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.