Fix Vengeance Please!

Enhanced Damage Doesnt work on vengeance on non weapon items. Why do this to an already weak skill :frowning:

Too many points need to be invested in vengeance to make suck less. It still sucks after maxed out.

Some Options, Nothing too OP :

  • Give it IAS
    OR
  • Make Attack uninterruptable
    OR
  • Allow it to reach 6fpa

also grief doesnt work with vengeance.

7 Likes

EDIT: btw…Vengeance dmg is base on weapon dmg(Ethereal Archon Staff Botd is what make Vengeance do the most ele dmg(6-7k to all)…but 2H weapons are awfull
Enhanced dmg from Auras,non-weapon pieces of gear do not boost Vengeance dmg furthe)…other Weaps u could use on maxroll simu is Eth Death and Eth Pheonix…but those are crappy IAS…EDIT END

you know…perf timing this thread…i just finished a re-design of it(technicly i’am at 2 design)…the new one i worked on was because i forgot my wishlist version XD

but eh…here…i let you see both designs

DESIGN 1
Vengeance: Cold,Fire and Light Resistance removed as Synergies
Salvation is now the sole Synergy to Veangence(from 2% Synergy to 32% Synergy)
Vengeance Ele damage addition doubled from the current power
adding a mobbing effect to Vengeance so that it be viable…i have 2 option in mind
in that regard…the first would be
1.to hit all enemies in front of the pally(1 yard range + weapon range adder
2.make it proc at 50% rate EACH Fire Balls,Ice Blast(Vengeance version that would work
alike to multishot by releasing 8 Ice Blast in different direction) and Lightning Bolts(14 Bolts)
these procs levels would be equal to Vengeance level

DESIGN 2(new one i worked on)
VENGEANCE
Salvation Synergy removed
Vengeance elemental damage doubled
Vengeance have a 50% Chance to release 5 Charged Bolts dealing dmg equal to Vengeance Lightning dmg
Vengeance have a 40% Chance to release Ice Bolts Shot in All Directions dealing dmg equal to Cold dmg
Vengeance have a 30% Chance to Summon an Hydra Dealing dmg Equal to Vengeance Fire dmg
create the following Weapon and Shield just for Vengeance Build

Weapon(Unique Caduceus(alway spawn as Ethereal))
lvl 15 Fanatism Aura
-2 to All Skills
500% Enhanced dmg
-50% enemy target Def
+50% Increased Attack Speed
-100% Crushing Blow(yes negative CB)
-100% Deadly Strike(yes also negative DS)
+15% Chance to Open Wounds
Indestructible

Shield(Unique Vortex Shield)(Paladin ONLY)
+100-130% Enhanced Defense
-2 to All Skills(yes minus skills)
+400% Enhanced dmg
+30% Faster Block Rate
+20% Increased Chance to Block
+35% to All Elements dmg
Negate all Enemies Resists by -30%

1 Like

Yes… I’ve been playing vengeance since 1.08.

I really like the idea of negative ds and cb. I’d love to see somethings like that.

As for design, I dont like the idea of chance to cast spell, there is already too much of that in the game.

What I’d like to see are small changes. Vengeance mainly struggles aoe, But its fine not adding that. As it is suppose to be a strong 1 hit with all elementals.

Vengeance also struggles from

  • Chance of hit / Low attack rating (even with conviction on)
  • Attack speed
  • Able to be interrupted while attacking
  • Lack of +Elemental damage melee non weapon items. for example Ormus robe boosts up a good amount of elemental for vengeance but really sucks as a melee armor.
    Like you said removal of salvation synergy would be a good start.
  • Due to lack of ele melee items… let Enhanced damage from non weapon items should work fully or partially.

Support!
Hustle with level9 BoS could be a EIAS buff mechine, but …

well aternative to splash///proc on hit effect…there only massive FRW to make it more efficiency for dealing with mass mobs as well as reduced amount of Frames per attack down even further…similar to Frenzy Barb…except that instead of heavy physical dmg…Vengeance is all type dmg

EDIT: btw…i’am kin of curious how fast a Frenzy barb with 100% FRW from gear + Hustle BoS Frw + Frenzy frw gonna run…skills dont share diminishing return with gear…it has its own curve

1 Like

My spicy hot take is Vengeance should just trigger the AOE/pulse effect of any “Holy [element]” aura you have active on striking.

2 Likes

that would Sacrifice Conviction which boost Elementals dmg by 3X…not worth it :S

What i did for Vengeance in my D2R mod is that I made synergies stronger so you dont have to invest into all of them, I made it always hits and its great in combination with holy fire/freeze/shock as they have -% enemy resist to their element. So you can specialize and become true cold warrior for example, focusing only cold synergy on vengeance + using holy freeze with -% enemy cold resist.

And I also significantly lowered mana cost so its usable early.

Get rid of salvation synergy and merge the bonus into the main skill. This would help people who are both maining vengeance and those who are using it as a backup against physical immune.

2 Likes

Vengeance never felt really great since D2 was originally released, even with a godly weapon and you need tons of physical damage already to leech properly…so this could definitely receive a decent buff. Also there’s too much synergies which make vengeance builds very limited and weak.

4 Likes

Here you go

Fixed

Other Vengeance problems.

  • Grief doesnt work (most OP melee weapon of all d2 history)
  • Non weapon Ed doesnt add to elemental damage
  • Deadly strike doesnt add to elemental (which is fine i guess)
  • crushing blow is not as effective because of the low attack speed

These kind of interactions doesnt leave many choices with vengeance.

Anyways… I hope there are balance skill changes in 2.6 (even if there arent any changes to vengeance).

I like Jman’s idea here of merging the Salvation synergy into the skill itself, otherwise the build is stretched quite thin on skill points.

I also agree that Vengeance should benefit from offweapon ED% from auras and items, though I’m not sure if it should benefit from deadly/critical strike. I like that it’s not a primary/required stat so it does open up some options instead of the usual Highlord’s/Gface/Gores meta for physical characters.

I think the mana cost could be reduced as well, currently it costs 4 mana at level 1 and increases by .25 per level which is somewhat costly in the early/mid game before you get decent mana leech/regen (or Redemption). Reducing it down to 3 mana at level 1 and reducing the per level to .125 might be a good move I think.

1 Like

yeah i agree. Its fine ds cb doesnt work. It shouldnt work. I was just pointing out that there was a lot of stats that dont directly work.
I’m not sure if I even want to see grief working with vengeance. (then there will be no other choice but to use grief, I mean nothing would come even remotely close)

Totally agree with that.

as mention in the first post, instead of just adding more dmg

  • Give it IAS
    OR
  • Make Attack uninterruptable
    OR
  • Allow it to reach 6fpa
    OR
  • Some sort of -Target defense Or just more AR
1 Like

When I Season 3 was announced I decided to try a Vengeance paladin.
I will try to finish the game, but with all those previous posts you make it sound like it is hopeless

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Vengeance always felt like a cheap 1 point wonder for auradins/ zealers who spec into holy freeze/fire etc.

It’s not a bad 1 pointer on a zealer as long as you use an ebotdz or deathz.

I hope the base value can calculate the off weapon ED. Just like magic arrow.

1 Like

i guess we wait 4 more months… to get disappointed.

With the addition of sunder charms last season, I really wanted to run a vengeance pally this season. I ran through the typical paladin leveling, fire aura to hammerdin. I respec’ed to vengeance thinking “oh even at 20% efficacy from sundered enemies, vengeance will still slap with a base 20 conviction aura”.

Boy was I wrong. The fact vengeance only is applied to on weapon ED severely impacts it’s usability. I originally did a bunch of calculations on damage with 2 handed weapons because of that on weapon ED restriction. The problem is, vengeance has zero crowd control, and 2-handed weapons means you can’t run holy shield. Without crowd control of AOE, and the capability of max block, it’s darn hard to survive. Also, attack speed is garbage on vengeance.

First decent on weapon ED 2-H i made was obedience on a mancatcher, even with a fire sunder charm, max’ed conviction and enchant proc’ed, most trash mob couldn’t be one shot, and you’re surrounded before you can clear them out or get to the target uniques.

Respec’ed into max block with a shield with 4 perf diamonds to run 3 sunders. Survivability is fine considering you can get 95% elemental resistance on most elements with the passive increase of resist lightning/fire/cold, the problem is that its not really all that survivable still because the lack of crowd control.

With the switch to one-handed weapons, it limits the damage output considerably. There’s very few available weapons that can be effective because of on weapon ED restriction, n top of that, even grief doesn’t apply it’s off weapon raw damage to the calculator. On top of that, even though conviction lowers target defense, and upping dex for max block, the weapon range makes you wiff on swings more than I anticipated.

One good thing about all this is that I have had a new appreciation for the Act 3 merc, esp. the lightning one. Dude is surprisingly good at crowd control. A lot more effective than both the Act1 and Act 2 once they’ve got some decent FCR. However, the problem with running an act 3 merc for that purpose is that is that you can’t run insight, and vengeance is a huge mana suck.

Im on a hunt to get a stormlash now, it seems it’s the only thing that’s got crowd control with the static field proc, good ED, fast attack speed, and crushing blow for bosses.

I’m not gonna go into what I would do to change vengeance specifically to make it effective, other people have posted some effective specifics in that regard there’s just too much to get into the specifics of it for me, but the problems that need to be addressed:

  1. On weapon ED is severely limited to choices, esp. on one handed weapons, and isn’t even decent unless you’ve got a breath of the dying.
  2. Attack speed is trash on vengeance just because the animation takes too long, and it doesn’t have any attack speed modifiers on the skill.
  3. Vengeance is too damn mana costly.
  4. There’s no AOE damage or crowd control (even a howl effect would allow it to be a decent pitzerker type strategy to some unique lvl 85/terror zone areas).

It’s not crowd control per se but converted monsters make for very good meatshields, just get 1 or 2 converts and they’ll take a lot of the heat off you and your merc.

1 Like