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Passive Node Ideas - Mage



Hey there, everyone! We have community members constantly pitching ideas for passive nodes scattered around our social channels and as we dive into some updates to the passive trees we’d like to invite you to place your ideas in one centralized location - here! You may just see your idea or an iteration of it show up in-game.

Let us know if your node idea is for the base class or a mastery class.

Master threads for passive ideas

Not sure where this would work, just some ideas:
Chance to double cast spells.
Chance for a free cast.
Chance for cooldown reset.
X% of Fire damage gets converted to ice damage, same with other options.


Epic Affix - % chance to cast elemental nova opposite of your highest resistance.

pinned #4


Spell Cascade - casts a random spell while you cast Spell X. So casting Fire Nova for example shoots out a firball… without all the skilled passive powerups for sure :D. You can go through a whole spectrum of all the stuff.
all kinds of X into Y dmg transformation. I was sad to see that flamereave can’t be all lightning for example.


First I want to say, the job on mage passive is already great.
I meanly play melee pure thunder spellblade (full melee manastrike other active are for protection) with passive that augment attck speed. i used the ligthnening spell manastorm and shock from manastrike with passive that augment spell damage with melee attack. Other passive are the one that augment max mana and ward creation/retention.

I love passive that cast spell like ligtening rain.
For spellblade, passives that play on chaining melee and spell are good mecanisn.

There is a lot to do with ailment. We can do something with applying the three elemental ailment (chill, shock and ignite) on same monster for multi element build.
Or just with two element like chance of special effect on chilled monster when attacking with thunder.

I don’t really like on kill effect, but I understand that it is aninteresting mecanism.
Perhaps some passive that give bonus with ward value (like the unique bee sword).

I really like the idea of double cast. Free cast is great too but I will not use it personnaly.

For runemaster, the same as ailment but for the caster. A little like rune word.
That it if rune are like buff on the ground given by others passives or tree on skill… That could be great :stuck_out_tongue:

Sorry for my english.
Hoping that help.


New player here, I’m not sure I’ve even had a look at all the existing passives, but excited to contribute!

A few ideas-

  • I really like being able to leech life/mana back, so some % conversion skills are always great.
  • I’m definitely enjoying the “Every 3 seconds, your next spell is 20% stronger” passive, though I wish there was a visual indicator.
  • Aura-style passives that do something like “shock a random nearby enemy with lightning every second” always light up the screen and give me a rewarding feeling of power.
  • Juggling elements adds a great mechanic too. “20% more damage for each unique element you’ve cast” or “More damage if you’ve cast a cold, a fire, and a lightning spell in the past 5 seconds”
  • I’d love some skills that augment my performance based on enemy health. Something like “Deal 50% more crit damage to enemies on full life, and 10% more critical strike chance to enemies below 30% health”
  • It’s always visually satisfying to have some on-death mechanic for enemies, like “Enemies killed with fire damage explode, igniting nearby foes for 10% of their life”.
  • Passives that augment pacing are also fun. “20% more cast speed if you’ve cast 4 spells in the past 2 seconds” or “20% increased critical strike chance if you haven’t cast a spell in 2 seconds”.


This might be a cool idea and it might not.
An idea I had was what if there was a spell/ability you could use that negated terrain effects?
For example a wings ability that made it that you would fly in the air for a few seconds and wouldn’t take terrain damage or melee attack damage? Ranged enemies could still harm you and you could still attack via range abilities/spells, but terrain damage as in fire that is on the floor or anything like that wouldn’t harm you? Also it could be a “oh crap” button when you are in tough situations.


I think a cool passive would involve timing a spell to give it bonus effects or damage.
The passive would have a tight window in which you could exploit its effects, so you need to manage your cooldown well.
For example: On every 10th second, your spells will double cast. (So you have one second every 10 seconds where you spell goes boom!)

split this topic #10

A post was split to a new topic: Black Hole Rework Ideas


My idea falls into Passive and Item category. A thought I had was that if a passive allowed a skill to have certain amount of stages, like for example, if you had Fireball skill and at stage 1 it fired one projectile, but if you held down the skill longer it would fire two projectiles and at stage 3 it would fire three. So having a channeling sort of speak on certain skills. As far as items it be interesting to have a unique item that forced this said type of Fireball skill to cast at stage 2 or 3 instead of channeling. Just an idea.


Not really sure what the next mage class is going to be, i assume a support class of some sort. but it would be nice to have a way to either convert some spells to a defensive node or maybe a offensive shell type skill. seems every other top down ARPG always has a skill you keep running that chews up some of your mana pool and provides a buff for you and your allies. which would be something that mages should have access to… we have fireshield but i think its very underwhelming in its current build.


Maybe one in spellsword that gives you cdr based on how much ward you have currently? For example 1% cdr for every 20 ward you currently have (im not sure how numbers scale lategame so this could be super imba).

I think this would enable a lot of cool ward builds.

Maybe something about you having an aura that lowers element protections in an area around you that is 50% of your own elemental protections.


It seems Spellblade currently doesn’t have any nodes for crit-builds.
How about something like this:
“Keen Enchantment”:
On Melee Hit, gain [1 per point] Keen Charge[s].
On Melee Critical Hit, expend all Keen Charges. This hit gains 1% Increased critical multiplier per Keen Charge spent.
“Vorpal Enchantment”: On Melee Hit, gain [1 per point] Vorpal Charge[s]. On Melee Critical Hit, lose all Vorpal Charges. Each Vorpal Charge grants 5% increased critical chance.


Concerning base mage classe for passive node : Arcane current, Arcane flame and Arcane wind. I guess their proc rate every 10 secondes not useful , too long wait.
Let the proc time scale with investisment also, something like -1.5 seconde per point so they will end proc every 2.5 secondes at maxed 5/5 .

Have a nice day.

closed #16

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