Succession Passive Skill Tree
The post is an expansion of my reply to a reddit post about more passive trees.
Unfortunately the post did not get much attention so I've decided to put more thought on my idea before presenting it to you guys. And also put it here so that GGG is more likely to see it. The Succession Passive Tree is mainly focused on characters that follow the league start character. It's purpose is only to make the leveling experience more tolerable on your second, third and so on play through of the league. The tree is there to provide a lot of power but it's power is designed to drop off when you reach the end game with only a few stats being a little usable. This is to make sure we avoid power creep from an additional set of passive tree. It should also be only accessible once you kill Kitava in Act 10. (This one is for GGG since they don't want racer to avoid giving racers more power.) Example or the passive Tree Layout. To make it short, I'll assume we only have 40 points to spend and 20 is easily attainable (as if this gained by completing challenges). Some if not all of the passives I will mention may be exploitable by very smart people but please bare in mind that these are only examples from someone who has no experience creating his own build. I'll try my best to make the powers of these notable drop off once you hit white or yellow maps. Each section has multiple tiers of passives. For this example I put 3 Tiers on each section with each Tier requiring 5 points to reach the notable. A straight path will get you to the most powerful node in 15 points. (4 Small passive and 1 Notable) Section 1 - Life, ES and Mana
Spoiler
Starting Small Passive - 10% increased Life, Mana and Energy Shield
Small Passive - +10 Maximum Life Small Passive - +10 Maximum Energy Shield Small Passive - 5% Increased Mana Regeneration. Life Notable - Gain 200 maximum life if you have less than 100 Strength Life Notable - Regenerate 100 life per second. You have 1 less regenerated life per level. Life Notable - You gain 1 life and 50 life per hit for 3 seconds when you are hit with a killing blow(cooldown 30s) when you haven't killed Kitava(Act 5). ES Notable - When you have less than 100 Intelligence, your energy shield recharge rate cannot be interrupted. ES Notable - Gain 100 Ward equal when you loss all your energy shield. Cooldown 10 Seconds. ES Notable - Gain 30% of life as energy shield. Life and Energy Shield Cannot Exceed 2000. Mana Notable - When you have less than 150 Mana, skills that spend mana has -5 mana cost. Mana Notable - When reserving mana for Vitality, Clarity or Precision, 50% of Mana Reserve is Reserved as life instead. Mana Notable - Insufficient Mana doesn't prevent you from attacking or casting spells when you using uncorrupted skills. Section 2 - Movement Speed and Attributes
Spoiler
Small Passives - +2 All Attributes
Small Passives - 1% increased movement speed when there are no monsters nearby(yes this is a small passive, it's 12% increased movement speed and there are very little times this will be active in late game mapping). Attribute Notable - 20 Less Attribute requirements on uncorrupted gems. Attribute Notable - Gain 30 Strength when your Dexterity and Intelligence are less than 100. Gain 30 Intelligence when your Dexterity and Strength are less than 100. Gain 30 Dexterity when your Strength and Intelligence are less than 100. Attribute Notable - Ignore Attribute requirements on equipment under item level 70. Movement Speed Notable - Gain 20% Movement Speed if you have no other source of increased movement speed Movement Speed Notable - You gain onslaught for 2 seconds every 5 seconds if you haven't killed Kitava(act 5) Movement Speed Notable - Gain phasing for 2 seconds when you take a hit that takes below 100 hp. You have 100% chance to evade hits for 1 second when you take a hit below 100 hp. Has a 30 second cooldown. (I did not add a restriction on this as I don't think it's possible to consistently benefit from this at the end game. Yes, there will be some occasions that this can still triggered while mapping or doing end game activities)\ Section 3 - Elemental Mitigation (this is a difficult one cuz I can't just add flat resistance on any of these)
Spoiler
Small Passives - Take 1% Reduced Fire damage taken when your resistance is between 25% and 50%.
Small Passives - Take 1% Reduced Cold damage taken when your resistance is between 25% and 50%. Small Passives - Take 1% Reduced Lightning damage taken when your resistance is between 25% and 50%. Fire Mitigation Notable - 10% of Physical Damage taken as Fire if you haven't killed Kitava(act 5) Fire Mitigation Notable - Cannot be Ignited while you are affected by Purity of Fire Fire Mitigation Notable - Gain level 20 Purity of Fire Cold Mitigation Notable - 10% of Physical Damage taken as Cold if you haven't killed Kitava(act 5) Cold Mitigation Notable - Cannot be Chilled while you are affected by Purity of Ice. Cold Mitigation Notable - Gain level 20 Purity of Ice Lightning Mitigation Notable - 10% of Physical Damage taken as Lightning if you haven't killed Kitava(act 5) Lightning Mitigation Notable - Cannot be Shocked while you are affected by Purity of Lightning. Lightning Mitigation Notable - Gain level 20 Purity of Lightning Not sure about the Cannot be (aliment) but I didn't make it chance to avoid as this will make it easy to be ailment immune if used with the unique jewels. Section 4 - Physical Mitigation and Avoidance
Spoiler
Small Passive - +10 Armour
Small Passive - +10 Evasion Small Passive - 3% chance to block attacks and spells. Take 2% damage from blocked attacks and spells. Armour Notable - 100% increased defenses from non-unique body armour under item level 70. Armour Notable - 100% chance to defend with 200% of your armour when you have less than 5000 armour. Armour Notable - Cannot be inflicted with corrupted blood if you have less than 5000 armour and 0 evasion. Evasion Notable - 10% Less Damage Taken from hits when you have 0 armour. (It's okay to keep this to end game right?) Evasion Notable - Nearby enemies are blinded for 2 seconds when you are hit while you have less than 75% chance to evade. Evasion Notable - + 100 Evasion per 5 Dexterity when you have less than 1000 armour. Your chance to evade is capped at 75%. Block Notable - Gain 20 life and energy shield when you block. Block Notable - Take 20% Damage from blocked attacks and spells. Damage taken from blocked attacks and spells is instead lost over 2 seconds. Block Notable - Trigger a random level 1 Non-Vaal Guard Skill when you block an attack. Cooldown 5 seconds. The reason I put some of the restrictions up to Act 5 Kitava because I believe the game get's easier by then and also placing it before Act 10 Kitava will allow players who focus on Heist to benefit from them. I am also thinking about adding a Damage Section but I think damage is already easy to solve when you have this much defensive options. Let me know if some of these needs some tweaking to make them less usable in the End Game. Or give some suggestions on what should and should not be on the tree. Oh and if someone has already proposed this idea, please let me know. Last edited by Crampp#7603 on Apr 25, 2023, 2:45:56 AM Last bumped on Apr 25, 2023, 2:45:00 AM
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