DisclaimerEverything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Primal Avatar
Overview: This tree is now focused on casting, designed to support elemental damage, poison and healing. It's mechanics combine certain element pairs into custom spells and abilities. It also can great increase the power of your summons and features a special summon with enhanced casting ability.
Core 1 (level 20): This is your Nature: Multiselector: Select either Heart, Sky or Thorn.
- Heart: Fire, Light, Positive: +5 Spell Power of these types and 5 Universal Spell Power & +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs.
- Sky: Cold, Electric, Sonic:+5 Spell Power of these types and 5 Universal Spell Power & +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs.
- Thorn: Acid, Poison, Force: +5 Spell Power of these types and 5 Universal Spell Powers & +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs.
Core 3 (level 23): Now Grow: Multiselector: Choose another aspect of nature at reduced power. You cannot choose what you took in the first core again.
- Heart: +3 Spell Power of these types per core you have trained.
- Sky: +3 Spell Power of these types per core you have trained.
- Thorn: +3 Spell Power of these types per core you have trained.
Core 6 (level 26): Weathering the Elements: Gain 15% absorption against Fire/Cold/Acid/Electric/Poison Damage. Whenever you cast any Protection from Element spell it grants you 25 points per level instead of 12 with no level cap.
Tier 1 (req level 20):
- Seeking Balance: You gain +1/2/3 Reflex Saving Throws, +2/4/6 Tumble, and +2/4/6 Balance. Rank 3: If you’re using a quarterstaff gain +1 Damage and +5 Universal Spell Power.
- Well Weathered: +1/2/3 to Physical and Magical Resistance Rating.
- Epic Strike - Multi Selector:
- Spring to Summer:(requires Nature of Heart) Cost 20 SP, A burst of butterflies forms around the caster in a small radius applying a copy of rejuvenation cocoon to all allies. After several seconds the butterflies burst into flame causing 2d6 Fire Damage per character level to all nearby enemies, Reflex vs Evocation DC:20+Highest of INT/WIS/CHA for half damage. Cooldown: 12 seconds.
- Storm Catcher (requires Nature of Sky) Cost 5 SP, Target enemy is instantly struck by a bolt of lightning for 1d6+3 damage per level. Fortitude vs Evocation DC:20+Highest of INT/WIS/CHA for half damage. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their reflex save by half your character level. They also taking 1d6 per 2 character level in Cold damage every two seconds. Cooldown: 6 seconds.
- Carrion Swarm:(requires Nature of Thorn) Cost 8 SP, cooldown: 6secs. Target enemies and nearby enemies becomes swarmed by biting acidic and poisonous insects. Every 2 seconds they take 1d4+1 acid and 1d4+1 poison damage per 2 character levels for 8 seconds. Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor class.
- Friends of Nature: When you sit to rest at a rest shrine your selected friend of nature visits you briefly and offers comfort. You and your party are granting a buff that lasts until the end of your current quest.
- Bat of Echoes: +10 Sonic Spell Power, +15 Sonic Absorption and +3 Listen
- Bird of Wind: +15 Electric Spell Power, +1 Dodge, +3 and Spot
- Fox of Flame: +10 Fire Spell Power, +2 sneak attack damage, and +3 Move Silently
- Frog of the Lake: +10 Cold Spell Power, +2 MRR, and +3 Jump
- Squirrel of Luck: +1 to attack, damage and saving throws.
- Spider of the Deeps: +10 Poison & Acid Spell Power. 15% Poison Absorb.
- Rejuvenation Cocoon: Cost 12 SP Protects target with a shield of 150 temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists. Cooldown: 12 seconds.
Tier 2 (req level 22):
- Might and Mending: Epic strike abilities in this tree grants the might and mending effect which reduces the cost of your spells by 5%. This effect is doubled for healing spells. Last 10 seconds.
- Flowers in the Thorns: Stepping inside a Thorn Spikes or Entangle spell whether hostile or friendly heals you for 1d3 hit points every 5 seconds per character level of the spell's owner.
- Mantle of Nature: Primal Avatar Destiny Mantle: Only one mantle of destiny can be active.
- Heart: Your heal spells have a chance to apply Cocoon to your target. Your Fire and Light spells have a chance to apply a blast of that damage type for an extra 1d3/4/6 per character level. All effects scale with spell power. Each effect can only occur once every 5 seconds, tracked separately.
- Sky: Your Cold and Electric spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. Each element can only strike once every 5 seconds, tracked separately.
- Thorn: Your Acid and Poison spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. Each element can only strike once every 5 seconds, tracked separately.
- Multi Selector -Spell of Nature-
- (Heart) Reborn in Fire Cost 30 SP, Cooldown: 20secs. A swirl of fire surrounds you dealing 1d6 fire damage per character to enemies and healing allies for 1d6 per character level. Level.
- (Sky) Thunder Snow: SP: 20 CD: 20 Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 cold damage per character level. The bolt of lightning strikes for 1d6+4 per character level.
- (Thorn) Shard Storm: SP: 20 CD: 20 Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 poison and acid damage per character level
- Spirit Boon: Multi Selector gain +1/2/2 Primal bonus to all physical abilities (Str, Dex, Con) or mental abilities (Int, Wis, Cha).
Tier 3 (req level 24):
- Improved Form: While in any elemental form, +3/6/10 Universal Spell Power. While in any Wild Shape, + 1/2/4 Magical Resistance Rating
- Shared Mantle: - Requires Mantle of Nature - Your summons and pets now also benefit from your Mantle of Nature. In addition they can proc the mantle through melee attacks and positive effects generated by the mantle apply to you as well as your summon.
- Magic of the Old World: +1/2/3 DCs for Evoc, Conjuration, Transmutation, or Necromancy
- Natural Shielding: You gain 10 Hit Points & 2 Magical Resistance Rating. Your summons, pets and hirelings gain 60% of your Max Hit Points and 30 Magical Resistance Rating instead. Summoned minions also gain +4 Reflex Saves and Evasion.
- At it's Core: Multi Selector
- Heart: Doubles the damage of Reborn in Fire, and the ability now grants +25% uncapped dodge for 4 seconds on use.
- Sky: Doubles the damage of Thunder Snow which now also applies the slow effect of Storm Catcher, slowing movement and reducing all targets reflex saves by half your character level for the duration of the slow.
- Thorn: Doubles the damage of Shard Storm and you gain Shard Reflection for 12 seconds which grants 25% of your max hit points as temp hit points.
Tier 4 (req level 26):
- Natural Evasion: Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
- Blessing of Nature: When you rest the spirit of a nature manifests as a unicorn and provides a blessing on your party that lasts until quest's end or you rest again, granting a +5% inspiration bonus to Max hit points.
- Primal Intensity: 3 Ranks 1 DP Multi Selector:
- Heart Gain +5/10/15 Spell Power to Fire, Positive, Light. Heart Mantle grants 5 temp Spell Points per character level for 20 seconds when it procs.
- Sky: Gain +5/10/15 Spell Power to Cold, Electric, Sonic. Sky Mantle grants 5 temp Spell Points per character level for 20 seconds when it procs.
- Thorn: Gain +5/10/15 Spell Power to Acid, Poison, Force. Thorn Mantle grants 5 temp Spell Points per character level for 20 seconds when it procs.
- Enhanced Metamagics: choose a heroic metamagic to discount. (This follows the Heroic template, but you can stack it.)
- Enhanced Metamagics: choose a heroic metamagic to discount. (This follows the Heroic template, but you can stack it.)
Tier 5 (req level 30):
- Primal Ally: SLA - Multi Selector: Cost 50 SP. Creates a focal point of power that spawns a powerful ally who casts spells using your spell power and casting DCs. Summon lasts for 20 seconds. Cooldown: 15 seconds.
- (Heart) Heart Flame Dryad: Creates an elder dryad that casts fire and healing spells. She remains rooted to her summoning point.
- (Sky) Storm Guard : Creates a greater storm spirit to blast your foes with lightning and cold. Remains bound to their summoning spot.
- (Thorn) Briar Patch: Creates a greater thorn spirit which launches attacks of poison and acid at nearby enemies.
- Ancient Wisdom: +1/2/3 spell DCs
- Mass Frog: Cost: 75 SP Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20+ Highest of Wis/Int/Cha modifier+ Transmutation bonuses). Cooldown: 60 seconds. (this is a copy of the destiny feat which is being removed from the epic feat list)
- Epic Moment - Greater Form: Transform briefly into an ultimate form based on your nature. Cooldown: 5 minutes.
- Heart: Become like a Summer Fire for 15 seconds and gain...
- Become ethereal to monsters (you can pass through them)
- 25% Action Boost to movement speed
- 25% Uncapped dodge
- 100% absorption to Fire and Light
- Deal 1d6 Fire damage per character level to enemies that are close to you, and heal you and your allies for 1d6 Positive every character level as well.
- Immunity to most forms of CC
- Sky: Become like a Raging Storm for 15 seconds and gain...
- Become ethereal to monsters (you can pass through them)
- 25% Action Boost to movement speed
- 60% Incorporeal
- 100% absorption to cold and Electric
- Deal 1d6 Cold damage per character level and apply a slow to all enemies near you every two seconds. A single random enemy will be struck every 3 seconds with a bolt of lightning for 1d6+6 Electric damage per character level and knock down for 4 seconds. No save.
- Immunity to most forms of CC
- Thorn: Become like a Cloud of Biting Insects for 15 seconds and gain...
- Become ethereal to monsters (you can pass through them)
- 25% Action Boost to movement speed
- 60% Incorporeal
- 100% absorption to Poison and Acid
- Deal 1d2 Acid and 1d2 Poison damage per character level to enemies near you every two seconds. Enemies also have a 50% chance to become swarmed which causes confusion for 6 seconds. No save.
- Immunity to most forms of CC
- Epic Metamagics: Intensify: Using the Intensify metamagic no longer costs spell points.
CHANGES FROM PREVIEW 1
Fixed cocoon applying to enemies form Sprint to Summer
KNOW ISSUES:
Primal Avatar has not yet gotten it's full pass since preview 1. Outside of a few bug fixes it is largely unchanged.
Primal Intensity grants crazy spell power (bug)
Intensity (Tier 4) Is an out dated version of itself and is not yet providing the correct spell power or mantle boost in this build.
Intensify (Tier 5) Is also an out dated version of itself in this build and is only reducing intensify as suppose to making it free.
Greater Form (Tier 5) Tool tips in tree aren't displaying description correctly for Sky and Thorn Greater Forms