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Passive Node Ideas - Primalist



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

Beastmaster - late game node (30 to 40 passive point requirement in beastmaster)

Primal Bond - Your nearest minion takes 10% of the damage you would take (pre-resistance).

(ABILITY) Lead the pack - Summons one wolf per point (5 to 8 max points) for (5 to 8) seconds. (If overpowered with base scaling of normal minions have them do 25 to 50% base wolf minion damage) (If you are specced into Pack leader in the Fury Leap tree the wolves will jump with you)

(Side note, not sure where to say my opinion on this: I think minions affected by Pack leader should have impact damage, maybe like 10 to 25% of the damage the Primalist’s leap does. If not maybe have another node or two beyond pack leader. Both 1 point nodes. First can be “Follow the Trail - Your (minions affected by Pack Leader) all attack the closest enemy to the Primalist on landing”. Second can be “Scent of (Fresh) Blood - your minions gain (10 - 25)% increased attack speed for 5 seconds when they land with Pack Leader”


(Realized after that many of these might be better as akill spec nodes instead of passive nodes but who knows maybe it can help you guys)

  • Guardian of the Forest - Gain 3% Damage Reduction for every nearby totem (not certain on in-game measurements)
  • Everlasting Nature - increase totem duration by (10 - 25)%
  • Spirits in the Wind - Increase movement speed of all allies affected by Healing Wind by (10 - 15)%
  • The Forest Runs Deep - Increase the duration of Entangling Roots and Thicket Blades by 15%. Entangling Roots and Thicket Blades apply a 20% slow.


Love the suggestions @vegotio


x% more minion damage, if less than x minions are active at the same time.
x% more minion attack speed, if less than x minions are active at the same time.
x% more minion damage, if more than x minions are active at the same time.
x% more minion attack speed, if more than x minions are active at the same time.
Every step you take leaves behind a field of thorns, dealing x damage to enemies.
Every step you take leaves behind a field of flowers, healing you for x points of health.
Eye of the storm: You deal x% less damage to enemies nearby, but x% more damage to enemies far away.
The closer your totems are to each other, the more health and duration they have.



Shapeshifting and even more shapeshifting :D. Male all the D2 druid players drool over your game with SHAPESHIFTING!
Call of the Wild - Some Tarzan action, jodel your shout and some regional wildlife runs through and takes a bite out of your enemys.
Link Totem - A totem you have to place between you’r already summoned totems that refreshes the duration, buffs the dmg, and makes a link between said totems that slows and damages enemys.


I’ve already posted some about Summon Bear skill. But I think I should continue here to suggest such things.

Change skill: “Summon Vale Spirit” -> “Vale Spirit”

While you have “Vale Spirit” skill on your panel the Vale Spirit orbits you and attacks your foes time to time. Vale Spirit cannot be targeted, damaged or affected by any hostile AoE effects. Spirit’s attack damage and distance are average and its speed is low.

This skill can be used directly. In this case the Vale Spirit splits to 5 “Vale Sparks”. Every Spark performs a single attack with all parameters of original Spirit attack though the distance of Spark’s attack is increased by 50%. Every Spark lives only 2 seconds or disappears after performing its attack. Vale Spirit recovers its original form after all Sparks disappear or after 2 seconds after skill being used.
Cost: 20 mana. Cooldown: 6 sec (starts after recovering Spirit form).

P.S. Obviously Vale Spark can’t get the benefit of attack-speed bonuses as it performs a single attack.

Passive Nodes:

Spirit Flare: [1 level]
Now skill can be used to target location. Vale Spirit rapidly moves to a chosen location and brightly explodes before splitting. Enemies affected by the explosion get low damage and suffer from blindness for 2 seconds. Vale Sparks appear at explosion location but Vale Spirit recovers near the caster. This effect counts as “spell” so it gets benefits from spell bonuses but not minion.

Brightness: [5 levels, requires Spirit Flare]
Radius of “Spirit Flare” area is increased by 20% per node-level. Also every attack of Vale Spirit or Vale Sparks prolongs any blindness effect on their targets by 0.1 seconds per node-level.

Wrathful Flare: [5 levels, requires Brightness 2]
Damage of “Spirit Flare” skill is increased by 20% per node-level though it’s mana-cost is also increased by 10% per node-level. Also Vale Spirit splits to an additional 1 - 2 Vale Sparks (yes, it’s random). Maximum number of additional Sparks is increased by 1 per node-level (up to 5) and minimum is increased by 1 on node’s level 5.

Cruel lights: [1 level, requires Wrathful Flare 3]
Vale Spirit’s / Sparks’ attacks now have a small AoE. All enemies in a small area around initial target gets 50% of damage. Also all targets damaged by Sparks’ attacks (not Spirit’s) have 30% chance to be “shocked” for 3 seconds. This area-damage can proc “shock” effects but not any other effects.

Lightning wrath: [5 levels]
Vale Spirit’s attack speed is increased by 10% per node level. Also any attack of Spirit and Sparks has 5% chance per node level to cause 2 second “shock” effect on its target.

Lightning burst: [7 levels, requires Lightning wrath 2]
After any basic attack Vale Spirit and Vale Sparks have 10% chance to perform additional attack on another target after 0.2 second delay (yes, in this case Vale Spark won’t disappear after first attack).

Longer burst: [1 level, requires Lightning burst 4]
If “lightning burst” attack is performed there’s a 60% chance to perform one more attack after 0.2 second delay. Targets of previous two attacks can’t be used for this additional attack.

Heavy strikes: [5 levels, requires Longer Burst]
Vale Spirit’s attacks become slower by 5% per node level. At the same time Spirit’s and Sparks’ attack damage and distance are increased by 10% per node level.

Sparking: [3 level]
Active skill’s cooldown is increased by 1 second per node level but Spirit splits to an additional 1 Spark per node level. Also every 5 seconds Spirit passively creates one Spark up to a maximum of 1 per node level (so potentially you may have 3 Sparks over limit after using skill). These Sparks orbits you while there’s no enemies around.


Skill: Thicket Blades

Visuals: perhaps it should appear more… grassy? Something like whirlwind of leaves, small and few bigger ones, with sharp whistle sound and wind gust after skill being used. I beleive it fits skill’s name and Primalist’s nature.

Thoughts about functionality :
Though the current skill is ok, wouldn’t it be more fitting (again :blush:) to make it about thicket, leaves, branches, spikes and all effects they can do? And what are those effects? What can those things do while moved so fast inside a whirlwind? They shred their victims alive, slowly cutting them into pieces. Also I’m sure that Primalist is hardly observable inside the whirlwind (dodge bonus).


Thicket Blades:
A whirlwind of living blades appears around the caster making any enemy it touches to bleed for 2 seconds (small area). New bleed effect is applied every 1 second while enemy is inside a whirlwind. Also caster has a 20% bonus to dodge. Cost: 40 mana. Duration: 8 seconds. Cooldown: 5 seconds.

Additional functionality:
If this skill is used before its duration expires the duration renews and caster gains additional stack of whirlwind up to a maximum of 3. For every stack whirlwind’s dodge bonus is increased by additional 20% (so basic max = 60%), and bleed effects are applied by 0.15 second sooner per whirlwind stack after first (so it’s 0.7 second with 3 stacks).

Specialization node examples …

Speed of Hurricane: [3 levels]
With at list one whirlwind stack, caster gets 5% movement speed bonus per node level. Also caster gets 7% bonus to attack speed and cast speed per node level and per whirlwind stack.

Storm Sweep: [5 levels, requires Speed of Hurricane]
Every use of this skill grants 2 second buff to a caster. The buff increases caster’s melee damage and attack speed by 8% per node level.

Rushing the Winds: [5 levels, requires Storm sweep 2]
Duration of bleed effects caused by whirlwind is increased by 0.2 second per node level. Also every melee attack prolongs whirlwind effect by 0.1 second per node level.

Crimson tempest: [1 level, requires Rushing the Winds 1]
You bath in blood of your enemies. While you have a whirlwind stack and any bleeding enemy near by, you suffer 50% less damage from bleeding. Also every use of this skill has 30% chance to make enemies flee for 2 seconds. This effect may also happen when any bleeding enemy dies inside the whirlwind.

Relentless wind: [7 levels]
Increases whirlwind duration by 2 seconds per node level and decreases skill cost by 2 per node level.

Greater whirlwind: [7 levels, requires Relentless wind 4]
Enemies inside the whirlwind have their movement speed reduced by 5% per node level and per whirlwind stack. Also radius of whirlwind is increased by 10% per node level.

Sudden gusts: [1 level, requires Greater whirlwind 3]
Reduces skill’s cooldown by 2 seconds and increases whirlwind stack maximum by 2. But once you’ve reached maximum whirlwind stacks, their duration can’t be renewed by using this skill.

Dust storm: [10 levels]
You gain 15 more dodge per node level and per whirlwind stack. Also the effect of blindness on you is passively decreased by 5% per node level.

Hurricane pack: [1 level, requires Dust storm 2]
You gain only a half of percentage bonuses to your dodge but your minions also gains same benefits while they are inside the whirlwind. Also radius of whirlwind is increased by 30%.

Dirty wounds: [5 levels, requires Dust storm 4]
Every time when skill causes bleed effect it also has 20% chance per node level to cause 3 seconds poison effect.

Thicket pests: [7 levels, requires Dirty wounds 3]
Increases duration of poison caused by Dirty wounds by 0.3 sec per node level.

Knowledge of the Wilds: [1 level, requires Thicket pests 4]
Your poison resistance so as your minions’ is passively increased by 100%. Also every time you take lethal damage from poison or bleeding effects, you lose 15 mana but stay alive and become immune to those damage sources for 1 second.

(not sure this one should be a skill’s passive node :slight_smile: )


Some thoughts about Druid.
I must admit that I don’t like shapeshifting, even for a short period. Mostly because nowadays we have a lot of appearance customization options, like with equipment or additional effects over it, spell effects and sort of. And shapeshfting always hides all that :disappointed: .

But I have an example of what I think is pretty good Druid implementation (in my opinion of course): Udyr from League of Legends! He switches between spirits and that spirit appears over him or even AROUND him. He gains pretty fun effects over his head, back and arms, but without REPLACING them.

So, the core skills for Druid are: Spirit blessings.
Blessing’s functionality is similar to stance’s though also has some significant differences.

  1. You may have any number of blessing-skills on your panel you wish.
  2. Every blessing grants some passive effect which is always applied while you have its blessing-skill on your panel.
  3. Every blessing-skill can be used directly but all blessing-skills have shared cooldown. So when any blessing-skill is used and its cooldown is started, other blessings’ cooldown also starts, and it has same duration as used blessing’s cooldown.
  4. Last used blessing-skill always grants a doubled passive bonus while others bonuses are normalized.
  5. Every blessing-skill grants significant but short duration effect every time it’s used.
  6. Every blessing-skill must have visuals providing full understanding the fact that Druid is blessed by known Mighty Spirit! :sunglasses: .

Examples …

Skill: Great Oak’s blessing.
Passive: +20% armor and poison resitance. Also you have 7% bonus to mana efficiency of your lightning skills.
Active: Sacred Grove: Cost 20 mana, cooldown 9 seconds.
You become unable to move (but able to cast and attack) for 3 seconds and summon several young oaks around (count as minions, 50 health). All regeneration and healing effects are increased by 50% in a large area around you. Also, any damage you or your minions take is transferred between them equally (minion damage taken can’t be transferred to you). And you and your minions can’t die in the Grove while you all have health to take transferred damage.
Visuals: when skill is used thunder is heard :slight_smile: . Transparent oak-like silhouette appears around the caster. You can see its crown, foliage and eyes (around caster’s head and shoulders). Most of silhouette is dark green / brown but it also has an outer blue / green glow. When performing Sacred Grove skill silhouette becomes less transparent, glow becomes brighter (and thunder of course). Silhouette should have some cast animation. Young oaks are not transparent and they also should slightly glow.

Skill: Manticore’s blessing.
Passive: +5% movement speed and +25% any poison damage you deal. Also your direct attacks have 15% chance to apply 2 second poison effect.
Active: Manticore’s attack: Cost 30 mana, cooldown 6 seconds.
You perform a short distance leap to a selected direction. Every enemy on your path is knockbacked and gain 3 stacks of poison with 5 seconds duration. Also your movement speed is additionally increased by 25% for 1.5 seconds.
Visuals: when skill is used Lion roar is heard. Transparent lion-like silhouette appears around the caster. You can see its head, back and clawed paws (around caster’s head, back and arms). Paws and head are feathered. Most of silhouette is dark brown but fangs, claws and feather tips are bright green (poison). When performing Manticore’s attack silhouette becomes less transparent, more red, gains some glow (and Lion roar of course). Silhouette should have animations for such caster’s actions like attack, cast or leap.