A Mage hero talent tree shared between all three specs, the idea is to create a fun, flashy, preferably not broken melee-hybrid playstyle. Although I put a lot of consideration into the gameplay, I don't claim to be proficient in balancing, and as such I would greatly appreciate advice on the matter.
EDIT: I appreciate all the feedback. Spellblades as a mage spec/new class is a common sentiment I see, and I can’t say I disagree. Designing an entire spec, let alone a class is certainly ratcheting things up a notch but I like the idea…
Spellblade v1.0
/ = Differentiates between spec or talent choice
N = Placeholder variable because I have no clue
School of Battle Magic
Intellect increases your melee attack power and critical hit chance. Learn a new ability:
Magistrike
A magically-enhanced attack with a conjured sword, dealing Froststrike/Flamestrike/Spellstrike damage to the target.
Only usable after consuming Fingers of Frost/Hot Streak/Clearcasting. Lasts N seconds.
Left
Spell Fencing
Dealing Froststrike/Flamestrike/Spellstrike damage summons a Conjured Blade that floats beside you. Blades will parry attacks that you are unable to, dealing Froststrike/Flamestrike/Spellstrike damage to the attacker and disappearing.
Each Blade increases your parry chance by N%. Max N Blades can be active at a time.
Feedback
You have a chance equal to your parry rating to deflect harmful spells cast on you. Doing so while your barrier is active reflects the spell to its original caster and deals an additional N Froststrike/Flamestrike/Spellstrike damage.
-or-
Kirin Tor Tactics
Enhances some of your non-damaging Mage spells:
Alter Time: Immediately restores 20% of your max health
Remove Curse: Also removes Magic effects from the target
Polymorph: Casting makes the target intangible for 2 seconds
Slow Fall: Grants you the ability Glide while active
Blade Ward
Casting your barrier spell causes your Conjured Blades to orbit around it, granting an additional N% parry chance per Blade, but they can no longer parry attacks for you. Blades return to normal when your barrier expires or if you cast your barrier spell again.
Center
Reflexive Casting
Your attacks have a chance to cause your next Frostbolt/Fireball/Arcane Blast within 3 seconds to be instant cast and deal an additional N Physical damage.
Arcing Assault
Your attacks strike an additional enemy within melee range for N% of the damage.
-or-
Blasting Lands
Ice Nova/Blast Wave/Supernova deal an additional N Physical damage and leave behind ground AOEs that deal N Frost/Fire/Arcane damage over time to enemies that stand in them. Lasts N seconds.
Piercing Blows
Magistrike causes targets it hits to take N% increased Physical damage from you for 8 seconds.
-or-
Erosive Mana
Magistrike causes targets it hits to take N% increased Frost/Fire/Arcane damage from you for 8 seconds.
Right
Accelerant Magus
Casting Frostbolt/Fireball/Arcane Blast increases your attack speed by 20% for 12 seconds, stacking up to 3 times.
After Image
Blink leaves a copy of yourself in your original location for 10 seconds.
-or-
Rift Shift
Casting Blink while Invisibility is active pauses it, allowing you to cast it again to continue its duration. The duration of your Invisibility is increased by 50%.
Blink Strike
Blink causes your next Magistrike to teleport you behind a target from up to 20 yards away. Lasts 10 seconds.
Capstone
Wizard of War
Consuming Reflexive Casting empowers your next Magistrike, making it a frontal AOE attack that also causes your Conjured Blades to fly towards enemies with Piercing Blows/Erosive Mana, dealing Froststrike/Flamestrike/Spellstrike damage to them. Lasts N seconds.