Review of Affixes and suggested changes

I think a review of the available affixes might be worthwhile.

Particularly the + Skills affixes available, as there was never really a systematic addition for Druids and Assassins, and with the addition of Auric Shields, Pelts, and Assault Helms, some of the +skills affixes available don’t make sense anymore. (IE Shields have + Paladin Skills, but a Paladin will always prefer an Auric Shield).

Current +Skill affixes

Axes: Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Bows: Amazon, Bows and Crossbows (Amazon)
Clubs: Druid, Elemental (Druid), Shapeshifting (Druid), Summoning (Druid), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Crossbows: Amazon, Bows and Crossbows (Amazon)
Daggers: Necromancer, Poison and Bone (Necro), Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Hammers: Paladin, Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Javelins: Amazon, Spear and Javelin (Amazon), Combat Skills (Barb), Masteries (Barb), Warcries (Barb).
Maces: Paladin, Combat Skills (Paladin), Offensive Auras (Paladin), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb).
Polearms: Combat Skills (Barb), Masteries (Barb), Warcries (Barb).
Spears: Amazon, Spear and Javelin (Amazon), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb).
Swords: Paladin, Combat Skills (Paladin), Offensive Auras (Paladin), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb).
Throwing Axes: Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Throwing Knives: Necromancer, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)

Amulets: All Classes and all Skill Subtrees.
Circlets: All Classes and all Skill Subtrees.
Helmets: Combat Skills (Barb), Shadow Disciplines (Assassin)
Gloves: Passive (Amazon), Bow (Amazon), Spear and Javelin (Amazon), Martial Arts (Assassin)
Shields: Paladin, Combat Skills (Paladin), Offensive Auras (Paladin), Defensive Auras (Paladin)

Looking at this it becomes obvious that Druids and Assassins (particularly Trap Assassins) lack items that can get +skills. That the +skill affix on Bows, Crossbows, and Shields are completely obsoleted by the class specific Amazon Bows and Auric Shields. That Polearms are surprising lacking in skill affixes. That the Combat Skills (Barb) affix on Helms are obsoleted by Barb specific helms.

Based on this I want to propose some radical changes to what skill affixes are available (additions in italics, subtractions in strikethrough):

Suggested +Skill Affixes

Axes: Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb), Shapeshifting (Druid)
Bows: Amazon, Bows and Crossbows (Amazon), Druid, Elemental (Druid), Shapeshifting (Druid), Summoning (Druid), add staff mods for Druid skills.
Clubs: Druid, Elemental (Druid), Shapeshifting (Druid), Summoning (Druid), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Crossbows: Amazon, Bows and Crossbows (Amazon), Assassin, Shadow (Assassin), Traps (Assassin), add staff mods for Traps and Shadow Disciplines.
Daggers: Necromancer, Poison and Bone (Necro), Combat Skills (Barb), Masteries (Barb), Warcries (Barb), Assassin, Martial Arts (Assassin), add staff mods for Martial Arts and Shadow Disciplines.
Hammers: Paladin, Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb), Druid, Shapeshifting (Druid)
Javelins: Amazon, Spear and Javelin (Amazon), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Maces: Paladin, Combat Skills (Paladin), Offensive Auras (Paladin), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb).
Polearms: Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb), Paladin, Combat Skills (Paladin)
Spears: Amazon, Spear and Javelin (Amazon), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb), Druid, Shapeshifting (Druid)
Swords: Paladin, Combat Skills (Paladin), Offensive Auras (Paladin), Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb), Assassin
Throwing Axes: Barbarian, Combat Skills (Barb), Masteries (Barb), Warcries (Barb)
Throwing Knives: Necromancer, Poison and Bone (Necro), Combat Skills (Barb), Masteries (Barb), Warcries (Barb), Assassin, Martial Arts (Assassin), add staff mods for Martial Arts and Shadow Disciplines.

Amulets : All Classes and all Skill Subtrees.
Circlets : All Classes and all Skill Subtrees.
Helmets : Combat Skills (Barb) , Shadow Disciplines (Assassin), Defensive Auras (Paladin) , Offensive Auras (Paladin) , Curses (Necro)
Gloves : Passive (Amazon), Bow (Amazon), Spear and Javelin (Amazon), Martial Arts (Assassin), Traps (Assassin)
Shields : Paladin, Combat Skills (Paladin), Offensive Auras (Paladin), Defensive Auras (Paladin) Amazon , Passive (Amazon) , Spear and Javelin (Amazon) , Barbarian , Combat Skills (Barbarian) , Druid , Martial Arts (Assassin) .
Boots: Passive (Amazon), Masteries (Barb), Martial Arts (Assassin), Shadow Disciplines (Assassin)
Belts: Defensive Auras (Paladin), Shapeshifting (Druid), Summoning (Druid), Traps (Assassin)

Basically, I’m repurposing normal Bows for Druids (fits Druid fantasy and gives bows a purpose), and Crossbows/Daggers for Assassins (again fits Assassin fantasy and gives crossbows a purpose). However, one additional thing is needed for this, allow Fists of Fire, Claws of Thunder, and Blades of Ice to work with daggers and throwing knives. This all fits the fantasy. Claws will still be superior options for Assassins because of Claw Mastery and Weapon Block, plus double the staff mods. However, it will allow for alternative Assassin builds. Daggers and Throwing Knives fit extremely well with the Martial Arts Assassin fantasy, while Crossbows fit very well with the Trap Assassin fantasy.

I also rationalized a few of the other mods, while adding several Druid weapon options. Another change I’d suggest is allowing Poison Dagger to work with Throwing Knives. Throwing Knives are considered a subclass of Daggers, so it fits the fantasy, and would give Necromancers a reason to possibly use Poison Dagger.

Shifted shield affixes to support the combat classes that might use shields (other than Paladins who are using Auric Shields). Primarily a Javazon, or a Barbarian, but also possibly a Martial Arts Assassin or a Druid. Shifted Helm affixes to a Paladin (but not Combat skills that would be too powerful). Added Boots (flavorful for Assassins, as well as Barbarin Masteries and Amazon Passive), and Belts (flavorful for Trap Assassins).

Another set of affixes to consider changing are the Chance to Cast suffixes which are often not very useful. First off, do CtoC on Attack work with throwing weapons? They don’t on Missile weapons (so they can’t spawn on bows), but they do spawn on throwing weapons. That seems like it might be an inconsistency. If on Attack works with Throwing weapons then we can leave them using melee affixes, but if not then Throwing Weapons should have the affixes of Missile Weapons instead of melee weapons.

Suggested Changes to Chance to Cast

Melee Weapons:
Current: 5% Chance to Cast Level 1 Amplify Damage on Striking, no lvl req, ilvl 3
Change to have 3 ranks of Chance to Cast Level 1 Amplify Damage on Attack:
5% Chance to Cast Level 1 Amplify Damage, no lvl req, ilvl 3
10% Chance to Cast Level 1 Amplify Damage, lvl 25 req, ilvl 28
15% Chance to Cast Level 1 Amplify Damage, lvl 52 req, ilvl 58

Current: 10% Chance to Cast Level 3 Nova on Striking, lvl 13 req, ilvl 18
12% Chance to Cast Level 4 Nova on Striking, lvl 21 req, ilvl 28
Change to have 4 ranks of Chance to Cast Nova on Striking:
15% Chance to Cast Level 3 Nova, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Nova, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Nova, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Nova, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Fire Bolt on Attack, lvl 4 req, ilvl 6
10% Chance to Cast Level 4 Fire Bolt on Attack, lvl 15 req, ilvl 20
10% Chance to Cast Level 8 Fire Bolt on Striking, lvl 12 req, ilvl 16
Change to have 4 ranks of Chance to Cast Fire Ball on Striking:
15% Chance to Cast Level 3 Fire Ball, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Fire Ball, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Fire Ball, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Fire Ball, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Ice Bolt on Attack, lvl 4 req, ilvl 6
Change to have 4 ranks of Chance to Cast Frost Nova on Striking:
15% Chance to Cast Level 3 Frost Nova, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Frost Nova, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Frost Nova, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Frost Nova, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Lightning on Attack, lvl 13 req, ilvl 18
Change to have 4 ranks of Chance to Cast Lightning on Striking:
15% Chance to Cast Level 3 Lightning, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Lightning, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Lightning, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Lightning, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Chain Lightning on Attack, lvl 18 req, ilvl 25
8% Chance to Cast Level 3 Chain Lightning on Attack, lvl 26 req, ilvl 35
8% Chance to Cast Level 5 Chain Lightning on Attack, lvl 33 req, ilvl 45
Change to have 3 ranks of Chance to Cast Level 15 Chain Lightning on Attack:
5% Chance to Cast Level 15 Chain Lightning, lvl 26 req, ilvl 35
10% Chance to Cast Level 15 Chain Lightning, lvl 39 req, ilvl 46
15% Chance to Cast Level 15 Chain Lightning, lvl 52 req, ilvl 58

Since this is for melee weapons changed Fire Bolt to Fire Ball and Ice Bolt to Frost Nova so these chance to cast can give a little area of effect damage. Level 21 Nova, Fire Ball, and Lightning are all roughly around 200 damage unsynergized, Level 21 Frost Nova is less than half that. Made consistently “on Striking” so that these AoE CtoC will work with Blade Fury, while changing Amp Damage and leaving Chain Lightning with “on Attack” so that they won’t work with Blade Fury (that seemed a little too powerful in combination with claw staff mods).

Missile Weapons:
Current: 5% Chance to Cast Level 1 Amplify Damage on Striking, no lvl req, ilvl 3
Change to have 3 ranks of Chance to Cast Level 1 Amplify Damage on Striking:
5% Chance to Cast Level 1 Amplify Damage, no lvl req, ilvl 3
10% Chance to Cast Level 1 Amplify Damage, lvl 25 req, ilvl 28
15% Chance to Cast Level 1 Amplify Damage, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Fire Bolt on Striking:
15% Chance to Cast Level 10 Fire Bolt, lvl 13 req, ilvl 18
15% Chance to Cast Level 16 Fire Bolt, lvl 26 req, ilvl 28
15% Chance to Cast Level 24 Fire Bolt, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Ice Bolt on Striking:
15% Chance to Cast Level 10 Ice Bolt, lvl 13 req, ilvl 18
15% Chance to Cast Level 16 Ice Bolt, lvl 26 req, ilvl 28
15% Chance to Cast Level 24 Ice Bolt, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Inner Sight on Striking:
15% Chance to Cast Level 10 Inner Sight, llvl 13 req, ilvl 18
15% Chance to Cast Level 16 Inner Sight, lvl 26 req, ilvl 28
15% Chance to Cast Level 24 Inner Sight, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Level 1 Glacial Spike on Striking:
5% Chance to Cast Level 1 Glacial Spike, lvl 26 req, ilvl 35
10% Chance to Cast Level 1 Glacial Spike, lvl 39 req, ilvl 46
15% Chance to Cast Level 1 Glacial Spike, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Level 14 Dim Vision on Striking:
5% Chance to Cast Level 14 Dim Vision, lvl 26 req, ilvl 35
10% Chance to Cast Level 14 Dim Vision, lvl 39 req, ilvl 46
15% Chance to Cast Level 14 Dim Vision, lvl 52 req, ilvl 58

Added some additional Chance to Cast on Striking to bows/crossbows.

Armor:
Current: 10% Chance to Cast Level 3 Charged Bolt when Struck, lvl 4 req, ilvl 6
12% Chance to Cast Level 4 Charged Bolt when Struck, lvl 12 req, ilvl 16
14% Chance to Cast Level 5 Charged Bolt when Struck, lvl 19 req, ilvl 26
Change to 4 ranks of Chance to Cast Charged Bolt when Struck:
15% Chance to Cast Level 6 Charged Bolt, lvl 13 req, ilvl 18
15% Chance to Cast Level 10 Charged Bolt, lvl 26 req, ilvl 28
15% Chance to Cast Level 16 Charged Bolt, lvl 39 req, ilvl 42
15% Chance to Cast Level 24 Charged Bolt, lvl 52 req, ilvl 58

Current: 10% Chance to Cast Level 3 Nova when Struck, lvl 13 req, ilvl 18
12% Chance to Cast Level 4 Nova when Struck, lvl 21 req, ilvl 28
14% Chance to Cast Level 5 Nova when Struck, lvl 28 req, ilvl 38
Change to 3 ranks of Chance to Cast Level 1 Energy Shield when Struck:
5% Chance to Cast Level 1 Energy Shield, lvl 26 req, ilvl 35
10% Chance to Cast Level 1 Energy Shield, lvl 39 req, ilvl 46
15% Chance to Cast Level 1 Energy Shield, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Frost Nova when Struck, lvl 9 req, ilvl 12
Change to 3 ranks of Chance to Cast Frozen/Shiver/Chilling Armor when Struck:
10% Chance to Cast Level 1 Frozen Armor, no lvl req, ilvl 3
10% Chance to Cast Level 10 Shiver Armor, lvl 21 req, ilvl 28
10% Chance to Cast Level 5 Chilling Armor, lvl 39 req, ilvl 46

Add 3 ranks of Chance to Cast Level 10 Shout when Struck:
5% Chance to Cast Level 10 Shout, lvl 15 req, ilvl 20
10% Chance to Cast Level 10 Shout, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Shout, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Level 20 Taunt when Struck:
5% Chance to Cast Level 20 Taunt, lvl 26 req, ilvl 35
10% Chance to Cast Level 20 Taunt, lvl 39 req, ilvl 46
15% Chance to Cast Level 20 Taunt, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Level 1 Battle Cry when Blocking:
5% Chance to Cast Level 1 Battle Cry, lvl 26 req, ilvl 28
10% Chance to Cast Level 1 Battle Cry, lvl 39 req, ilvl 42
15% Chance to Cast Level 1 Battle Cry, lvl 52 req, ilvl 58

Changed most effects to be more defense oriented, leaving only Charged Bolt as a damage dealing effect, but leveled so that higher levels have a greater chance of putting enemies in hit recovery. Energy Shield and Cold Armors being the replacements. Added thematic warcries as other effects. Because of power and duration of Battle Cry it doesn’t work well as an on Struck effect but would be balanced if you made it work on block.

Amulets:
Current: 10% Chance to Cast Level 3 Hydra when Struck, lvl 30 req, ilvl 40
Change to 3 ranks of Chance to Cast Hydra on Striking:
15% Chance to Cast Level 3 Hydra, lvl 30 req, ilvl 40
15% Chance to Cast Level 6 Hydra, lvl 42 req, ilvl 50
15% Chance to Cast Level 10 Hydra, lvl 54 req, ilvl 60

Current: 5% Chance to Cast Level 3 Frost Nova when Struck, lvl 9 req, ilvl 12
Change to 3 ranks of Chance to Cast Thunder Storm when Struck:
5% Chance to Cast Level 1 Thunder Storm when Struck, lvl 26 req, ilvl 28
5% Chance to Cast Level 5 Thunder Storm when Struck, lvl 39 req, ilvl 42
5% Chance to Cast Level 10 Thunder Storm when Struck, lvl 52 req, ilvl 58

Current: 10% Chance to Cast Level 3 Charged Bolt when Struck, lvl 4 req, ilvl 6
12% Chance to Cast Level 4 Charged Bolt when Struck, lvl 12 req, ilvl 16
14% Chance to Cast Level 5 Charged Bolt when Struck, lvl 19 req, ilvl 26
Change to 3 ranks of Chance to Cast Level 1 Weaken when Struck:
5% Chance to Cast Level 1 Weaken when Struck, lvl 12 req, ilvl 16
10% Chance to Cast Level 1 Weaken when Struck, lvl 19 req, ilvl 26
15% Chance to Cast Level 1 Weaken when Struck, lvl 26 req, ilvl 36

Current: 5% Chance to Cast Level 3 Chain Lightning on Attack, lvl 18 req, ilvl 25
8% Chance to Cast Level 3 Chain Lightning on Attack, lvl 26 req, ilvl 35
8% Chance to Cast Level 5 Chain Lightning on Attack, lvl 33 req, ilvl 45
Change to 3 ranks of Chance to Cast Level 12 Confuse on Attack:
5% Chance to Cast Level 12 Confuse on Attack, lvl 26 req, ilvl 35
10% Chance to Cast Level 12 Confuse on Attack, lvl 39 req, ilvl 46
15% Chance to Cast Level 12 Confuse on Attack, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Slow Missiles when Struck:
15% Chance to Cast Level 1 Slow Missiles when Struck, lvl 12 req, ilvl 16
15% Chance to Cast Level 5 Slow Missiles when Struck, lvl 26 req, ilvl 36
15% Chance to Cast Level 14 Slow Missiles when Struck, lvl 39 req, ilvl 46

Add 3 ranks of Chance to Cast Level 13 Terror when Struck:
5% Chance to Cast Level 13 Terror when Struck, lvl 26 req, ilvl 36
10% Chance to Cast Level 13 Terror when Struck, lvl 39 req, ilvl 42
15% Chance to Cast Level 13 Terror when Struck, lvl 52 req, ilvl 58

Rings:
Current: 10% Chance to Cast Level 3 Charged Bolt when Struck, lvl 4 req, ilvl 6
12% Chance to Cast Level 4 Charged Bolt when Struck, lvl 12 req, ilvl 16
14% Chance to Cast Level 5 Charged Bolt when Struck, lvl 19 req, ilvl 26
Change to 3 ranks of Chance to Cast Level 1 Weaken when Struck:
5% Chance to Cast Level 1 Weaken when Struck, lvl 12 req, ilvl 16
10% Chance to Cast Level 1 Weaken when Struck, lvl 19 req, ilvl 26
15% Chance to Cast Level 1 Weaken when Struck, lvl 26 req, ilvl 36

Current: 5% Chance to Cast Level 3 Chain Lightning on Attack, lvl 18 req, ilvl 25
8% Chance to Cast Level 3 Chain Lightning on Attack, lvl 26 req, ilvl 35
8% Chance to Cast Level 5 Chain Lightning on Attack, lvl 33 req, ilvl 45
Change to 3 ranks of Chance to Cast Level 12 Confuse on Attack:
5% Chance to Cast Level 12 Confuse on Attack, lvl 26 req, ilvl 35
10% Chance to Cast Level 12 Confuse on Attack, lvl 39 req, ilvl 46
15% Chance to Cast Level 12 Confuse on Attack, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Slow Missiles when Struck:
15% Chance to Cast Level 1 Slow Missiles when Struck, lvl 12 req, ilvl 16
15% Chance to Cast Level 5 Slow Missiles when Struck, lvl 26 req, ilvl 36
15% Chance to Cast Level 14 Slow Missiles when Struck, lvl 39 req, ilvl 46

Add 3 ranks of Chance to Cast Level 13 Terror when Struck:
5% Chance to Cast Level 13 Terror when Struck, lvl 26 req, ilvl 36
10% Chance to Cast Level 13 Terror when Struck, lvl 39 req, ilvl 42
15% Chance to Cast Level 13 Terror when Struck, lvl 52 req, ilvl 58

Jewelry has now been changed to more esoteric effects. Rings have effects that are not overpowered to stack.

With these changes Chance to Cast effects ought to be actually useful, though mostly as a slight benefit as you’d need a really quirky build to make it powerful.

Another set of affixes to consider are charges. Charges have a lot of issues. They seem to be distributed without reason, Teeth on a sword? They do not scale well. But most of all the charges available often are not the charges people would want.

Charges that have value

There are some spells/abilities that have a lot of value as charges, some that can be useful in specific circumstances, while others are just no use.

Very Valuable:
Teleport, Frozen Armor, Glacial Spike
Slow Missile
Corpse Explosion, Amplify Damage, Decrepify, Lower Resistance, Life Tap
Holy Shield
Find Item, Leap
Dragon Flight, Fade, Burst of Speed, Mind Blast, Death Sentry

Potentially Valuable:
Enchant, Blaze, Energy Shield, Thunder Storm, Static Field, Chain Lightning, Shiver Armor, Chilling Armor, Ice Blast, Fire Ball, Frost Nova, Blizzard, Frozen Orb
Inner Sight, Decoy, Valkeryie, Impale, Fend, Poison Javelin, Plague Javelin, Lightning Bolt, Lightning Fury, Charged Strike, Lightning Strike, Multiple Shot, Strafe, Freezing Arrow, Exploding Arrow, Immolation Arrow, Guided Arrow
Poison Nova, Iron Golem, Clay Golem, Bone Armor, Bone Wall, Bone Prison, Confuse, Weaken, Iron Maiden, Attract, Dim Vision
Zeal, Sacrifice, Smite, Vengeance, Conversion, Charge, Fist of the Heavens
Leap Attack, Battle Cry, Shout, Howl, Battle Orders, Battle Command, Taunt, Grim Ward, Berserk, Frenzy (on Claws)
Cyclone Armor, Twister, Hurricane, Summon Grizzly, Maul
Venom, Shadow Warrior, Tiger Strike

Anything not on that list does not have value as a charge. Yet most of the charge affixes are for things not on the list, and for those charges that are on the list most of them are not of a level that they can be useful.

Suggested Changes to Weapon charges Affixes
Melee Combat Weapons

Axes:
Current:
Level 3 Concentrate (27/27), lvl 18 req, ilvl 48
Level 4 Stun (30/30), lvl 12 req, ilvl 36
Level 6 Bash (35/35), no lvl req, ilvl 14
Level 3 Vengeance (27/27), lvl 48 req, ilvl 48
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Life Tap (27/27), lvl 48 req, ilvl 48
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 4 Lightning (30/30), lvl 36 req, ilvl 36

*Change To: *
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 10 Zeal (60/60), lvl 36 req, ilvl 36
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Life Tap (27/27), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 6 Howl (35/35), lvl 14 req, ilvl 14
Level 10 Taunt (11/11), lvl 28 req, ilvl 28
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36
Level 1 Berserk (80/80), lvl 48 req, ilvl 48

It looks to me like the levels and number of charges used are currently organized into ranks with only the skill being different. This is a problem, skills need to have different level of the skill depending on the skill. For example, in the numbers used above, I choose Enchant, Zeal, Vengeance, and Sacrifice levels taking into account the amount of Attack Rating they add (damage was also considered). However, the number of charges can probably be left in the various ranks. Removed the useless skills and added some useful Warcries that fit the flavor of an axe wielder.

Swords:
Current:
Level 3 Concentrate (27/27), lvl 18 req, ilvl 48
Level 4 Stun (30/30), lvl 12 req, ilvl 36
Level 6 Bash (35/35), no lvl req, ilvl 14
Level 3 Vengeance (27/27), lvl 48 req, ilvl 48
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 6 Teeth (35/35), lvl 14 req, ilvl 14
Level 1 Enchant (11/11), lvl 18 req, ilvl 48
Level 6 Firebolt (35/35), lvl 14 req, ilvl 14

Change To:
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 10 Zeal (60/60), lvl 36 req, ilvl 36
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 20 Fire Ball (60/60), lvl 36 req, ilvl 36
Level 6 Shout (35/35), lvl 14 req, ilvl 14
Level 16 Battle Orders (27/27), lvl 48 req, ilvl 48
Level 12 Confuse (11/11), lvl 28 req, ilvl 28

Tried to make swords more “organized” martial flavor compared to axes.

Daggers:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Bone Spirit (82/82), lvl 30 req, ilvl 36
Level 3 Poison Nova (82/82), lvl 30 req, ilvl 36
Level 3 Lower Resist (82/82), lvl 30 req, ilvl 36
Level 5 Attract (97/97), lvl 24 req, ilvl 30
Level 6 Bone Spear (105/105), lvl 18 req, ilvl 24
Level 6 Life Tap (105/105), lvl 18 req, ilvl 24
Level 6 Confuse (105/105), lvl 18 req, ilvl 24
Level 7 Terror (112/112), lvl 12 req, ilvl 18
Level 8 Poison Dagger (120/120), lvl 6 req, ilvl 12
Level 8 Weaken (120/120), lvl 6 req, ilvl 12
Level 8 Dim Vision (120/120), lvl 6 req, ilvl 12
Level 10 Teeth (135/135), no lvl req, ilvl 7
Level 1 Frozen Orb, (22/22) lvl 72 req, ilvl 72
Level 2 Blizzard, (25/25) lvl 60 req, ilvl 60
Level 2 Meteor, (25/25) lvl 60 req, ilvl 60
Level 3 Glacial Spike (27/27), lvl 48 req, ilvl 48
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 5 Frost Nova (35/35), lvl 24 req, ilvl 24
Level 6 Ice Bolt (35/35), lvl 14 req, ilvl 14

Change To:
Level 24 Sacrifice (11/11), lvl 28 req, ilvl 28
Level 20 Conversion (27/27), lvl 48 req, ilvl 48
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 8 Tiger Strike (35/35), lvl 14 req, ilvl 14
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36
Level 19 Venom (27/27), lvl 48 req, ilvl 48
Level 3 Find Item (11/11), lvl 28 req, ilvl 28
Level 4 Grim Ward (60/60), lvl 36 req, ilvl 36
Level 24 Bone Armor (60/60), lvl 36 req, ilvl 36
Level 12 Poison Dagger (35/35), lvl 14 req, ilvl 14
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 5 Bone Wall (35/35), lvl 14 req, ilvl 14
Level 6 Lower Resist (27/27), lvl 48 req, ilvl 48
Level 18 Poison Nova (80/80), lvl 48 req, ilvl 48
Level 12 Blizzard (80/80), lvl 48 req, ilvl 48
Level 24 Cyclone Armor (60/60), lvl 36 req, ilvl 36

Seems to me like the team that did the charges for Daggers was different from the team for other melee weapons. Anyway, I suppose the dagger can fit as having more types of charges since it has relation to spellcasting as well as combat. A point here is that things like level 18 Poison Nova, and Level 12 Blizzard are not overpowered on charges because they are unsynergized and do not benefit from +Skills. The point is for these charges to be useful, not useless.

Spears:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 3 Vengeance (27/27), lvl 48 req, ilvl 48
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Bone Spear (27/27), lvl 48 req, ilvl 48
Level 3 Chain Lightning (27/27), lvl 48 req, ilvl 48
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 4 Fire Ball (30/30), lvl 36 req, ilvl 36
Level 4 Lightning Strike (90/90), lvl 39 req, ilvl 47
Level 5 Charged Stirke (97/97), lvl 25 req, ilvl 33
Level 6 Power Strike (105/105), lvl 13 req, ilvl 12

Change To:
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 18 Charge (60/60), lvl 36 req, ilvl 36
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 9 Impale (60/60), lvl 36 req, ilvl 36
Level 20 Charged Strike (60/60), lvl 36 req, ilvl 36
Level 7 Fend (60/60), lvl 36 req, ilvl 36
Level 14 Lightning Strike (80/80), lvl 48 req, ilvl 48
Level 12 Frost Nova (35/35), lvl 14 req, ilvl 14
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 20 Fire Ball (60/60), lvl 36 req, ilvl 36
Level 6 Shout (35/35), lvl 14 req, ilvl 14
Level 12 Leap Attack (60/60), lvl 36 req, ilvl 36
Level 19 Battle Command (27/27), lvl 48 req, ilvl 48
Level 12 Confuse (11/11), lvl 28 req, ilvl 28

Increased the level of the Spear only charges to make them actually useful. Also gave Charge and Leap Attack charges as they fit Spear type weapons.

Polearms:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 12 req, ilvl 36
Level 6 Sacrifice (35/35), no lvl req, ilvl 14
Level 1 Enchant (11/11), lvl 48 req, ilvl 48

Change To:
Level 18 Fist of the Heavens (80/80), lvl 48 req, ilvl 48
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 10 Zeal (60/60), lvl 36 req, ilvl 36
Level 18 Charge (60/60), lvl 36 req, ilvl 36
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 8 Static Field (35/35), lvl 14 req, ilvl 14
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 10 Thunder Storm (60/60), lvl 36 req, ilvl 36
Level 6 Shout (35/35), lvl 14 req, ilvl 14
Level 12 Leap Attack (60/60), lvl 36 req, ilvl 36
Level 19 Battle Command (27/27), lvl 48 req, ilvl 48
Level 12 Confuse (11/11), lvl 28 req, ilvl 28

Gave Polearms Lightning type charges. Since they can act like a lightning rod. Also want to be careful not to overpower static field. Limiting it to Polearms ought to leave it as powerful but on builds that don’t have other sources of AoE damage. (Sure, you could use it on a Druid Caster, or a Trap Assassin, but that means giving up a Spirit Shield). Also gave Charge and Leap Attack charges as they fit Polearm type weapons.

Clubs:
Current:
Level 5 Tornado (48/48), lvl 30 req, ilvl 30
Level 6 Volcano (52/52), lvl 30 req, ilvl 30
Level 6 Twister (52/52), lvl 24 req, ilvl 24
Level 7 Fissure (56/56), lvl 18 req, ilvl 18
Level 10 Firestorm (67/67), lvl 7 req, ilvl 7
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 2 Meteor (25/25), lvl 60 req, ilvl 60
Level 1 Enchant (11/11), lvl 48 req, ilvl 48

Change To:
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 9 Iron Maiden (35/35), lvl 14 req, ilvl 14
Level 6 Lower Resist (27/27), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 10 Glacial Spike (60/60), lvl 36 req, ilvl 36
Level 26 Chain Lightning (80/80), lvl 48 req, ilvl 48
Level 6 Howl (35/35), lvl 14 req, ilvl 14
Level 10 Taunt (11/11), lvl 28 req, ilvl 28
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36
Level 1 Berserk (80/80), lvl 48 req, ilvl 48
Level 24 Cyclone Armor (60/60), lvl 36 req, ilvl 36
Level 20 Summon Grizzly (27/27), lvl 48 req, ilvl 48

Treating Clubs sort of like the Druid’s wand equivalent, so gave it some elemental spells from the Sorceress, as well as some curses from the Necromancer that will help both Elementalist and Summoner Druids.

Hammers:
Current:
Level 3 Volcano (27/27), lvl 60 req, ilvl 60
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 3 Blessed Hammer (27/27), lvl 48 req, ilvl 48
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 1 Enchant (11/11), lvl 18 req, ilvl 48
Level 4 Lightning (30/30), lvl 14 req, ilvl 36
Level 5 Ice Blast (32/32), lvl 6 req, ilvl 24
Level 5 Telekenisis (32/32), lvl 6 req, ilvl 24
Level 6 Charged Bolt (35/35), no lvl req, ilvl 14

Change To:
Level 18 Fist of the Heavens (80/80), lvl 48 req, ilvl 48
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 10 Zeal (60/60), lvl 36 req, ilvl 36
Level 18 Charge (60/60), lvl 36 req, ilvl 36
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 18 Valkyrie (27/27), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 6 Shout (35/35), lvl 14 req, ilvl 14
Level 12 Leap Attack (60/60), lvl 36 req, ilvl 36
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36

Gave Hammers a bit of Mjolnir flavor with Fist of the Heavens and Valkyrie. I would have liked to use Blessed Hammer for flavor, but without synergies Blessed Hammer just isn’t worth using as charges.

Maces:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 1 Enchant (11/11), lvl 18 req, ilvl 48
Level 5 Ice Blast (32/32), lvl 6 req, ilvl 24
Level 5 Telekenisis (32/32), lvl 6 req, ilvl 24
Level 6 Charged Bolt (35/35), no lvl req, ilvl 14

Change To:
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 10 Zeal (60/60), lvl 36 req, ilvl 36
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 9 Iron Maiden (35/35), lvl 14 req, ilvl 14
Level 1 Decrepify (27/27), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 26 Chain Lightning (80/80), lvl 48 req, ilvl 48
Level 6 Shout (35/35), lvl 14 req, ilvl 14
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36
Level 24 Hurricane (120/120) lvl 60 req, ilvl 60

Made Maces a more martial version of the Club. Gave it Hurricane which needs to be at a high level and lots of charges to be worth it.
.

Caster Weapons

Scepters:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 6 Blessed Hammer (52/52), lvl 24 req, ilvl 24
Level 6 Vengaence (52/52), lvl 24 req, ilvl 24
Level 7 Zeal (56/56), lvl 18 req, ilvl 18
Level 8 Holy Bolt (60/60), lvl 12 req, ilvl 12
Level 10 Sacrifice (67/67), lvl 7 req, ilvl 7
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 5 Ice Blast (32/32), lvl 24 req, ilvl 24
Level 5 Telekenisis (32/32), lvl 24 req, ilvl 24
Level 6 Charged Bolt (35/35), lvl 14 req, ilvl 14

Change To:
Level 18 Fist of the Heavens (80/80), lvl 48 req, ilvl 48
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 10 Zeal (60/60), lvl 36 req, ilvl 36
Level 8 Tiger Strike (35/35), lvl 14 req, ilvl 14
Level 7 Weaken (35/35), lvl 14 req, ilvl 14
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 20 Fire Ball (60/60), lvl 36 req, ilvl 36
Level 21 Ice Blast (27/27), lvl 48 req, ilvl 48
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36
Level 40 Twister (120/120) lvl 60 req, ilvl 60

Gave the Scepter charges more of a spell caster feel but continued to include some melee effects to.

Wands:
Current:
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Bone Spirit (82/82), lvl 30 req, ilvl 36
Level 3 Poison Nova (82/82), lvl 30 req, ilvl 36
Level 3 Lower Resist (82/82), lvl 30 req, ilvl 36
Level 5 Attract (97/97), lvl 24 req, ilvl 30
Level 6 Bone Spear (105/105), lvl 18 req, ilvl 24
Level 6 Life Tap (105/105), lvl 18 req, ilvl 24
Level 6 Confuse (105/105), lvl 18 req, ilvl 24
Level 7 Terror (112/112), lvl 12 req, ilvl 18
Level 8 Weaken (120/120), lvl 6 req, ilvl 12
Level 8 Dim Vision (120/120), lvl 6 req, ilvl 12
Level 10 Teeth (135/135), no lvl req, ilvl 7
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 4 Fire Ball (30/30), lvl 36 req, ilvl 36

Change To:
Level 20 Conversion (27/27), lvl 48 req, ilvl 48
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36
Level 5 Bone Prison (11/11), lvl 28 req, ilvl 28
Level 11 Attract (60/60), lvl 36 req, ilvl 36
Level 12 Lower Resist (27/27), lvl 48 req, ilvl 48
Level 18 Poison Nova (80/80), lvl 48 req, ilvl 48
Level 14 Frozen Armor (35/35), lvl 14 req, ilvl 14
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 20 Fire Ball (60/60), lvl 36 req, ilvl 36
Level 21 Ice Blast (27/27), lvl 48 req, ilvl 48
Level 26 Chain Lightning (80/80), lvl 48 req, ilvl 48
Level 12 Blizzard (80/80), lvl 48 req, ilvl 48
Level 18 Frozen Orb (80/80), lvl 48 req, ilvl 48
Level 24 Cyclone Armor (60/60), lvl 36 req, ilvl 36
Level 40 Twister (120/120) lvl 60 req, ilvl 60
Level 24 Hurricane (120/120) lvl 60 req, ilvl 60

Removed most of the Necromancer charges from wands because you already have access as a Necromancer to them. Left a few that could be valuable enough to another character type to consider using a wand (ie Lower Resist). Mostly gave wands charges that stereotypically you would put on a wand (ie Scorceress Spells) but could also be useful for Necromancer.

Staves:
Current:
Level 4 Fissure (30/30), lvl 36 req, ilvl 36
Level 6 Firestorm (35/35), lvl 14 req, ilvl 14
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 1 Lower Resist (22/22), lvl 30 req, ilvl 72
Level 3 Frozen Orb (41/41), lvl 36 req, ilvl 36
Level 5 Blizzard (48/48), lvl 30 req, ilvl 30
Level 5 Meteor (48/48), lvl 30 req, ilvl 30
Level 6 Glacial Spike (52/52), lvl 24 req, ilvl 24
Level 6 Teleport (52/52), lvl 24 req, ilvl 24
Level 6 Chain Lightning (52/52), lvl 24 req, ilvl 24
Level 3 Enchant (27/27), lvl 24 req, ilvl 24
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 7 Lightning (56/56), lvl 18 req, ilvl 18
Level 7 Nova (56/56), lvl 18 req, ilvl 18
Level 7 Fire Ball (56/56), lvl 18 req, ilvl 18
Level 8 Ice Blast (60/60), lvl 12 req, ilvl 12
Level 8 Frost Nova (60/60), lvl 12 req, ilvl 12
Level 8 Telekenisis (60/60), lvl 12 req, ilvl 12
Level 10 Ice Bolt (67/67), lvl 7 req, ilvl 7
Level 10 Charged Bolt (67/67), lvl 7 req, ilvl 7
Level 10 Fire Bolt (67/67), lvl 7 req, ilvl 7

Change To:
Level 18 Fist of the Heavens (80/80), lvl 48 req, ilvl 48
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 24 Sacrifice (11/11), lvl 28 req, ilvl 28
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 7 Weaken (35/35), lvl 14 req, ilvl 14
Level 5 Bone Wall (35/35), lvl 14 req, ilvl 14
Level 5 Bone Prison (11/11), lvl 28 req, ilvl 28
Level 24 Bone Armor (60/60), lvl 36 req, ilvl 36
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 3 Life Tap (27/27), lvl 48 req, ilvl 48
Level 6 Lower Resist (80/80), lvl 48 req, ilvl 48
Level 18 Poison Nova (80/80), lvl 48 req, ilvl 48
Level 14 Frozen Armor (35/35), lvl 14 req, ilvl 14
Level 6 Teleport (52/52), lvl 24 req, ilvl 24
Level 10 Glacial Spike (60/60), lvl 36 req, ilvl 36
Level 10 Thunder Storm (60/60), lvl 36 req, ilvl 36
Level 12 Leap Attack (60/60), lvl 36 req, ilvl 36
Level 24 Fissure (60/60), lvl 36 req, ilvl 36
Level 20 Summon Grizzly (27/27), lvl 48 req, ilvl 48
Level 22 Armageddon (120/120) lvl 60 req, ilvl 60
Level 24 Hurricane (120/120) lvl 60 req, ilvl 60

Lowered ilvl needed to get Lower Resist on a Staff. Picked level 6 for Lower Resist because it makes it more useful but without increasing the number of immunities it can break, probably most attractive for a Hybrid Fire/Lightning build. Since a staff can be a viable melee weapon included some of those effects. Also added Armageddon and Fissure which are usually useless as an unsynergized charge, but for a Sorceress with Fire Mastery might actually be decent. Left Teleport charges on Staves unchanged.

Orbs:
Current:
Level 3 Frozen Orb (41/41), lvl 36 req, ilvl 36
Level 5 Blizzard (48/48), lvl 30 req, ilvl 30
Level 5 Meteor (48/48), lvl 30 req, ilvl 30
Level 6 Glacial Spike (52/52), lvl 24 req, ilvl 24
Level 6 Teleport (52/52), lvl 24 req, ilvl 24
Level 6 Chain Lightning (52/52), lvl 24 req, ilvl 24
Level 3 Enchant (27/27), lvl 24 req, ilvl 24
Level 7 Lightning (56/56), lvl 18 req, ilvl 18
Level 7 Nova (56/56), lvl 18 req, ilvl 18
Level 7 Fire Ball (56/56), lvl 18 req, ilvl 18
Level 8 Ice Blast (60/60), lvl 12 req, ilvl 12
Level 8 Frost Nova (60/60), lvl 12 req, ilvl 12
Level 8 Telekenisis (60/60), lvl 12 req, ilvl 12
Level 10 Ice Bolt (67/67), lvl 7 req, ilvl 7
Level 10 Charged Bolt (67/67), lvl 7 req, ilvl 7
Level 10 Fire Bolt (67/67), lvl 7 req, ilvl 7

Change To:
Level 20 Conversion (27/27), lvl 48 req, ilvl 48
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 24 Decoy (27/27), lvl 48 req, ilvl 48
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 7 Weaken (35/35), lvl 14 req, ilvl 14
Level 9 Clay Golem (35/35), lvl 14 req, ilvl 14
Level 9 Iron Maiden (35/35), lvl 14 req, ilvl 14
Level 5 Iron Golem (11/11), lvl 28 req, ilvl 28
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 11 Attract (60/60), lvl 36 req, ilvl 36
Level 1 Decrepify (27/27), lvl 48 req, ilvl 48
Level 18 Poison Nova (80/80), lvl 48 req, ilvl 48
Level 24 Fissure (60/60), lvl 36 req, ilvl 36
Level 24 Cyclone Armor (60/60), lvl 36 req, ilvl 36
Level 40 Spirit Wolves (80/80), lvl 48 req, ilvl 48
Level 30 Dire Wolves (27/27), lvl 48 req, ilvl 48
Level 40 Twister (120/120) lvl 60 req, ilvl 60
Level 24 Hurricane (120/120) lvl 60 req, ilvl 60

Charges on Orbs suffer from the fact that all of them are native to the Sorceress, which means there is no point in using them. Therefor removed all of those and replaced with only non-Sorceress skill charges. Gave Summon Spirit/Dire Wolves instead of Grizzly because they are not as powerful but can still serve as meat shields for a Sorceress.

Claws:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 1 Enchant (11/11), lvl 18 req, ilvl 48

Change To:
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 24 Decoy (27/27), lvl 48 req, ilvl 48
Level 5 Terror (35/35), lvl 14 req, ilvl 14
Level 9 Iron Maiden (35/35), lvl 14 req, ilvl 14
Level 12 Confuse (11/11), lvl 28 req, ilvl 28
Level 11 Attract (60/60), lvl 36 req, ilvl 36
Level 16 Frenzy (80/80), lvl 48 req, ilvl 48
Level 18 Poison Nova (80/80), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 12 Leap Attack (60/60), lvl 36 req, ilvl 36
Level 4 Grim Ward (60/60), lvl 36 req, ilvl 36

Tried to give Claws a mix of status effects and damage effects that fit the Assassin fantasy. Things like Decoy, Vengeance, Grim Ward, etc.

Throwing Weapons

Javelins:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Bone Spear (27/27), lvl 48 req, ilvl 48
Level 3 Chain Lightning (27/27), lvl 48 req, ilvl 48
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 4 Fire Ball (30/30), lvl 36 req, ilvl 36
Level 4 Lightning Strike (90/90), lvl 39 req, ilvl 47
Level 5 Charged Stirke (97/97), lvl 25 req, ilvl 33
Level 6 Power Strike (105/105), lvl 13 req, ilvl 12

Change To:
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 9 Impale (60/60), lvl 36 req, ilvl 36
Level 24 Lightning Bolt (60/60), lvl 36 req, ilvl 36
Level 7 Fend (60/60), lvl 36 req, ilvl 36
Level 24 Decoy (27/27), lvl 48 req, ilvl 48
Level 30 Plague Javelin (80/80), lvl 48 req, ilvl 48
Level 18 Lightning Fury (80/80), lvl 48 req, ilvl 48
Level 9 Iron Maiden (35/35), lvl 14 req, ilvl 14
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 21 Ice Blast (27/27), lvl 48 req, ilvl 48
Level 12 Shadow Warrior (11/11), lvl 28 req, ilvl 28

Instead of giving all spear skills to javelins, makes sense to give mostly Javelin skills with only a few spear skills thrown in. Hopefully Shadow Warrior works correctly, might not in which case would need to be replaced with something of a similar level.

Amazon Javelins:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Bone Spear (27/27), lvl 48 req, ilvl 48
Level 3 Chain Lightning (27/27), lvl 48 req, ilvl 48
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 4 Fire Ball (30/30), lvl 36 req, ilvl 36
Level 4 Lightning Strike (90/90), lvl 39 req, ilvl 47
Level 5 Charged Stirke (97/97), lvl 25 req, ilvl 33
Level 6 Power Strike (105/105), lvl 13 req, ilvl 12

Change To:
Level 12 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 5 Terror (35/35), lvl 14 req, ilvl 14
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 1 Decrepify (27/27), lvl 48 req, ilvl 48
Level 6 Lower Resist (80/80), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 12 Leap Attack (60/60), lvl 36 req, ilvl 36
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36
Level 40 Spirit Wolves (80/80), lvl 48 req, ilvl 48

No need for Amazon skills on Amazon only javelins, but we can give things like Decrepify which are not nearly as powerful for an Javazon as it would be for a Throw Barb.

Throwing Axes:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 3 Vengeance (27/27), lvl 48 req, ilvl 48
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Life Tap (27/27), lvl 48 req, ilvl 48
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 4 Lightning (30/30), lvl 36 req, ilvl 36

Change To:
Level 10 Vengeance (80/80), lvl 48 req, ilvl 48
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 24 Decoy (27/27), lvl 48 req, ilvl 48
Level 3 Life Tap (27/27), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 5 Bone Wall (35/35), lvl 14 req, ilvl 14
Level 7 Weaken (35/35), lvl 14 req, ilvl 14
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 20 Fire Ball (60/60), lvl 36 req, ilvl 36
Level 30 Dire Wolves (80/80), lvl 48 req, ilvl 48

No need for Barbarian only skills as Throwing Axes are focused so heavily at Throw Barbs. Currently already has Life Tap which ought to be pretty useful charges for a Throw Barb.

Throwing Knives:
Current:
Level 3 Concentrate (27/27), lvl 48 req, ilvl 48
Level 4 Stun (30/30), lvl 36 req, ilvl 36
Level 6 Bash (35/35), lvl 14 req, ilvl 14
Level 4 Zeal (30/30), lvl 36 req, ilvl 36
Level 6 Sacrifice (35/35), lvl 14 req, ilvl 14
Level 3 Bone Spirit (82/82), lvl 30 req, ilvl 36
Level 3 Poison Nova (82/82), lvl 30 req, ilvl 36
Level 3 Lower Resist (82/82), lvl 30 req, ilvl 36
Level 5 Attract (97/97), lvl 24 req, ilvl 30
Level 6 Bone Spear (105/105), lvl 18 req, ilvl 24
Level 6 Life Tap (105/105), lvl 18 req, ilvl 24
Level 6 Confuse (105/105), lvl 18 req, ilvl 24
Level 7 Terror (112/112), lvl 12 req, ilvl 18
Level 8 Poison Dagger (120/120), lvl 6 req, ilvl 12
Level 8 Weaken (120/120), lvl 6 req, ilvl 12
Level 8 Dim Vision (120/120), lvl 6 req, ilvl 12
Level 10 Teeth (135/135), no lvl req, ilvl 7
Level 1 Frozen Orb, (22/22) lvl 72 req, ilvl 72
Level 2 Blizzard, (25/25) lvl 60 req, ilvl 60
Level 2 Meteor, (25/25) lvl 60 req, ilvl 60
Level 3 Glacial Spike (27/27), lvl 48 req, ilvl 48
Level 1 Enchant (11/11), lvl 48 req, ilvl 48
Level 5 Frost Nova (35/35), lvl 24 req, ilvl 24
Level 6 Ice Bolt (35/35), lvl 14 req, ilvl 14

Change To:
Level 20 Conversion (27/27), lvl 48 req, ilvl 48
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36
Level 19 Venom (27/27), lvl 48 req, ilvl 48
Level 3 Find Item (11/11), lvl 28 req, ilvl 28
Level 4 Grim Ward (60/60), lvl 36 req, ilvl 36
Level 9 Clay Golem (35/35), lvl 14 req, ilvl 14
Level 12 Poison Dagger (35/35), lvl 14 req, ilvl 14
Level 24 Bone Armor (60/60), lvl 36 req, ilvl 36
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 5 Bone Wall (35/35), lvl 14 req, ilvl 14
Level 6 Lower Resist (27/27), lvl 48 req, ilvl 48
Level 18 Poison Nova (80/80), lvl 48 req, ilvl 48
Level 12 Blizzard (80/80), lvl 48 req, ilvl 48
Level 24 Cyclone Armor (60/60), lvl 36 req, ilvl 36

Mostly what I did for Daggers, but with a few adjustments due to being a ranged weapon instead of melee.
.

Missile Weapons

Bows:
Current:
Level 4 Freezing Arrow (45/45), lvl 42 req, ilvl 50
Level 5 Ice Arrow (48/48), lvl 28 req, ilvl 36
Level 6 Exploding Arrow (52/52), lvl 26 req, ilvl 30
Level 8 Multiple Shot (60/60), lvl 19 req, ilvl 18
Level 8 Cold Arrow (60/60), lvl 16 req, ilvl 15
Level 10 Magic Arrow (67/67), lvl 11 req, ilvl 12

Change To:
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 19 Multiple Shot (52/52), lvl 24 req, ilvl 24
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 21 Exploding Arrow (60/60), lvl 36 req, ilvl 36
Level 21 Ice Arrow (60/60), lvl 36 req, ilvl 36
Level 21 Guided Arrow (60/60), lvl 36 req, ilvl 36
Level 24 Decoy (27/27), lvl 48 req, ilvl 48
Level 20 Strafe (80/80), lvl 48 req, ilvl 48
Level 19 Freezing Arrow (80/80), lvl 48 req, ilvl 48
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 9 Clay Golem (35/35), lvl 14 req, ilvl 14
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 6 Howl (35/35), lvl 14 req, ilvl 14
Level 10 Taunt (11/11), lvl 28 req, ilvl 28

Mostly beefing up the levels of the Amazon bow skill charges to usable levels.

Amazon Bows:
Current:
Level 4 Freezing Arrow (45/45), lvl 42 req, ilvl 50
Level 5 Ice Arrow (48/48), lvl 28 req, ilvl 36
Level 6 Exploding Arrow (52/52), lvl 26 req, ilvl 30
Level 8 Multiple Shot (60/60), lvl 19 req, ilvl 18
Level 8 Cold Arrow (60/60), lvl 16 req, ilvl 15
Level 10 Magic Arrow (67/67), lvl 11 req, ilvl 12

Change To:
Level 3 Burst of Speed (35/35), lvl 14 req, ilvl 14
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 7 Weaken (35/35), lvl 14 req, ilvl 14
Level 6 Lower Resist (80/80), lvl 48 req, ilvl 48
Level 18 Poison Nova (80/80), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 21 Ice Blast (27/27), lvl 48 req, ilvl 48
Level 12 Confuse (11/11), lvl 28 req, ilvl 28
Level 6 Howl (35/35), lvl 14 req, ilvl 14
Level 10 Taunt (11/11), lvl 28 req, ilvl 28
Level 6 Shout (35/35), lvl 14 req, ilvl 14
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36
Level 24 Cyclone Armor (60/60), lvl 36 req, ilvl 36
Level 40 Spirit Wolves (80/80), lvl 48 req, ilvl 48

Remove all the Amazon bow skills charges and replace them with skills mostly from the Necromancer or Barbarin skills trees.

Crossbows:
Current:
Level 4 Freezing Arrow (45/45), lvl 42 req, ilvl 50
Level 5 Ice Arrow (48/48), lvl 28 req, ilvl 36
Level 6 Exploding Arrow (52/52), lvl 26 req, ilvl 30
Level 8 Multiple Shot (60/60), lvl 19 req, ilvl 18
Level 8 Cold Arrow (60/60), lvl 16 req, ilvl 15
Level 10 Magic Arrow (67/67), lvl 11 req, ilvl 12

Change To:
Level 19 Multiple Shot (52/52), lvl 24 req, ilvl 24
Level 14 Slow Missile (11/11), lvl 28 req, ilvl 28
Level 21 Exploding Arrow (60/60), lvl 36 req, ilvl 36
Level 21 Ice Arrow (60/60), lvl 36 req, ilvl 36
Level 24 Decoy (27/27), lvl 48 req, ilvl 48
Level 19 Freezing Arrow (80/80), lvl 48 req, ilvl 48
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36
Level 19 Venom (27/27), lvl 48 req, ilvl 48
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 26 Chain Lightning (80/80), lvl 48 req, ilvl 48
Level 5 Bone Wall (35/35), lvl 14 req, ilvl 14
Level 5 Terror (35/35), lvl 14 req, ilvl 14
Level 9 Iron Maiden (35/35), lvl 14 req, ilvl 14
Level 5 Iron Golem (11/11), lvl 28 req, ilvl 28
Level 24 Bone Armor (60/60), lvl 36 req, ilvl 36
Level 24 Hurricane (120/120) lvl 60 req, ilvl 60

A more limited selection of Amazon bow skills compared to bows but added skills from the Necromancer and Assassin skill trees.

Suggested Changes to Armor and Jewelry charges affixes
Headgear

Helmet:
Current: None

Change To:
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 12 Confuse (11/11), lvl 28 req, ilvl 28
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 11 Mind Blast (27/27), lvl 48 req, ilvl 48
Level 6 Shout (35/35), lvl 14 req, ilvl 14

Adding charges where they are not already, I know. But I felt that certain charges were headgear appropriate, but I didn’t want to put them on Circlets because Circlets already have reason to use over normal helmets. Mind Blast is the big attraction here, but any of these charges ought to be useful to a combat class.

Circlets:
Current:
Level 2 Tornado (25/25), lvl 60 req, ilvl 60
Level 3 Twister (27/27), lvl 48 req, ilvl 48
Level 5 Holy Bolt (32/32, lvl 24 req, ilvl 24
Level 1 Bone Spirit (22/22), lvl 72 req, ilvl 72
Level 2 Attract (25/25), lvl 60 req, ilvl 60
Level 3 Confuse (27/27), lvl 48 req, ilvl 48
Level 5 Poison Dagger (32/32, lvl 24 req, ilvl 24
Level 5 Dim Vision (32/32), lvl 24 req, ilvl 24
Level 3 Teleport (27/27), lvl 48 req, ilvl 48
Level 5 Ice Blast (32/32), lvl 24 req, ilvl 24
Level 5 Frost Nova (32/32), lvl 24 req, ilvl 24
Level 5 Telekinesis (32/32), lvl 24 req, ilvl 24
Level 6 Charged Bolt (35/35), lvl 16 req, ilvl 14
Level 6 Fire Bolt (35/35), lvl 16 req, ilvl 14
Level 6 Inner Sight (52/52), lvl 16 req, ilvl 18

Change To:
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 12 Confuse (11/11), lvl 28 req, ilvl 28
Level 11 Attract (60/60), lvl 36 req, ilvl 36
Level 6 Teleport (52/52), lvl 24 req, ilvl 24
Level 26 Chain Lightning (80/80), lvl 48 req, ilvl 48

What were the devs thinking? Level 1 Bone Spirit available at level 72? For what reason would I ever use that? Frankly just removing the useless charges and leaving only Teleport would great improve things. However, lets go ahead and add a few other things. Also increased the number of teleport charges to match that on staves. Why not? It’s still far less powerful than Enigma.

Primal Helms:
Current:
Level 5 Grim Ward (97/97), lvl 24 req, ilvl 30
Level 6 Concentrate (105/105), lvl 25 req, ilvl 24
Level 7 Stun (112/112), lvl 25 req, ilvl 18
Level 10 Bash (135/135), lvl 3 req, ilvl 7

Change To:
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 12 Confuse (11/11), lvl 28 req, ilvl 28
Level 24 Bone Armor (60/60), lvl 36 req, ilvl 36
Level 1 Corpse Explosion (27/27), lvl 48 req, ilvl 48
Level 6 Lower Resist (80/80), lvl 48 req, ilvl 48

One of the nice things about Primal Helms is that they can only be worn by Barbarians. Adding Lower Resist charges on a helmet would usually be overpowered, but on the Barbarian it’s very limited in use. Would particularly help the Berserker if Magic Resistance was added back to Lower Resist. Corpse Explosion can help a Barbarian with getting AofE, but with limited number of charges he won’t be spamming it.

Pelts:
Current:
None

Change To:
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 1 Amplify Damage (11/11), lvl 28 req, ilvl 28
Level 1 Decrepify (27/27), lvl 48 req, ilvl 48
Level 4 Grim Ward (60/60), lvl 36 req, ilvl 36
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36
Level 6 Teleport (52/52), lvl 24 req, ilvl 24

Amp Damage and Decrepify, very desirable charges. But limited to Druid by only being on the Pelts, and Shapeshifters cannot use the charges. So only the Wind Druid, the Summoner Druid, and to a very limited extent the Fire Druid benefit (but it means forgoing Flickering Flame, so Fire Druids probably won’t use it). With the number of charges being so low they are not going to be used all the time either. They will only be used against particularly difficult opponents, meaning bosses and other Physical Resistant monsters with lots of life. Rather than being a bad thing, isn’t this good? It helps the underpowered builds get better without helping the overpowered builds.

Gloves:
Current:
Level 1 Poison Nova (22/22), lvl 30 req, ilvl 72
Level 5 Poison Dagger (32/32, lvl 6 req, ilvl 24
Level 5 Weaken (32/32), lvl 6 req, ilvl 24
Level 2 Lightning Strike (25/25), lvl 82 req, ilvl 90
Level 2 Freezing Arrow (25/25), lvl 86 req, ilvl 94
Level 3 Charged Strike (27/27), lvl 60 req, ilvl 68
Level 3 Ice Arrow (27/27), lvl 64 req, ilvl 72
Level 4 Exploding Arrow (30/30), lvl 61 req, ilvl 69
Level 4 Power Strike (30/30), lvl 47 req, ilvl 55
Level 4 Multiple Shot (30/30), lvl 55 req, ilvl 63
Level 5 Cold Arrow (32/32), lvl 39 req, ilvl 47
Level 4 Inner Sight (30/30), lvl 42 req, ilvl 50
Level 6 Fire Arrow (35/35), lvl 32 req, ilvl 40

Change To:
Level 9 Multiple Shot (152/152), lvl 14 req, ilvl 14
Level 1 Lightning Bolt (152/152), lvl 14 req, ilvl 14
Level 1 Impale (152/152), lvl 14 req, ilvl 14
Level 11 Exploding Arrow (160/160), lvl 28 req, ilvl 28
Level 11 Ice Arrow (160/160), lvl 28 req, ilvl 28
Level 21 Guided Arrow (60/60), lvl 68 req, ilvl 68
Level 24 Maul (60/60), lvl 36 req, ilvl 36

Level 2 Lightning Strike Charges at req. level 82? Madness. Anyway, removed the useless charges, and buffed the few that are possibly worthwhile to viability, but not as high a level as what I have on the weapons themselves. Added Maul, since Beast grants anyone the ability to transform into a Werebear decided to give Maul charges out as a way to benefit that transformation.

Shields/Heads

Shields:
Current:
None

Change To:
Level 8 Smite (35/35), lvl 14 req, ilvl 14
Level 1 Holy Shield (52/52), lvl 24 req, ilvl 24
Level 18 Shiver Armor (11/11), lvl 28 req, ilvl 28
Level 6 Chilling Armor (11/11), lvl 28 req, ilvl 28
Level 5 Energy Shield (11/11), lvl 28 req, ilvl 28
Level 16 Blade Shield (27/27), lvl 48 req, ilvl 48

Adding charges to normal shields because I want to put Holy Shield on there. It’s actually not overpowered. Paladins can get away with putting only +1 point into Holy Shield because of +Skills. But charges don’t benefit from +skills, Level 1 Holy Shield only gives +14% blocking, and at level 1 lasts 30 seconds. Why bother using it then? Because it grants you a Block Frame Rate of 2. It’s basically a way for non Paladins to get 2 frames per block, which is powerful enough to justify using it just before confronting a boss. Smite with only 35 charges means you can’t use it all the time so that should keep that under control on power. Energy Shield unsynergized means 200% damage is being done to your mana pool, it can be useful, but only for select niche builds with lots of mana.

Auric Shields:
Current:
Level 6 Blessed Hammer (52/52), lvl 24 req, ilvl 24
Level 6 Vengaence (52/52), lvl 24 req, ilvl 24
Level 7 Zeal (56/56), lvl 18 req, ilvl 18
Level 4 Terror (30/30), lvl 36 req, ilvl 36
Level 4 Nova (30/30), lvl 36 req, ilvl 36

Change To:
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 18 Shiver Armor (11/11), lvl 28 req, ilvl 28
Level 6 Chilling Armor (11/11), lvl 28 req, ilvl 28
Level 1 Battle Cry (60/60), lvl 36 req, ilvl 36
Level 16 Blade Shield (27/27), lvl 48 req, ilvl 48

Inner Sight and Battle Cry can help with cracking high defense monsters.

Voodoo Heads:
Current:
Level 3 Bone Spirit (82/82), lvl 12 req, ilvl 36
Level 3 Poison Nova (82/82), lvl 12 req, ilvl 36
Level 3 Lower Resist (82/82), lvl 36 req, ilvl 36
Level 5 Attract (97/97), lvl 12 req, ilvl 30
Level 6 Bone Spear (105/105), lvl 24 req, ilvl 24
Level 6 Life Tap (105/105), lvl 24 req, ilvl 24
Level 6 Confuse (105/105), lvl 24 req, ilvl 24
Level 7 Terror (112/112), lvl 18 req, ilvl 18
Level 4 Terror (30/30), lvl 36 req, ilvl 36
Level 8 Poison Dagger (120/120), lvl 12 req, ilvl 12
Level 8 Weaken (120/120), lvl 12 req, ilvl 12
Level 8 Dim Vision (120/120), lvl 12 req, ilvl 12
Level 10 Teeth (135/135), lvl 7 req, ilvl 7
Level 4 Nova (30/30), lvl 36 req, ilvl 36

Change To:
Level 6 Teleport (52/52), lvl 24 req, ilvl 24
Level 18 Shiver Armor (11/11), lvl 28 req, ilvl 28
Level 6 Chilling Armor (11/11), lvl 28 req, ilvl 28
Level 4 Grim Ward (60/60), lvl 36 req, ilvl 36
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36

Teleport is very important to the Summon Necromancer, and Voodoo Heads are repositories of magic, so it makes sense to me that a Necromancer would imbed Teleport charges in his Voodoo Head.

Amulets:
Current:
Level 2 Tornado (25/25), lvl 60 req, ilvl 60
Level 3 Twister (27/27), lvl 48 req, ilvl 48
Level 2 Grim Ward (25/25), lvl 60 req, ilvl 60
Level 5 Holy Bolt (32/32, lvl 24 req, ilvl 24
Level 1 Bone Spirit (22/22), lvl 72 req, ilvl 72
Level 2 Attract (25/25), lvl 60 req, ilvl 60
Level 3 Teleport (27/27), lvl 48 req, ilvl 48
Level 5 Frost Nova (32/32), lvl 24 req, ilvl 24
Level 6 Inner Sight (52/52), lvl 16 req, ilvl 18

Change To:
Level 20 Conversion (27/27), lvl 48 req, ilvl 48
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 5 Terror (35/35), lvl 14 req, ilvl 14
Level 11 Attract (60/60), lvl 36 req, ilvl 36
Level 12 Frost Nova (35/35), lvl 14 req, ilvl 14
Level 6 Teleport (52/52), lvl 24 req, ilvl 24
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 10 Thunder Storm (60/60), lvl 36 req, ilvl 36
Level 4 Grim Ward (60/60), lvl 36 req, ilvl 36
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36

Rings:
Current:
Level 2 Attract (25/25), lvl 60 req, ilvl 60
Level 3 Confuse (27/27), lvl 48 req, ilvl 48
Level 5 Poison Dagger (32/32), lvl 24 req, ilvl 24
Level 5 Dim Vision (32/32), lvl 24 req, ilvl 24
Level 5 Ice Blast (32/32), lvl 24 req, ilvl 24
Level 5 Telekinesis (32/32), lvl 24 req, ilvl 24
Level 6 Charged Bolt (52/52), lvl 14 req, ilvl 14
Level 6 Fire Bolt (52/52), lvl 14 req, ilvl 1814

Change To:
Level 24 Inner Sight (52/52), lvl 24 req, ilvl 24
Level 5 Terror (35/35), lvl 14 req, ilvl 14
Level 12 Confuse (11/11), lvl 28 req, ilvl 28
Level 11 Attract (60/60), lvl 36 req, ilvl 36
Level 24 Dim Vision (60/60), lvl 36 req, ilvl 36
Level 6 Teleport (52/52), lvl 24 req, ilvl 24
Level 10 Enchant (11/11), lvl 28 req, ilvl 28
Level 21 Fire Ball (60/60), lvl 36 req, ilvl 36
Level 21 Ice Blast (27/27), lvl 48 req, ilvl 48
Level 16 Cloak of Shadows (60/60), lvl 36 req, ilvl 36

Got to have a ring of Fire Ball available. Other effects on Jewelry are mainly defensive or about increasing chance to hit.

This took a huge amount of effort to catalog the different charges. (EDIT: Added Armor and Jewelry charges.) Charges ought to be a significant and useful part of the game, but currently there they are far too useless. Charges need to be at a level that they are actually useful. Since they cannot be effected by +Skills they ought to be high level, you don’t have to worry as much about them breaking things like you do O-skills. For example, level 1 Enchant is worthless, but level 10 Enchant grants 100% Attack Rating, that can be useful, despite being much less powerful than Demon Limb or native Enchant on a Sorceress. Level 4 Fire Ball is worthless; level 20 Fire Ball is still very weak as an unsynergized spell without Fire Mastery, but potentially has an edge use case to deal with a small group of Monsters immune to your primary damage type but vulnerable to Fire.

Hopefully people will comment on this topic. I hope they do considering the amount of work I put into this, please also comment in my Crafting thread if you find these mechanic topics interesting. These are all three sets of affixes that ought to be major parts of the game. Plus Skill affixes certainly are currently useful, but the expansion didn’t properly update these skill affixes to deal with the new class specific items. Chance to Cast and Charges affixes are often treated as a waste because they are not properly balanced. They can be made much, much more powerful without coming close to the power levels of current builds. Blizzard ought to be more aggressive with these affixes so that they can open up new builds and playstyles.

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