yeah i like the +1 battle cry, with BoS everyone would use it as a prebuff armor. like this its useful to all melee chars, and even makes the integer reduction shine more.
I updated OP based on previous discussion.
Improve Base Weapons
- Lowered base damage increase as follows:
Weapon | Base Damage | Base Durability |
---|---|---|
Normal | No change | No change |
Exceptional | +10-15% | +25% |
Elite | +15-25% | +50% |
Revamp Crafting
- Added recipe for repairing Eth items.
- Changed socketing recipes to only add 1 socket to unique, rare, and magic items.
Repairing Ethereal Item Recipes
Ethereal Weapon (broken) + Ort Rune + Standard of Heroes = Ethereal Weapon (fully repaired)
Ethereal Armor (broken) + Ral Rune + Standard of Heroes = Ethereal Armor (fully repaired)
Socketing Recipes
Unique Ring + Lem Rune + Perfect Skull + Unique Item = Unique Item (1 socket)
Rare Ring + Hel Rune + Flawless Skull + Rare Item = Rare Item (1 socket)
Magic Ring + Eth Rune + Normal Skull + Magic Item = Magic Item (1 socket)
Miscellaneous Changes
- Removed. Zod rune grants ethereal flag along with indestructible.
Uniques
Arkaine’s Valor
Defense: 1295-1450
Req Level: 85
Req Strength: 165
+150-180% Enhanced Defense
+1-2 To All Skills
+0-49 To Vitality (+0.50 Per Clvl)
+30% Faster Hit Recovery
Damage Reduced By 10-15
- Buffs:
- Add +50% Fire Resist
- Change All Skills to +2
- Change FHR to +30-50%
- Change Vitality to +1-99 (1.0 Per Clvl)
- Change Required Lvl to 75
The Gladiator’s Bane
Defense: 1255-1496
Req Level: 85
Req Strength: 111
+150-200% Enhanced Defense
+50 Defense
Cannot Be Frozen
30% Faster Hit Recovery
Poison Length Reduced By 50%
Attacker Takes Damage Of 20
Damage Reduced By 15-20
Magic Damage Reduced By 15-20
- Buffs:
- Add +1 To Battle Cry
- Remove +50 Defense
- Change Required Lvl to 75
Ormus’ Robes
Defense: 371-487
Req Level: 75
Req Strength: 77
+10-20 Defense
+20% Faster Cast Rate
+10-15% To Cold Skill Damage
+10-15% To Fire Skill Damage
+10-15% To Lightning Skill Damage
+3 To Random Sorceress Skill (Sorceress Only)
Regenerate Mana 10-15%
- Buffs:
- Change FCR to +30%
Leviathan
Defense: 1514-1722
Req Level: 65
Req Strength: 174
+170-200% Enhanced Defense
+100-150 Defense
+40-50 To Strength
Damage Reduced By 15-25%
Indestructible
- Buffs:
- Add +20% Faster Hit Recovery
- Change Strength to +50-70
Steelrend
Defense: 232-281
Req Level: 70
Req Strength: 185
+170-210 Defense
+30-60% Enhanced Damage
+10% Chance of Crushing Blow
+15-20 To Strength
- Buffs:
- Add +10% Increased Attack Speed
- Change E. Damage to +60-90%
Vampire Gaze
Defense: 252
Req Strength: 58
Req level: 41
+100% Enhanced Defense
Adds 6-22 Cold Damage, 4 Second Duration
15% Slower Stamina Drain
6-8% Life Stolen Per Hit
6-8% Mana Stolen Per Hit
Damage Reduced By 15-20%
Magic Damage Reduced By 10-15
- Buffs:
- Add 1 Open Socket
- Change Cold Damage to 30-60
- Change Life Stolen Per Hit to 7-9%
Bul-Kathos’ Wedding Band
Ring
Req Level: 58
+1 To All Skills
0-49 To Life (Based On Character Level)
3-5% Life Stolen Per Hit
+50 Maximum Stamina
- Buffs:
- Add +50 To Attack Rating
- Remove +50 Maximum Stamina
Doombringer
1H Damage: (97-114) To (251-289)
2H Damage: (228-278) To (332-390)
Req Level: 69
Req Strength: 163
Req Dexterity: 103
+180-250% Enhanced Damage
Adds 30-100 Damage
8% CtC Lvl 3 Weaken On Striking
40% Bonus To Attack Rating
Increase Maximum Life 20%
5-7% Life Stolen Per Hit
Indestructible
- Buffs:
- Add +1 To Berserk
- Add 5% Reanimate As: Doom Knight
- Change Damage to 100-150
- Change Indestructible to Repair 1 Durability in 10 Seconds
Ginther’s Rift
1H Damage: (26-32) To (70-87)
Req Level: 37
Req Strength: 85
Req Dexterity: 60
+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:
- Change E. Damage to +125-175%
- Change Required Lvl to 32
Sets
Berserker’s Arsenal
- Change +15 Defense to +10 Strength (Berserker’s Headgear)
- Change 5% Mana Stolen Per Hit to 5% Life Stolen Per Hit (Berserker’s Hatchet)
- Change +5-9 Poison Damage Over 3 Seconds to +5-9 Magic Damage (Full Set)
Bul-Kathos’ Children
- Add +200 Magic Damage (Full Set)
- Change E. Damage to +200-300% (Bul-Kathos’ Sacred Charge)
- Change Poison Damage to +200 Over 2 Seconds (Bul-Kathos’ Tribal Guardian)
Civerb’s Vestments
- Add +3 To Defiance (Civerb’s Cudgel)
- Add +15% Increased Attack Speed (2 Items) (Civerb’s Cudgel)
- Change Increased Chance of Blocking to 30% (Civerb’s Ward)
Clegaw’s Brace
- Add -30% Requirements (Clegaw’s Tooth)
- Change Knockback to Half Freeze Duration (Cleglaw’s Pincers)
Heaven’s Brethren
- Add +10% Life Stolen Per Hit (2 Items)
- Add +20% Crushing Blow (3 Items)
- Add +6 To Holy Shield (Full Set)
- Change Weaken Lvl to 8 (Ondal’s Almighty)
- Change Life to +150 (Haemosu’s Adamant)
- Change Fire Damage to 200-300 (Dangoon’s Teaching)
- Change +100 To Mana with -30% Requirements (Taebaek’s Glory)
Iratha’s Finery
- Add +15 Max Stamina (Iratha’s Cord)
- Change Half Freeze Duration to Knockback (Iratha’s Cuff)
Natalya’s Odium
- Add 2-3 Open Sockets (Natalya’s Mark)
- Add +2 To Martial Arts Skills (Assassin Only) (3 Items) (Natalya’s Mark)
- Change Ignore Target Defense to -100% Target Defense (Natalya’s Mark)
- Add +2 To Trap Skills (Assassin Only) (3 Items) (Natalya’s Totem)
- Add +25% Fire Resist (3 Items) (Natalya’s Soul)
- Change Open Sockets to 2-3 (Natalya’s Shadow)
- Change 150-225 Defense to +100% E. Defense (Natalya’s Shadow)
Orphan’s Call
- Add +1 To All Skills (Full Set)
- Add +25% Faster Run/Walk (2 Items)
- Add +35% Faster Hit Recovery (3 Items)
- Change AR to +100-200 (Magnus’ Skin)
- Change Cold Resist to +10-20% (Wilhelm’s Pride)
Sazabi’s Grand Tribute
- Add +150% Damage To Demons (2 Items) (Sazabi’s Ghost Liberator)
- Add Magic Damage Reduced By 10 (2 Items) (Sazabi’s Mental Sheath)
- Add 100-150 Magic Damage (2 Items) (Sazabi’s Cobalt Redeemer)
- Change E. Damage from +150% to +150-225% (Sazabi’s Cobalt Redeemer)
- Change Required Level from 73 to 68 (Sazabi’s Cobalt Redeemer)
1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon → Socketed Weapon of the same type
I insist on exchanging this recipe for
1 Ral Rune + 1 Amn Rune + 1 Perfect Skull + Normal Weapon → Socketed Weapon of the same type
The value of amethyst as a gemstone is much higher than the others and unfortunately I believe that this is the recipe that causes this imbalance. And remove the normal restriction and allow superior bases.
the amethysts value is mainly from its use in crafting caster items. socketing superiors would be nice though
I have no idea if it was suggested or discussed before, however, i’d like to lean on to bul kathos weapon set. i mean for barb player it’s totally pointless to have this, on the other hand barb frenzy merc can’t use tihs, i for one vote to change the 2h weapon from bk set to 2x1h. it’s not that allof a sudden other chars could use this set… right? AFaiR only barbs can dual wield weaons ( with the exception of dual claw assassin, but claws ain’t swords right?)… this would give a viable option for the frenzy merc. other than this the shazabi’s set could get green set bonuses on the weapon for both 2pc and 3pc. 2pc could be 3 to max dmg per lvl and 3pc could be a hefty bonus to magic damage ( this could be usefull as a green affix for the sword, since frenzy barb could double dip on the shazabi’s set weapon bonus, ( when You would have for example shazabi’s helemet and shazabi’s sword, the bonuses from the second shazabi’s sword ( including the green ones) do apply as well).
This is something we can add in the next update!
That’s an interesting idea.
With regards to BK Set, the Colossus Blade isn’t the issue but rather the fact that the A5 Frenzy Mercenary can’t utilize 2-H Swords in a dual-wield setup despite the fact that the Barbarian class can do so natively without a problem. Fix that issue and BK Set could be utilized on A5 Mercs. Not that I would do so given there are better options but I suppose if you got nothing better it’d work.
As interesting Leslaws idea is, I also think that the issue is the Act 5 Merc not being able to swing 2H swords. Not sure it this would other side effects. Eth CB BotD and eDeath might end up too strong that Act 1 mercs loose utility.
But they could introduce a new variant with a slight drawback but 2H ability.
What do you think about the current BK proposal (a few posts above). 2H as currently available.
Act 1 Merc’s always have Faith as an option. So long as Beast remains on Axes(and not Swords), she will always have a purpose. Not to mention she provides Concentration via Mist(a much cheaper Pride imo) and hence is a viable merc for Summoners that can keep the enemy away from her.
Personally, A5 is generally used to apply debuffs(like Decrepify via Lawbringer) and Grief is still godly OP given its impact for the cost. Not sure which would be stronger… EBOTD or Grief.
Try to check if we got everthing. I guess we have the following open for final discussion:
As far as I recall, the last proposal was this one…
…and we did no finish discussion why 15% IAS vs 20% IAS and why not allow slow [20] weapons to reach the relevant last BP? Anyhow I would not put that on the Cobalt Redeemer since the armor standalone is not cutting anything. So would place that as an ordinary 2p bonus (the rest is item specific, and that would be ok for me.
So lets change that to 20% IAS and we are good with the set. I guess the discussion how to fix it for char use is not worth the time tbh. So it will remain a solid budget frenzy merc set.
Do we leave lidless as currently proposed or should we leave FRC at +20% but with 1-2 skills and limit spirit to +1 skill but with 25-35% FCR (and not nerf it to 15-25%). Would support this tbh!
Splendor with +10% FCR
Lidless with +20% FCR
Spirit up to +35% FCR
The following is missing and we should talk about it:
Still think that would be a good move. Limiting spirit to pally shields with at least a lvl req. of 47 with a Sacred Targe. Splendor is still possible and viable mid game and with Ancient’s Pledge you can build your mid game +100 % @res shield.
And I would like to receive some feedback on this one please.
We added very good changes for Medium & Heavy Armor in the OP. On top of that I would like to discuss the place of thos two bases and if my might could improve it little bit to differenciate within the heavy elite group.
Shadow Plate
Min/Max Defense: 446-557
Lvl Requirement: 64
Strength Requirement: 230
Durability: 70
Sockets: 4
Type: Heavy
Quality Level: 83Sacred Armor
Min/Max Defense: 487-600
Lvl Requirement: 66
Strength Requirement: 232
Durability: 60
Sockets: 4
Type: Medium
Quality Level: 85Lacquered Plate
Min/Max Defense: 433-541
Lvl Requirement: 62
Strength Requirement: 208Hellforge Plate
Min/Max Defense: 421-530
Lvl Requirement: 59
Strength Requirement: 196I think the Hellforge and the Lacquered Plate are in the right spot. Strength/defense wise. The SA as well. Highest strength req. (+18% comp. to Hellforge) but also the highest defense (+13%). The SP falls behind with (+18% strength but only +5% def).
The sacred armor should be still on top, but what would you say, if we change the def roll for it to reflect a 10% increase or lower the strengt to something in between Lac. and SA? So either range of def from 557 to 580-590 or strength from 230 lowered to 220?
Whout that make it more attractive or would people still chose between AP and SA? Even with the other proposed changes (adding DR and block while running)?
So, most probably didn´t catch everything. But that is stuff to discuss for the next days
But for me after a fews days off in holidays. Curious what you discuss
2000 replies, 2 year thread.
0 blizzard replies or them even looking at it.
So I have a rather radical and I emphasize radical suggestion for Immortal King. If adopted, it would probably make Immortal King one of the strongest Class Sets in the game and probably a popular Hardcore set if it were buffed in the following manner. Anyways without further ado:
IK Maul/Armor/Gloves/Belt: Unchanged
Initially I went about this by giving a buff to the Maul(by increasing Sockets) and Armor(Enhanced Damage buff/Burst of Speed proc) but I’m keeping these 4 items as is.
IK Boots:
Half Freeze Duration(5 items) → Can Not Be Frozen(5 items)
Add Magic Damage Reduced by 10(Complete Set)
I made a couple changes to the Boots. Firstly, since WW is affected by cold/slow like all other melee attacks(which I actually agree with btw… why should WW be exempt. Now if casters can be in the same boat we’d all be fine no?), the Set could use CBF to save IK users from having to use Ravenfrost or socketing a Cham rune. The new addition to the Boots is to compliment the Complete Set bonus of +10 MDR by doubling it.
Now onto the “radical” part…
IK Helm:
Add +1 Barbarian Skills(2 items)
Add Damage Reduced by 20(3 items)
Add +25% Increased Attack Speed(4 items)
Add +20% Deadly Strike(5 items)
Add Can Not Be Cursed(Complete Set)
Every single suggestion here are new Partial Set bonuses for the Helm. As such, only the Barbarian benefits and the first buff is to add +1 to Barb Skills. I’ve suggested this before but rather than adding this to the base item, I figure adding it as a Partial Set bonus would be better. For the 3-item bonus, I have Damage Reduced by 20. Initially I had +75 on this front spread out in increments but that admittedly was way too much. 20 seems just about right and yields some Physical Damage Reduction to match the Magic Damage Reduction the set has. The 4-item bonus takes the 25% IAS on Gloves and effectively doubles it to 50%. This when combined with the IAS on the Maul puts you at 90%, meaning you only need 30% IAS to hit the 5-frame breakpoint. That removes the need to increase Sockets on the Maul and gives players flexibility on where to get that final 30%.
Then for 5-item bonus I opted to give the Helm 20% Deadly Strike. It’s not a huge buff but a notable one at that since if you add in Highlords, you can feasibly hit ~97% Deadly Strike with 2 x Lo runes in IK Maul. High chance of Critical Hits would make IK quite potent offensively.
To round things out is the Complete Set bonus and is arguably the most controversial bonus to date: Can Not Be Cursed. Can Not Be Cursed does not exist anywhere in the game and I’ve suggested adding this for Tyreal’s given its insane rarity. Yet what if a Class Set tailored for Barbarians that were often the victim of Iron Maiden curses from Oblivion Knights could go into Chaos Sanctuary and spin to kill without fear of being smacked back to town?
Yes I fully realize how stupidly strong this would make IK but keep in mind this Set occupies 6 slots with a 2-H Weapon that people don’t like to use given how royally nerfed it was in 2.43. Offensively it’s still relatively weak compared to runewords/dual-wield Frenzy but where this would be great is on Defensive front. Any %Physical Resistance is truly invaluable to have and is only amplified. For those on Hardcore, this would instantly catapult it to the top.
LMK what you think.
hey there man… thanks for asking…
though i wouldn’t mind having the BK set as is, and just fix the damn a5 merc, from a 20+ years as a modder of this game perspective, i can actually say that this dual wield 2h weapons mechanics is hardcoded, now i don’t know how much effort for blizz that would be to change this, although, if we ‘can’t have that’ then they could at least make the set viable for the merc by making it 2x1h. i mean back in LoD the merc various weapon equip mod was only available for like 1.11B or so. I know it’s more open sourced now, however the 1h limit prevails… even if one would set the frenzy barb merc as 2h it would still only allow him to wear either 1x2h or 2x1h, there’s simply no way for 2x2h or 2h+1h now, so my best bet is simply make the set 2x1h and perhaps boost the affixes on the main hand or better add green affixes to the main hand of the set, so that other classes won’t benefit from it (the frenzy merc would anyways as he is set as barb class equivalent in the game files).
Very good point! Would have liked a 2H Merc option. But gfx would have needed a rework as well (if you just not want to leave this aspect aside).
But not sure if we should rework the BK 2H>1H tbh.
I really like the badas* look of the 2H sword for a Barb. It just might not be an merc option then? We have several options to make the dudes very viable.
Not sure if it’s been said(2k+ posts to sift through and too lazy to search ) but when it comes to Medium and Heavy Armor, are you also applying it to Shields or only Chest Armor with respect to inherent Physical Resistance? Also, are you going to differentiate between Normal/Exceptional/Elite or simply give Normal tier items the same perks as those on Elite? To me I feel there needs to be differentiated perks for each tier so as to encourage people to upgrade items to the next tier(if applicable).
I’m thinking that we should do it as follows:
Light Armor/Shields: Nothing for all 3 tiers.
Medium Armor/Shields: 1%/3%/5% for each respective tier
Heavy Armor/Shields: 2%/6%/10% for each respective tier.
Meaning if you equip Sigon Chest Armor + Shield, you’d get 3% since the Chest is Medium while the Shield is Heavy. Consequently, if you had Stormshield paired with Tyreal’s, you’d get 5%(since SS is Light and comes with insane 35% to begin with). Leviathan rolls with 15-25% Physical Resistance but would inherently gain another 5% being Elite Medium Armor. Other items, including Sets, would also be impacted with this suggestion as I’ve pointed out with Sigon’s. Just with the 7 Class Sets, they’d all gain the following:
Aldur: 10%(Shadow Plate = Elite Heavy)
Natalya: 10%(Loricated Mail = Elite Heavy)
Griswold: 3%(Ornate Plate = Exceptional Medium), Shield = Light; upgraded would yield 5%
Trang’Oul: 6%(Chaos Armor = Exceptional Heavy), Shield = Light; upgraded yields 10%
M’avina: 5%(Kraken Shell = Elite Medium)
Immortal King: 5%(Sacred Armor = Elite Medium)
Tal Rasha: 5%(Lacquered Plate = Elite Medium)
I’m thinking that we should do it as follows:
Light Armor/Shields: Nothing for all 3 tiers.
Medium Armor/Shields: 1%/3%/5% for each respective tier
Heavy Armor/Shields: 2%/6%/10% for each respective tier.
Agree we need differentiate between Normal/Exceptional/Elite and also add shields…
Item | Item Tier | Damage Reduction |
---|---|---|
Light Armor/Shield | All Tiers | +0% DR |
Medium Armor/Shield | Normal | +1% DR |
Medium Armor/Shield | Exceptional | +3% DR |
Medium Armor/Shield | Elite | +5% DR |
Heavy Armor/Shield | Normal | +2% DR |
Heavy Armor/Shield | Exceptional | +6% DR |
Heavy Armor/Shield | Elite | +10% DR |
Very good and true feedback!
We might need to talk about the scale again. If applied to shields as well (what I support) and it will add up with DR on the uniques (tbh haven’t taken into account the base DR affect on all the discussions until now) then 10% on heavy armor/shield might be too much and this should be tuned down (as well on medium)?
Leviathan would end up with 25%+5% and Gerkes would end up with max of 16 flat (23 with a Sol rune) and gain +6% as exceptional and +10% as elite. That might be a lot - maybe too much? Same with G-Bane.
Maybe we should not double the numbers on heavy. Maybe just add +1 flat instead.
Need to go trough all the items and RW (!?) that would be relevant for that change. But after my long weekendtrip
Normal tier items would mostly be unaffected, particularly those who play Classic as you have no means of upgrading them. Its only those who play Expansion and can upgrade where you have to factor that in. Thing is, what Chest/Shield pieces that happen to be Medium or Heavy would you realistically upgrade? Gladiators Bane is Light Armor so it wouldn’t gain anything and Gerke’s is a Heavy Exceptional Tower Shield that takes 133 Strength as an Exceptional Tier but 219 Strength if you were to upgrade it. 6% may seem like a lot but the goal of this “perk” is to encourage players to use Medium and Heavy type Shields/Armors. Keep in mind Spirit currently only rolls in Monarch(Light), Aegis(Heavy but 219 Strength) and Ward(Medium but 189 Strength). If you take into account the Shields we intend to “upgrade” to 4 Sockets, then Pavise(133 Strength) and Hyperion(127 Strength) are only ones to get it and are Heavy/Medium or 6%/5% respectively. 5% may seem like alot but if it means more Medium/Heavy Armor usage, did we not achieve our goal? Everyone would pretty much use Hyperion 95% of the time unless they wanted Pavise for an extra 1%. Monarch usage would plummet since it takes 156 Strength to gain nothing of value compared to those two and sadly Aegis/Ward would still not be utilized from a Spirit perspective.
If you factor in Ancient’s Pledge/Sanctuary… then people will use what base they find comfortable using but will generally use Medium/Heavy just to get a bit of Physical Resistance.
as of current heavy and medium armors do have a benefit of reducing damage though it’s not in % medium armor has 3 points in reduced damage not % though flat 3 points physical DR per hit and heavy has 5 points… it’s been like this since v1.00 classic back in '99 as far as i can remember.