It doesn’t have teleport, so it’s not useful for farming TZs.
It doesn’t have 300% ED, so it’s not going to get used to farm trav on physical builds.
It has less than 65 all res, doesn’t have MF, and has CBF, so it’s bad for sorc.
So basically not getting used end game unless you make it copy Enigma/Fort/CoH.
Frankly about the only thing they could add to Tyreal’s Might that would even make me consider a look at it would be a chunky Fanaticism Aura. And only then if rest in peace was removed.
Personally I’m fine with it staying what it is. An unoptimized collector’s piece.
Tyrales only problem is that so many easy to optain RW exist. The high lvl req. would even prevent you to use it if you find it in a normal playthrough (most probably even if SSF).
We discussed it extensivly in this thread an came up wit a very viable Version of it (usable and along the theme).
Ehh Fortitude is fine honestly. 300% ED isn’t even all that much damage at the end of the day. I usually opt out of using it. Many physical builds already get so much off weapon ED that the 300% barely makes a dent. I’d rather have MF/Gold Find in the chest slot over Fort in almost every situation.
Grief should have always been +320-400 max damage. It’s existence made it basically the only one hand melee weapon for any physical build that can use swords.
I 100% have to diagree with that nerfed teleport. All that does is make everyone play sorc.
Tyreal’s Might is just another useless item, nothing special about it other than it’s “kind of” rare. There really isn’t a niche left for it to cover that something else doesn’t already do.
Sorc also gets the same timers on teleport, obviously, and it can be lowered to a minimum of 1.
Teleport is one instance of a skill that has a million ways from sunday to defend a cooldown.
You literally move your entire mass from one place to another at the speed of light, once cast, and through walls at that.
Unlike skills that merely cost mana, and don’t immediately appear to alter your physical body or otherwise prevent you from using these skills again, there’s dozens of ways to defend a cooldown on teleport.
Disorientation sickness, immense fatigue not shared by any other skill, it being dangerous to your bodily integrity, the ability needing to be charged rather than the cast delay being a cooldown, it’s a warm-up…
Tyrael’s Might was the centerpiece for my melee sorceress.
I had:
+30 str Tyraels Might
+15 Dracs
+15 eth sandstorms
+10 Azure
+20 Rare ring
+20 Rare ring
+20 Anni
+20 Torch
Maras +5attrib
2x +5str/Lightningdmg LC’s
That’s +175 strength.
That allowed her to wear Spirit Ward (unique), Crown of Ages, along with Verdungos.
She did 30k damage per swing at about 62500dps.
No bears. No auras (aside from more or less useless salvation).
She did magic (azure) cold (azure) lightning (charms) poison (charms) fire (enchant) phys (azure) with every swing, and she even solo’d uber tristram once with admitted difficulty.
With no points in strength or energy, everything went to dex enough for 75% block, and the rest to vitality. She had capped and overpowered resists (especially when spirit ward cast fade) and 46% physical damage reduction from Dungos, Coa, ber runes. She had 2400 hit points as a sorc, and she had a tendency to outtank barbarians and paladins for some reason.
That armor is a niche piece.
If anything, I would say that the +strength needs to be derandomized. Make it +30. Period. When trying to rebuild this character on d2r, that’s been the biggest pain—finding a +30 str tyrael. They’re stupidly rare already, they shouldn’t have that much variance to start with given their rarity. It literally has it in the name. “tyrael’s MIGHT” which says “it should always be MIGHTY.” Let the rest of the things be variable that are variable.
That would be super OP. Especially 3 OS are not an option imho.
The goal should be (in my personal opinion) to give it a different twist then the other “good” armors. But it should be only on par with those not the next OP and broken item. Right?
I still say the real question is “Tyrael’s Might: Why Should it be Good?”
Last I checked Tyrael kinda sucked. Man needed a rush just to finish the game.
You see it’s no so much “rare” as the smith’s making them were embarrassed about the name, so only did a limited run. Then they started getting recalls. Was a whole thing.
I think Salvation be a cool idea if TM couldn’t be equipped on mercs, then you’d have to tradeoff Enigma for it. Not that 99.9% of people would though. That leaves the problem of Iron Golem I suppose.
Not that Blizz could be bothered to add a “merc equippable” column in the .txts either, that’d be cool for mods.
what about giving it a unique aura? there are unused aura assets in the game. i assume they were remastered along with d2r even though they aren’t being used (i’d have to go look to be sure but…). looks like this:
it was the old salvation visual before the one we have now. make a new aura that is specific to this item that does something thematic or necessary to make the item good, rather than overtuning it with salvation and robbing paladin of yet another important ability
well unfortunately the unused assets weren’t remastered. the original ones are still there, and they work on the legacy graphics. but theres no particles for any of the unused assets
no skill that requires a corpse works with a RIP monster (not sure about redemption)
an exclusive aura sounds great
i also like the effect of the skycutter in d3 but i think this would need much more work when it comes to textures, particles and animations