Continuing on the staff mods discussion, again I don’t think the solution is to add random Staff Mods, but to grant the equivalent in specific mods. And it effects more than just the Class Sets. Consider Arcanna’s Tricks and Cathan’s Traps, or Infernal Tools and Sander’s Folly:
Arcanna’s Tricks:
Since Cathan’s Traps are clearly targeted at a Fire Sorceress, Arcanna’s Tricks should be pointed at a non-Fire Sorceress. At Lvl 15, it’s probably okay to go as far as Staff Mods granting lvl 18 Spells, so you can get spells 3 levels early. I’d suggest 1 utility skill, and 2 damage skills (one each lightning or cold). Arcanna’s Tricks has a lot of Mana regeneration on it, so more Mana intensive spells are possible, or just having a significantly faster cast rate. At lvl 15 we ought to be looking for this set to handle the rest of Normal, and somewhat into Nightmare.
1: Add +3 to Shiver Armor (Sorceress Only) to Arcanna’s Deathwand (the staff).
2: Add +3 to Glacial Spike (Sorceress Only) to Arcanna’s Deathwand.
3: Add +3 to Charged Bolt (Sorceress Only) to Arcanna’s Deathwand. (Alternative could be Nova, but most lvl 15 Lightning Sorceress will still be using Charged Bolt).
4: Replace the 25% Deadly Strike on Arcanna’s Deathwand with 25% Faster Cast. (This a Caster Set, you should not be whacking stuff).
5: Add +3 Teleport (Sorceress Only) to Arcanna’s Head (the helm).
6: Increase the partial set bonus for three items on Arcanna’s Head from 15% Lightning Resistance to 30%.
7: Increase the partial set bonus for three items on Arcanna’s Sign (the amulet) from 20% Fire Resistance to 30%.
8: Add +5 Strength to Arcanna’s Sign.
9: Add -50% Requirements to Arcanna’s Flesh (the body armor). (Cathan’s traps has this at lvl 11, Arcanna’s ought to have it too).
10: Add +30% Poison and +30% Cold Resistance to Arcanna’s Flesh.
11: Replace the 5% Mana Steal on the Set bonus with +5 Mana per kill.
The additional Resistances are needed to make this set semi viable into early Nightmare. (Note that even after this buff Arcanna’s is still 50% lower resistances than what Cathan’s Traps grants. You get better skills and more Faster Cast, so it’s probably worth it.) You get access to Teleport three levels early, Glacial Spike and Shiver Armor without having to spend prerequisite points, this is probably a decent choice for a Charged Bolt Sorceress finishing Normal and starting Nightmare.
Cathan’s Traps
Cathan’s Traps grants +1 to Fire Skills, so it should be targeted not only at a Fire Sorceress, but also potentially a Fire Druid, or even a Fire Trap Assassin (mainly because it fits the name of the set). Because of that I think O-skills instead of Class Only Skills are the way to go. Since it’s a Level 11 set I think we should avoid any skills higher than lvl 12. And that means it’s not going to be overpowered to grant these O-skills. Powerwise we should be looking to make this work through Normal and part of Nightmare (though with the understanding that Fire Immunes are probably going to need to be dealt with some other way).
1: Add +3 to Blaze to Cathan’s Rule (the staff).
2: Add +3 to Warmth to Cathan’s Rule.
3: Add +3 to Fireball to Cathan’s Rule.
4: Replace +10 to Maximum Fire Damage on Cathan’s Rule with -10% Enemy Fire Resistance (This is for Casters, you are not whacking stuff with this set).
5: Add a partial set bonus for four items to Cathan’s Rule of 10% Faster Cast.
6: Add a partial set bonus for three items to Cathan’s Visage (the helm) of +3 to Fissure.
7: Add a partial set bonus for four items to Cathan’s Visage of +3 to Cyclone armor.
8: Replace the partial set bonus for two items on Cathan’s Sigil (the amulet) with +3 to Fire Blast. (You don’t need AR since you should not be hitting stuff)
9: Add a partial set bonus for four items to Cathan’s Sigil of +3 to Shock Web. (The token non-Fire Damage).
10: Replace the 6% Life Steal on Cathan’s Seal (the ring) with +5 to Life per a kill. (Caster set, you are not hitting things).
11: Add a partial set bonus for three items to Cathan’s Seal of 10% Faster Cast. (Get us to 30% Faster Cast, a breakpoint for a Druid).
12: Add a partial set bonus for four items to Cathan’s Seal of +3 to Wake of Fire.
13: Add a partial set bonus for four items to Cathan’s Mesh (the Body Armor) of +25% Poison Resistance.
14: Replace the Set bonus of Add 15-20 Fire Damage with +20% to Fire Skill Damage. (Again, this a Caster set, you do damage with spells).
15: Replace the Set bonus of +60 to Attack Rating with 30% Faster Attack Speed (helps with the Assassin Traps).
With this the set should be useful for Fire Sorceresses, Fire Druids, and to a lesser extent Fire Trap Assassins. However, once you get halfway through nightmare, you start having better options (even a Lore Druid Pelt is better for the Fire Druid, not to mention Flickering Flame). Tal Rasha’s set is significantly better for a Fire Sorceress than this. 20% to Fire Skill Damage sounds like a lot, but 3 points in Fire Mastery surpasses it, and you lose too many important slots for a Druid or a Trap Assassin to make use of it past early Nightmare. I suppose a Fire Sorceress might use this all the way through Nightmare, but Hell difficulty it’s not really viable. Blaze and Warmth are useful as utility skills, but not really for damage if you aren’t a Sorceress. Fireball, Fissure, and Wake of Fire all have the same issue of dropping off in damage without synergies. So it’s a fun way for a Druid or Sorceress to have access to other character’s Fire spells in early game play, but nothing game breaking later on.
Infernal Tools:
Why… why does a set with a wand, have things like 20% Open Wounds, massive Attack Rating, plus to min damage, etc. You should not be hitting things with a wand! If you are using wand, then you are committed to being a caster, and the bonuses should reflect that. Since this is a level 5 set it shouldn’t have skills above level 6. We should probably seek to make it useful through Normal, but not really into Nightmare. That’s means some extra flexibility in the set so while best for a Necromancer, it should also be useful to any caster int he early game. That probably means faster cast, and maybe O-skills but not much in the way of resistances.
1: Add +3 to Dim Vision to Infernal Torch (the wand). (Fits the item name and is useful to low level casters to keep mobs from overwhelming you).
2: Add +3 to Clay Golem to Infernal Torch.
3: Add +3 to Teeth to Infernal Torch.
4: Replace +8 to Minimum Damage on the Infernal Torch with 10% Faster Cast Rate.
5: Replace the two part partial set bonus on the Infernal Torch with 20% Faster Cast Rate.
6: Replace the two part partial set bonus on the Infernal Cranium (the helm) with 15% Faster Cast Rate.
7: Remove the three part partial set bonus on the Infernal Sign (the belt). (It grants half freeze length, but the whole set grants Cannot be Frozen and is only 3 pieces!)
8: Replace +20 to Life on the Infernal Sign with -50% Requirements. (You need this if you expect people to wear this at lvl 5).
9: Replace the two part partial set bonus on the Infernal Sign with +20 to Life
10: Replace the 20% Attack Bonus and 20% Open Wounds on the Set bonus with 30% Faster Cast.
11: Replace the +8 Poison Damage, and the 6% Mana Steal on the Set bonus with +5 Mana per a kill.
There, that’s 75% Faster Cast which is a lot, but a very important break point for a Necromancer, and it doesn’t really have anything else besides the Necromancer skill points. So most casters can make good use of this through normal, but once in Nightmare are probably better off with plus skill items for their class. A necromancer I suppose might continue using this, but a White wand is so much better for a Bone Necromancer, and even a Poison Necromancer who might like the Faster Cast is going to be hurting for resistances if they keep using this set.
Sander’s Folly:
No wonder this is called Sander’s Folly, he’s trying to use a wand as a weapon to hit things with. Seriously, large amounts of added cold damage on the wand, increased attack speed on the gloves, life and mana steal. Why, why, why?
Okay, so I think there are two directions this can go. One is to keep the cold damage flavor that seems to be a big part of this set. Instead of trying to make a wand function in melee, it will be through O-skill Cold Skills. (Similar to Fire Skills from Trangs). The second direction is to make it Necromancer skills only, a set aimed at a Support Necro I guess? Since White wands cover Bone Necros, and Trangs already supports Poison Necros, that seems to be about the only space left. Gloves are level 28, so I guess even level 30 skills are fine to grant. This set should last all the way through Nightmare, so improved resistances need to be added.
Option 1: Elemental Necro
1: Add +3 to Decrepify (Necromancer Only) to Sander’s Superstition (the wand).
2: Add +3 to Fire Golem (Necromancer Only) to Sander’s Superstition.
3: Add +3 to Lower Resist (Necromancer Only) to Sander’s Superstition.
4: Replace Add 25 to 75 Cold Damage on Sander’s Superstition with +6 to Glacial Spike.
5: Replace 8% Mana Steal on Sander’s Superstition with +10 Mana per a Kill.
6: Add a two piece partial set bonus to Sander’s Superstition of +6 to Hurricane.
7: Add a three piece partial set bonus to Sander’s Superstition of +6 to Warmth.
8: Replace Attacker Takes Damage of 8 on Sander’s Paragon (the helm) with 20% Faster Hit Recovery.
9: Add a two piece partial set bonus to Sander’s Paragon of +30% All Resistances
10: Add a three piece partial set bonus to Sander’s Paragon of +3 to Chilling Armor.
11: Add a two piece partial set bonus to Sander’s Riprap (the boots) of +30% All Resistances
12: Add a three piece partial set bonus to Sander’s Riprap of 10% Faster Cast.
13: Replace the 20% Increased Attack Speed on Sander’s Taboo (the gloves) with 20% Faster Cast. (I know some people use these for the IAS, but this is a caster set, it really needs to be Faster Cast instead. I’m sorry you’ll have to use other IAS glove options).
14: Replace the Add Poison Damage on Sander’s Taboo with +1 Cold Skills. (This probably makes these gloves best in slot for a Cold Sorceress, but that’s more to do with the lack of good caster gloves than with them being overpowered, they’re equivalent to Magefist which is a lower level item).
15: Add a two piece partial set bonus to Sander’s Taboo of +30% All Resistances
16: Add a three piece partial set bonus to Sander’s Taboo of +3 to Cold Mastery.
17: Replace the +75 Attack Rating on the set bonus with 10% Increased Cold Skill Damage
18: Replace the 4% Life Steal on the set bonus with +2 Life per Kill
This set should probably be enough to get through Nightmare Difficulty for a Necromancer, but once you get to Hell you start running into problems without synergies, and your resistances aren’t as great. It’s also a pretty good set for a Cold Sorceress too but you’re probably better off with an Orb that gives +3 to Blizzard, and remember O-skills are capped at +3 for native skill users, so that means a Sorceress only gets +3 to Glacial Spike and Warmth. I’m sure a Cold Sorceress would love the gloves, and maybe the three piece partial set bonus for a while. But for everything except the gloves, there is a better choice for the Sorceress. Tal Rasha’s set beats this for a Cold Sorceress. A Wind Druid might like this for a while too, but again there are better choices. I think this pretty much gets replaced after Nightmare. I kind of like it as a quirky set.
Option 2: Support Necro
1: Add +3 to Decrepify (Necromancer Only) to Sander’s Superstition (the wand).
2: Add +3 to Bone Prison (Necromancer Only) to Sander’s Superstition.
3: Add +3 to Iron Golem (Necromancer Only) to Sander’s Superstition.
4: Replace Add 25 to 75 Cold Damage on Sander’s Superstition with 20% chance to cast Level 1 Poison Nova on Killing an Enemy.
5: Replace 8% Mana Steal on Sander’s Superstition with +10 Mana per a Kill.
6: Add a two piece partial set bonus to Sander’s Superstition of +3 to Summon Resist.
7: Add a three piece partial set bonus to Sander’s Superstition of +3 to Lower Resist.
8: Replace Attacker Takes Damage of 8 on Sander’s Paragon (the helm) with 20% Faster Hit Recovery.
9: Add a two piece partial set bonus to Sander’s Paragon of +30% All Resistances
10: Add a three piece partial set bonus to Sander’s Paragon of +3 to Bone Armor (Necromancer Only).
11: Add a two piece partial set bonus to Sander’s Riprap (the boots) of +30% All Resistances
12: Add a three piece partial set bonus to Sander’s Riprap of 10% Faster Cast.
13: Replace the 20% Increased Attack Speed on Sander’s Taboo (the gloves) with 20% Faster Cast.
14: Replace the Add Poison Damage on Sander’s Taboo with +1 to Summoning Spells.
15: Add a two piece partial set bonus to Sander’s Taboo of +30% All Resistances
16: Add a three piece partial set bonus to Sander’s Taboo of +3 to Golem Mastery (Necromancer Only).
17: Replace the +75 Attack Rating on the set bonus with +3 to Revive (necromancer Only).
18: Replace the 4% Life Steal on the set bonus with +2 Life per Kill
Probably can be used by a Summoning Necromancer through Nightmare. Feels rather boring though. I don’t know, the other option felt a lot cooler.