Possible 2.6 d2r runewords

wish this is true

These NEW Rune Words Could CHANGE D2R - YouTube

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Lol, Cooley is a character. i wouldn’t take anything he says to heart, and I am sure neither do any of the developers. Lol, I still get a kick out of those sunglasses he wears, but I understand that he HAS to wear them to cover his face :laughing:

he´s a character in SHORT supply

Quality clickbait. I fell for it while browsing YouTube because I was looking for Season 3 news, too bad it was just Runeword fanfic :sweat_smile:

Are these actually runeword designs stored in game or theory?

I like madness’ concept

A couple of these, such as Knights Vigil design appear to have too many stats? Isn’t it 7 mods + mods from each rune?

Below, I have Redesigned it according to the numbers of its name.

Knights Vigil (Assuming 2-handed axes, maces, polearms, spears)
Sur Ohm Zod Ber Lo

+1 Burst of Speed - ( Run / IAS Speed Bonus )
66% to cast level 30-40 Enchant on Striking - ( Attack Rating Bonus )
+300-480% Enhanced Damage (Ohm)
Physical Damage Received reduced by 30% - (Damage Reduce Bonus for missing shield)
Slows Target 66% - ( Counters Missing IAS / opponents movement speed )
Replenish Life +30 ( Compensate for missing shield )
+500-900 to Defense - ( Compensate for missing shield )
Hit Blinds Target (Sur)
20% Chance of Crushing Blow (Ber)
20% Chance of Deadly Strike (Lo)
Indestructible (Zod)


I feel the original design theory in the video is too OP, and even still my reduced design (Above). Having an item that ticks so many of the boxes a class wants; Enhanced damage, deadly strike, crushing blow, travel speed, damage reduce, defense, mana steal, etc., simply creates a new grief, where nothing else compares. Rather, designing to accentuate 1-3 mods enough to provide incentive for use seems the way to go, as it allows for multiple different item to meet different needs ( trade-off ) creating true item diversity.

I’d eliminate Ber and Lo, replace with Mal and Ohm Resulting in high damage item with Attack rating, and defensive benefits (Damage Reduce / Mitigation Based), without additional damage modifiers.


Knights Vigil (Assuming 2-handed axes, maces, polearms, spears)
Sur Ohm Zod Mal Ohm

+1 Burst of Speed - ( Run / IAS Speed Bonus )
66% to cast level 30-40 Enchant on Striking - ( Attack Rating Bonus )
+300-480% Enhanced Damage (Ohm Ohm)
Prevents Monster Heal ( Mal )
Physical Damage Received reduced by 30% - (Damage Reduce Bonus for missing shield)
Slows Target 66% - ( Counters Missing IAS / opponents movement speed )
Replenish Life +30 - ( Compensate for missing shield )
+500-900 to Defense - ( Compensate for missing shield )
Hit Blinds Target (Sur)
Indestructible (Zod)

(Still, with the theory of damage mitigation in mind, I consider eliminating burst of speed from the above, though in most cases it would roughly provide only 40 IAS / Run )


With this design considered, alternative runewords could be employed with primary bonuses focused on:

-Defensive (+ Life) Based- 300-450+ED / Very Large Life Bonus
-Defensive (Elemental Resistance) Based- 300-450+ED / Open Wounds / Large All Res Bonus

  • Opportunity for different items utilizing; All Resistances / Very Large Individual Resistances / Skill Based bonuses such as fade, or paladin auras

-Damage (Large / Multiple Modifiers) Based - 300-450+ED / High IAS / Crushing Blow / Deadly Strike

  • Opportunity for different items utilizing; Combinations of Modifiers / Extra high % individual modifiers / Enhanced minimum damages, skill casts such as Amp, Grim Ward, etc.

-Damage (Elemental) Based - 300+ED / Large (thousands of) elemental damage (Gained direction via +elemental damage, and or from procing ‘high level’ elemental skills ) / Negative enemy elemental resistance

-Stat (Strength / Dexterity ) Based - 300-450+ED / Large (150+) Bonus to Strength / Dexterity or lesser combination of both

-Etc.

(Rather than 1 item that includes most, or everything)

(Also, its if introducing new powerful melee rune words ( really these would just be adequate for melee in its current state ) Rares / Magics would need improved stats to compete, so as to not make the top tier of those items obsolete. ( Such as greater potential ED, new potential stats, etc.)

It was just Cooley’s own fan ideas. Nothing remotely close to official.