[D3 Feedback] Passive Skill Improvements and Merges

In this thread I have a few suggestions on how to improve some Passive Skills for all classes, either by buffing them or by merging some of the less useful one into a single, more powerful one.

Initially this was 10 pages on a Word Document since I also included suggestions and ideas for Passive Skills that could fill up the space that was left by some of the old Passives, but I figured that this would be too much and so I will just post suggestions for Passives that could get buffed or merged.

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Barbarian

Barbarian Passive Skill Changes

ā€“> Weapons Master
Turn the increased damage to Swords and Daggers from an additive multiplier into a multiplicative multiplier.

ā€“> Sword and Broad
Is very underused because there are no viable shields for the Barbarian, however, if you could get it earlier, it might see some use during the leveling process. It can be swapped with Berserker Rage, so that you can already get it at Level 20 and Berserker Rage at Level 66.

Adding 10% increased damage when wearing a shield would also not hurt the passive.

ā€“> Juggernaut
This passive is not used at all. Juggernaut could get redesigned to make you immune against any Control Impairing Effects

ā€“> Relentless
Can activte its effects when below 50% Life to be remotely useful.

Barbarian Passive Skill Merges

ā€“> Pound of Flesh + Blood Thirst

  • When you are healed by a health globe, gain 2% Life regeneration per second and 4% increased movement speed for 15 seconds. This bonus stacks up to 5 times.
  • Each point of Fury spent heals you for 966 Life. Heal amount is increased by 1% of your Health Globe Healing Bonus.

No one is using Pound of Flesh and Blood Thirst also gets only used rarely. Merging them together might make them more appealing.

ā€“> Animosity + Unforgiving

  • Increase all Fury generation by 10%. Increase maximum Fury by 20.

  • You no longer degenerate Fury. Instead, you generate 2 Fury every 1 second.
    Also two rarely used passives with a similar theme.

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Crusader

Crusader Passive Skill Merges

ā€“> Vigilant + Wrathful

  • Increase Life regeneration by 2682ā€¦ Reduce all non-Physical damage taken by 20%
  • Each point of Wrath spent heals you for 1341 Lifeā€¦ Heal amount is increased by 1% of your Health Globe Healing Bonus

Combines two underused healing passives into a single one. Numbers might need some readjustment.

ā€“> Insurmountable + Renewal

  • Blocking an attack generates 6 Wrath.

  • Whenever you successfully block, you gain 16,093 Life.

This will turn the Passive Skill into one that completely revolves around benefiting from blocking by giving you Health and Life on block.

ā€“> Alternatively: Insurmountable + Righteousness

  • Blocking an attack generates 6 Wrath.

  • Your primary skills generate an additional 3 Wrathā€¦ Increase maximum Wrath by 30.

This Passive will improve the ability to generate/regenerate resource, both from using Passive Skills and blocking attacks.

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Demon Hunter

Demon Hunter Passive Skill Changes

ā€“> Hot Pursuit
This one can simply increase Movement Speed by 15% or more, without any condition to trigger the movement speed bonus.

ā€“> Archery
The increased damage to Bows needs to be turned from an additive multiplier into a multiplicative multiplier, because otherwise it is useless.

Demon Hunter Passive Skill Merges

ā€“> Blood Vengeance + Night Stalker

  • Your maximum Hatred is increased by 25. In addition, gain 30 Hatred and 3 Discipline when you are healed by a health globe.

  • Your primary skills generate an additional 4 Hatred.

Having a single Passive that revolves around resource is better than to have two mediocre ones.

ā€“> Brooding + Leech

  • Gain 3.0% Life regeneration per second for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move.

  • Gain 18,507 Life per Hitā€¦ Heal amount is increased by 75% of your Life per Kill

A single Passive that revolves around life regeneration is better than having two mediocre ones.

ā€“> Grenadier + Ballistics (rename to Explosives Expert)

  • Increase the damage of grenades by 10%ā€¦ Increase the explosion size of grenades by 20%ā€¦ Upon death, you drop a giant grenade that explodes for 1000% weapon damage as Fire

  • Increase damage of rockets by 100%. In addition, you have a 20% chance to fire a homing rocket for 150% weapon damage when you attac

Not totally necessary, but but would make sense and free up a slot for another Passive Skill, if needed.

ā€“> Sharpshooter + Single Out

  • Gain 4% Critical Hit Chance every second. This bonus is reset 1 second after you successfully critically hit.

  • Gain 25% Critical Hit Chance against enemies who are more than 20 yards away from any other enemies .

Two underused Passives. This way they may become more useful and thematically it also would make sense.

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Necromancer

Necromancer Passive Skill Merges

ā€“> Bone Prison + Serration

  • Bone Spear, Bone Spikes, and Bone Spirit have a 30% chance to trap enemies in a Bone Prison for 3 seconds.

  • Bone Spikes, Bone Spear, and Bone Spirit deal 1% increased damage for every 1.5 yards from you, up to a maximum of 20%

This just makes sense. Having two different Passive Skills that are buffing the same skills is unnecessary and Bone Prison rarely gets used, so why not combine them together?

ā€“> Spreading Malediction + Eternal Torment

  • Receive a 1% damage bonus for each enemy afflicted by one of your curses
  • Your curses cost 50% less Essence and last forever

Eternal Torment by itself is kinda useless compared to some of the Necroā€™s other Passive Skills, so why not combine it with Spreading Malediction, something that alsp would thematically sense?!

ā€“> Commander of the Risen Dead + Extended Sevitude

  • The Essence cost of Command Skeletons and the cooldown of Command Golem are reduced by 30%

  • Increase the duration of your Skeletal Mage and Revive minions by 25%.

A single Passive for buffing the Necromancers Minions will do.

ā€“> Swift Harvesting + Overwhelming Essence

  • Increase the attack speed of Bone Spikes, Siphon Blood, and Grim Scythe by 15%.

  • Increase your maximum Essence by 40

I donā€™t see downsides in combining these two Passives, although Overwhelming Essence is already very useful for builds that use Reilenaā€™s Shadowhook, but it still might be worth to consider it.

ā€“> ??? Dark Reaping, Grizzly Tribute and Draw Life ???

These Passives all revolve around healing, but I honestly donā€™t feel that they thematically fit together. Not sure what to do about these 3 passives. Maybe the community has some ideas what can be done with them.

  • While using a scythe, gain 2% Essence and Life per kil
  • You are healed for 10% of your Life on Hit when one of your minions hits an enemy
  • Increases your Life regeneration by 10% for each enemy within 20 yards

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Witch Doctor

Witch Doctor Passive Skill Changes

ā€“> Blood Ritual
Mechanically is a nice Passive, but practically useless. It could increase you damage as well, maybe by 5%, 8% or 10%.
Maybe it could get changed to work like this:

While above 30% maximum life:
*your resource costs are reduced by 20%
*your damage is increased by 10%
*but you loose 3% of your maximum life for every cast of a Mana-spending skill
In addition to that, you also regenerate 2% maximum life every second

ā€“> Bad Medicine
This Passive should work with all elements, not just poison.
Then you can rename it to Bad Mojo if necessary for it to make more scense.

ā€“> Spiritual Atonement + Vision Quest

  • Maximum Mana is increased by 10%. Regenerate 2% of your maximum Mana per secondā€¦ Mana fuels your offensive and defensive skill
  • When you deal damage with Corpse Spiders, Firebomb, Plague of Toads, or Poison Dart, your Mana regeneration is increased by 40% for 5 seconds.

Combining these two makes sense. Also Vision Quest rarely gets used. Maybe the numbers need a bit of an adjustment after these two got merged.

Witch Doctor Passive Skill Merges

ā€“> Grave Injustice + Swampland Attunement (and maybe even Circle of Life, but that probably would be overkill)

  • Gain 1% of your maximum Life and Mana and reduce the cooldown of all of your skills by 1 second when an enemy dies within 20 yards. The range is extended by items that increase your gold pickup radiu

  • You and your pets gain 120 Physical, Poison, Fire, and Cold Resistance for every enemy within 20 yards. The range of this effect is increased by your gold pickup radius

Merging these two makes sense since they work very similar. They could also get merged with Circle of Life, but that would be overkill.

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Wizard

Wizard Passive Skill Changes

ā€“> Galvanizing Ward

Currently, Galvanizing Ward immediately gives you an energy shield that absorbs damage based on 60% of your max life, but first after you have not taken damage for 5 seconds.

But instead of that, would it possibe that the Energy Shield from Galvanizing Ward starts to steadily regenerate its shield over 3 seconds, starting after 2 seconds of not having taken damage?

E.g. You have not taken damage in 2 seconds, and so the shield starts to regenerate at a rate of 20% maximum health as Energy Shield per second. Max still with be 60% like now. It would just regenerate sooner, but over time, instead of immediately.

ā€“> Dominance

Can this get changed from ā€œ2% Life as Energy Shield for 3 seconds after kill + increasing the maximum duration of this energy Shield on killā€, to 2% Life as Energy Shield for 3 seconds after hitting an enemy OR spending xx Arcane Power?

That would make the passive feel better and more impactful and reliable to use.

ā€“> Illusionist

This one is also not a mandatory change, but something that I personally would like to see, but maybe Illusionist can spawn 2 Mirror Images when you loose more than 15% health in 1 second, instead of resetting the cooldown of Slow Time, Mirror Image and Teleport.

Wizard Passive Skill Merges

ā€“> Prodigy + Aracne Dynamo

  • When you cast a Signature spell, you gain 5 Arcane Power. The following skills are Signature spells: Magic Missile, Shock Pulse, Spectral Blade, Electrocute

  • When you cast a Signature spell, you gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 60% additional damage. The following skills are Signature spells: Magic Missile, Shock Pulse, Spectral Blade, Electrocute

Neither Prodigy, nor Arcane Dynamo get used. Combining them could make them much more interesting to use and of course, their mechanics are already very similar. Maybe the numbers can get increased a bit as well.

ā€“> Cold Blooded + Conflagration + Paralysis + Temporal Flux (rename to something like "Elemental Mastery)

  • Enemies chilled or frozen by you take 10% more damage from all sources for the duration of the chill or Freeze
  • Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by 6% for 3 second
  • Lightning spells have a 15% chance to Stun all targets hit for 1.5 seconds
  • Enemies that take Arcane damage are slowed by 80% for 2 second have a 15% chance to Stun all targets hit for 1.5 second

Paralysis and Temporal Flux are usless on their own, and for Frost and Fire there are better passive skills to use. It would buff Tal Rasha builds a bit, but that would not be the worst thing ever. I also have an alternative suggestion that I personally find even more interesting. See below

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If you have feedback or other ideas, plz post them below.

Maybe I make another thread about suggestions for new Passive Skills that could fill the space the Passives left that got merged, but putting them here would just make the thread too long.

3 Likes

i will only comment on the Wiz/WD changes because i have no idea about the rest:

  • Blood Ritual is totally ok. There is a reason it is used in higher GR.
    -Gtave Injustice and merge? It is already one of the best WD Passive. Played in many builds.

I would merge some of the Pet-based-passives

Wizard

  • Why nerf Galvanizing Ward (GW)? This would be a huge nerf to the whole class (Ok, its complete OP right now ;)) because GW is used to get the 100% damage buff from the Amulet. Nobody would play with Energy Armor as long it gives no proper Def compared to LA nad IA.

  • Signature Spells (SP) are not getting used proper, because as Wiz you have to play Archon or Channeling. As long as Deathwish is that strong, nobody will play SP.

  • I think the 4 Element combo is a bit Strong. Temporal flux needs a huge buff itself. But on the other side: Arcane need a lot of love to be competitive.

1 Like

I am not a WD main and the only reason for why I suggested this was because these two passives are kinda similar.

You mean it currently is okay, or my suggestion for a rework is okay?

That makes sense, but I was afraid that if you can get e.g. +3 Zombie Dogs from a single passive it would be too powerful. But I guess even if some of them merge, it still could remain with +1 Zombie Dog.

Or do you have other ideas / suggestions for that?

It is not a nerf, it actually is a buff.

Current Galvanizing Ward gives you 60% of your life as Energy Shied after you have not taken damage for 5 seconds.

My rework would make it so that the Energy Shield would regenerate gradually, a bit like this:

0-2 seconds = nothing happens
2.1-3 seconds = gain 20% ES
3.1-4 seconds = another 20% ES
4.1-5 seconds = another 20% ES

So it is still 60% in total, but is would regenerate gradually instead of instantly, but the regeneration would start sooner.

Some people like me enjoy to play non-meta, non competitive builds, and I a quite a few Wizard builds that use Signature Skills. So for us an adjustment on these Passive Skills would be interesting and it also makes thematically sense.

Maybe it can only work if you have 4+ Skills of the same Element on your Hotbar. Then instead of ā€˜Elemental Masteryā€™ it would be ā€˜Elemental Specializationā€™.

Not really, even if the passives were combined into one, itā€™s not as though youā€™d benefit from the entirety of it unless you were using 4 different elemental attacks; and the only builds that benefit from that would be some LoD and Tal-Rasha builds; and even then, thereā€™d still be far better options.

Only way I can see that working fluidly enough is if our defensive skills and armor skills all had runes of different elements (teleport gets cold, fire, lightning damaging runes, energy armor gets a fire rune, diamond skin gets cold, lightning, and fire rune, slow time gets fire, cold, and lightning runes, etc.).

Now if they did merge our elemental passives into one, they could then follow up with buffing Elemental Exposure to perhaps 15% per elemental attacks. Then change primordial soul legendary power to something thatā€™ll make your attacks deal additional damage as every other element other than your attackā€™s original element.

1 Like

@You mean it currently is okay, or my suggestion for a rework is okay?

Since Captain crimson is very usefull for WD it gives you
-20% CR
-20% Dam taken (cause of the Set)
+1% life reg
Thats awesome

The changes would make the skill unpredictable. As Soon you are under 30% life - you lose a lot sustain. The 10% are not that important.

@Grave injustice is played for the CDR. The Life/Mana Reg is not important. Imo the best WD Passive. As Wizard i would also play it 24/7. So From my point of view no buff required.
Swampland - nice Sustain if required
Circle of Life - For dogos

All 3 of them have a different purpose. Thats why i would merge other passive.

@pet passive. There are too many pet passive who are similar +1 dogo and something else. Since dogos are not known for its dps i would add some love for sacrifice on them. But i am no expert on dogo builds. :slight_smile:

@Energy Shield. Sry. it seams i missread something because i was in a hurry. I am not 100% sure how that turns out when playing. When the shield is up or down it gives you an good overview about the situation. Dealing damage or run. a 20/40% shield could give you a false feeling of security. Do you know what i mean?

@Signature Spell: It would be nice if they where usefull. Nice Items but almost completly useless. From my point fo view the new set was a mist opportunity. could have been a Signiture Spell set.

@Not really, even if the passives were combined into one, itā€™s not as though youā€™d benefit from the entirety of it unless you were using 4 different elemental attacks; and the only builds that benefit from that would be some LoD and Tal-Rasha builds; and even then, thereā€™d still be far better options.

Zdps Wizard with Elemental Exposure incl. Orb+that passive. I have my doubts that that would be balanced.

1 Like

From my understanding, elemental exposure no longer works for allies, it only benefits your character.

Which by default isnā€™t a bad thing, since it would be about risk vs reward.

I see.

Maybe Grave Injustice is overpowered? I donā€™t know since I am not primarily a WD player, but what do you think?

I donā€™t think that this is really a problem. This can simply be fixed by an Energy Shield overlay like in PoE or the Energy Shield Overlay that already has been in the D3 RoS Beta:

What I mean is:

Elemental Specialization
Passive Skill
When you only have skills of the same element on your Skillbar, the element deals 10% increased damage and you gain the following effects to that element

  • Cold Blooded
  • Conflagration
  • Paralysis
  • Temporal Flux

So it basically would mean that you had to specialize into of the elements.

I agree that many skills from the Defense and Conjuring category should get other and/or additional elements on their runes.

There would be two different Elemental Passives:

  • Elemental Exposure (which requires all 4 elements to work in its full potential)
  • the new Elemental Specialist Passive (which would be Conflagrate, Temporal Flux, Cold Blooded and Paralysis combined, but you would only get the effect to the specific element if you have 4+ (or 6) skills of the same element on your Skillbar.

I have not seen Primordial Soul in any endgame build since a long time.

1 Like

I used to use Pound of Flesh before it got nerfed. Back in the day it not only increased the amount that health globes healed, it increased the rate at which they dropped. Back then, it had a place. Now itā€™s more useless than a Boar pigā€™s third nipple. In a related tangent, remember when Threatening shout and hammer of the ancients each had a rune the increased the amount of gold and magic find you got? good times, good times.

I donā€™t really play Necro much. Not my cup oā€™ tea. Your ideas on Crusader and Barb look good though.

EDIT: Also you said passives for all classes, but I didnā€™t notice anything for Monks. Am I just having a moment where Iā€™m old and blind?

1 Like

What?! Type louder I canā€™t see you! Something about monks? They are nincompoops and donā€™t count!

1 Like

Monk is not included because I thought that Monk Passives are fine.
Maybe should have mentioned it in the original post.