RawBanana
21-07-2009, 02:25
I got bored and put together a full skill tree complete with classes and rules for D3. Its meant to build on what is currently known about D3 but I've made some interpretations to build a full set of classes and progression that I think is fun and viable. This builds on the "multiple facet" tree theory for maximum builds/skill variety that was discussed in older threads maybe 6months ago now.
Overall Design:
- Allow maximum flexibility for creating new characters and new ways to play the game while keeping overall balance
- No restrictions against making melee casters or unusual builds
- Intention on keeping consistency in Blizzard standard of gameplay: easy to pickup and fun to play at end-game
- 5 classes with 5 Class-Specific Skill Trees 7 Offensive Skill Trees and 3 Defensive Skill Trees
- Classes may end up with both a Mana only, Mana + Rage, or Mana + Energy bar combo.
Defensive and Offensive Skill Trees:
- Every player gets 1 Offensive skill point and 1 Defensive skill point per level
- This ensures players can’t gimp their players to be all offense without any defense ability
- Player can only have a max of 2 Offensive trees and 1 Defensive tree at level “1”
- Players can invest into 1 additional Offensive tree and 1 Defensive tree every 10 levels
- Glass cannons are still possible as skill is required to play defense
- Bad builds will still suck and have problems with resistances
- Offensive Class-specific trees are only accessible by players of that class
- All Defensive trees are accessible by all players/classes
- All Offensive non-class-specific trees are accessible by all players/classes
- Respecs for skill points should be available for a price or after completion of a quest every difficulty level for free
Skill Trees Tiers and Investment:
- 5 tiers of skills (Basic, Advanced, Elite, Heroic, Epic) which require 6 levels before advancing to the next level (max 30)
- Must have at least 3 points in each tier before advancing to next tier
- Progression is like the Hunter’s Pet Talent tree in WOW
- Skills cost between 1-6 points to max at each tier (Defensive trees will have some skills with 20points max eg. +health)
- Certain skills have additional ranks past rank 6 but are attainable only with +skill level items/buffs
- Once a skill is maxed, there will always be skills with synergies that add damage or effects
- Prerequisites will exist for certain skills but are not shown
Skill Progression and Synergies:
- Direct Damage skills scale approximately 50% level based and 50% skill based
- Proc spells typically scale very well with high level AOE abilities and therefore are 100% skill based (eg. Life/manasteal and proc per kill)
- Basic Skills (level 1-6) – focus single target skills or high cost multi target spells and simple defensive spells
- Advanced Skills (level 7-12) – some multi-target spells, limited cc (crowd control), and additional survivability spells
- Elite Skills (level 13-18) – some AOE spells, lots of cc, more summons
- Heroic Skills (level 19-24) – cost of basic skills negligible(flat mana not % of base mana to cast), lots of AOE skills, upgrades to all skills
- Epic Skills (level 25-30) – god-like aoe abilities, summons, high survivability, cost of using Advanced skills will be neglible (flat mana not % of base mana to cast)
Vision for Skill Allocation and Balancing:
- max level is 100
- assuming 6 points invested per tier, ~3 trees can be near maxed
- Single tree focus is also encouraged with a +1% dmg to all skills per point invested
- Multi-tree characters will benefit from being more balanced against immunity/resistant/blocking/melee monsters/players
- Multi-tree characters also have some skills that help other trees eg. +life/mana for each monster hit
Skill Effects:
- All skills fall into effect groups that are additive (+1, +2), multiplicative (+1%, +2%), or exponential (2x2, 3x3, 4x4)
- Exponential must be limited to high level skills because their effects drastically shift the DPS (damage per second) ability of characters by suddenly doubling or more effective dps
- This is reflected in each tier of skill advance (cleave doubles # of targets and doubles DPS, whirlwind on average doubles dps again)
- Similarly, crowd control in the form of AOE stuns/sleep/root would be an exponential multiplier for a character’s effectiveness that would allow the character to control damage from an unlimited number/level of enemies
- Defense can also be a problem if armor/health/resistances from skills become exponential
- All these must be mitigated by costs (mana, timers/cooldown/chargeup, %procs, cast-time)
- Root/stun effects must be limited and every character must have access to a counter/free action skill to counter it
Tree Design:
- Generally each tree below is designed to maximize diversity while fitting into the fast Diablo gaming style
- Generally Class specific skills just don’t seem like skills that should be available to all classes and happened to fall into 5 trees
- Blizzard is falling in love with Procs on effects which are common in WOW and are already in their early skill trees for D3. I’ve added more.
- Procs: % on hit, % on crit, % on dmg taken, % on attack, % on block, % on dodge, @50% life, @100% life, on kill, On death
Mana, Rage and Energy:
- Mana and Energy is the simplest way to balance characters because you know exactly how fast it can be regenerated and can tweak the mana cost of spells
- Energy is just mana that regenerates at a fast fixed rate
- Energy will always play faster as downtime is limited to its regen
- Mana will require a slower more controlled playstyle to manage mana regeneration with maximum DPS and survivability
- Rage is actually a proc skill where mana is generated as a % of damage dealt/received in WOW
- Rage (WOW-style) is not effective in Diablo because it will mean no rage generation vs low level enemies (low hp so low damage) and High level enemies (can’t hit them therefore little rage)
- Rage means that any characters using Rage will have poor effectiveness vs monsters with low hp or high armor/defense
- Rage means that before skills are taken in, they will have poor rage generation in areas with monsters that have low hp or high defense. They will be BORING to play in these areas.
- Rage generation should be consistent vs all level monsters so characters always get regular access to their skills
- Rage generation should be generated by attacks made against enemies and attacks made against yourself
- Rage generation will be consistent vs boss monsters and will be greater when character faces groups of monsters which is balanced by the low survivability of fighting vs large groups
Healing and Health Globes
- Basically a %proc to heal except can be saved for later use
- Will add an additional strategical element to picking up health
- But in groups will get you to hate your dumb group members who pick up the health globes as soon as they drop before anyone needs them
- Makes more sense to have a individual combat healing system where you heal quickly out of combat
- Goal is to be fresh for each battle but have few heals during battles so each battle needs to be earned
- Having no or slow regeneration of health out of combat means gameplay will be slow as characters go out of their way to avoid damage
- Characters should have a way to heal without needing to wait for natural regeneration, health globes, or going back to town (which are all slow or unpredictable).
- A bandage/food system like in WOW should be used to replace after battle healing in D3
- A 2s cast to Heal Over Time (HOT) or Mana Over Time (MOT) for 5s while bandaging/eating/drinking will disable use during a fight but will make downtime inbetween fights much more manageable
D2 style Life/Manasteal
- A huge 10%+lifesteal/manasteal system as in D2 is not the ideal because it is only 1 way of playing the game
- Other builds can depend on: life/mana per kill (eg. Witch doctor/shadow builds), life/mana per critical (rogue builds), casting/attack %procs on attacks to heal/mana, evocation/bandaging to heal/mana, heals/conversions (mana to life or life to mana) for witch doctor/warlock/shadow builds
- D3 should only have minor 1%mana/lifesteal on weapons with the majority of life/manasteal to come from high level talents for those that want to specialize into Holy/Shadow tree
Offensive Trees (mana based):
- Martial – “A true warrior prefers to duel up close and personal. Legends tell of men who are able to wield weapons and slice through enemies like the wind.”
- Ranged – “Many hunters prefer to kill at range before their prey can ever reach them.”
- Fire – “Fire is the tree for damage and destruction. Burn those that oppose you before they can burn you.” Lots of casting and channeling spells focusing on single/AOE DPS over CC. Direct ranged damage with DOT/burn effects.
- Ice – “The safest way to kill an enemy is to control it. Then crush it.” Focus on instant spells that give single/AOE CC through slow/freeze. Cold enemies are more easily frozen and take additional damage from cold.
- Lightning – “Nothing reliably hits takes down its target like lightning. It cuts through a shielded knight in armor like butter.” Unblockable ranged DD focusing on instants and chargeup skills. AOE focused with high mana costs.
- Shadow – “Death is relative. The souls of its victims add to the life of the shadow master.” Focus on instant and cooldown/timer spells to curses and steal life/mana of its enemies. Limited AOE/dps abilities are offset but high survivability spells.
- Divine – “The gods off guidance and protection for their followers.” Instants and Procs to buff and debuff your enemies.
Class Specific Offensive Trees:
- Barbaric – Rage based (rage generation on attack made on enemy/attack received). Instant and timer based skills. Rage generation should be based on enemies hit and hits taken (not damage). Many unblockable or uninterruptable skills. Highest survivability and reliability.
- Witch Doctor/Unholy – Mana based. Use permanent and short term pets and summons to do the dirty work.
- Druid - Mana based. Use roots and CC to control enemies while you shapeshift or your pets take out enemies.
- Mix up healing/casting/melee roles depending on what fits the situation. Arcane Mage – Mana based.
- Rogue – Energy based. Focus on cast, %proc, and instant skills. Has Ambush skills which are typically cast to sneak and deal extra damage. Best 1on1 melee DPS. Energy recharges in 10 seconds to minimize downtime. Use Ambushes, high mobility and Poisons stack to out-maneuver and outdamage opponents.
Defense and Defensive Tree:
- 3 basic forms of defense: high armor, high block, high mitigation
- Mitigation players will dodge, parry, and use magic to reduce their damage taken
- Mitigation players does not require high armor and can dress in cloth or other weaker armor
- Mitigation players will tend to have less hp but have higher mobility
- Block players defensive ability will rely on their ability to aim their shields
- Block players will have higher armor and lower mobility in any case due to their shields with high armor/weight
This is how I think it should work:
- directional blocking facing where ur mouse is pointed
- must press a button (keyboard or mouse) to block
- normally cannot walk while blocking (need skills points to run and block)
- if the player is not blocking the right direction, take 100% dmg
- if blocking the right direction:
-- check against block % (determined by shield size) if blocked then block for 100% dmg
--- small shields (block % of 10-25%), large shields (25-50%), and block skills add up to 50% to get blocking to 100%
-- if blocking check is missed/failed then will still take 50% less damage from regular attacks
Unblockable and Partially unblockable skills:
- 100% unblockable skills will cause 100% damage even if the shield is up and facing the right direction the such as: AOE, all lightning attacks, burning effects from fire, and unblockable attacks (eg. Hammer of Ancients looks like an unblockable skill)
- 50% unblockable skills will typically block for only 50% damage (if block check successful) or 75% damage taken if block check missed. Such as: magic attacks (ice, fire, shadow, arcane), piercing arrows
- If an Unblockable melee attack hits you, no attacks for 1s can be 100% block (they will become partially blocked for 50% damage)
Skills and Damage Progression
- Follow damage/health progression tree to look up max damage per level
- Adjust skill by damage allocation (single melee target
Pets and Scaling:
- Pets take 5% health/armor and hit 5% harder per extra point in the tree they come from
- Pets take 50% of your resistances + their own innate resistance
- Elementals have innate resistance/preferences Eg. Fire elementals are healed by your/other fire damage
Enchanting Weapons
- All trees have various enchant weapon effects
- Scaling problems: I haven’t done the math but Enchant weapon are intended to work on ranged attacks/multiple attacks and
Runes and Glyphs
- Sounds great on paper but will be very hard to implement in an easy way
- Basically will try to work like Glyphs in WOW but will drop instead of be crafted
- Runes will affect ~5-10 skills which it gives similar effects (eg. Faster cast, bouncing effect, explosion on death, etc…)
- Customization of Runes should be done after a tree has been designed to give Glyph like effects
- Glyphs in WOW make a noticeable but not game-breaking changes (eg. Certain builds are much better/viable with a Glyph but not much more powerful with them)
MARTIAL TREE(+1% dmg to all Martial skills per point in MartialTree)
Basic: cleave (ranks: +target+dmg), Dual wield passive (ranks: +hit%), Bleeding attacks: (ranks: +% bleed), dash/sidestep: dash/jump for mobility (not for jumping over enemies) (ranks: +range)
Advanced: charge +dmg, knockback (ranks: +dmg), Jab: triple attack 1 target(ranks: +dmg), First Strike: +dmg if full health (ranks: +dmg), Cold blood: +regen after kill (ranks: +regen health/mana)
Elite: Zeal: attack all adjacent (ranks: +dmg/targets), Slice&Dice: cleave +range (ranks: +damage/targets), Bloodthirst: +50%dmg if enemies <50% (ranks: +dmg), Killer Instint: proc +dmg after crit (ranks: +dmg)
Heroic: whirling attack: 2sec spin (ranks: +dmg), Frenzy (ranks: +speed+dmg+run), Free Basic Martial Attack (ranks: +skill), Revenge: 100%crit if crit
Epic: whirlwind – moving (ranks: +dmg), berserk: 5s buff, crit, knockback, uninterruptable, noblock/dodge (ranks: +dmg), Free Advanced Martial Attack (ranks: +skill), Metal storm: all attacks cleave, +parry% (ranks: +dmg)
RANGER TREE(+1% dmg to all Ranger Skills per point in Ranger Tree)
Basic: aimed snipe: 1s cast, crit, unblockable (ranks: +dmg), Crippling Shots passive- (ranks: +slows), Walking Shot (ranks: +dmg), impale- piercing, cast (ranks: +dmg)
Advanced: quick shots: fast channeled (ranks: +dmg/speed), multishot: spread shots (ranks: +dmg), guided arrow unblockable (ranks: +dmg), Sniper Training: +dmg stand if standing still 2sec
Elite: Volley: fast unaimed shots (ranks: +dmg/speed), Strafe: (ranks: +dmg/targets), Pointblank shot: +crit/dmg if close, passive (ranks: +dmg/range), Penetrate: piercing passive (ranks: +pierce),
Heroic: Rain of arrows: 1s channel aoe (ranks: +dmg/duration), Seeking Arrows passive (ranks: +seek), Free Basic Martial Attack (ranks: +skills)
Epic: army volley: channeled volley (ranks: +dmg), Volley Strafe (ranks: +dmg), Pin all: aoe (ranks: +dmg),
Free Advanced Martial Attack (ranks: +Skills)
FIRE TREE (+5% dmg to all Fire spells per point in Fire Tree)
Basic - Fire Bolt: 1s cast (ranks: +dmg, +aoe range, -cast time), Burning Spells: passive (ranks: +burn dmg, +dmg all fire spells), Immolate: 1s cast, burning ground (ranks: +dmg, +%proc burning ground for all fire spells), Fire Weapon: buff, +fire damage on weapon (ranks: +dmg, can only have 1 weapon enchant per weapon)
Advanced – Firebomb: cast 1s (ranks: +dmg), Disintegrate: channeled (ranks: +dmg), Flamestrike: 1s cast (ranks: +dmg), Burning Weapon: buff (ranks: +dmg and burn effect to enemies hit with weapon)
Elite - Meteorstorm- channeled (ranks: +dmg), Pyroblast: 2s cast fireball (ranks: +dmg, -cast time), Hydra: shoots fire bolts(ranks: +dmg), Fire vunerability: (ranks: +10%dmg if burning)
Heroic - Fire Aura: burning self (ranks: +dmg), Fire Elemental: ranged attacks only, low health, 10s (ranks: +dmg, +hp), Incinerate: consume burning enemies with fire (ranks: +dmg), Wall of Fire: instant (ranks: +dmg)
Epic - Armageddon: 2s cast, raining fireballs aoe (ranks: +dmg, +range), Greater Fire Elemental: charge, fire aura, melees, 30s (ranks: +dmg, melee, +duration), Fire Mastery: penetrate/resist fire (ranks: +1% penetrate/resist fire)
ICE TREE(+5% dmg to all Ice spells per point in Ice Tree)
Basic - Frost Bolt: dmg+slow (ranks: +dmg, +aoe range), Frost Armor +armor+cold (ranks: +armor, +slow for all cold spells), Frostbite: +dmg/crit if cold (ranks: +10%dmg, +5%crit), Frost Weapon buff (ranks: +cold dmg)
Advanced - Ray of Cold (ranks: +dmg), Cold Aura (ranks: +range slow), Frost Nova (ranks: +dmg, +slow, +5% freeze), Ice Bolt: freeze, dmg (ranks: +dmg, +freeze time), +2aim(ranks: +dmg), Ice Weapon proc (ranks: +dmg, +aoe, +1% cold spells to freeze)
Elite – Blizzard: instant aoe, cooldown 2s (ranks: +dmg, +duration), Water Elemental: only shoots Frost Bolts, 10s duration (ranks: +dmg, +hp, +duration), Freezing weapon, (ranks: +dmg)
Heroic - Water elemental- shoot/melee/explode (ranks: +dmg), Shatter proc freeze if crit (ranks: +dmg), Iceblock- instant, invulnerable, immobile, cannot attack (ranks: +duration, -cost), Wall of Ice: roots, dmg wall, 2s cooldown (ranks: +hp, +duration, -cost)
Epic – Ice Armor: shield Xdmg, Frost bolt attacker (ranks: +shield), Frozen Orb (ranks: +dmg), Ice Elementals: shoot/ (ranks: +dmg, +health), Ice Mastery: penetrate/resist ice dmg (ranks: +1% penetrate/resist ice)
LIGHTNING TREE(+5% dmg to all Lightning spells per point in Lightning Tree)
Basic - Charged Bolts (ranks: +dmg, +bolts, -cast time), Lightning Static: +electrical aoe dmg after lightning hits(ranks: +dmg), Electric Aura: shoots CB at attackers (ranks: +dmg, +bolts), Lightning Weapon: +lightning dmg, lightning static (ranks: +dmg)
Advanced - Chain Lightning: +targets channeled (ranks: +dmg, +targets), Nova: 20% mana expensive but high dmg (ranks: +dmg), Thunderstorm: zaps enemies, buff(ranks: +dmg, +frequency), Electrocuting Weapon: lightning dmg unblockable, causes lightning effect (ranks: +dmg, +targets)
Elite - Call lightning: instant cast 2s to land aoe (ranks: +dmg), Call Thunder: ranged AOE stun +dmg (ranks: +stun/range), Static (ranks: +range), Chargeup: passive nonstop 20s charge +50%dmg on next lightning spell(ranks: +20%dmg)
Heroic - Lighting Fury: bouncing bolts (ranks: +dmg/bolts), Death Vortex: wandering aoe cyclone (ranks: +dmg/duration), Energize: damage taken +mana (ranks: +mana), Lightning Shield: centered aoe hitting nearby enemies (ranks: +dmg/range)
Epic - Attunement: -10%mana cost for all spells(ranks: -%mana), Lightning Storm: channeled aoe all (ranks: +dmg), Lightning Elemental: physical immune, melee only, 10s (ranks: +dmg/health/duration), Lightning Mastery: penetrate/resist lightning (ranks: +1% penetrate/resist lightning)
SHADOW TREE(+5% dmg to all Shadow spells per point in Shadow Tree)
Basic - Drain Soul: dot/lifesteal 10s (ranks: +dmg/life stolen), Amplify dmg: +%crit/dmg aoe curse (ranks: +%crit/dmg/range), Decrepify: reduce damage curse (ranks: +effectiveness, +slow), Shadow Weapon +1 mana/dmg per hit (ranks: +mana)
Advanced - Shadow Bolt: seeking, unblockable, 1s cast (ranks: +dmg), Bloodmana: convert life to mana (ranks: +conversion ratio), Fear all (ranks: +range), Steal Souls: aoe damage all to get +heal/mana (ranks: +dmg)
Elite – Desecrate: aoe +damage+mana to those standing in area (ranks: +dmg/mana), Summon Shadow: melee only tank (ranks: +health,damage), Healthstone: heal/hot/mana potion, 2s cast, autouse if below 50% health (ranks: +effectiveness), Shadow Swarm: instant shoot 1+ shadow bolts, (ranks: +dmg/bolts)
Heroic – ShadowMaster: uncontrolled summon, casts spells (ranks: +dmg,armor/health), Shadow Affinity: Proc on cast any shadow spell, 1 free shadow bolt cast(ranks: +20% proc), Dispersion: -90% dmg 3s, +mana, cannot attack (ranks: +duration), Shadowcleave: unblockable, long ranged cleave, instant (ranks: +dmg)
Epic - Shadow Clone: does what you do, 10s (ranks: +duration, max to have 2 clones), Manasteal Weapon +%manasteal (ranks: +dmg), Lichform: +50% all dmg, fly (ranks: +dmg,+physical immunity), Shadow Mastery- penetrate/resist Shadow (ranks: +dmg)
DIVINE TREE(+5% regeneration and healing to all Divine spells per point in Divine Tree)
Basic – Blessing: buff allys +1dmg, debuff target +1dmg taken, stacks 5 times (ranks: +1,2,4,8,12dmg, +1,2,4, 8,12mana), Holy Shield: +20% armor, +10% block (ranks: +20% armor, +5% block), Holy Aura: +1%/s mana/life regen(ranks: +1%), Healing Weapon: 1hp healed per hit (ranks: +1,2,4,8,12 healed)
Advanced - Omen of Clarity: 10%proc on cast/attack = free spell with no mana/rage cost (ranks: +5%proc), Meditation: evocation +50%mana (ranks: +10% mana), Consecrate Ground: aoe +5dmg dealt 10s (ranks: +5,10,20,30, +10s duration), Sacrifice Attack: 1%dmg self, +200%dmg dealt(ranks: +1%dmg, +200%dmg)
Elite - Guardian Angel- heal pet, immobile (ranks: +dmg), convert enemies: aoe (ranks: +dmg), Holy Grace - Proc +mana (ranks: +dmg), fanaticism buff +dmg/speed (ranks: +dmg)
Heroic - judge: stun 1sec, fist of heaven (ranks: +dmg), Divine shield – invulnerable (ranks: +dmg), conviction aura -resist+dmg (ranks: +dmg), self-ressurrection: 1/minute (ranks: +dmg)
Epic - Smite: passive Bless on all attacks (ranks: +dmg), command aura - plus level aura (ranks: +dmg), Healing weapon +%lifesteal (ranks: +dmg), defiance aura: +resist/armor (ranks: +dmg)
BARBARIC TREE(+5% dmg to all Barbaric skills per point in Barbaric Tree)
Basic- Shout +armor (ranks: +armor/duration), Hamstring passive 5%(ranks: +5%slow), Bloodrage: cast rage=10, -1% health(ranks: +dmg), Enrage: +10%rage on hit(ranks: +5rage), Hammer: uninterruptable, unblockable(ranks: +dmg)
Advanced- Sunder armor -5% passive (ranks: -3%armor ), Demoralizing Shout -5%dmg dealt (ranks: -3%), Jump attack (ranks: +dmg/range), Titan's blood: proc hot if crit(ranks: +dmg), Siesmic slam - stun all (ranks: +dmg),
Elite - Thrown Hammer of Ancients(ranks: +dmg), Juggernaut: -%crit %immobile passive (ranks: +%), Stoneform +healthshield, instant(ranks: +dmg), Anger Management: +rage duration/generation (ranks: + duration/generation)
Heroic - Smashing wave (ranged) (ranks: +dmg), Titans Grip: dual 2hand sword (ranks: +dmg), Earthquake: knockback all (ranks: +effective range, +mega-knockback distance), Cleaving Hammer of Ancients(ranks: +dmg), Magekiller: 100%crit if casting (ranks: +crit bonus)
Epic - Furious Charge (ranks: +dmg), Call Ancient Barbarians (ranks: +hp/abilities), Retaliation: if hit %hit back(ranks: +dmg), Free Basic Barbarian attacks(ranks: +additional skill), Battle Command- +1level(ranks: +dmg)
ROGUE TREE(+5% dmg to all Roque skills per point in Rogue Tree)
Basic - Ambush: cast, sneak +crit (ranks: +dmg), Evasion 5s after being crit (ranks: +dmg), Fade -aggro, +resist+dodge (ranks: +dmg), Anatomy: +%crit +crit amt(ranks: +dmg), Poison weapon: cast, X attacks, slows movement (ranks: +dmg +slow)
Advanced - Deadly throw: ranged ambush, +Xtargets (ranks: +dmg), Counterstrike: proc on parry (ranks: +dmg),
Footwork: +%movement passive (ranks: +dmg), Preparation buff: refill energy <30% (ranks: +dmg), Blade Flurry: %proc X3 attacks (Windfury) (ranks: +proc%)
Elite - Mutilate: stun+2w ambush (ranks: +dmg), Remorseless +50%crit on kill (ranks: +dmg), Adrenaline +energy on kill (ranks: +energy), Fan of knives: multishot shuriken (ranks: +dmg), Blade storm: cleave if crit for 1s (ranks: +1sduration)
Heroic - Assasinate: teleport+ambush, instant, unblockable, timer (ranks: +dmg), Vigor: +50% max energy (ranks: +10% energy), Cheat Death: teleport away on killing hit (ranks: +range/dmg), Execute: <50%hp ambush instant spammable (ranks: +dmg), Bladeshield +parry aoe dps(ranks: +dmg)
Epic - Killing Spree: +X targets on ambush (ranks: +target), Unlimited energy 3s(ranks: +1s duration), Free Basic Rogue attacks(ranks: +skill), Deadly spells: chargeup spells to get +ambush dmg, 10s charge (ranks: -1s chargeup)
DRUID TREE(+5% regeneration and damage to all Druid spells per point in Druid Tree)
Basic - Mark of wild +regen/speed (ranks: +dmg), Natures Grasp Root buff if attacked (ranks: +dmg), Rejuvenation instant, 10s +hot/thorns/mana (ranks: +effectiveness), Feralform wolf: +dmg/speed/dual claw, max energy (ranks: +dmg), Sleep - slow if resist (ranks: +dmg)
Advanced - Feralform bear: +dmg/hp/cleave, +rage (ranks: +dmg), Poison ivy - vine aoe (ranks: +dmg),
Summon wolf (ranks: +dmg), Barkskin- uninterruptable -all dmg (ranks: +dmg), Twisters: 3+ knockback physical dmg (ranks: +dmg)
Elite - Feral ambush/maul(hammer) (ranks: +dmg), Feral charge: knockback (ranks: +dmg), Summon bear (ranks: +dmg), treeform - casting regen (ranks: +dmg), Tornado: wandering aoe knockback (ranks: +dmg)
Heroic - Wereform Dire Armored (ranks: +armor/health/dmg), Leader of the Pack lifesteal, hot (ranks: +lifesteal), Elite Dire Armored summons (ranks: +armor/health/dmg), Mount pet pet takes dmg, uninterruptable casting, pet auto melees (ranks: +health/dmg), Hurricane: centered aoe (ranks: +dmg)
Epic - Elemental effects- all magic effects on all melee (ranks: +dmg), Summon treants - 10s (ranks: +treant), Pet aura +regeneration on all pets (ranks: +regen), enervate (ranks: +dmg), Tree of life slow to cast, +armor/regen/health (ranks: +armor/health/regen), Armageddon (ranks: +dmg)
ARCANE TREE(+5% dmg to all Arcane spells per point in Arcane Tree)
Basic - Silence proc (ranks: +dmg), Arcane missle - no dodge, proc fastcast (ranks: +dmg), crit=slow attacks (ranks: +dmg), Manaburst- 2x dmg if max mana (ranks: +dmg), Magic vunerability passive (ranks: +dmg),
Advanced - Slow projectiles passive (ranks: +dmg), Arcane orb – knockback (ranks: +dmg), Innervate- recharge timer (ranks: +dmg), Temporal sphere (ranks: +dmg), Spectral attack: ignore armor (ranks: +duration)
Elite - Inertial stop - no projectiles (ranks: +dmg), Arcane nova: dmg, reflect projectiles (ranks: +dmg), Temporal armor: miss 1 attack/aoe per 5 seconds (ranks: +dmg), Antimagic field: absorb magic (ranks: +dmg), Spectral weapon: ignore armor attacks (ranks: +dmg)
Heroic - Spectral slice: aoe cleave, unblockable (ranks: +dmg), Timestop- pause zone (ranks: +dmg), Fastcasting +fastcast (ranks: +dmg), Temporal shift - pause/5sec (ranks: +dmg), Reverse inertia: reflect projectiles (ranks: +dmg)
Epic – Manadump: unlimited mana (ranks: +dmg), Free Basic Arcane Spells (ranks: +skill), Arcane master- penetrate/resist physical (ranks: +dmg), Multi-effect: +weapon effect on arcane spells (ranks: +dmg), Temporal sense: +crit% on attacks, -crit self (ranks: +dmg)
WITCH DOCTOR TREE(+5% dmg to all Witch Doctor spells/summons per point in Witch Doctor Tree)
Basic - Summon imps +spellpower (ranks: +dmg), Plague of frogs (poison aoe) (ranks: +dmg), Bloodlink +health, split dmg (ranks: +%split/better ratio), Voodoo dogs (ranks: +dmg +dog +summon health), Locusts – channeled (ranks: +dmg)
Advanced - Summon skeletons (ranks: +summons numbers), Summon succubi: ranged (ranks: +summon attack dmg), Leech mana from summons (ranks: +dmg), Mend summons (ranks: +dmg), Flaming bats (ranks: +dmg)
Elite- Lifestealing summons (ranks: +dmg), Summon golem: tank (ranks: +dmg), Sacrifice: explode pet (fire) (ranks: +dmg), Wall of zombies (ranks: +dmg), Thornskin: thorns on summons(ranks: +dmg)
Heroic - Summon skeletal knights (ranks: +dmg), Summon wild demon (ranks: +dmg), Zombie prison - root
Revive (ranks: +dmg), Dancing sword (ranks: +20% extra sword)
Epic - Enslave demon (ranks: +dmg), Demonform - high mana cost (ranks: +dmg), Unholy army - 10xghouls 10s(ranks: +dmg), Unholy aura- Summon resist (ranks: +dmg), Haunt- summon 10s ghosts (ranks: +dmg)
DEFENSIVE TECHNIQUE TREE(+1% hitpoints per point in Defensive Tree)
Basic- Toughness: +X% hp, use Mail/Plate armor (all classes), Parry: % parry all attack/ranged
Advanced- Last Stand (auto) 30s cooldown (ranks: +hp), Armor efficiency +armor (ranks: +5% armor), Dodge % dodge projectiles and attacks not AOE
Elite- Regen if <50% health (ranks: +dmg), parry to deflect (ranks: 5+1%parry), parry magic (ranks: +20% chance),
Heroic Evade: -%dmg for AOEs (ranks: -3%dmg), parry to reflect (ranks: +20% chance), Resilience: +resist all if <50% health (ranks: 2%+1% resist all)
Epic +X% Resist all (ranks: 1%+0.5% resist all)
BLOCK DEFENSE TREE(+1% armor to all Fire spells per point in Fire Tree)
Basic- Blocking technique+%block (ranks: +dmg), Shield bash: knockback (ranks: +dmg), Mobile Blocking: walk/run Block (ranks: +dmg)
Advanced: Shield strike- 50% cast/attack (ranks: +dmg), Deflect ranged attacks (ranks: +dmg), Improved block +coverage (ranks: +dmg)
Elite- Magic Block +% magic resist (ranks: +dmg), Phalanx - shielded jab (ranks: +dmg), Counterblock- reflect dmg (ranks: +dmg)
Heroic- Autoblock buff - 1/10sec (ranks: +dmg), Reflect ranged attack proc (ranks: +dmg), Shieldwall -50%dmg, on timer (ranks: +dmg),
Epic Shield resist +X% resist all with/without blocking (ranks: 1%+0.5% resist all), Avengers shieldthrow (stuns) (ranks: +targets), Shield Cover +% resist AOE when blocking (ranks: +5% resist)
MAGICAL DEFENSE TREE(+1% dmg to all Fire spells per point in Fire Tree)
Basic: Arcane shield- absorb dmg (ranks: -5xlevel dmg), Blur buff: dodge +20% buff (ranks: +2% dodge), Mage armor +armor –dmg (ranks: -1dmg)
Advanced: Force shield- %blocks for u (ranks: +%block), Energy shield dmg=mana (ranks: +efficiency), Mirror image: meat shield (ranks: +dmg),
Elite: Purge: auto/5s all negative effects (ranks: +dmg), Teleport (ranks: +dmg), Polymorph/sheep (ranks: +duration),
Heroic: Counterspell: 1s cast, counter all magic in air (ranks: -mana, -cast speed), Aoe counterspell: cast (ranks: +dmg), Purge aoe eg. Purge fires on ground (ranks: +dmg),
Epic +X% Resist all (ranks: 1%+0.5% resist all), Etheral form physical resist (ranks: +1% resist)
Let me know what you think and if anyone actually reads this. I should post this in the official Diablo forums but I lost my Diablo2 keys and am busy playing WOW right now.
Overall Design:
- Allow maximum flexibility for creating new characters and new ways to play the game while keeping overall balance
- No restrictions against making melee casters or unusual builds
- Intention on keeping consistency in Blizzard standard of gameplay: easy to pickup and fun to play at end-game
- 5 classes with 5 Class-Specific Skill Trees 7 Offensive Skill Trees and 3 Defensive Skill Trees
- Classes may end up with both a Mana only, Mana + Rage, or Mana + Energy bar combo.
Defensive and Offensive Skill Trees:
- Every player gets 1 Offensive skill point and 1 Defensive skill point per level
- This ensures players can’t gimp their players to be all offense without any defense ability
- Player can only have a max of 2 Offensive trees and 1 Defensive tree at level “1”
- Players can invest into 1 additional Offensive tree and 1 Defensive tree every 10 levels
- Glass cannons are still possible as skill is required to play defense
- Bad builds will still suck and have problems with resistances
- Offensive Class-specific trees are only accessible by players of that class
- All Defensive trees are accessible by all players/classes
- All Offensive non-class-specific trees are accessible by all players/classes
- Respecs for skill points should be available for a price or after completion of a quest every difficulty level for free
Skill Trees Tiers and Investment:
- 5 tiers of skills (Basic, Advanced, Elite, Heroic, Epic) which require 6 levels before advancing to the next level (max 30)
- Must have at least 3 points in each tier before advancing to next tier
- Progression is like the Hunter’s Pet Talent tree in WOW
- Skills cost between 1-6 points to max at each tier (Defensive trees will have some skills with 20points max eg. +health)
- Certain skills have additional ranks past rank 6 but are attainable only with +skill level items/buffs
- Once a skill is maxed, there will always be skills with synergies that add damage or effects
- Prerequisites will exist for certain skills but are not shown
Skill Progression and Synergies:
- Direct Damage skills scale approximately 50% level based and 50% skill based
- Proc spells typically scale very well with high level AOE abilities and therefore are 100% skill based (eg. Life/manasteal and proc per kill)
- Basic Skills (level 1-6) – focus single target skills or high cost multi target spells and simple defensive spells
- Advanced Skills (level 7-12) – some multi-target spells, limited cc (crowd control), and additional survivability spells
- Elite Skills (level 13-18) – some AOE spells, lots of cc, more summons
- Heroic Skills (level 19-24) – cost of basic skills negligible(flat mana not % of base mana to cast), lots of AOE skills, upgrades to all skills
- Epic Skills (level 25-30) – god-like aoe abilities, summons, high survivability, cost of using Advanced skills will be neglible (flat mana not % of base mana to cast)
Vision for Skill Allocation and Balancing:
- max level is 100
- assuming 6 points invested per tier, ~3 trees can be near maxed
- Single tree focus is also encouraged with a +1% dmg to all skills per point invested
- Multi-tree characters will benefit from being more balanced against immunity/resistant/blocking/melee monsters/players
- Multi-tree characters also have some skills that help other trees eg. +life/mana for each monster hit
Skill Effects:
- All skills fall into effect groups that are additive (+1, +2), multiplicative (+1%, +2%), or exponential (2x2, 3x3, 4x4)
- Exponential must be limited to high level skills because their effects drastically shift the DPS (damage per second) ability of characters by suddenly doubling or more effective dps
- This is reflected in each tier of skill advance (cleave doubles # of targets and doubles DPS, whirlwind on average doubles dps again)
- Similarly, crowd control in the form of AOE stuns/sleep/root would be an exponential multiplier for a character’s effectiveness that would allow the character to control damage from an unlimited number/level of enemies
- Defense can also be a problem if armor/health/resistances from skills become exponential
- All these must be mitigated by costs (mana, timers/cooldown/chargeup, %procs, cast-time)
- Root/stun effects must be limited and every character must have access to a counter/free action skill to counter it
Tree Design:
- Generally each tree below is designed to maximize diversity while fitting into the fast Diablo gaming style
- Generally Class specific skills just don’t seem like skills that should be available to all classes and happened to fall into 5 trees
- Blizzard is falling in love with Procs on effects which are common in WOW and are already in their early skill trees for D3. I’ve added more.
- Procs: % on hit, % on crit, % on dmg taken, % on attack, % on block, % on dodge, @50% life, @100% life, on kill, On death
Mana, Rage and Energy:
- Mana and Energy is the simplest way to balance characters because you know exactly how fast it can be regenerated and can tweak the mana cost of spells
- Energy is just mana that regenerates at a fast fixed rate
- Energy will always play faster as downtime is limited to its regen
- Mana will require a slower more controlled playstyle to manage mana regeneration with maximum DPS and survivability
- Rage is actually a proc skill where mana is generated as a % of damage dealt/received in WOW
- Rage (WOW-style) is not effective in Diablo because it will mean no rage generation vs low level enemies (low hp so low damage) and High level enemies (can’t hit them therefore little rage)
- Rage means that any characters using Rage will have poor effectiveness vs monsters with low hp or high armor/defense
- Rage means that before skills are taken in, they will have poor rage generation in areas with monsters that have low hp or high defense. They will be BORING to play in these areas.
- Rage generation should be consistent vs all level monsters so characters always get regular access to their skills
- Rage generation should be generated by attacks made against enemies and attacks made against yourself
- Rage generation will be consistent vs boss monsters and will be greater when character faces groups of monsters which is balanced by the low survivability of fighting vs large groups
Healing and Health Globes
- Basically a %proc to heal except can be saved for later use
- Will add an additional strategical element to picking up health
- But in groups will get you to hate your dumb group members who pick up the health globes as soon as they drop before anyone needs them
- Makes more sense to have a individual combat healing system where you heal quickly out of combat
- Goal is to be fresh for each battle but have few heals during battles so each battle needs to be earned
- Having no or slow regeneration of health out of combat means gameplay will be slow as characters go out of their way to avoid damage
- Characters should have a way to heal without needing to wait for natural regeneration, health globes, or going back to town (which are all slow or unpredictable).
- A bandage/food system like in WOW should be used to replace after battle healing in D3
- A 2s cast to Heal Over Time (HOT) or Mana Over Time (MOT) for 5s while bandaging/eating/drinking will disable use during a fight but will make downtime inbetween fights much more manageable
D2 style Life/Manasteal
- A huge 10%+lifesteal/manasteal system as in D2 is not the ideal because it is only 1 way of playing the game
- Other builds can depend on: life/mana per kill (eg. Witch doctor/shadow builds), life/mana per critical (rogue builds), casting/attack %procs on attacks to heal/mana, evocation/bandaging to heal/mana, heals/conversions (mana to life or life to mana) for witch doctor/warlock/shadow builds
- D3 should only have minor 1%mana/lifesteal on weapons with the majority of life/manasteal to come from high level talents for those that want to specialize into Holy/Shadow tree
Offensive Trees (mana based):
- Martial – “A true warrior prefers to duel up close and personal. Legends tell of men who are able to wield weapons and slice through enemies like the wind.”
- Ranged – “Many hunters prefer to kill at range before their prey can ever reach them.”
- Fire – “Fire is the tree for damage and destruction. Burn those that oppose you before they can burn you.” Lots of casting and channeling spells focusing on single/AOE DPS over CC. Direct ranged damage with DOT/burn effects.
- Ice – “The safest way to kill an enemy is to control it. Then crush it.” Focus on instant spells that give single/AOE CC through slow/freeze. Cold enemies are more easily frozen and take additional damage from cold.
- Lightning – “Nothing reliably hits takes down its target like lightning. It cuts through a shielded knight in armor like butter.” Unblockable ranged DD focusing on instants and chargeup skills. AOE focused with high mana costs.
- Shadow – “Death is relative. The souls of its victims add to the life of the shadow master.” Focus on instant and cooldown/timer spells to curses and steal life/mana of its enemies. Limited AOE/dps abilities are offset but high survivability spells.
- Divine – “The gods off guidance and protection for their followers.” Instants and Procs to buff and debuff your enemies.
Class Specific Offensive Trees:
- Barbaric – Rage based (rage generation on attack made on enemy/attack received). Instant and timer based skills. Rage generation should be based on enemies hit and hits taken (not damage). Many unblockable or uninterruptable skills. Highest survivability and reliability.
- Witch Doctor/Unholy – Mana based. Use permanent and short term pets and summons to do the dirty work.
- Druid - Mana based. Use roots and CC to control enemies while you shapeshift or your pets take out enemies.
- Mix up healing/casting/melee roles depending on what fits the situation. Arcane Mage – Mana based.
- Rogue – Energy based. Focus on cast, %proc, and instant skills. Has Ambush skills which are typically cast to sneak and deal extra damage. Best 1on1 melee DPS. Energy recharges in 10 seconds to minimize downtime. Use Ambushes, high mobility and Poisons stack to out-maneuver and outdamage opponents.
Defense and Defensive Tree:
- 3 basic forms of defense: high armor, high block, high mitigation
- Mitigation players will dodge, parry, and use magic to reduce their damage taken
- Mitigation players does not require high armor and can dress in cloth or other weaker armor
- Mitigation players will tend to have less hp but have higher mobility
- Block players defensive ability will rely on their ability to aim their shields
- Block players will have higher armor and lower mobility in any case due to their shields with high armor/weight
This is how I think it should work:
- directional blocking facing where ur mouse is pointed
- must press a button (keyboard or mouse) to block
- normally cannot walk while blocking (need skills points to run and block)
- if the player is not blocking the right direction, take 100% dmg
- if blocking the right direction:
-- check against block % (determined by shield size) if blocked then block for 100% dmg
--- small shields (block % of 10-25%), large shields (25-50%), and block skills add up to 50% to get blocking to 100%
-- if blocking check is missed/failed then will still take 50% less damage from regular attacks
Unblockable and Partially unblockable skills:
- 100% unblockable skills will cause 100% damage even if the shield is up and facing the right direction the such as: AOE, all lightning attacks, burning effects from fire, and unblockable attacks (eg. Hammer of Ancients looks like an unblockable skill)
- 50% unblockable skills will typically block for only 50% damage (if block check successful) or 75% damage taken if block check missed. Such as: magic attacks (ice, fire, shadow, arcane), piercing arrows
- If an Unblockable melee attack hits you, no attacks for 1s can be 100% block (they will become partially blocked for 50% damage)
Skills and Damage Progression
- Follow damage/health progression tree to look up max damage per level
- Adjust skill by damage allocation (single melee target
Pets and Scaling:
- Pets take 5% health/armor and hit 5% harder per extra point in the tree they come from
- Pets take 50% of your resistances + their own innate resistance
- Elementals have innate resistance/preferences Eg. Fire elementals are healed by your/other fire damage
Enchanting Weapons
- All trees have various enchant weapon effects
- Scaling problems: I haven’t done the math but Enchant weapon are intended to work on ranged attacks/multiple attacks and
Runes and Glyphs
- Sounds great on paper but will be very hard to implement in an easy way
- Basically will try to work like Glyphs in WOW but will drop instead of be crafted
- Runes will affect ~5-10 skills which it gives similar effects (eg. Faster cast, bouncing effect, explosion on death, etc…)
- Customization of Runes should be done after a tree has been designed to give Glyph like effects
- Glyphs in WOW make a noticeable but not game-breaking changes (eg. Certain builds are much better/viable with a Glyph but not much more powerful with them)
MARTIAL TREE(+1% dmg to all Martial skills per point in MartialTree)
Basic: cleave (ranks: +target+dmg), Dual wield passive (ranks: +hit%), Bleeding attacks: (ranks: +% bleed), dash/sidestep: dash/jump for mobility (not for jumping over enemies) (ranks: +range)
Advanced: charge +dmg, knockback (ranks: +dmg), Jab: triple attack 1 target(ranks: +dmg), First Strike: +dmg if full health (ranks: +dmg), Cold blood: +regen after kill (ranks: +regen health/mana)
Elite: Zeal: attack all adjacent (ranks: +dmg/targets), Slice&Dice: cleave +range (ranks: +damage/targets), Bloodthirst: +50%dmg if enemies <50% (ranks: +dmg), Killer Instint: proc +dmg after crit (ranks: +dmg)
Heroic: whirling attack: 2sec spin (ranks: +dmg), Frenzy (ranks: +speed+dmg+run), Free Basic Martial Attack (ranks: +skill), Revenge: 100%crit if crit
Epic: whirlwind – moving (ranks: +dmg), berserk: 5s buff, crit, knockback, uninterruptable, noblock/dodge (ranks: +dmg), Free Advanced Martial Attack (ranks: +skill), Metal storm: all attacks cleave, +parry% (ranks: +dmg)
RANGER TREE(+1% dmg to all Ranger Skills per point in Ranger Tree)
Basic: aimed snipe: 1s cast, crit, unblockable (ranks: +dmg), Crippling Shots passive- (ranks: +slows), Walking Shot (ranks: +dmg), impale- piercing, cast (ranks: +dmg)
Advanced: quick shots: fast channeled (ranks: +dmg/speed), multishot: spread shots (ranks: +dmg), guided arrow unblockable (ranks: +dmg), Sniper Training: +dmg stand if standing still 2sec
Elite: Volley: fast unaimed shots (ranks: +dmg/speed), Strafe: (ranks: +dmg/targets), Pointblank shot: +crit/dmg if close, passive (ranks: +dmg/range), Penetrate: piercing passive (ranks: +pierce),
Heroic: Rain of arrows: 1s channel aoe (ranks: +dmg/duration), Seeking Arrows passive (ranks: +seek), Free Basic Martial Attack (ranks: +skills)
Epic: army volley: channeled volley (ranks: +dmg), Volley Strafe (ranks: +dmg), Pin all: aoe (ranks: +dmg),
Free Advanced Martial Attack (ranks: +Skills)
FIRE TREE (+5% dmg to all Fire spells per point in Fire Tree)
Basic - Fire Bolt: 1s cast (ranks: +dmg, +aoe range, -cast time), Burning Spells: passive (ranks: +burn dmg, +dmg all fire spells), Immolate: 1s cast, burning ground (ranks: +dmg, +%proc burning ground for all fire spells), Fire Weapon: buff, +fire damage on weapon (ranks: +dmg, can only have 1 weapon enchant per weapon)
Advanced – Firebomb: cast 1s (ranks: +dmg), Disintegrate: channeled (ranks: +dmg), Flamestrike: 1s cast (ranks: +dmg), Burning Weapon: buff (ranks: +dmg and burn effect to enemies hit with weapon)
Elite - Meteorstorm- channeled (ranks: +dmg), Pyroblast: 2s cast fireball (ranks: +dmg, -cast time), Hydra: shoots fire bolts(ranks: +dmg), Fire vunerability: (ranks: +10%dmg if burning)
Heroic - Fire Aura: burning self (ranks: +dmg), Fire Elemental: ranged attacks only, low health, 10s (ranks: +dmg, +hp), Incinerate: consume burning enemies with fire (ranks: +dmg), Wall of Fire: instant (ranks: +dmg)
Epic - Armageddon: 2s cast, raining fireballs aoe (ranks: +dmg, +range), Greater Fire Elemental: charge, fire aura, melees, 30s (ranks: +dmg, melee, +duration), Fire Mastery: penetrate/resist fire (ranks: +1% penetrate/resist fire)
ICE TREE(+5% dmg to all Ice spells per point in Ice Tree)
Basic - Frost Bolt: dmg+slow (ranks: +dmg, +aoe range), Frost Armor +armor+cold (ranks: +armor, +slow for all cold spells), Frostbite: +dmg/crit if cold (ranks: +10%dmg, +5%crit), Frost Weapon buff (ranks: +cold dmg)
Advanced - Ray of Cold (ranks: +dmg), Cold Aura (ranks: +range slow), Frost Nova (ranks: +dmg, +slow, +5% freeze), Ice Bolt: freeze, dmg (ranks: +dmg, +freeze time), +2aim(ranks: +dmg), Ice Weapon proc (ranks: +dmg, +aoe, +1% cold spells to freeze)
Elite – Blizzard: instant aoe, cooldown 2s (ranks: +dmg, +duration), Water Elemental: only shoots Frost Bolts, 10s duration (ranks: +dmg, +hp, +duration), Freezing weapon, (ranks: +dmg)
Heroic - Water elemental- shoot/melee/explode (ranks: +dmg), Shatter proc freeze if crit (ranks: +dmg), Iceblock- instant, invulnerable, immobile, cannot attack (ranks: +duration, -cost), Wall of Ice: roots, dmg wall, 2s cooldown (ranks: +hp, +duration, -cost)
Epic – Ice Armor: shield Xdmg, Frost bolt attacker (ranks: +shield), Frozen Orb (ranks: +dmg), Ice Elementals: shoot/ (ranks: +dmg, +health), Ice Mastery: penetrate/resist ice dmg (ranks: +1% penetrate/resist ice)
LIGHTNING TREE(+5% dmg to all Lightning spells per point in Lightning Tree)
Basic - Charged Bolts (ranks: +dmg, +bolts, -cast time), Lightning Static: +electrical aoe dmg after lightning hits(ranks: +dmg), Electric Aura: shoots CB at attackers (ranks: +dmg, +bolts), Lightning Weapon: +lightning dmg, lightning static (ranks: +dmg)
Advanced - Chain Lightning: +targets channeled (ranks: +dmg, +targets), Nova: 20% mana expensive but high dmg (ranks: +dmg), Thunderstorm: zaps enemies, buff(ranks: +dmg, +frequency), Electrocuting Weapon: lightning dmg unblockable, causes lightning effect (ranks: +dmg, +targets)
Elite - Call lightning: instant cast 2s to land aoe (ranks: +dmg), Call Thunder: ranged AOE stun +dmg (ranks: +stun/range), Static (ranks: +range), Chargeup: passive nonstop 20s charge +50%dmg on next lightning spell(ranks: +20%dmg)
Heroic - Lighting Fury: bouncing bolts (ranks: +dmg/bolts), Death Vortex: wandering aoe cyclone (ranks: +dmg/duration), Energize: damage taken +mana (ranks: +mana), Lightning Shield: centered aoe hitting nearby enemies (ranks: +dmg/range)
Epic - Attunement: -10%mana cost for all spells(ranks: -%mana), Lightning Storm: channeled aoe all (ranks: +dmg), Lightning Elemental: physical immune, melee only, 10s (ranks: +dmg/health/duration), Lightning Mastery: penetrate/resist lightning (ranks: +1% penetrate/resist lightning)
SHADOW TREE(+5% dmg to all Shadow spells per point in Shadow Tree)
Basic - Drain Soul: dot/lifesteal 10s (ranks: +dmg/life stolen), Amplify dmg: +%crit/dmg aoe curse (ranks: +%crit/dmg/range), Decrepify: reduce damage curse (ranks: +effectiveness, +slow), Shadow Weapon +1 mana/dmg per hit (ranks: +mana)
Advanced - Shadow Bolt: seeking, unblockable, 1s cast (ranks: +dmg), Bloodmana: convert life to mana (ranks: +conversion ratio), Fear all (ranks: +range), Steal Souls: aoe damage all to get +heal/mana (ranks: +dmg)
Elite – Desecrate: aoe +damage+mana to those standing in area (ranks: +dmg/mana), Summon Shadow: melee only tank (ranks: +health,damage), Healthstone: heal/hot/mana potion, 2s cast, autouse if below 50% health (ranks: +effectiveness), Shadow Swarm: instant shoot 1+ shadow bolts, (ranks: +dmg/bolts)
Heroic – ShadowMaster: uncontrolled summon, casts spells (ranks: +dmg,armor/health), Shadow Affinity: Proc on cast any shadow spell, 1 free shadow bolt cast(ranks: +20% proc), Dispersion: -90% dmg 3s, +mana, cannot attack (ranks: +duration), Shadowcleave: unblockable, long ranged cleave, instant (ranks: +dmg)
Epic - Shadow Clone: does what you do, 10s (ranks: +duration, max to have 2 clones), Manasteal Weapon +%manasteal (ranks: +dmg), Lichform: +50% all dmg, fly (ranks: +dmg,+physical immunity), Shadow Mastery- penetrate/resist Shadow (ranks: +dmg)
DIVINE TREE(+5% regeneration and healing to all Divine spells per point in Divine Tree)
Basic – Blessing: buff allys +1dmg, debuff target +1dmg taken, stacks 5 times (ranks: +1,2,4,8,12dmg, +1,2,4, 8,12mana), Holy Shield: +20% armor, +10% block (ranks: +20% armor, +5% block), Holy Aura: +1%/s mana/life regen(ranks: +1%), Healing Weapon: 1hp healed per hit (ranks: +1,2,4,8,12 healed)
Advanced - Omen of Clarity: 10%proc on cast/attack = free spell with no mana/rage cost (ranks: +5%proc), Meditation: evocation +50%mana (ranks: +10% mana), Consecrate Ground: aoe +5dmg dealt 10s (ranks: +5,10,20,30, +10s duration), Sacrifice Attack: 1%dmg self, +200%dmg dealt(ranks: +1%dmg, +200%dmg)
Elite - Guardian Angel- heal pet, immobile (ranks: +dmg), convert enemies: aoe (ranks: +dmg), Holy Grace - Proc +mana (ranks: +dmg), fanaticism buff +dmg/speed (ranks: +dmg)
Heroic - judge: stun 1sec, fist of heaven (ranks: +dmg), Divine shield – invulnerable (ranks: +dmg), conviction aura -resist+dmg (ranks: +dmg), self-ressurrection: 1/minute (ranks: +dmg)
Epic - Smite: passive Bless on all attacks (ranks: +dmg), command aura - plus level aura (ranks: +dmg), Healing weapon +%lifesteal (ranks: +dmg), defiance aura: +resist/armor (ranks: +dmg)
BARBARIC TREE(+5% dmg to all Barbaric skills per point in Barbaric Tree)
Basic- Shout +armor (ranks: +armor/duration), Hamstring passive 5%(ranks: +5%slow), Bloodrage: cast rage=10, -1% health(ranks: +dmg), Enrage: +10%rage on hit(ranks: +5rage), Hammer: uninterruptable, unblockable(ranks: +dmg)
Advanced- Sunder armor -5% passive (ranks: -3%armor ), Demoralizing Shout -5%dmg dealt (ranks: -3%), Jump attack (ranks: +dmg/range), Titan's blood: proc hot if crit(ranks: +dmg), Siesmic slam - stun all (ranks: +dmg),
Elite - Thrown Hammer of Ancients(ranks: +dmg), Juggernaut: -%crit %immobile passive (ranks: +%), Stoneform +healthshield, instant(ranks: +dmg), Anger Management: +rage duration/generation (ranks: + duration/generation)
Heroic - Smashing wave (ranged) (ranks: +dmg), Titans Grip: dual 2hand sword (ranks: +dmg), Earthquake: knockback all (ranks: +effective range, +mega-knockback distance), Cleaving Hammer of Ancients(ranks: +dmg), Magekiller: 100%crit if casting (ranks: +crit bonus)
Epic - Furious Charge (ranks: +dmg), Call Ancient Barbarians (ranks: +hp/abilities), Retaliation: if hit %hit back(ranks: +dmg), Free Basic Barbarian attacks(ranks: +additional skill), Battle Command- +1level(ranks: +dmg)
ROGUE TREE(+5% dmg to all Roque skills per point in Rogue Tree)
Basic - Ambush: cast, sneak +crit (ranks: +dmg), Evasion 5s after being crit (ranks: +dmg), Fade -aggro, +resist+dodge (ranks: +dmg), Anatomy: +%crit +crit amt(ranks: +dmg), Poison weapon: cast, X attacks, slows movement (ranks: +dmg +slow)
Advanced - Deadly throw: ranged ambush, +Xtargets (ranks: +dmg), Counterstrike: proc on parry (ranks: +dmg),
Footwork: +%movement passive (ranks: +dmg), Preparation buff: refill energy <30% (ranks: +dmg), Blade Flurry: %proc X3 attacks (Windfury) (ranks: +proc%)
Elite - Mutilate: stun+2w ambush (ranks: +dmg), Remorseless +50%crit on kill (ranks: +dmg), Adrenaline +energy on kill (ranks: +energy), Fan of knives: multishot shuriken (ranks: +dmg), Blade storm: cleave if crit for 1s (ranks: +1sduration)
Heroic - Assasinate: teleport+ambush, instant, unblockable, timer (ranks: +dmg), Vigor: +50% max energy (ranks: +10% energy), Cheat Death: teleport away on killing hit (ranks: +range/dmg), Execute: <50%hp ambush instant spammable (ranks: +dmg), Bladeshield +parry aoe dps(ranks: +dmg)
Epic - Killing Spree: +X targets on ambush (ranks: +target), Unlimited energy 3s(ranks: +1s duration), Free Basic Rogue attacks(ranks: +skill), Deadly spells: chargeup spells to get +ambush dmg, 10s charge (ranks: -1s chargeup)
DRUID TREE(+5% regeneration and damage to all Druid spells per point in Druid Tree)
Basic - Mark of wild +regen/speed (ranks: +dmg), Natures Grasp Root buff if attacked (ranks: +dmg), Rejuvenation instant, 10s +hot/thorns/mana (ranks: +effectiveness), Feralform wolf: +dmg/speed/dual claw, max energy (ranks: +dmg), Sleep - slow if resist (ranks: +dmg)
Advanced - Feralform bear: +dmg/hp/cleave, +rage (ranks: +dmg), Poison ivy - vine aoe (ranks: +dmg),
Summon wolf (ranks: +dmg), Barkskin- uninterruptable -all dmg (ranks: +dmg), Twisters: 3+ knockback physical dmg (ranks: +dmg)
Elite - Feral ambush/maul(hammer) (ranks: +dmg), Feral charge: knockback (ranks: +dmg), Summon bear (ranks: +dmg), treeform - casting regen (ranks: +dmg), Tornado: wandering aoe knockback (ranks: +dmg)
Heroic - Wereform Dire Armored (ranks: +armor/health/dmg), Leader of the Pack lifesteal, hot (ranks: +lifesteal), Elite Dire Armored summons (ranks: +armor/health/dmg), Mount pet pet takes dmg, uninterruptable casting, pet auto melees (ranks: +health/dmg), Hurricane: centered aoe (ranks: +dmg)
Epic - Elemental effects- all magic effects on all melee (ranks: +dmg), Summon treants - 10s (ranks: +treant), Pet aura +regeneration on all pets (ranks: +regen), enervate (ranks: +dmg), Tree of life slow to cast, +armor/regen/health (ranks: +armor/health/regen), Armageddon (ranks: +dmg)
ARCANE TREE(+5% dmg to all Arcane spells per point in Arcane Tree)
Basic - Silence proc (ranks: +dmg), Arcane missle - no dodge, proc fastcast (ranks: +dmg), crit=slow attacks (ranks: +dmg), Manaburst- 2x dmg if max mana (ranks: +dmg), Magic vunerability passive (ranks: +dmg),
Advanced - Slow projectiles passive (ranks: +dmg), Arcane orb – knockback (ranks: +dmg), Innervate- recharge timer (ranks: +dmg), Temporal sphere (ranks: +dmg), Spectral attack: ignore armor (ranks: +duration)
Elite - Inertial stop - no projectiles (ranks: +dmg), Arcane nova: dmg, reflect projectiles (ranks: +dmg), Temporal armor: miss 1 attack/aoe per 5 seconds (ranks: +dmg), Antimagic field: absorb magic (ranks: +dmg), Spectral weapon: ignore armor attacks (ranks: +dmg)
Heroic - Spectral slice: aoe cleave, unblockable (ranks: +dmg), Timestop- pause zone (ranks: +dmg), Fastcasting +fastcast (ranks: +dmg), Temporal shift - pause/5sec (ranks: +dmg), Reverse inertia: reflect projectiles (ranks: +dmg)
Epic – Manadump: unlimited mana (ranks: +dmg), Free Basic Arcane Spells (ranks: +skill), Arcane master- penetrate/resist physical (ranks: +dmg), Multi-effect: +weapon effect on arcane spells (ranks: +dmg), Temporal sense: +crit% on attacks, -crit self (ranks: +dmg)
WITCH DOCTOR TREE(+5% dmg to all Witch Doctor spells/summons per point in Witch Doctor Tree)
Basic - Summon imps +spellpower (ranks: +dmg), Plague of frogs (poison aoe) (ranks: +dmg), Bloodlink +health, split dmg (ranks: +%split/better ratio), Voodoo dogs (ranks: +dmg +dog +summon health), Locusts – channeled (ranks: +dmg)
Advanced - Summon skeletons (ranks: +summons numbers), Summon succubi: ranged (ranks: +summon attack dmg), Leech mana from summons (ranks: +dmg), Mend summons (ranks: +dmg), Flaming bats (ranks: +dmg)
Elite- Lifestealing summons (ranks: +dmg), Summon golem: tank (ranks: +dmg), Sacrifice: explode pet (fire) (ranks: +dmg), Wall of zombies (ranks: +dmg), Thornskin: thorns on summons(ranks: +dmg)
Heroic - Summon skeletal knights (ranks: +dmg), Summon wild demon (ranks: +dmg), Zombie prison - root
Revive (ranks: +dmg), Dancing sword (ranks: +20% extra sword)
Epic - Enslave demon (ranks: +dmg), Demonform - high mana cost (ranks: +dmg), Unholy army - 10xghouls 10s(ranks: +dmg), Unholy aura- Summon resist (ranks: +dmg), Haunt- summon 10s ghosts (ranks: +dmg)
DEFENSIVE TECHNIQUE TREE(+1% hitpoints per point in Defensive Tree)
Basic- Toughness: +X% hp, use Mail/Plate armor (all classes), Parry: % parry all attack/ranged
Advanced- Last Stand (auto) 30s cooldown (ranks: +hp), Armor efficiency +armor (ranks: +5% armor), Dodge % dodge projectiles and attacks not AOE
Elite- Regen if <50% health (ranks: +dmg), parry to deflect (ranks: 5+1%parry), parry magic (ranks: +20% chance),
Heroic Evade: -%dmg for AOEs (ranks: -3%dmg), parry to reflect (ranks: +20% chance), Resilience: +resist all if <50% health (ranks: 2%+1% resist all)
Epic +X% Resist all (ranks: 1%+0.5% resist all)
BLOCK DEFENSE TREE(+1% armor to all Fire spells per point in Fire Tree)
Basic- Blocking technique+%block (ranks: +dmg), Shield bash: knockback (ranks: +dmg), Mobile Blocking: walk/run Block (ranks: +dmg)
Advanced: Shield strike- 50% cast/attack (ranks: +dmg), Deflect ranged attacks (ranks: +dmg), Improved block +coverage (ranks: +dmg)
Elite- Magic Block +% magic resist (ranks: +dmg), Phalanx - shielded jab (ranks: +dmg), Counterblock- reflect dmg (ranks: +dmg)
Heroic- Autoblock buff - 1/10sec (ranks: +dmg), Reflect ranged attack proc (ranks: +dmg), Shieldwall -50%dmg, on timer (ranks: +dmg),
Epic Shield resist +X% resist all with/without blocking (ranks: 1%+0.5% resist all), Avengers shieldthrow (stuns) (ranks: +targets), Shield Cover +% resist AOE when blocking (ranks: +5% resist)
MAGICAL DEFENSE TREE(+1% dmg to all Fire spells per point in Fire Tree)
Basic: Arcane shield- absorb dmg (ranks: -5xlevel dmg), Blur buff: dodge +20% buff (ranks: +2% dodge), Mage armor +armor –dmg (ranks: -1dmg)
Advanced: Force shield- %blocks for u (ranks: +%block), Energy shield dmg=mana (ranks: +efficiency), Mirror image: meat shield (ranks: +dmg),
Elite: Purge: auto/5s all negative effects (ranks: +dmg), Teleport (ranks: +dmg), Polymorph/sheep (ranks: +duration),
Heroic: Counterspell: 1s cast, counter all magic in air (ranks: -mana, -cast speed), Aoe counterspell: cast (ranks: +dmg), Purge aoe eg. Purge fires on ground (ranks: +dmg),
Epic +X% Resist all (ranks: 1%+0.5% resist all), Etheral form physical resist (ranks: +1% resist)
Let me know what you think and if anyone actually reads this. I should post this in the official Diablo forums but I lost my Diablo2 keys and am busy playing WOW right now.