* Compared with Vanilla D2: always kicks 3 times, attack rating scaling decreased greatly and mana cost scales with level. (Bedrock #1-hidden)
* Compared with Vanilla D2: always kicks 3 times, attack rating scaling decreased greatly and mana cost scales with level. (Bedrock #1-hidden)
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Revision as of 12:29, 5 August 2023
Skill Tree Changes: This tree has been significantly reworked. Skills are no longer separated into "Charge-up Skill" and "Finishing Move". All skills except Dragon Talon and Dragon Flight require an equipped claw(s) or dagger.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Tiger Strike
Description: 3 stage charge-up attack that gains Increasingly more Enhanced Damage.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Tiger Strike: Gain Increasingly more Enhanced Damage.
Dragon Talon
Description: Triple kick your enemies with deadly accuracy.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
New skill added. Replaces Fists of Ember.
Fists of Fire: Gain Fire Damage to Attacks, Do an Explosive Attack and Summon a Meteor. These effects are all cumulative.
Cobra Strike
Description: 3 stage charge-up attack which gains Lifesteal & Manasteal, reduces monster defense, and gains Life & Mana on hit.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Cobra Strike: Gain Lifesteal & Manasteal, Attack reduce monster defense, Gain Life & Mana on hit.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
New skill added, replaces Fists of Thunder.
Claws of Thunder: Gain Lightning Damage to Attacks, Release a Fork Lightning, Cast Static Field.
Dragon Flight
Description: Perform a teleporting kick attack that deals damage to enemies near your target.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
This skill is part of the new Charge-up mechanic which allows charge-up effects to trigger on all melee attack skills including itself. Charges are also no longer consumed when triggered, and will only expire when the duration has ended. Charge effects are cumulative which means at three charges, all three effects are triggered simultaneously. Attacking with Blades of Ice will increase the current charge count by one and refresh the duration for all existing ice charges. While dual-wielding claws, charge up skills perform a double attack and gain two charges rather than one. The Blades of Ice charges have new effects compared to the original game: The first stage adds cold damage to attacks. The second stage creates icicles that seek out enemies, dealing cold damage and a fraction of attack damage while also converting a portion of physical damage to cold. The third stage allows the icicles to chill enemies for a duration.
Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time.
Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Gain Accuracy.
Compared with Vanilla D2, skill has been reworked as follows: now releases numerous (~5) ice bolts. Each ice bolt counts as a ranged attack and consequently applies weapon damage and associated modifiers and effects (e.g. elemental damage, deadly strike, crushing blow, and chance to cast on striking, but only the initial attack triggers melee splash). The ice bolts are generated whether the melee attack hits or not, but each ice bolt again rolls an AR check, to decide if it hits. The damage is first reduced then converted (E.g. 200 phys dmg become 60cold and 40phys dmg). (Bedrock #1-hidden)