Community Feedback for Improving Itemization

It’s also a fairly low Enchant level , too. What about a 5% chance to cast level 20 enchant?

This is an item BORN to give -enemy poison resist.

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Venaliter with your help, here’s the first attempt at improving these items. For Lava Gout, giving it higher proc chance for enchant will make it more consistent and Radament’s Sphere would benefit from -enemy poison resist as you mentioned…

Lava Gout

Lava Gout
Battle Gauntlets
Defense: 120-144
Required Level: 42
Required Strength: 88
Durability: 38
+150-200% Enhanced Defense
2% To Cast Level 10 Enchant On Striking
Half Freeze Duration
Adds 13-46 Fire Damage
+20% Increased Attack Speed
Fire Resist +24%

  • Proposed Buffs:
    • Change Enchant Level from 10 to 15
    • Change Enchant Cast from 2% to 10%
    • Change Fire Damage from 13-46 to 26-92
Radament's Sphere

Radament’s Sphere
Ancient Shield
Defense: 244-282
Required Level: 50
Required Strength: 110
Durability: 100
+160-200% Enhanced Defense
+20% Increased Chance to Block
+20% Faster Block Rate
5% To Cast Level 5 Poison Nova When Struck
Level 6 Poison Explosion (40 Charges)
Poison Resist +75%
+80 Poison Damage Over 4 Seconds

  • Proposed Buffs:
    • Add +6-12 To Poison Explosion
    • Add -10-15% to Enemy Poison Resist
    • Remove Level 6 Poison Explosion (40 Charges)
    • Change Poison Nova Level from 5 to 15 When Struck

I also looked at Snowclash to make it a more versatile belt for all classes. Made Blizzard, Glacial Spike, and Chilling Armor all o-skills…

Snowclash

Snowclash
Battle Belt
Defense: 98-116
Required Level: 42
Required Strength: 88
Durability: 18
+130-170% Enhanced Defense
5% To Cast Level 7-19 Blizzard When Struck
+15 Cold Absorb
15% To Maximum Cold Resist
Adds 13-21 Cold Damage (3 sec. Duration)
+2 To Chilling Armor (Sorceress Only)
+2 To Blizzard (Sorceress Only)
+3 To Glacial Spike (Sorceress Only)

  • Proposed Buffs:
    • Add +1-3 To Blizzard
    • Add +2-4 To Glacial Spike
    • Add +3-6 To Chilling Armor
    • Remove Sorceress Only Skills
    • Change Blizzard Level from 7-19 to 15-25 When Struck
    • Change +15 Cold Absorb to +30-45% Cold Resist

Lastly, a fun idea to make Crown of Thieves a unique helm is to add ability to not require keys to open locked chests. Also added MF…

Crown of Thieves

Crown of Thieves
Grand Crown
Defense: 296-342
Required Level: 49
Required Strength: 103
Durability: 50
+160-200% Enhanced Defense
9-12% Life Stolen Per Hit
Fire Resist +33%
+35 To Mana
+50 To Life
+25 To Dexterity
80-100% Extra Gold From Monsters

  • Proposed Buffs:
    • Do Not Require Keys To Open Locked Chests
    • Add 40-50% Better Chance of Getting Magic Items

Rather similar to the changes I suggested up thread. Though you give +1 more to Bone skills, compared to mine which keeps the +2 to Necromancer Skills.

Oooh, I kind of like that.

You need to be a bit more specific about what that means. Full damage dealt in a radius of X? Half damage to X number of monsters within Y range of target?

When you say “Remove Sorceress Only Skills” you mean to make them O-skills right? Because the way it’s phrased it could mean removing the +Skills entirely. Frankly I think the only thing really needed is to make the skills O-skills. Lots of classes would love to make use of Chilling Armor and Glacial Spike. Bowazon is the first that comes to mind.

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Agreed with your thoughts, and changed so Blizzard, Glacial Spike, and Chilling Armor on Snowclash are all o-skills…

Snowclash

Snowclash
Battle Belt
Defense: 98-116
Required Level: 42
Required Strength: 88
Durability: 18
+130-170% Enhanced Defense
5% To Cast Level 7-19 Blizzard When Struck
+15 Cold Absorb
15% To Maximum Cold Resist
Adds 13-21 Cold Damage (3 sec. Duration)
+2 To Chilling Armor (Sorceress Only)
+2 To Blizzard (Sorceress Only)
+3 To Glacial Spike (Sorceress Only)

  • Proposed Buffs:
    • Add +1-3 To Blizzard
    • Add +2-4 To Glacial Spike
    • Add +3-6 To Chilling Armor
    • Remove Sorceress Only Skills
    • Change Blizzard Level from 7-19 to 15-25 When Struck
    • Change +15 Cold Absorb to +30-45% Cold Resist

I would imagine this would have to be left up by the developers to determine the best way to add melee splash damage as a bonus to Steelrend Ogre Gauntlets. I would be leaning to half damage to all monsters within a radius of target monster, but not sure what would be appropiate.


Here are a few more fun ideas for uniques. For Spellsteel, why not simply triple the number of charges as follows…

Spellsteel

Spellsteel
Bearded Axe
Two-Hand Damage: 55 To 129
Required Level: 39
Required Strength: 37
Durability: 35
Axe Class – Normal Attack Speed
+165% Enhanced Damage
10% Faster Cast Rate
Requirements -60%
Regenerate Mana 25%
+100 To Mana
Level 12 Firestorm (60 Charges)
Level 10 Holy Bolt (100 Charges)
Level 3 Decrepify (30 Charges)
Level 1 Teleport (20 Charges)
Magic Damage Reduced By 12-15

  • Proposed Buffs:
    • Triple number of charges as follows:
    • Level 12 Firestorm (180 Charges)
    • Level 10 Holy Bolt (300 Charges)
    • Level 3 Decrepify (90 Charges)
    • Level 1 Teleport (60 Charges)

For Plague Bearer, they should remove druid only from Rabies to open up for other classes while improving Poison Nova on striking…

Plague Bearer

Plague Bearer
Rune Sword
One-Hand Damage: 35 To 150
Required Level: 41
Required Strength: 103
Required Dexterity: 79
Durability: 44
Sword Class - Fast Attack Speed
150% Enhanced Damage
Adds 10-45 Damage
+300 Poison Damage Over 8 Seconds
5% To Cast Level 4 Poison Nova On Striking
Poison Resist +45%
+5 To Rabies (Druid Only)

  • Proposed Buffs:
    • Change +5 To Rabies (Druid Only) to +5 To Rabies
    • Change Poison Nova Level from 4 to 10 and Poison Nova Cast from 5% to 15%

For Moonfall, pretty straightforward and improve fire damage and meteor on striking…

Moonfall

Moonfall
Jagged Star
One-Hand Damage: (54-60) To (83-92)
Required Level: 42
Required Strength: 74
Durability: 72
Mace Class – Normal Attack Speed
+120-150% Enhanced Damage
Adds 10-15 Damage
+50% Damage to Undead
Adds 55-115 Fire Damage
5% To Cast Level 6 Meteor On Striking
Level 11 Meteor (60 Charges)
Magic Damage Reduced By 9-12
+2 To Light Radius

  • Proposed Buffs:
    • Change Fire Damage from 55-115 to 95-155
    • Change Meteor Level from 6 to 20 and Meteor Cast from 5% to 15%
    • Remove Level 11 Meteor (60 Charges)

For Infernostride, it would be much more fun to just make Blaze an o-skill as opposed to proc when struck…

Infernostride

Infernostride
Demonhide Boots
Defense: 94-105
Durability: 12
Required Strength: 20
Required Level: 29
5% To Cast Level 8 Blaze When Struck
+20% Faster Run/Walk
Adds 12-33 Fire Damage
+120-150% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
40-70% Extra Gold from Monsters
+2 to Light Radius

  • Proposed Buffs:
    • Add 8-12 To Blaze
    • Remove 5% To Cast Level 8 Blaze When Struck
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Well, this would only be usable by a barbarian using Wolfshowl (since Rabies require Werewolf form). But I think that is still an important improvement, and makes it have a purpose.

That would certainly work. Although I remember once reading some suggestions for the skill that included adding +3 Werewolf and +3 Lycanthropy as O-Skills, which might be interesting.

Infernostride isn’t that bad, if only the chance to cast was 25% or something. Level 8 Blaze is 16% Faster Run/Walk, which is nice and useful. The problem is that the Blaze duration is only 13 seconds, and you shouldn’t be hit twice a second (which is about what you’d need to have regular access to Blaze at a 5% Chance to Cast). Alternatively increase the spell level to 18 which would give 36% Faster Run/Walk and last for 17 seconds, it wouldn’t always be active but the bonus to run walk would be substantial when it does hit.

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That is a really cool idea to add +3 Werewolf and +3 Lycanthropy as o-skills to Moonfall and very fitting for the name. Updated below.

Moonfall

Moonfall
Jagged Star
One-Hand Damage: (54-60) To (83-92)
Required Level: 42
Required Strength: 74
Durability: 72
Mace Class – Normal Attack Speed
+120-150% Enhanced Damage
Adds 10-15 Damage
+50% Damage to Undead
Adds 55-115 Fire Damage
5% To Cast Level 6 Meteor On Striking
Level 11 Meteor (60 Charges)
Magic Damage Reduced By 9-12
+2 To Light Radius

  • Proposed Buffs:
    • Add +3 Werewolf
    • Add +3 Lycanthropy
    • Remove Level 11 Meteor (60 Charges)
    • Change Meteor Level from 6 to 20 and Meteor Cast from 5% to 15%

As you mentioned, I updated by increasing Blaze level and chance to proc to be more useful. Updated below.

Infernostride

Infernostride
Demonhide Boots
Defense: 94-105
Durability: 12
Required Strength: 20
Required Level: 29
5% To Cast Level 8 Blaze When Struck
+20% Faster Run/Walk
Adds 12-33 Fire Damage
+120-150% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
40-70% Extra Gold from Monsters
+2 to Light Radius

  • Proposed Buffs:
    • Change Blaze Level from 8 to 18 and Blaze Cast from 5% to 15%

Another fun idea is to change Sureshrill Frost to behave like a weaker version of the Rift Runeword by having Frozen Orb on striking…

Sureshrill Frost

Sureshrill Frost
Flanged Mace
One-Hand Damage: (42-47) To (67-74)
Required Level: 39
Required Strength: 61
Durability: 60
Mace Class - Normal Attack Speed
+150-180% Enhanced Damage
Adds 5-10 Damage
+50% Damage to Undead
Adds 63-112 Cold Damage, 5 sec. Cold Duration
Freezes Target +3
Level 9 Frozen Orb (50 Charges)
Cannot Be Frozen

  • Proposed Buffs:
    • Add 15% Chance To Cast Level 15 Frozen Orb On Striking
    • Remove Level 9 Frozen Orb (50 Charges)

Sureshill probably needs to be re-focused a little more. I’d suggest +% cold damage, or +3 cold skills, and chance to cast Frozen Orb on Striking.

You have an item that has a cool effect that won’t really do any damage or see any use as you have it. Level 9 frozen orb is like…150 damage every so often, randomly. Trivial. It might even be better to have +2 cold skills, +15% cold skill damage, and Cast to cast Frozen orb to really double down on it’s fantasy.

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I love lots of the changes I think the only thing I’d add is more high level unique shields should come with sockets to let them shine over a runeword.

I like the idea of the Blackoak Shield Luna, and yes it should have cannot be frozen. Also if it had a roll of 1-2 socket it would make for an intersting shield. I’d be interested in some other “ok/meh” items just getting a few sockets as their bonus of being unique. It’s odd how some Blues rely sole on this for their value.

Not sure if you cover this somewhere but I also would love the ability to destroy a legendary to take it’s look / appearance and add it to a different set of gear. This would help many legendaries have a niche just because they look good.
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Alma Negra as well it either needs some native resist or sockets, it competes with HOZ that already has the resists so it needs something else to stand out.

One other issue for items that compete with Spirit is the the big mana bonus. I would love for Hand of Blessed Light/The Redeemer to be more competitive with Spirit and HOTO. The mana and FCR give runewords more general gear flexability and to me makes them the best choice still.

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I guess adding 1-2 OS could be done for both Blackoak Shield and Alma Negra, sounds like this could add some interesting options…

Blackoak Shield

Blackoak Shield
Luna
Defense: 322-372
Required Level: 61
Required Strength: 100
Durability: 129
+160-200% Enhanced Defense
+0-61 Absorb Cold Damage
+1-123 To Life
+0-49 To Dexterity
+50% Faster Block Rate
+4% To Cast Level 5 Weaken When Struck
Half Freeze Duration

  • Proposed Buffs:
    • Add 1-2 Open Sockets
    • Add Cold Resist +40-60%
    • Change Half Freeze Duration to Cannot Be Frozen
Alma Negra

Alma Negra
Sacred Rondache
Defense: 461-511
Required Level: 77
Required Strength: 109
Chance To Block: 78%
Smite Damage: 35 To 58
Durability: 68
(Paladin Only)
+180-210% Enhanced Defense
+1-2 To Paladin Skill Levels
20% Increased Chance of Block
30% Faster Block Rate
+40-75% Enhanced Damage
40-75% Bonus to Attack Rating
Magic Damage Reduced By 5-9

  • Proposed Buffs:
    • Add 1-2 Open Sockets
    • Add +20% Chance of Deadly Strike

In terms of adding more value to The Redeemer, I wonder what people think about adding +2-4 To Sanctuary (Paladin Only)?

Remember that this is level 39. It’s supposed to be a mid-level weapon.

That said it helps to think of who could make use of it. The few I could see making use of it would be: An Enchant Sorceress, an Elemental Zealot, maybe a Frenzy Barbarian, maybe a Fire Claws Druid.

The Enchant Sorceress would basically be using it for the Frozen Orb procs to complement the fire damage from enchant. Being a Sorceress, they would also have Cold Mastery. An Elemental Zealot would be using it for the Frozen Orb procs, so probably a Holy Fire or Holy Shock Zealot. Similarly, the Fire Druid would also be using it for the Frozen Orb damage to provide some cold damage and AofE.

Looking at all of those the most important part would be to make the Frozen Orb level and chance to cast high enough to be useful. However, Frozen Orb can only reach level 10 at level 39, so having a higher level than that would arguably make the mace better than native Frozen Orb on a Sorceress.

So, I would probably make it something like 20% chance to cast level 10 Frozen Orb.

+Cold Skills helps hardly any, only really helping the Druid use case by adding + skills to Hurricane. Which makes me think that adding an +1 Hurricane O-skill would be more useful. It would help all the potential character builds that might use the weapon, not for damage from Hurricane, but rather the chill effect which would support a Frenzy Barbarian and an Enchant Sorceress quite well.

+X% Cold Skill damage is a more useful trait, making it potentially useful for a Cold Sorceress as well as the melee use cases by increasing the damage of Frozen Orb. It has to be chosen carefully though, because it should not be more powerful than the +Skill on an Orb or Heart of the Oak. That would make it a caster weapon, and I think we want it to be a lesser alternative for a caster not best in slot for a Cold Sorceress.

With full synergies, a +1 Skill point in Blizzard increases damage by 60 points. So a +3 Blizzard rare Orb would be +180 damage. +10% Cold Skill damage would be ~220 additional Blizzard Damage. That suggests that +15% Cold Skill Damage is far too powerful, +10% Cold Skill damage might be okay considering that Orbs can have other benefits, but I’d say +5% Cold Skill Damage is more than enough to bump the Frozen Orb damage and make it a plausible weapon for a Frost Zealot, while leaving it as inferior to Orbs for a Cold Sorceress. Maybe split the difference and make it +8% Cold Damage, but no more than that.

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Sackett, solid writeup and agree with all your points. Here is the updated version with +1 to hurricane as o-skill, +5% cold damage, and fixed FO proc. This weapon would be solid for frenzy barb or frost zealot…

Sureshrill Frost
Flanged Mace
One-Hand Damage: (42-47) To (67-74)
Required Level: 39
Required Strength: 61
Durability: 60
Mace Class - Normal Attack Speed
+150-180% Enhanced Damage
Adds 5-10 Damage
+50% Damage to Undead
Adds 63-112 Cold Damage, 5 sec. Cold Duration
Freezes Target +3
Level 9 Frozen Orb (50 Charges)
Cannot Be Frozen

  • Proposed Buffs:
    • Add +1 To Hurricane
    • Add +5% To Cold Skill Damage
    • Add 20% Chance To Cast Level 10 Frozen Orb On Striking
    • Remove Level 9 Frozen Orb (50 Charges)
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This isn’t strong enough to see any use. +2 cold 8% cold damage I think is strong enough. You’re utilizing too many o-skills. No only do unique items have to be unique from rares, they have to be unique from each other.

They are different O-skills though. And Sureshrill Frost and Moonfall seem to be obvious Cold/Fire counterparts. Also, how exactly is +1 Hurricane O-skill more powerful than +2 Cold Skills? Your design makes this a top piece of equipment for a Cold Sorceress, a build that already has lots of great equipment. The +1 Hurricane O-skill is much less useful for a Cold Sorceress, and mostly useful for off meta builds like an Enchant Sorceress, or Frost Zealot. A Frenzy Barb would find it very useful mid level, but it drops off in end game. The only top meta end game build I can think of that would benefit from the weapon would maybe be a Telsadin? And even then, that build has better weapon options.

Actually, it’s pretty amazing how few uniques currently have overlap. The worst one that comes to mind is Hellplague and Hexfire. Which I’d suggest ought to be differentiated by making Hellplague more combat melee focused while giving Hexfire more of a mage knight feel with some caster oriented bonuses.

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Good points I rather make them balance the game aswell and give ilvl/lootfilter and a currency stash and just for “fun” ban Sorc & Pala for S3 to see where the actual BALANCE issues are. :slight_smile:

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Templar’s Might should give:

+4 offensive aura’s
-40% requirements

Would make it the best armor for Holy Fire, cold or lightning paladins.

Maybe even give some -fire and cold, lightning enemy resistances

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Looking at exceptional versions of uniques, here is a summary of our work-in-progress:

Lava Gout

Lava Gout
Battle Gauntlets
Defense: 120-144
Required Level: 42
Required Strength: 88
Durability: 38
+150-200% Enhanced Defense
2% To Cast Level 10 Enchant On Striking
Half Freeze Duration
Adds 13-46 Fire Damage
+20% Increased Attack Speed
Fire Resist +24%

  • Proposed Buffs:
    • Change Enchant Level from 10 to 15
    • Change Enchant Cast from 2% to 10%
    • Change Fire Damage from 13-46 to 26-92
Infernostride

Infernostride
Demonhide Boots
Defense: 94-105
Durability: 12
Required Strength: 20
Required Level: 29
5% To Cast Level 8 Blaze When Struck
+20% Faster Run/Walk
Adds 12-33 Fire Damage
+120-150% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
40-70% Extra Gold from Monsters
+2 to Light Radius

  • Proposed Buffs:
    • Change Blaze Level from 8 to 18 and Blaze Cast from 5% to 15%
Snowclash

Snowclash
Battle Belt
Defense: 98-116
Required Level: 42
Required Strength: 88
Durability: 18
+130-170% Enhanced Defense
5% To Cast Level 7-19 Blizzard When Struck
+15 Cold Absorb
15% To Maximum Cold Resist
Adds 13-21 Cold Damage (3 sec. Duration)
+2 To Chilling Armor (Sorceress Only)
+2 To Blizzard (Sorceress Only)
+3 To Glacial Spike (Sorceress Only)

  • Proposed Buffs:
    • Add +1-3 To Blizzard
    • Add +2-4 To Glacial Spike
    • Add +3-6 To Chilling Armor
    • Remove Sorceress Only Skills
    • Change Blizzard Level from 7-19 to 15-25 When Struck
Spirit Forge

Spirit Forge
Linked Mail
Defense: 380-449
Required Level: 35
Required Strength: 74
Durability: 26
+120-160% Enhanced Defense
+1-123 Life (+1.25 Per Character Level)
Fire Resist +5%
Adds 20-65 Fire Damage
+15 To Strength
Socketed (2)
+4 To Light Radius

  • Proposed Buffs:
    • Add -10-15% To Enemy Fire Resist
    • Change Fire Resist from +5% to +30%
    • Change Fire Damage from 20-65 to 40-120
Radament's Sphere

Radament’s Sphere
Ancient Shield
Defense: 244-282
Required Level: 50
Required Strength: 110
Durability: 100
+160-200% Enhanced Defense
+20% Increased Chance to Block
+20% Faster Block Rate
5% To Cast Level 5 Poison Nova When Struck
Level 6 Poison Explosion (40 Charges)
Poison Resist +75%
+80 Poison Damage Over 4 Seconds

  • Proposed Buffs:
    • Add +6-12 To Poison Explosion
    • Add -10-15% to Enemy Poison Resist
    • Remove Level 6 Poison Explosion (40 Charges)
    • Change Poison Nova Level from 5 to 15 When Struck
Crown of Thieves

Crown of Thieves
Grand Crown
Defense: 296-342
Required Level: 49
Required Strength: 103
Durability: 50
+160-200% Enhanced Defense
9-12% Life Stolen Per Hit
Fire Resist +33%
+35 To Mana
+50 To Life
+25 To Dexterity
80-100% Extra Gold From Monsters

  • Proposed Buffs:
    • Do Not Require Keys To Open Locked Chests
    • Add 40-50% Better Chance of Getting Magic Items
Plague Bearer

Plague Bearer
Rune Sword
One-Hand Damage: 35 To 150
Required Level: 41
Required Strength: 103
Required Dexterity: 79
Durability: 44
Sword Class - Fast Attack Speed
150% Enhanced Damage
Adds 10-45 Damage
+300 Poison Damage Over 8 Seconds
5% To Cast Level 4 Poison Nova On Striking
Poison Resist +45%
+5 To Rabies (Druid Only)

  • Proposed Buffs:
    • Change +5 To Rabies (Druid Only) to +5 To Rabies
    • Change Poison Nova Level from 4 to 10 and Poison Nova Cast from 5% to 15%
Spellsteel

Spellsteel
Bearded Axe
Two-Hand Damage: 55 To 129
Required Level: 39
Required Strength: 37
Durability: 35
Axe Class – Normal Attack Speed
+165% Enhanced Damage
10% Faster Cast Rate
Requirements -60%
Regenerate Mana 25%
+100 To Mana
Level 12 Firestorm (60 Charges)
Level 10 Holy Bolt (100 Charges)
Level 3 Decrepify (30 Charges)
Level 1 Teleport (20 Charges)
Magic Damage Reduced By 12-15

  • Proposed Buffs:
    • Triple number of charges as follows:
    • Level 12 Firestorm (180 Charges)
    • Level 10 Holy Bolt (300 Charges)
    • Level 3 Decrepify (90 Charges)
    • Level 1 Teleport (60 Charges)
Moonfall

Moonfall
Jagged Star
One-Hand Damage: (54-60) To (83-92)
Required Level: 42
Required Strength: 74
Durability: 72
Mace Class – Normal Attack Speed
+120-150% Enhanced Damage
Adds 10-15 Damage
+50% Damage to Undead
Adds 55-115 Fire Damage
5% To Cast Level 6 Meteor On Striking
Level 11 Meteor (60 Charges)
Magic Damage Reduced By 9-12
+2 To Light Radius

  • Proposed Buffs:
    • Add +3 Werewolf
    • Add +3 Lycanthropy
    • Remove Level 11 Meteor (60 Charges)
    • Change Meteor Level from 6 to 20 and Meteor Cast from 5% to 15%
Sureshrill Frost

Sureshrill Frost
Flanged Mace
One-Hand Damage: (42-47) To (67-74)
Required Level: 39
Required Strength: 61
Durability: 60
Mace Class - Normal Attack Speed
+150-180% Enhanced Damage
Adds 5-10 Damage
+50% Damage to Undead
Adds 63-112 Cold Damage, 5 sec. Cold Duration
Freezes Target +3
Level 9 Frozen Orb (50 Charges)
Cannot Be Frozen

  • Proposed Buffs:
    • Add +5% To Cold Skill Damage
    • Add 20% Chance To Cast Level 10 Frozen Orb On Striking
    • Remove Level 9 Frozen Orb (50 Charges)
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No, it makes it a competitive type of equipment, but definitely not the best. If it’s not comparable to Spirit sword, it’s useless. your idea is USELESS until someone looks at it and says…This is actually better for me, a Cold mage, than Spirit. I want to use this instead. How ubiquitous Spirit is makes it the meter stick.

Ideally, same case for Hexfire. a Fire mage stares at this and says yes, this is better for Fire than that spirit runeword I made in normal cows. Because it does this “X” thing, and that’s awesome.

You want to make uniques interesting and do unique things runewords don’t do. That’s the whole idea of a revamp.

Another cool unique is the dimensional blade Ginther’s Rift. I was thinking since it repairs durability, it would be cool if it always spawned ethereal. Also, give it one open socket for customization and slight boost in magic damage as shown below…

Ginther’s Rift
Dimensional Blade
One-Hand Damage: (26-32) To (70-87)
Required Level: 37
Required Strength: 85
Required Dexterity: 60
Durability: 60
Sword Class - Fast Attack Speed
+100-150% Enhanced Damage
Adds 50-120 Magic Damage
30% Increased Attack Speed
Magic Damage Reduced By 7-12
Repairs 1 Durability in 5 Seconds

  • Proposed Buffs:
    • Add Ethereal
    • Add Magic Resist 5%
    • Change Magic Damage from 50-120 to 75-180

Rares should have the potential to be the best items in the game - the game was better before everyone was running around in identical equipment due to runewords

3 Likes

Agreed. I think the developers could improve rare items, how about rare jewels for example…

  • Rare jewels will always roll 4 affixes, instead of spawning with 1-4 affixes
1 Like