Proposed Runeword Changes

Here are some suggested changed based on PRT:

The resistance helms feel like bandaid to Sunder Charm penalties for farming end game gear in Terror Zones…

Ground

PTR: Shael Io Ort Suggestion: Shael Tir Ort
+20% Faster Hit Recovery (Shael) +20% Faster Hit Recovery (Shael)
+10 to Vitality (Io) +2 Mana After Each Kill (Tir)
+75-100% Enhanced Defense +100% Enhanced Defense
Increase Maximum Life 5% +5-10% To Maximum Lightning Resist
Lightning Resist +40-60% (30% from Ort) Lightning Resist +65% (30% from Ort)
Lightning Absorb +10-15% Lightning Absorb +10-15%
+75 To Life

Hearth

PTR: Shael Io Thul Suggestion: Shael Tir Thul
+20% Faster Hit Recovery (Shael) +20% Faster Hit Recovery (Shael)
+10 to Vitality (Io) +2 Mana After Each Kill (Tir)
+75-100% Enhanced Defense +100% Enhanced Defense
Increase Maximum Life 5% +5-10% To Maximum Cold Resist
Cold Resist +40-60% (30% from Thul) Cold Resist +65% (30% from Thul)
Cold Absorb +10-15% Cold Absorb +10-15%
+75 To Life

Temper

PTR: Shael Io Ral Suggestion: Shael Tir Ral
+20% Faster Hit Recovery (Shael) +20% Faster Hit Recovery(Shael)
+10 to Vitality (Io) +2 Mana After Each Kill (Tir)
+75-100% Enhanced Defense +100% Enhanced Defense
Increase Maximum Life 5% +5-10% To Maximum Fire Resist
Fire Resist +40-60% (30% from Ral) Fire Resist +65% (30% from Ral)
Fire Absorb +10-15% Fire Absorb +10-15%
+75 To Life

Cure

PTR: Shael Io Tal Suggestion: Shael Tir Tal
+20% Faster Hit Recovery (Shael) +20% Faster Hit Recovery (Shael)
+10 to Vitality (Io) +2 Mana After Each Kill (Tir)
+75-100% Enhanced Defense +100% Enhanced Defense
Increase Maximum Life 5% +5-10% To Maximum Poison Resist
Poison Resist +40-60% (30% from Tal) Poison Resist +65% (30% from Tal)
Poison Length Reduced By 75% Poison Length Reduced By 75%
+75 To Life

Bulwark

PTR: Shael Io Sol Suggestion: Shael Tir Sol
+20% Faster Hit Recovery (Shael) +20% Faster Hit Recovery (Shael)
+10 to Vitality (Io) +2 Mana After Each Kill (Tir)
+75-100% Enhanced Defense +100% Enhanced Defense
Increase Maximum Life 5% +75 To Life
Replenish Life +30 Adds 20-30 Damage
Damage Reduced by 7 (Sol) Damage Reduced by 20 (7 from Sol)
Physical Damage Received Reduced By 15% Physical Damage Received Reduced By 10-20%
4-6% Life Stolen Per Hit 5-8% Life Stolen Per Hit

The aim was only 2 variable stats per helm. The max life has been replaced with +max resistance to keep in line with the resistance angle of these helms. The melee oriented helm also adds flat damage to increase physical damage as weapon damage is lackluster at this stage of the game. Also replaced Io with Tir to reduce level requirements to 29 but also added 75 life to helm while removing the 5% max life and 10 vita.

Hustle (armor)

PTR: Shael Ko Eld Suggestion: Shael Fal Eth
+20% Faster Hit Recovery (Shael) +35% Faster Hit Recovery (20% from Shael)
+10 to Dexterity (Ko) +10 to Strength (Fal)
+50% Faster Run/Walk Regenerate Mana 15% (Eth)
+20% Increased Attack Speed 25% Chance To Cast Level 13 Slow Missiles When Struck
50% Slower Stamina Drain (15% from Eld) +4 Increased Speed
+100% Enhanced Defense
33% Chance To Cast Level 7 Amplify Damage On Striking
Indestructible

Fal rune also increases level requirements to 41. Eth is a much more useful rune than Eld for both weapon and armor. Slower Stamina drain is virtually useless at this stage of the game. Increase Speed passive granted to provide faster run/walk (alternative would be Vigor Aura).

Hustle (Weapon)

PTR: Shael Ko Eld Suggestion: Shael Fal Eth
+30% Increased Attack Speed (20% from Shael) +20% Increased Attack Speed (Shael)
+10 to Dexterity (Ko) +10 to Strength (Fal)
+75% Damage to Undead (Eld) -25% Target Defense (Eth)
+50% to Attack Rating Against Undead (Eld) +20% Chance Of Deadly Strike
+130-150% Enhanced Damage +250-275% Enhanced Damage
5% Chance To Cast Level 9 Burst of Speed On Striking Level 5 Fanaticism Aura When Equipped
+30% Faster Run/Walk
Indestructible

The worth of a runeword shouldn’t be in it’s capacity to fulfill a roll as a pre-buff tool. Level 9 BOS brings unnecessary Power Creep to existing builds while not addressing any of the core issues with physical damage builds.

Mosiac

PTR: Mal Gul Thul Suggestion: Mal Gul Thul
Prevent Monster Heal (Mal) Prevent Monster Heal (Mal)
20% Bonus Attack Rating (Gul) 20% Bonus Attack Rating (Gul)
Adds 3-14 Cold Damage (Thul) Adds 3-14 Cold Damage (Thul)
+2 to Martial Arts (Assassin Only) +3 To All Skills
+200-250% Enhanced Damage +275-325% Enhanced Damage
25% Chance For Finishing Moves To Not Consume Charge (stacks) +30% Chance of Crushing Blow
Repairs 1 Durability in 4 Seconds
Charge Up Skill Stacks No Longer Expire

25% chance is too low. The effect shouldn’t need to stack to be useable. This effect should be added to Claw Mastery as a core skill instead of being on a weapon starting at 25% at tier 1 increasing at a dimining rate per level plateauing around 66% or so around level 45 or so.

Stacking multiple Charge Up Skills requires cycling of all skills as they only last 15 seconds from last charge up. The elimination of charge expiration would allow for easer upkeep of various charges. Alternative would be to at least double the duration of charges.

Metamorphosis

PTR: Io Cham Fal Suggestion: Um Cham Sur
+10 To Vitality (Io) All Resistance +20-35 (15 from Um)
Cannot Be Frozen (Cham) Cannot Be Frozen (Cham)
+10 to Strength (Fal) Increase Maximum Mana 5% (Sur)
+5 to Shapeshifting Skills (Druid Only) +5 to Shapeshifting Skills
+50-80% Enhanced Defense +1 To Werebear
All Resistance +10 +1 To Werewolf
+1 To Lycanthropy
+1 Feral Rage
+1 Maul
+150-200% Enhanced Defense
+150 To Life
Werewolf Strikes Grant Mark Of The Wolf: While Transformed Into Werewolf:
20% Bonus To Attack Rating 33% Chance Of Deadly Strike
Increase Maximum Life 40% 33% Chance Of Crushing Blow
Increase Maximum Life 20%
Rabies Now Does Full Damage Over 3 Seconds
Feral Rage Charges No Longer Expire While In Werewolf
Werebear Strikes Grant Mark Of The Bear: While Transformed Into Werebear:
+25% Attack Speed 25% Attack Speed
+25% Chance of Crushing Blow 25% Chance of Crushing Blow
Physical Damage Received Reduced by 20% Physical Damage Received Reduced by 20%
Increase Maximum Life 20%
Maul Charges No Longer Expire While In Werebear

Gives every class the ability to utilize either Werewolf or Werebear form along with an attack skill for each form. In addition, the bonuses for Werebear and Werewolf are only active while in the specific form. The Rabies piece is to also enable different playstyles while in wolf form.

I have also suggested a 6th version of the helm:

MacroBioBoi made a suggestion about Teleport that I liked. Instead of a direct teleport skill on this helm, add 5 to 10 teleport charges to helm with the charges automatically replenishing at a rate of 1 per 20 or 30 seconds. He had suggested this idea for Hustle armor which also is a viable place for it.

4 Likes

Would it be too much to ask for them to make a helmet that gives magic resists and magic damage reduction?

1 Like

It wouldn’t really see any usage in PvM given the rarity of magic damage from monsters (the only somewhat dangerous one that comes to mind is viper bone spears) so it’d mainly see usage as a PvP helm against bone necros and hammerdins, but that’d depend on its stats because it has to compete against other important head gear like rare circlets.

I don’t see the need for a magic themed resist helm but it could be interesting I suppose.

This is PRT, propose a helm

I mean they added a magic sunder charm, it’s pretty limited application for that as well.

And provided no gear to support it. No means of reducing resistance further below 95%…

Indeed, and I think that was by design. They didn’t want hammerdins becoming even more ubiquitous than they already are, so they came up with sunder charms which wouldn’t benefit magic damage because there’s no way to reduce the resistance below 95%.

Yep blizzard does pretty frivolous things, nothing should be surprising.

How’s that?

Shael Io El

|+20% Faster Hit Recovery (Shael)
|+10 to Vitality (Io)
|+75-100% Enhanced Defense
|Increase Maximum Life 5%
|Magic Resist +50%
|Magic damage reduced by 20
||+75 To Life|

This is excessive. Maybe something between 10 and 20.

1 Like
  • Hustle Armor, adding teleport charges is a fantastic change along with changing to Tir instead of Ko for MPK and reducing level requirement.

  • Cure Helm, add cleansing aura when equipped makes it much more useful and versatile as it can be used on merc.

  • Hearth Helm, it really needs CBF and maybe even chance to cast frozen armor or frost nova when struck.

Both solid suggestions. Triple Prayer Aura would be interesting.

Adding CBF onto Hustle armor is also intriguing. Need more gear options for CBF in general.

Maybe something is in the pipelines for uniques… :rofl:

1 Like

Agreed, CBF needs to be available on more gear and Hearth would be an excellent addition to this runeword.