sure, I like that compromise.
If designing around the meaning of the item name, Howltusk is good opportunity to have a low level, universal version of wolf howl: such as +1 to werewolf, and +1 to rabies ( as enemies may flee while they are poisoned )
I have to say that starting on unique items was probably bad idea because I am not sure yet how will be all skills changed and if I will be suing some new one and want to distribute them to items or make items around some new builds. So I am going back to skill changes.
I already finished Sorceress and Paladin and I am going to start changing barbarian now. I have pretty much thought through all skills almost and i hope it will be all possible.
I want to share what i prepare so maybe I could get some feedback on it as its never too late to change something:
BARBARIAN
Combat
Bash - significantly boost +dmg as it level up, always hits
Stun - replaced with cleave (hits more monsters infront of you)
Concentrate - dmg/ar boost
Berserk - dmg/ar boost
Leap - stays same (but possibility for change)
Double Swing - removed synergy, dmg/ar boost
Leap Attack - buff dmg on higher levels, synergy from war cry, always hits, area dmg from weapon ? maybe?
Double Throw - dmg/ar boost
Frenzy - dmg/ar boost
WhirlWind - slight dmg boost on high level
I am generaly speaking removing synergies from attack skills and buffing skills with +%ED and AR because of that. My reason is that barb has hard life with skill distribution and not having enough skill points for so many abilities he is using. Reming need to level up multiple skills to have one attacking skill should hel with that.
Wacries
Howl - no change
Shout - no change
Taunt -% enemy physical resistance, works on everyone
Battle Cry - Battle cry lower enemy block chance
Battle Orders - no change
Battle Command - more+ skills probably
Find Potion - Replaced with Fortune totem(new skill) - totem has aura working to certain range from it with Magic find and Gold find bonus, skill has longer cooldown
Find Item - no change
Grim Ward - Replaced with Battle totem(new skill) - totem has aura working to certain range from it with Hp regeneration and +% dmg, skill has longer cooldown
War Cry - no change
Masteries
Blade Mastery - stronger critical strke chance
Axe Mastery - passive Open wounds with axes
Mace Mastery - passive crushing blow with maces
Spear mastery - +higher +%ED
Polearm Mastery - Higher +%ED
Throwing Mastery - no change Stone Skin - every hard point 2% DR and 3% FHR
Increase Stamina - replaced with new skill âAgilityâ, life regen+dexterity passive bonus Increase Speed - passive IAS bonus 1 or 2% per hard point
Natural Resistance - magic dmg reduction per every hard point
Some suggestions
-Concentrate synergy from bash to shout? because concentrate is defense based
-Leap causes damage on landing, perhaps causes âfissureâ?
-Leap Attack to provide increased Leap Speed via synergy?
-Whirlwind damage synergy with Beserk, and allow cast on procs to function?
-Natural Resistance acts as synergy to (undetermined) combat skills - providing elemental damage?
-War Cry - Change to always hits ( cannot be blocked ) and allow cast on procs to function?
-Battle Orders - receive synergy Frenzy to provide additional max life bonus ( because frenzy is so skill synergy dependent )
-Taunt act as synergy to Shout providing additional max defense bonus ( considering you are drawing enemies in to fight, also with synergy intensive frenzy in mind )
Iron Skin receives synergy with Shout to provide % Damage reduced?
-Is it possible to increase range of weapons ( spear and polearm ) beyond current max or 5? ( Range is inadequate in PVP - opponents with lower range weapons often still get first hit )
-Is it possible to combine all melee weapon masteries into 1 mastery, so there is only âMeleeâ and âThrowingâ Weapons Mastery?
-Can Double Throw function with single wielded weapons to provide the damage and AR Bonus, (and maybe âthrow two missles in rapid succession (single hand) OR throw two different missles at the same timeâ (dual wield))?
-Is it possible to add âWeapon Blockâ skill for barbarians, that functions when not utilizing shield? (Not max 75% Block, but rather up to 54%)
-Is it possible to add a brand new mastery - âEquipment repairâ Or something along those lines, that allows durability of items to repair (Similar to throwing mastery quantity replenishment) ( potentially allowing for the safe use of non repairing, or non indestructible, ethereal items ) and a small increased chance for damage modifier such as deadly strike or open wounds, etc. ( Based on the idea that Barbarians scavenge for used items (Item Find), and therefore should be experts at repairing / maintaining )
Generaly speaking I want to get rid of synergies from barbarian as much as I can. So he doesnt need to invest so many points to have good dmg skills
I dont think I can do this to be honest.
I am not sure how to even do this, its cool ideas, but if dmg skills do not have elemental skills already, you cant increase it by other skill as synergy. But some skills are able to convert physical dmg to elemental so I will maybe try it if that would even work somehow.
I dont think it needs any more buffs, i will increase dmg probably and i am making it always hit skill
but then you use what? leap attack or leap? I feel like leap is fine as it is and works as synergy for leap attack area dmg effect.
well if battle cry lowers enem block chance, hitting will not be issue with war cry.
I am removing most synergies from dmg skills and buffing them.
I already gave it dmg reduction, read my previous post Well I will do it.
I am not completely sure about this.
yes, but then i have to create new 4 skills and i actualy want to barbarian to chose his weapon of chocie based on bonuses masterys provides. For example maces will have crushing blow. QAxes open woundsâŠ
Well you can modify throw so it worls for example as strafe.
No i dont think so , he doesnt have animations to block without shield.
I dont know how to do it in way you described, but it can totaly works as skill which will open special cube recipes other classes cannot use. Recipes which could repair equip. I already had that in my old d2 mod, its really cool.
I might actualy use that idea .
I didnât realize you were wanting to eliminate synergies. That will help to free up a lot of space for other skills.
Is it possible to combine the weapons masteries and still have your individual weapons class specific bonuses within the mastery? This way specific items still have special benefits for use. It would be fun to have multi weapon class wielding barbarian. For example, dual wield axe and mace with a pole arm on swap.
âMelee Masteryâ
Melee Weapons Receive
-
Attack Rating %
-
Damage %
-
% Critical Strike Chance
- Blades Receive +additional % Chance critical strike
- Axes Receive +% Chance of open wounds
- Maces / Hammers Receive +% Chance of crushing blow
- Spears Receive additional +% Enhanced Damage
- Pole arms Receive additional +% Enhanced Damage
Hey Zax,
So, i thought, itâs really annoying in assassin MA when you canât see how much and which buff you have on when youâre surrounded by a crowd.
I think a mod that show little square with buff and the duration they remain (like in poe if you tried it).
Also, a little lootfilter could be amazing. Having 50 items on the floor + fire from meteor + blizzard casted from an ennemy + 15 mob attacking melee on you is really difficult to know where you are and what you do.
Itâs simple QOL, i didnât read the 86 comment, i donât know if someone else propose that, but iâm sure lots of people would love it.
Thanks
My knowledge is still very limited. At this point i dont even know how to make loot filter but its something I would like to have in future. If you want to see what all I did so far in my mod, just go from fist post and read only my updates, ther eis like 10 of them so far.
D2R Mod by Zax version 1.10
GENERAL
Mod reworked under 2.5 with Active Sunder Charms in drops. But they will not be used in my mod as I want to keep elite monsters occasionaly Immune and normal monsters have removed immunities anyway.
SKILLS
BARBARIAN
- Bash always hits
- Bash has initial 50% enhanced damage and +50% every level, flat dmg bonus is also increased
- Bash has removed synergies
. - Leap can be used from level 1
- Leap can be used in town
- Leap has now twice as long max range
- Leap has increased leap speed based on hard points invested in skill
. - Leap Attack doesnt need any skill points in previous skills
- Leap Attack always hits
- Leap Attack has increased leap speed based on hard points invested in skill
. - Whirlwind doesnt need any skill points in previous skills
- Whirlwind can be used from level 12
- Whirlwind +%Enhanced damage bonus increased from 5% to 15%
. - Concentrate can be used from level 1
- Concentrate doesnt need any skill points in previous skills
- Concentrate has replaced Synergy from +5% damage Bash to +10% damage from Iron Skin
- Concentrare has replaced Synergy from Battle orders to Shout
- Concentrate synergy from Berserk increased from 1% to 2%
- Concentrate Attack ratting per level increased from 10% to 30%
- Concentrate damage increased per level form +5% to 30%
. - Berserk can be used from level 1
- Berserk doesnt need any skill points in previous skills
- Berserk Damage per level Increased from 15% to 30%
- Berserk Attack Ratting per level increased from 15% to 30%