» Fri Jun 15, 2012 6:41 am
In the interest of Balance between the arts, I'll post 3 perk trees I would have liked to see. This is totally ignoring difficulty curve, overleveling, and myriad of other design choices in Skyrim that make actual implementation of anything this crazy totally illogical, if not outright impossible. Still, it's fun.
Thief: Acrobatics. Synopsis, Jump Higher, farther and augment your attacks with agility and grace.
Notable Perks
Acrobat: Increases Jump Height by x% (5 Levels)
(Requires 1 point in Acrobat)Running Start: Can perform a Long Jump while Sprinting.
(Requires 1Point in Acrobat and Running Start) Diving Strike: Perform an Airborne Power attack that deals catastrophic damage.
(Requires 1 point in Acrobat) Sure Footing: No Longer Slide off surfaces. Enables jumping from Odd angles.
(Requires 1 point in Acrobat, 1 point in Sure Footing) Freefall Master: Individual falls no longer kill. Normally fatal falls result in a temporary "Knockdown Effect" and HP reduced to 1. You are vulnerable in this state, and can continue to fall to your death if on a high-angled slope. (Throat of the World, for example)
(Requires 1 point in Acrobat, 1 point in Sure Footing, 1 point in Freefall Master or One point in Acrobat, 1 point in Running Start) Master Perk: Double Jump. Able to Perform a Double Jump of any surface, including Enemies. Enemies that are jumped off are briefly knocked to the ground and suffer damage. Double Jump requires a certain amount of stamina to perform, and cannot be chained (Need to land on solid ground to perform another)
Mage: Mysticism. Synopsis: Command the forces of mysticism to unleash varied and eccentric magical effects.
Notable/relocated spells: Telekinesis, Detect (All), Soul Trap, Ward Spells, Reflecting Wards, Health, Stamina and Magicka transfusion spells, short-range teleportation spells, similar to Vampire Lords "Bats".
Notable Perks: Novice, Apprentice, Adept, Expert, Master perks.
(Requires 1 point in Novice Mysticism) Absorbing Ward*: Functions like and replaces the Restoration perk of the same name.
(Requires 1 point in Novice Mysticsm, 1 point in Absorbing Ward) Reflection Mastery: Reflection Wards reflect spells back to the caster at double Damage.
(Requires 1 point in Novice, Apprentice and Adept Mysticism) Telekinetic Might: Hurl telekinetically levitated objects with increased force, causing extreme damage. Damage modified by item weight, and dual-cast modifier.
(Requires 1 point in Novice, Apprentice, and Adept Mysticism) Soul Bleed: Soul Trap Spells inflict non-elemental Damage over time.
(Requires 1 point in Novice, Apprentice, Adept Mysticism, and 1 point in Soul Bleed) Soul Shackle: Weaker Soul Trapped enemies are crippled for the duration of the spell, or until they are struck by another source of damage.
(Requires 1 Point in Novice, Apprentice, Adept and Expert Mysticism) Nightblade: Enemies highlighted with Detect Life-Dead spells (Aura Whisper does not work) take extra damage.
(Requires 1 Point in Novice, Apprentice, Adept and Expert Mysticism) Teleportation Mastery: Teleport twice the standard distance.
(Requires 1 point in Novice, Apprentice, Adept and Expert Mysticism, 1 point in Teleportation Mastery) Shadow Image: Leaves a decoy shadow behind at your old spot when teleporting, fooling some, but not all enemies. (Falmer, Dragons, Boss-enemies obviously not fooled)
(Requires 1 point in Novice, Apprentice, Adept, Expert and Master Mysticism) Astral Mirror: Passive spell reflection bonus. (10%)
Kind of Phoned-in this last one, because I really couldn't think of anything to bring a level of balance to everything.
Warrior: Finesse. Synopsis: Advanced training with a variety of combat styles augments your overall combat effectiveness. Raised by scoring critical hits.
Notable Perks:
Dexterity: Increases Critical Hit Rate for all weapons (5 ranks).
(Requires 1 point in Dexterity) Fluid Motion (2ranks) Melee Weapons attack 5,10% faster.
(Requires 1 point in Dexterity, requires 1 point in Fluid Motion) Snapshot: Bows occasionally have high (but not max) damage and range at minimum Draw.
(Requires 1 point in Dexterity) Critical Mastery(2 ranks): Base Critical Damage increased.
(Requires 1 point in Dexterity, 1 point in Critical Mastery) Riposte: Attacks on an enemy staggered with a bash are always critical.
(Requires 1 point in Dexterity, 1 point in Critical Mastery, and 1 point in Riposte. Master Perk) Coup De Grace: Critical attacks have a chance to instantly kill the target, regardless of Health or Armor. (5% on Critical hits)