
- Each Talent Level increases the intensity of the effect. (7% per Talent Point).


8. Crushing Blows [Lv. 3].:
- Two-Handed Weapons deal 10% increased damage against Big Sized enemies.
- Two-Handed Weapons deal 20% increased damage against Normal Sized enemies.
- Two-Handed Weapons deal 30% increased damage against Small Sized enemies.
- Each Talent Level increases the intensity of the effect. (x% per Talent Point).


9. Precise Slashes [Lv. 3].:
- One-Handed Weapons has 5% increased Critical Hit Bonus against Big Sized enemies.
- One-Handed Weapons has 10% increased Critical Hit Bonus against Normal Sized enemies.
- One-Handed Weapons has 15% increased Critical Hit Bonus against Small Sized enemies.
- Each Talent Level increases the intensity of the effect. (x% per Talent Point).


10. Cull [Lv. 3].:
- Your Normal Attacks have 30% chance to instantly kill an enemy within below 12% HP.
- Your Melee Skills have 60% chance to instantly kill an enemy within below 12% HP.
- Each Talent Level increases the chance of the effect occur. (3% per Talent Point).


11. Paladin [Lv. 5].:
- Each Perfect Guard recovers 7,5% of your HP.
- Each Perfect Guard recovers 7,5% of your EP.
- Each Perfect Guard increases your DEF by 10% for 5 seconds.
- Each Talent Level increases the intensity of the effect. (1,5% per Talent Point).
- Each Talent Level increases the duration of the effect. (1 second per Talent Point).


12. Swift Step [Lv. 5].:
- 100% chance of when Perfect Guarding, quickly moves you to behind your enemy.
- Each Talent Level increases the chance of the effect occur. (20% per Talent Point).


13. Dragon Scale [Lv. 5].:
- 50% chance to avoid receiving Negative Status Effects, such as Chilling, Burning, Poison, etc.
- Each
Talent Level increases the chance of the effect occur. (10% per Talent Point).

14. Dragon Knowledge [Lv. 5].:
- If your Melee Skill damage results in a Critical, it will cost 50% less EP.
- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).

15. Unflinching [Lv. 5].:
- When surrounded by 4 or more enemies, 50% increased effect of your Melee Skill's Buffs.
- 50% increased effect of your Melee Skill's Buffs when against Bosses.

- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).

16. Chimera Blood [Lv. 3].:
- You receive 30% Less Damage from Spells and Elemental Damage.
- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).

17. Gladiator [Lv. 3].:
- Switching weapons grants you a bonus of 12% on everything for 5 seconds.
- Each
Talent Level increases the intensity of the effect. (4% per Talent Point).

18. Knight [Lv. 3].:
- Perfect Guarding while using a Two-Handed Weapon grants you 20% increased ASPD for 6 seconds.
- Perfect Guarding while using a One-Handed Weapon grants you 20% increased attack range for 6 seconds.

- Each
Talent Level increases the duration of the effect. (2 per Talent Point).

19. Amplitude [Lv. 3].:
- 5% increased Attack Range per Critical hit on Enemies for 3 seconds. (Max 20%)
- Each Talent Level increases the intensity of the effect. (5% per Talent Point).


20. Echo [Lv. 5].:
- Perfect Guarding an Attack produces a Sonic Wave that knocks all surrounding enemies back.
- Radius 20.
- Each Talent Level increases the radius of the effect. (4 per Talent Point).

___________________________________________________________________________
Magic Talents

1. Overflow [Lv. 3].:
- 30% increased EP Regeneration.
- Each Talent Level increases the intensity of the effect. (10% per Talent Point).


2. Leech [Lv. 5].:
- 5% of your Attack and Spell damage Leeched as Health for 8 seconds.
- Each Talent Level increases the intensity of the effect. (1% per Talent Point).


3. Eldritch Touch [Lv. 5].:
- Converts 100% of your Health Leech to Energy Leech.
- Each Talent Level increases the intensity of the effect. (20% per Talent Point).


4. Devour [Lv. 5].:
- 100% of your Leech is applied instantly.
- Each Talent Level increases the intensity of the effect. (20% per Talent Point).


5. Arcane Remains [Lv. 3].:
- Enemies killed by DoT effects has 30% chance to summon a Undead Minion lasting 5 seconds.
- Undead Minions deals damage based on your MATK.
- Each Talent Level increases the intensity of the effect. (10% per Talent Point).


6. Necromancy [Lv. 5].:
- Undead Minions lasts additional 5 seconds.
- Each
Talent Level increases the duration of the effect. (1 second per Talent Point).

7. Illusionist [Lv. 3].:
- Receiving a hit will create an Afterimage of yourself taunting nearby enemies lasting 4 seconds.
- Perfect Guarding increases the duration of the Afterimage by an additional of 3 seconds.
- Each Talent Level increases the duration of the effect. (1,5 seconds per Talent Point).


8. Martyrize [Lv. 3].:
- Perfect Guarding an Enemy attack has 60% chance to link the enemy's Health to yours.
- 90% of the damage you receive will be transfered to that Enemy.
- Can only apply
Martyrize to 1 enemy at a time.
- Each
Talent Level increases the chance of the effect occur. (20% per Talent Point).

9. Soul Linker [Lv. 3].:
- 30% of Damage Taken shared with your Summons.
- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).


10. Mind Over Matter [Lv. 5].:
- 50% of Damage Taken on Energy before Health.
- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).


11. Nature's Law [Lv. 5].:
- 50% increased Critical Chance against enemies of the opposite Element you are using.
- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).


12. Nature's Cycle [Lv. 5].:
- Frozen Enemies have 65% chance to become Water Property making them vulnerable to Lightning.
- Burning Enemies have 65% chance to become Fire Property making them vulnerable to Water.
- Shocked Enemies have 65% chance to become Lightning Property making them vulnerable to Earth.
- Petrified Enemies have 65% chance to become Earth Property making them vulnerable to Fire.
- Each
Talent Level increases the intensity of the effect. (13% per Talent Point).


13. Blood Catalyst [Lv. 5].:
- Your spells' Cost is converted to use Health instead of Energy. The cost is also increased by 0%.
- Each
Talent Level reduces the cost of the effect. (-20% per Talent Point).

14. Anatomical Knowledge [Lv. 5].:
- Your Health is increased based on 50% of your Energy.
- Each Talent Level increases the intensity of the effect. (10% per Talent Point).

15. Carnal Waiver [Lv. 5].:
- Your Energy is increased based on 50% of your Health.
- Each
Talent Level increases the intensity of the effect. (10% per Talent Point).

16. Dead Nature [Lv. 3].:
- Your Earth spells gets 9% more damage per killed enemy in the past 4 seconds.
- Each Talent Level increases the intensity of the effect. (3% per Talent Point).


17. Canker [Lv. 5].:
- Damage Over Time from your Attacks or Spells deals damage 100% faster against Burning Enemies.
- Each
Talent Level increases the intensity of the effect. (20% per Talent Point).

18. Proliferation [Lv. 3].:
- Enemies close to each other are also affected by Elemental Status Effects that one is suffering.
- Radius: 9
- Each Talent Level increases the radius of the effect. (3 per Talent Point).


19. Hypothermia [Lv. 3].:
- 42% increased chance to Freeze enemies that are Chilled.
- Each
Talent Level increases the intensity of the effect. (14% per Talent Point).

20. Entropy [Lv. 3].:
- 15% chance to create Elemental Grounds based on enemies killed.

- Burning Ground (kill Burning enemies): Ignites enemies that steps in.
- Chilled Ground (kill Chilled or Frozen enemies): Chills and Slows enemies that steps in.
- Shocking Ground (kill Shocked enemies): Paralyzes and Shocks enemies that steps in.
- Poison Gas Ground (kill Petrified enemies): Inflicts Poison on enemies that steps in.

- Each
Talent Level increases the chance of the effect occur. (5% per Talent Point).
 
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Own

Moderator
@Teddy Around Tai Ming I start running out of meaningful things to put into Talent Points into for my builds, especially since Tai Ming gives you two free talent points as part of the story. Might we get some new Talents put in once Tai Ming is done? :)
 

Teddy

Developer
Staff member
@Teddy Around Tai Ming I start running out of meaningful things to put into Talent Points into for my builds, especially since Tai Ming gives you two free talent points as part of the story. Might we get some new Talents put in once Tai Ming is done? :)

That is definitely on The List :D

We're thinking of doing a poll when we get close to releasing the full Tai Ming to see what people want us to focus on first. We have a lot of things we must do and even more things we potentially want to do...

The rather significant Arcade Mode additions/changes, a skill balance pass, last stretch on housing, more talents, the support spells, the ability to skip quests you've completed in multiplayer, translation tool improvements, better damage numbers, etc. The List goes on!

But yeah, more talents is something that I think we'll add before resuming the story work regardless of the results of said poll.
 

Wolph

Green Slime
That is definitely on The List :D

We're thinking of doing a poll when we get close to releasing the full Tai Ming to see what people want us to focus on first. We have a lot of things we must do and even more things we potentially want to do...

The rather significant Arcade Mode additions/changes, a skill balance pass, last stretch on housing, more talents, the support spells, the ability to skip quests you've completed in multiplayer, translation tool improvements, better damage numbers, etc. The List goes on!

But yeah, more talents is something that I think we'll add before resuming the story work regardless of the results of said poll.
I think that's very important. More talents mean more builds, hence, more time spent playing this awesome game =)
 

Own

Moderator
Combos - Combos only count towards your current highest combo. 10 on 1 enemy, 5 on another only counts the 10. Berserker style while active counts combo as being doubled it's shown number for Talent purposes.

Combo Maker: Extends the time until combo is broken from not attacking by %

Combo Breaker: Keep the bonus of your highest combo for # seconds after combo is broken.

Combo Rager: For every 5 combo, gain % ATK.

Combo Mager: For every 5 combo, gain % MATK.

Combo Striker: For every 5 combo, gain # ATKSpeed.

Combo Crusher: For every 5 combo, gain % Crit Chance.

Combo Finisher: When combo is broken, damage the enemy you have highest combo against by (Some mixture of Combo#, talent level and some character stat that ensures it scales with your character?)

Combo Drainer: When combo is broken, gain (Combo / Factor of Talent Level) EP. Or just increase EP Regen.
 
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