Hi Devs and Community,
I am currently running an off-meta, basic-attack-focused Gorilla/Eagle hybrid Spiritborn using the Harmony of Ebewaka and the Sepazontec staff. While the class feels incredible when hyper-specialized, the math behind multi-Guardian hybrid builds still hits a massive structural wall in high Torment tiers.
A prime example of missed potential is the Prodigy’s Tempo Legendary Paragon Node (which currently reads: Every 3rd consecutive cast of a Basic Skill increases all Skill Ranks by +5 for 5 seconds).
On paper, this sounds great with Ebewaka. In practice, it is a “paper DPS trap” that restricts fluid hybrid gameplay. I propose reworking this node to instead state: “Every consecutive basic skill strike hits 3 times.”
Here is why this change would instantly fix the scaling bottlenecks for basic-attack hybrids without breaking the meta:
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Basic Skills Scaled via Mechanics > Skill Ranks: Basic skills (like Rock Splitter and Thunderspike) have incredibly low flat damage scaling per skill level. Going from Rank 15 to Rank 20 provides minimal additive value. True mechanical multi-hits will always out-scale a slight numerical increase to a single hit’s tooltip.
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Removing the Clunky “Consecutive Cast” Restriction: The current node strictly requires consecutive casts of the same basic skill. If you play actively—weaving in a defensive Gorilla barrier or an Eagle mobility skill between roundhouse kicks—you break the chain and lose the buff. Changing it to trigger flatly on strikes rewards a fluid rotation instead of rigid, single-button spamming.
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Unlocking the On-Hit Engine: Tripling the native basic impacts acts as a utility multiplier. It wouldn’t just add flat damage; it would allow hybrid players to scale via Lucky Hit procs, maximize Gorilla barrier generation for high-tier survival, and properly cascade Eagle lightning triggers.
The Spiritborn was advertised as a highly flexible, multi-Guardian class, but the current Paragon nodes force players into strict, single-animal buckets. Reworking Prodigy’s Tempo into a mechanical multi-hit engine would finally bridge the gap and make creative hybrid setups viable for Torment 10 and beyond.
Thanks for reading!