Let´s hope devs listen to ChatGPT ![:slight_smile: :slight_smile:](https://d3dahzu2lsl1uh.cloudfront.net/en/d2r/images/emoji/twitter/slight_smile.png?v=12)
Back to business.
I´ve been playing my first light sorc and finished NM. After playing a Leaf at lvl 19 I switched to Razorswitch at lvl28 and played it far until lvl 58 (rest of the gear was a Viper, Lore, random FCR rings and amy, Nats boots and some random belt and gloves). And it has been actually quite ok! The huge life and mana in combination with the res offeres a good package in terms of QoL. Biggest boost compared to Leaf is the FCR. So I really think that it would be ok or even almost good with the proposed changes. But still a 1-H Spirit sword offeres so much at lvl 25 in combination with the low and easy accessabily that there is little point to stick to a Razorswitch (at lvl 58 I switch to a spirit and later to an Occy with a Lidles).
So taking about RW I think we should discuss nerfing the three OP RW slightly (better then buff the uniques more then now proposed).
1) Spirit: Would not change it completely. Maybe lowering the +2 skills to only +1 and lift the lvl requirement from 25 to 35. For Sorcs this would give an incentive to use some of the unique alternatives (with our proposed changes), but still doesn´t change Spirit a lot. For a shield you still would need to reach the strength for a Monarch. And as a Pally you have plenty alternatives this early on.
2) Enigma: This RW is for the most chars the best armor. Period. It should remain so (with alternatives provided by change some of the uniques as proposed - Tyrael, Arcain etc.). I would still change the +2 skills to +1 skills. The armor would be still OP (even for the high price) but would easily opens up some alternatives. COH would be more appealing now (would remain +2 skill here in combination with the huge @res). Still cost/performance would be really good, especially with teleport as an O-skill.
3) Grief: Although melee has an overall disadvantage but we would need to fix this with the proposed changes to melee with the base dmg and they should work on the several skills of melee chars. So I would reduce the flat dmg by (lets say) 50. And make it shown at the char stats. To The Grandfather, The Cranium Basher and Executioner’s Justice, please enter the room now ![:slight_smile: :slight_smile:](https://d3dahzu2lsl1uh.cloudfront.net/en/d2r/images/emoji/twitter/slight_smile.png?v=12)
Other then that I would buff the class specific armors a little bit (given the fact that they are really affordable).
On my light sorc a run an Act 1 cold Rouge with Peace. Not great, not absolutely terrible. But I would adjust all of the +2 skill class specific armors (except maybe Treachery - but maybe a tiny bit as well).
What do you think about the following?
A) Peace (Shael, Thul, Amn at lvl 26):
4% Chance To Cast Level 5 Slow Missiles When Struck
2% Chance To Cast level 15 Valkyrie On Striking
+2 To Amazon Skill Levels
+20% Faster Hit Recovery
+2 To Critical Strike
Cold Resist +30%
Attacker Takes Damage of 14
Proposed changes:
- Add +10 IAS
- Add +2-4% Life Leech
This would help make it viable for Act 1 Mercs. IAS would be nice, LL would make it viable. Skin of the Flayed One would offer more LL and more defensive goodies with @res, life, ED and ATD.
B) Myth (Hel, AMN, Nef at lvl 32):
3% Chance To Cast Level 1 Howl When Struck
10% Chance To Cast Level 1 Taunt On Striking
+2 To Barbarian Skill Levels
+30 Defense Vs. Missile
Replenish Life +10
Attacker Takes Damage of 14
Requirements -15%
Arguably the worst RW out of all with only lvl 1 procs.
Proposed changes:
- Change lvl 1 Howl to lvl 5 (increasing range and duration)
- Changing 10% chance to cast lvl 1 Taunt on striking to lvl 10 Taunt (10% to proc is ok, but lvl 10 would bring the enemies AR and dmg taken from 5% to 23% what would benefit a melee barb in mid game greatly)
- Optional: Increase Replenish Life from +10 to +25
- Optional2: Add lvl 3 Iron Skin (Barb only) for +50% Defense
C) Principle (Ral, Gul, Eld at lvl 53):
100% Chance To Cast Level 5 Holy Bolt On Striking
+2 To Paladin Skill Levels
+50% Damage to Undead
+100-150 To Life
15% Slower Stamina Drain
+5% To Maximum Poison Resist
Fire Resist +30%
Already not an early armor, but I have never seen it been used. A Guardian Angel would be the obvious competition. So it should get a different taste…
Proposed changes:
- Add 5% Mana Leech
- Change 100% Chance To Cast Level 5 Holy Bolt On Striking to lvl 15 Holy Bolt
- Add 15% Change to Cast lvl 3 Conversion on striking (32% chance to convert)
Would make it an more interesting mid lvl armor. But certainly not used in late game (what would be ok, but justifies the Gul you need so spend).
D) Bone (Sol, Um, Um, at level 47):
15% Chance To Cast level 10 Bone Armor When Struck
15% Chance To Cast level 10 Bone Spear On Striking
+2 To Necromancer Skill Levels
+100-150 To Mana
All Resistances +30
Damage Reduced By 7
Not sure what to do here. The double Um hurts a lot, but the RW is actually not terrible. But haven´t seen it being used a lot as well. I guess an Viper is easy to obtain to use that instead.
I would try to place it as an alternative to Viper and Que-Hegan’s Wisdom (with the mana focus proposed change we made on this).
Proposed changes:
- Change Lvl 10 Bone Armor when struck to lvl 20
- Change Lvl 10 Bone Spear on striking to lvl 20
- Add Lvl 3 Summon Resist (+39% @res, would save you 2 skill points if you not need Golem Mastery anyways)
- Add 10% Faster Caste Rate (less then Que-Hegan’s 20% and Vipers 30%)
E) Enlightenment (Pul, Ral, Sol at lvl 45):
5% Chance To Cast Level 15 Blaze When Struck
5% Chance To Cast level 15 Fire Ball On Striking
+2 To Sorceress Skill Levels
+1 To Warmth
+30% Enhanced Defense
Fire Resist +30%
Damage Reduced By 7
Proposed changes:
- Change Lvl 15 Blaze when struck to lvl 20 (+20 FRW for 16 seconds to +30 FRW for 17 sec and fire dmg from 33X to 510 with that)
- Change 5% Chance To Cast level 15 Fire Ball On Striking to Cast lvl 15 Hydra when struck (when striking on a sorc armor seems strange, Hydra instead of on Fire Ball would be really usefull imho)
- Change lvl 1 Warmth to lvl 3 (+30 to 54% mana regen)
- Add 10% Faster Caste Rate (less then Que-Hegan’s 20% and Vipers 30%)
FRC the same way then the Necro armor. Not super great, but with Blaze and Hydra a nice budget option imho.
F) Treachery (Shael, Thul, Lem at lvl 43)
5% Chance To Cast Level 15 Fade When Struck
25% Chance To Cast level 15 Venom On Striking
+2 To Assassin Skill Levels
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold From Monsters
It has it´s uses an mercs, would not change anything what would affected this (in a good or bad way), but we might make it a little bit more appealing to wear it on your average mid level Sin?
Any suggestions? Adding some mana maybe? Lets say +50 or +75?
G) Rain (Ort, Mal, Ith at levl 49).
5% Chance To Cast Level 15 Cyclone Armor When Struck
5% Chance To Cast Level 15 Twister On Striking
+2 To Druid skill levels
+100-150 To Mana
Lightning Resist +30%
Magic Damage Reduced By 7
15% Damage Taken Goes to Mana
Also not used widely. I would try to make it a poor mans COH with some res?
Proposed changes:
- Adding +15% @res (Lightning would be +45% in this case)
- Adding +15% FRW (you would skip teleport but would gain some mobility with your +20-+40 FRW boots). Would mean approx +30% faster running speed with a +40% Aldurs (1.86 yards per second to 2.4 yards at 55% FRW).
- Change the 5% Chance To Cast Level 15 Twister (approx 70 dmg) On Striking to something more usefull. How about lvl 10 Tornado (520-566 dmg) but when struck?
What yould you agree on and what would you change and why?