Small changes to skills for each class

Maybe there is something planned for later in the PTR, but if there isn’t please consider adding the following changes (one for each character type). I’ve tried to make the changes as limited as possible but still providing significant improvement to the state of each character skill tree.

1: Frost Nova

Move the damage synergy for Frost Nova to Shiver Amor. Current synergies are +10% damage from Blizzard, and +10% Cold Damage from Frozen Orb. Only Shiver Armor should be a synergy for Frost Nova, but at the end Frost Nova should have the same amount of damage. Remove the Blizzard and Frozen Orb synergies and give Frost Nova +20% Damage per point in Shiver Armor.

Shiver Armor synergy should be Frost Nova, not the other armors. Remove the synergy to Shiver Armor from Chilling Armor and Frozen Armor, and instead give it +18% Damage and +20 seconds duration per point in Frost Nova (results in same max damage/duration).

This makes a lot more sense, as Frost Nova and Shiver Armor work well together since Nova spells require being in close range, and Shiver Armor helps protect against close range attacks. It will make the Frost Nova a viable defensive variation of the Nova build.

2: Necromancer Golem Synergies

Right now, you have Golem Mastery which gives life, attack rating, and run walk speed to each Golem. You also have synergies to each golem from the various other Golems. That is way too many synergies for Golem builds when you can only have one golem out at a time. It should be set up so that you only have 40 points into your Golem builds. 20 in the Golem of your choice, and 20 in Golem Mastery. That way you then have points left for other skills to support your golem. Of course, only the Clay Golem is currently balanced to work this way.

The easiest way to do this would be to move the current synergies: +20 Attack Rating (Clay), +5% Life (Blood), +35 Defense (Iron), and +6% Damage (Fire) to per each point Golem Mastery. Of course, that would buff the Clay Golem quite a bit. However, the only thing in there that really powers up the Clay Golem is the +5% Life (base damage for Clay is too small to be helped by damage increase). Thus, I recommend adding +20 Attack Rating (Clay), +35 Defense (Iron), and +6% Damage (Fire) to per point in Golem Mastery, while buffing the base Life for Iron and Fire Golem by +100%. (IE what you would get from 20 points in Blood Golem). Neither Iron nor Fire Golem will be broken by this. It would take a small step towards making the other Necromancer Golems viable. It would also help out the survivability (but not the damage) of the Iron Golem on items (Metalgrid, etc) as that has suddenly become relevant this patch.

3: Increased Stamina

Let’s be honest, this is one of the most useless skills in the game. Change the name to Resilience and add +1% Faster Hit Recovery per a level of Resilience. That way you can add skill points to reach the next break point. It would help barbarians that dual wield or use a two-handed weapon. It also fully fits the Barbarian Fantasy. Credit to MacroBioBoi for this idea.

4: Psychic Hammer and Mind Blast

Psychic Hammer does pathetic damage. Triple the damage increase (for both Magic and Physical) per a point in Psychic Hammer. That would result in Level 56 Psychic Hammer doing approximately 520-640 damage (half physical and half magic). Compare this to level 54 Holy Bolt that does 838-956 magic damage (also piercing but limited to Undead and Demons). Then also give Psychic Hammer a synergy of +50% damage per a point in Mind Blast (comparable to the +50% damage increase Holy Bolt gets from Fist of the Heavens).

At level 50 Mind Blast does 336-346 Physical Damage. Give Mind Blast a synergy of +10% damage per a point in Psychic Hammer. That should result in a level 50 Mind Blast doing 1008-1038 Physical Damage with max synergies.

These changes would create a caster Assassin, using Mind Blast against groups and Psychic Hammer against single targets. It would not be overpowered, with a clear speed well below that of a FofH Paladin. However, it would be a lot safer due to the Stun and Knockback effects and might be attractive to Hardcore players. More importantly it would create an entirely new build type for the Assassin class.

5: Shapeshifter Prerequisites

Currently, Werewolf is the prerequisite for Lycanthropy. Werebear doesn’t have a prerequisite, and Fire claws requires both Werewolf and Werebear trees (Freal Rage and Maul respectively). None of this really makes any sense.

Make Lycanthropy the prerequisite for Werewolf. Make Lycanthropy the Prerequisite for Werebear. Remove Maul and Feral Rage as prerequisites for Fire Claws and make Lycanthropy the prerequisite for Fire Claws.

Now it makes sense, Lycanthropy is the first skill in the tree (which makes sense because it’s required to use a wereform), and off that skill you can choose either Werewolf, or Werebear forms. Fire Claws and Hunger which can be used in either form no longer requires you to get both forms, just the one you want. Points are incredibly precious on the Druid build, and saving 1 point for Werebear Maul builds, and 3 points for Fire Claw builds will help, and at the same time makes the Shapeshifter tree make sense.

6: Jab, Impale, Fend

Jab and Impale are single target skills, while Fend is multi target. Give Jab a synergy of +15% Defense per a point in Fend (similar effect to Concentrate). (Fend makes it easier to fend off attackers). Give Impale a synergy of +3% Increased Attack Speed per a point in Fend. Give Fend a synergy of +0.2 second Stun per a point in Jab. Give Fend a synergy of +1% Slows Target per a point in Impale. That makes either a Jab + Fend or an Impale + Fend more attractive as a build, with Fend used on groups, but either Jab or Impale used on Bosses. It would also allow for a one of those builds to be used as an alternative to Charged Strike for a Lighting Fury Javazon, and give a way to deal with Lightning Immunes.

7: Ranger builds

Let Vengeance work with missile weapons, give the Ranger (bow wielding Paladin) a little love, huh? I’d even take Vengeance working at half effectiveness on missile weapons. Give Blessed Aim a synergy with Concentration. For every point in Concentration, Blessed Aim gains +2% chance to pierce. Those two things would give lots of options for a bow wielding Paladin build. A way to give something to Paladin lovers but without improving the Hammerdin, FofH, or Zealot builds.

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I actually love the hell out of the changes you suggest.

Having a caster assassin that only takes 60 points and could be made hybrid with blade and elemental trap skills cuild be a very interesting build

The idea of having Frost nova and Shiver Armor as a “tank sorceress” alternative to a ES/Nova build is really nice, and I hope it gets implemented.

Changing “Increased Stamina” to “Resilience” would also make 2 Handed builds more viable, and as a weird guy that farms cows in nightmare with a leap attack barbarian, I’d be quite happy.

Your changes for Amazon spear skills are well thought. These along with more runewords being viable in Spears (I’d like Crescent Moon for example) would make them a viable alternative to javelins, at least in early and mid game.

Shapeshifting prerrequisite changes would be most welcome. The little change made to armaggedon’s prerrequisites in patch 2.4 made the skill a lot more attractive, so this should cause the same effect.

Nice post mate, I hope Blizzard reads this and takes some of the suggestions.

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