Median 2.0 - skill trees

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Median 2.0 - skill trees

Post by Brother Laz » Tue Dec 30, 2003 4:42 pm

Okay, I've done about 20 skills of the ones listed here, but exams are coming up so I won't be able to mod much in the near future. But I do hope to come out of the exams with all skills done for at least 3 or 4 of the five characters [asn, dru, bar, pal, nec].

I know all these are possible, so it's just a matter of time to implement them. Lemme know what you think. :)

Druid

Tree 1

Level 1 - Elder Lore
Passive; increases the damage inflicted by other elemental spells.

Level 1 - Impale
Causes spikes to come up below the target enemy, like the death mauler attack. Easily misses if the enemy moves.

Level 6 - Fire Spirit
Launches a target seeking fire spirit that circles the enemy and explodes on contact. The spirit first flies around for 2 seconds, chasing nearby enemies, and then explodes on the first enemy within range. This makes it hard to aim, but it does cause splash damage.

Level 12 - Carrion Swarm
Releases a multishot wave of voracious insects that does physical damage and steals life for the caster. The life steal is a fixed amount and depends only on the number of enemies hit.

Level 12 - Fire Seeds
Throw multiple fire spikes that explode when an enemy walks over them. Similar to Shock Web in classic LoD, but you do not want the enemy to stand in it, but to move through it.

Level 18 - Storm Crows
Releases eight homing crows from around the caster. The crows can swarm out in all directions, or hit the same target multiple times. It is hard to hit specific enemies with this skill, but if there is only one enemy, it will get hit eight times and take a lot of damage.

Level 24 - Forked Lightning
Fires lightning bolts at all nearby enemies, like Diablo 1 Chain Lightning, or like a LF hit emanating from your character. Enemies standing in the path of multiple bolts take extra damage. The entire length of the bolts causes damage.

Level 24 - Eruption
Similar to War3 Flamestrike [and looking much like it, thanks to some Z offset juju], this causes a pillar of flame at the target spot, causing massive damage to enemies at its center, and less damage to enemies at the edge. It also emits some random fire rivers from the center when it is finished.

Level 30 - Stampede
More or less a copy of Carrion Flight in the first Median but with D1 horned demon graphics instead of crows, and targetable at a distant spot instead of centered on the caster. It causes a lot of rhino demons to charge across the screen [top left to bottom right], causing physical damage, stun and knockback to anyone in their way. The spell obviously cannot be targeted at a specific enemy, but causes good damage to groups. It cannot be used in tight indoor areas.

The path of the charging rhino demons is about 30 yards wide, but the majority is concentrated in a width of 10 yards. This makes it slightly easier to target a specific enemy.

The spell has a duration of 4 seconds, and a 4 second timer.

Level 30 - Monsoon
Cast on the ground, it first causes rain to fall [which does minimal physical damage, but it rains hard, and hits at least multiple times per second], and after one second lightning starts coming down at a rate of three bolts per second.

The lightning bolts, using that weird unused tilted lightning bolt graphic in the mpqs, do not just fall from the sky, but have a duration [actually, there are a lot of lightning bolts coming down at the same spot with one frame in between, so it looks like a continuous beam], and enemies standing still under them take a lot more damage.

The lightning is actually concentrated in the center area; twice as many lightning bolts come down within a 5.3 yard radius around the center than in the outer circle of the spell with a 11.6 yard radius. The spell has a duration of 4 seconds, and a 4 second timer.

Tree 2

Level 1 - Friendship
Passive; increases spell damage when you are near animal-class enemies. The increase is also based on distance to the closest animal: close, very close, on top of it.

Level 6 - Shrine of Life
Cast on a corpse, this produces a ward that regenerates the life of all nearby allies. The bonus is based on the distance between you and the ward. Standing on top of it refills life faster. It has an infinite duration.

Level 6 - Spirit Wolf
Summons a translucent spirit-wolf with the ability [50%] to teleport away when struck. The wolf has an additional multishot spike attack added to its normal melee attack, which causes some area effect damage to enemies in front of the wolf. You can have up to 4 wolves, and they can coexist with the spirit-bear.

Level 12 - Shrine of War
Cast on a corpse, this produces a ward that increases physical damage of all nearby allies. As with the other wards, the bonus is based on the distance between you and the ward. Standing on top of it adds more damage. The ward has an infinite duration.

Level 12 - Enchanted Fangs
Passive; increases the damage of the spirit-wolves' spike attack, and increases the number of missiles, giving them a powerful ranged area effect attack.

Level 18 - Shrine of Brambles
Cast on a corpse, this produces a ward that gives damage reflection to all nearby allies. As with the other wards, the bonus is based on the distance between you and the ward. Standing near it adds more damage reflection. It has an infinite duration.

Level 18 - Force of Nature
Passive; increases the physical damage of spirit-wolves and spirit-bears, and gives them the ability to slow enemies on striking.

Level 24 - Spirit Bear
Summons a translucent spirit-bear with the ability [50%] to teleport away when struck. The bear has an additional Flash attack added to its normal melee attack, which causes some area effect damage to surrounding enemies.

Level 24 - Shrine of Eternity
Cast on a corpse, this produces a ward that gives all nearby allies damage reduction. The damage reduction bonus is a percentage and based on the distance between you and the ward. It has an infinite duration until you leave the area.

Level 30 - Enchanted Claws
Passive; increases the damage of the spirit-bear's Flash spell attack. This attack does magic damage and strikes all surrounding enemies, giving the bear a powerful short ranged area effect attack.

Tree 3

Level 1 - Great Wolf
Transform into a werewolf, unlock the werewolf attacks, and gain an attack speed, hit point and magic damage reduction bonus, as well as some life steal added to your attacks.

Level 1 - Great Bear
Transform into a werebear, unlock the werebear attacks, and gain a damage, life and damage reduction bonus, and the ability to stun enemies with your attacks.

Level 6 - Feral Spirit
Wolf form; adds damage and attack rating to your melee attack and slows your target on striking.

Level 6 - Bear Hug
Bear form; a powerful stun/knockback attack that stuns the enemy for a long time, and causes some area effect damage in a small radius. The area effect damage is a percentage of your normal attack damage.

Level 12 - Claw Tornado
Both forms; adds multiple twisters to a melee attack. The twisters do not stun, but carry a percentage of your normal attack damage, enabling the melee druid to use his melee attacks at range, so to speak.

Level 18 - Howl
Wolf form; a short ranged, short duration enhanced damage buff. It only lasts for 5 seconds and has a radius of about 5 yards, but adds a lot of damage, and if you are on the front line with your minions, they get the enhanced damage bonus too.

Level 18 - Roar
Bear form; a short ranged, short duration hit point buff and healing spell. The hit point bonus only lasts for 5 seconds and has a radius of about 5 yards, but adds a lot of life, and your minions get it too if they are within range.

Level 24 - Blink
It's just a clone of teleport. But for a melee character, the ability to teleport onto enemies and out of danger is very useful.

Level 24 - Rainbow
Bear form; a powerful attack that causes random elemental splash damage to all surrounding enemies. Radius and damage increases with level.

Level 30 - Alpha
Wolf form; adds area effect damage to your melee attack. The splash covers a large [11.3 yard] radius, but the damage inflicted decreases with distance. Additional points increase the radius of the outer edge of the splash damage.

Paladin

Tree 1

Level 1 - Sankekur
Melee attack that greatly reduces damage taken during the attack swing by turning you ethereal until the attack animation ends. The drawback is that being ethereal renders you more vulnerable to elemental damage. Both the physical damage reduction and elemental damage increase are a set value. If you have level 20 Sankekur [-80 physical damage, +40 elemental damage], and get hit by a 2 damage firebolt, you take 42 damage. :D

Level 1 - Mark of the Rose
Passive; increases damage inflicted, adds life steal and reflects damage to the attacker. Both the added damage and damage reflection are a set value.

Level 6 - Exorcise
Melee attack that adds a fireball explosion, causing area effect damage to the target and nearby enemies.

Level 12 - Sky Hammer
Throw a hammer in a ballistic arc towards the target; if it hits home, it stuns the victim and does a percentage of your normal attack damage. Damage is halved if you use a two-handed weapon.

Level 12 - Winged Strike
Adds one big tornado to a melee attack. The tornado moves in a straight line and carries a percentage of your normal attack damage. Line the enemies up for best effect.

Level 18 - Immolation
Adds an explosion to melee attacks and sets the ground on fire, causing massive damage to those stupid enough to stand in it [or frozen, or stunned, etc.]. The flames are stronger and burn longer near the center of the explosion.

Level 24 - Storm Hammer
An upgrade of Sky Hammer, this one does area effect damage, but no longer stuns. A good offensive skill for the cowardly rangerdin. Damage is halved if you use a two-handed weapon.

Level 24 - Phoebus
Passive; blinds your attacker. The chance to blind is based on the same formula as the one for Hit Blinds Target; in fact, level 1 Phoebus gives you HBT +1, level 2 Phoebus HBT +2 and so on.

Level 30 - Trinity
Passive; adds elemental damage to your attacks. The element it adds depends on the skill level; at level 1 it adds fire damage, at level 2 it adds cold damage, at level 3 it adds lightning damage, and at level 4 it adds fire damage again. Keep it at level 2, 5, 8, 11, 14, 17 or 20 if you want it to chill enemies.

Level 30 - Revelation
A melee attack that inflicts area effect damage to enemies in front of you. The damage area is cone shaped and about the size of a Wake of Fire wave, and slowly moves forward, causing damage to all enemies within its reach. Damage is based on distance to the center of the thunder wave.

Tree 2

Level 1 - Searing Orb
Fires a golden orb/beam that strikes the ground at the target spot and causes area effect damage. It is identical to the Fireblast skill in Median, as seen on this old Median screenshot mosaic, third pic on the left, with the vampires.

Level 1 - Laying of Hands
Cast on an ally or minion to heal them. If no target is specified, it heals you. It has a 1 second duration, and cannot be stacked with itself. [it'd be cheap]

Level 6 - Eye For Eye
Passive; increases spell damage when you are near enemies. It increases spell damage even more when you are very close to those enemies, and increases it by a whole lot when you are on top of them.

Level 6 - Flash
Creates a radius blast [old Median pic of same spell] that strikes all surrounding enemies. It lasts for 22 frames and does continuous damage for its duration, and grants damage reduction until the flash ends [to make it somewhat safer to use], but also locks you in place for 22 frames.

Level 12 - Undead Slayer
Passive; similar to Eye For Eye, but adds even more spell damage, and only works when you are near undead enemies.

Level 18 - Holy Sanctum
Creates a ring of golden fire around you [see the link in the Searing Orb description; fourth pic on the left side; that kind of fire]. The ring has a radius of about 2/3rds of a nova, lasts for several seconds and does fire damage to enemies passing through the ring. Hard to use offensively, but when stacked it can hurt or kill enemies rushing you before they even get to you.

Level 18 - Mana Flare
Defensive shield spell that detects spellcasting. When an enemy casts a spell in the vicinity of the character bearing the Mana Flare, the shield shoots a strengthened Searing Orb at the offending spellcaster. The Orb is fired as soon as the enemy mage has finished casting, whether or not he actually hits anything with his spell.

Level 24 - Guiding Light
This spell emits a golden flare that chases after enemies [like piercing GA, but targets multiple enemies in a row] and does fire damage to those it passes over. Do not actually attempt to follow the 'guiding light'. :)

Level 30 - Crucifix
Similar to Stigmata in Median, but with the same kind of golden fire as Sanctum and doing fire damage. This spell places a cross of golden flames on the ground at the target spot, and enemies passing through the flames take damage. After level 5, there is also a small circle of fire [like Sanctum] around the center of the cross.

Level 30 - Anathema
Curse that increases enemies' vulnerability to spell damage. The added spell damage is a set value. It's like the advantage of Bane [see below] without the disadvantage, but it is less good at it than Bane.

Tree 3

Level 1 - Crusader
Summons a golden zealot minion. You get two at level 1 and one more per level. There is a 1 second timer to prevent combat casting.

Level 6 - Purgatory
Passive; upgrades your Crusader minions by adding tri-elemental damage. Vulnerable as they may be, they can now bust physical immunities with this ability.

Level 6 - Phase Shift
Passive; upgrades your Crusader minions to turn ethereal for 1 second when struck, greatly decreasing the amount of physical damage received [or even granting immunity against weaker enemies], but increasing elemental damage taken. Decide whether you want this or not!

Level 12 - Templar
An upgrade of Crusader. Still golden zealots, but with a different model and increased damage and hit points. You get one per two levels, but they only get better every other level as well, namely at the levels where you do not get an extra one. Can be used along with Crusader. There is a 1 second timer to prevent combat casting.

Level 12 - Bane
Passive; upgrades your Templar minions to turn their enemies ethereal for 1 second on striking. Decreasing the amount of damage your enemies take from physical attacks may seem a bad thing, but it also increases the amount of elemental damage they take. This makes those 20 Crusaders and their puny tri-elemental damage [from Purgatory] hit hard.

Both the damage reduction and magic damage increase are a set value. When 20 Crusaders attack your enemy, that value is multiplied by 20. :)

Level 18 - Archon
Another minion, and again a golden zealot, but this time with look #7 and a complete set aura. :) You only get one at the start and an extra one every 3 levels [additional points also upgrade the existing ones, but only at levels when you do not get another one], but they have the best damage and hit points of the three minions, and can be upgraded to bear auras. Has a 2 second timer to prevent combat casting.

Level 18 - Crown of Thorns
Passive; gives your Archon minions an aura that reflects damage. Not the best companion of Phase Shift and/or Bane, but without those passives, it is like the paladin's Thorns in regular LoD without the awkward Conversion method of minion recruiting.

Level 24 - Agnus Dei
Passive; gives your Archon minions an aura that regenerates hit points. This and Phase Shift help keep those weak Crusaders alive.

Level 24 - Miracles
Passive; gives your Templar and Archon minions a heal shield. When struck in melee, a low level Laying of Hands spell is cast on themselves. The 1 second duration of LoH still leaves the minions weak to focus fire, but if the attacks are spread out over your units, it can almost negate the damage done.

Level 30 - Jihad
Passive; gives your Archon minions an aura that increases damage. The damage increase is a percentage, so it basically gives them a low level Might aura.

Necromancer

Tree 1

Blood Star
Fires a slow moving missile of blood that does physical damage. Costs both mana and life to cast.

Death Coil
Press and hold mouse button to fire a continuous beam of dark energy that heals a targeted minion or party member. It pierces and can heal multiple targets at once.

Frozen Soul
Fires an ice orb at a single target. The orb flies at the nearest enemy regardless of direction, which is often not the enemy you actually want to hit. I never said it was easy. :)

Vigor Mortis
Blows up target corpse and releases a yellow wraith that chases after the nearest enemy and inflicts magic damage on striking. It can only hit one target, but does a lot of damage to compensate.

Ice Seeds
Throw a web of chilling ice projectiles. The seeds cause cold damage and chill for as long as the enemy stays within range. This is the same spell as Cold Seeds in Demon Trip 2. :)

Blood Flash
Creates a radius blast that strikes all surrounding enemies. It lasts for 22 frames and does continuous damage for its duration, and grants damage reduction until the flash ends [to make it somewhat safer to use], but also locks you in place for 22 frames. Costs both life and mana to cast.

Gore Volcano
Blows up a corpse and causes an eruption of blood and gibs that lasts for 3 seconds and causes some random area effect damage, and a huge amount of damage to enemies that happen to stand on top of the corpse when the eruption goes off.

Hunting Banshee
Similar to the spell of the same name in Median, this fires a white spirit that chases after nearby enemies without hitting anything for 4 seconds, then explodes with a scream in a frost nova that causes a lot of damage to nearby enemies. The disadvantage is that its path is somewhat random and it could very well [=will] shoot off at an odd angle and explode off screen instead of on the minotaurs chasing you.

Maelstrom
Disco Inferno is in the house. Cast on the ground, this spell produces a vortex that fires blood stars in all directions. Especially powerful when cast right on top of an enemy.

Lemures
Fires many ice wraiths that home in on different enemies, or the same one multiple times. Similar to Storm Crows, but at least you can aim it somewhat.

Tree 2

Summon Slave
Lowliest minion. Looks like a transparent black mace rogue. Low damage and hit points, but it is only a level 1 spell. Does not require a corpse, but the Spirit line of summoning spells does. Has a 1 second timer to prevent combat casting.

Dark Embrace
Passive; upgrades your Slaves to inflict cold damage on striking. Do not use with some damage reflection spell, for obvious reasons.

Summon Mistress
Higher minion. Looks like a transparent black rogue spearwoman. Does more damage and has more life than a Slave, and decreases the target's defense on striking.

Barb Wire
Passive; upgrades your Mistresses with percentage based damage reflection. For those wanting to be a good old Iron Maiden necromancer. :)

Summon Poltergeist
Summons a black wraith that does low damage, but casts Amplify Damage on striking. You will want a couple of these to increase the damage done by everyone else, but if you get too many of them, your overall damage will suffer. Has a 1 second timer to prevent combat casting.

Scream of Anguish
Passive; increases the duration and effect of your Poltergeists' Amp curse. This curse has a low radius and short duration, but this ability can help alleviate the problem without forcing you to max Poltergeist and have 20 of them floating around.

Summon Overlord
Most powerful minion. Looks like a transparent black balrog spirit. Has a chance to cause crushing blow on striking, and bears an aura that adds a set amount of fire damage to the attacks of nearby minions and party members [most effective on large numbers of weak minions, since it is a straight addition]. You can only have one, and it has a 3 second timer to prevent combat casting.

Bloodstone Skin
Passive; gives your Overlord damage reduction. The damage reduction is a set value, not a percentage, but can get to be quite high, negating up to 80 damage points at high levels. This skill is mutually exclusive with Soulstone Skin [!]; invest a point here and the listed effect of Soulstone Skin drops to 0, and if you stubbornly put a point in SSS anyway, Bloodstone Skin will cease working as well, and you will have nothing.

Soulstone Skin
Passive; gives your Overlord magic damage reduction. This skill is mutually exclusive with Bloodstone Skin; invest a point here and the listed effect of Bloodstone Skin drops to 0, and if you still invest in Bloodstone Skin, neither of them will work.

Horned God
Passive; increases the damage bonus given by the Overlord's aura. This one does stack with BSS or SSS.

Tree 3

Focus
Cast this and immediately follow up with a direct damage spell to increase the damage done by said direct damage spell. You'll need to hurry, and don't have time for silly distractions such as the incoming extra strong minotaur mob; the skill has only a 1 second duration. But +300% damage at level 1 is worth it, right? Has a 2 second timer.

Spirit of Flesh
Cast on a corpse to summon a spirit that follows you and bears a life regenerating aura. Low level, not very useful later on, but helps at keeping all those weak Slaves alive.

Burning Soul
Cast on a corpse to summon a floating spirit that stays in place and casts explosive grenades at nearby enemies. The spirit does not follow you, and disappears when you leave the area or its allotted number of shots have been fired.

Spirit of Torment
Cast on a corpse to summon a spirit that follows you and bears a thorns aura. The bonus is smaller than that of the Barb Wire upgrade, but it affects everyone in the team, including your other minions.

Breach
Cast this and immediately follow up with a direct damage spell to give said direct damage spell the ability to pierce resistances. Similar to Focus, but with a different effect. Has a 1 second duration, and 2 second timer.

Chained Soul
Cast on a corpse to summon a floating spirit that stays in place and casts powerful glacial grenades at nearby enemies, which follow a ballistic arc and explode with a freezing blast. Freezing enemies is a handy ability, but mind the corpses. Does not follow you and disappears when you leave the area.

Spirit of Pain
Cast on a corpse to summon a spirit that follows you and bears a damage enhancing aura. The aura adds enhanced damage to the party's attacks, and most importantly, to your minions' attacks.

Wellspring
Passive; increases the damage of spells cast when you are near enemy spellcasters. Similar to Friendship, but only works with spellcasters.

Screaming Soul
Cast on a corpse to summon a floating spirit that stays in place and casts sonic grenades at nearby enemies. The grenades follow a ballistic arc and explode with a boom that causes great damage to nearby enemies. The closer they are to the point of impact, the more damage it does. Does not follow you and disappears when you leave the area.

Spirit of Death
Saving the best for last. Cast on a corpse to summon a spirit that emits an aura that gives a set amount of area effect life steal. You hit a monster [melee only, sorry], and everyone in the party will get healed for x points of life. A minion hits a monster, same happens. The party's 60 minions all hit monsters in melee, everyone gets healed for 60*x points of life. :)

Well, actually there is a currently undetermined limit of 8 or 12 healings per second to prevent abuse. But still a neat skill, eh? :)

Assassin

Tree 1

Avenger
Summons a shadowy minion [with Mephisto cloud] with life steal. You can have up to 5 of them. Has a 1 second timer to prevent spamming.

Queen of the Damned
Passive; increases hit points and damage of all minions. Based on diminishing returns.

Black Flame
Passive; adds tri-elemental damage to your Avengers' attacks. Adds more damage than the elemental damage skills of other chars' summoning trees, but you only get 5 Avengers after all. Similar to the paladin's Trinity attack, it only adds one element at a time, and the element changes depending on your Black Flame skill level.

Banshee
Summons an undead rogue with Mephisto cloud, a powerful ITD attack and a fear shield that has a chance [between 5 and 15% depending on skill level] to make enemies attacking the Banshee flee in terror. It also temporarily dispels auras from enemies on striking.

Bloody Mary
Passive; gives your Avengers the ability to steal life on striking. Life steal is a good way for those weak minions to stay alive. :)

Possess
Passive; gives your Banshee the ability to convert enemies on striking! The chance to convert is a percentage based on skill level, but can get close to 50%, and with 5 Banshees around, there is a good chance of converting half the mob in the first few seconds of a fight. But if you have only Banshees and nothing else, do not max this or there won't be anyone left to fight. :)

Blood Fey
Passive; gives your Banshee the ability to cast a curse on striking, which gives area effect life steal when the cursed enemy is struck by a melee attack. Same thing as the Spirit of Death above. :)

Slayer
Most powerful minion, uses colorshifted Izual graphics and a Mephisto cloud. Looks similar to the Slayer in Median, but is now a minion instead of a stationary sentry. You can only have one Slayer at a time and it has a 4 second spell timer, but it has a lot of hit points and defense, does a lot of damage, has damage reduction and the doubtful ability to teleport enemies away in a random direction when he strikes them. I never said it was easy. :) [where did I hear that before? :) ]

Dark Fey
Passive; similar to Blood Fey, this gives your Banshee the ability to cast a curse on striking, which gives area effect mana steal when the cursed enemy is struck by a melee attack.

Obsidian Skin
Passive; upgrades your Slayer with slow thorns. Anyone who manages to hit him in melee gets slowed by a lot and probably won't manage to do it again.

Trees 2 & 3

Didn't have enough time to type them out, Coming Soon™...

Barbarian

Trees 1, 2 & 3

See above. Coming Real Soon™. :)

Feedback please... :)
19.may.2007 | Adun Tori Laz.
Median XL released!
Flesyht sa ruobhgien yht etah.


y dont u play the game the way its supposta be played? -SlothNathan

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Re: Median 2.0 - skill trees

Post by Rattlecage » Wed Dec 31, 2003 6:42 am

Wow! That is some good stuff you got there laz. I really like what you've done with the necromancer. :)
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Re: Median 2.0 - skill trees

Post by LordOfTheWastes » Fri Jan 02, 2004 9:36 pm

Very nice work. I cant wait to see the rest of the skill trees. This is just awesome. :mrgreen:
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Re: Median 2.0 - skill trees

Post by Storslayaren » Sat Jan 03, 2004 6:09 pm

This looks really great, nice work there
Go for it Laz
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Re: Median 2.0 - skill trees

Post by DarkSlash » Sat Jan 03, 2004 10:39 pm

Good work Laz! These trees are lookin mighty fine. Just a question tho...are there going to be synergies, prereqs, or casting delays aside from what is printed? Again, excellent work here!

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Re: Median 2.0 - skill trees

Post by Brother Laz » Mon Jan 05, 2004 12:48 pm

[quote=DarkSlash";p="147490"]Good work Laz! These trees are lookin mighty fine. Just a question tho...are there going to be synergies, prereqs, or casting delays aside from what is printed? Again, excellent work here![/quote]

Pre-reqs: of course. :)
Delays: not unless absolutely needed [ie. Stampede, Monsoon].
Synergies: this is just Blizzard's way of further overpowering overpowered characters. No.
19.may.2007 | Adun Tori Laz.
Median XL released!
Flesyht sa ruobhgien yht etah.


y dont u play the game the way its supposta be played? -SlothNathan

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Re: Median 2.0 - skill trees

Post by Desocupado » Mon Jan 05, 2004 1:29 pm

Impressive!
It's really impressive what you always did with dll editing before... Now with the new TXT structure your work will be twice as impressive...
Synergies: this is just Blizzard's way of further overpowering overpowered characters. No.
Yes it's Blizzard's way of doing so BUT what if they are used in the other way?
From down to up, i.e. highter level granting bonus to lower level (maybe mostly only doubling a lower skill at slvl 20 i.e. imolation lvl 20 grants 100% bonus to exorcise but the reverse doesn't hold true. Or maybe reduced mana cost to sinergied skills?)

I am looking foward you work.

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Re: Median 2.0 - skill trees

Post by Rattlecage » Fri Jan 09, 2004 1:26 am

Synergies are great, cuz that way, you can make a skill that doesn't do anything, and call it a mastery. :D
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