How about a bracer that converts all lightning damage into fire damage?
Would open up a ton of Firebirds options.
How about a bracer that converts all lightning damage into fire damage?
Would open up a ton of Firebirds options.
Yes, I see it the same way.
I know. The fact that 90% of my LoD Channelling Wizard is coming from the Meteors is one of the things that I find very disappointing even at this stage of the game and even after I accepted that D3 will continue to have massive flaws.
But something seriously has to be done about Etched and DW, even if it is just for making Hydra Wizards more interesting to play, now that they have gotten their new set just recently.
They either have to only buff channelling damage, or they have to buff both channelling and non-channelling damage by a ratio of ~4 to 1 (e.g. 400% increased channelling damage and 100% increased non.channeling damage - numbers just for illustrating the concept).
ooohh, that is a great idea. I totally like this.
Something like 100% increased damage as a normal Primary Affix (non-special affix), right?! I assume that is what you are referring to.
I mean at least on level 70 legendary staves something like this could roll.
Could be fun indeed.
There should be more affixes like these in D3.
However, bracers take away the Energy Shield bonus from the Ashnagar Bracers. Maybe as a ring?
Yep, exactly that indeed.
Stormcrow?
Could definitely be a thing.
Stormcrow
All lightning damage is increased by 100% and also counts as fire damage.
Would allow some Manald action as well…
Think that might be too difficult to code. Stormcrow adding % lightning damage would be interesting. Would we use it at 100% rather than 300% to a specific skill? Don’t think so. Lightning skills releasing charged bolts when they deal damage would have been fun!
Why too difficult to code? Archon already does similar with choosing damage type by highest type equipped.
This should be simple.
Could also just make Stormcrow say “Igniting enemies can apply the Paralysis passive’s effect”
FB Manald!
Yeah, theoretically it should be as simple as that. It could work, also for other kinds of damage, so that we could get something like Frostfire Damage that ignites and slows enemies at the same time.
Do you know how long I argued for a Frostfire “Frost Nova” rune? Argh. D3 had such, such poor itemization.
Stormcrow could totally read: "Paralysis can now trigger off of any elemental spell" but would we use it? No. It would be another junk legendary.
Manald is the problem.
I think Frost Nova should be a rune on Wave of Force.
Before Patch 2.x, WoF actually did have a cooldown on the base version of the skill and all runes. One of them perfectly could be Frost Nova with a larger radius.
And I think it would be cool if there would be a passive skill or at least a legendary that causes enemies that are chilled by your frost skills to burn in Frost Fire (like a white flame) for the duration that they are slowed and take damage from that.
Maybe that could be a passive skill and then there could be a legendary that also deals fire damage during the duration of the frostfire.
I mean, even WoW has Frostfire Bolt, so that also could be a thing here.
Hi all,
Why are arguing back and forth about a single spell or spells?
The thread is about how Firebird’s could be changed in order to be less clunky and competitive.
In a former thread I had some ideas about changes so I won’t repeat them.
Instead let’s look upon the mechanisms, at the moment you need to hit up to 20 mobs or one elite with three different firespells in order to max your set bonuses.
That’s one of the big problems in order to keep up the pace the mobs will loose agro and the debuff if you move away too far. The wording “untill they die” is extremely misleading.
So could the solution be to change the set so that instead of the mobs getting a debuff the player get’s an increasing buff every time you hit a mob with a firespell. Here I would like to leave it open to the rest of you whether the rotation of spells should stay or go. Less clunky if it goes but boring if it means endless channeling.
The last set bonus is the total damage bonus which is pure number tweaking.
Unless that too changes in such a way that the next firespell we use at max buff releases a huge burst in order for the player to start building up again.
So what do you say about setting the thread back on the thread again.
Cmon someone? get something donde to fix firebird and tals please!
I’m afraid, you’re gonna have to wait for the patch after this upcoming one before we see any of our sets getting “fixed”.
they need to either buff the damage significantly, or simply make it deal maximum hp in damage, i personally think 0.5% per second is perfect. Takes 200 seconds max to kill anything, its a long period of time so you cant really abuse it, but it is short enough that it is viable in very high GR.
The damage is one of the sets problems, but not really the main thing here.
The biggest problem is the mechanics.
There effects don’t really work well in the current state of this game. They can work in another game, like D4, but not in D3 in its current state and to make them work, they had to drastically redesign the game at its core, which they are not going to do.
Almost all %-life draining effects have been removed from the game:
The only one that remains is Frailty and The Executioner, but they work a little bit different than what you suggest and also come at a cost.
The Easy Way to Fix Firebirds:
4 piece: Every "Fire" spell you have equipped adds 15% damage reduction. (Maximum 60% DR)
6 piece: Every "Fire" spell you have equipped adds 5000% more damage (maximum 4 spells)
This is a unique way of promoting a “Fire” build, but doesn’t require the awkward (and ridiculous) stacking of “Fire” spells.
As I mentioned before, I’d LOVE “Fire” runes on Teleport, Frost Nova and Shocking armor, but that might be asking too much. (Burning Aspect, though. Come on.)
The two piece could be the current 4 piece; where Fire spells make enemies burn for weapon damage (doh!) or take bonus Fire % damage (Yes!)
I think 500% more damage from Fire Spells (from a two piece) plus 20,000% weapon damage is a 25x buff…right?
That’d be pretty awesome honestly.
Fire, as well as our other elements, could use more skill runes to inhabit (lightning runed disintegrate would be great).
Teleport could not only give some runes away to the other elements, but also give them all a damaging effect as well so they could also be usable by Tal-Rasha.
A fire rune of frost nova would be pretty cool actually, could probably debuff enemies as well.
Probably rather than Shocking Armor, Energy Armor could give a rune to fire instead.
All in all, I do hope that the developers take a look at not just sets, but also individual passives, skills (runes), and legendaries. Of course, I’ve tempered my expectations of such a thing happening, but it would still be nice.
None of the Energy Armor runes are attacks though, they are all passive runes. Arcane Power when being hit, crit chance, increased max AP, Force Armor, more defense.
If you were going to give a fire skill to an armor, it would make more sense to have it from Storm Armor. Electrocute already has a fire rune based on crits (Forked Lightning). Shocking Aspect being a fire rune would fit in nicely with that theme. Just leave the mechanics of the rune as-is but switch it to fire type damage.
Well, they could change the Pinpoint Barrier rune to fire (could call it immolation or fire ward) and add the effect that nearby enemies take fire damage along with the boost to critical chance.
Pinpoint was the other strong choice, but there is no legendary for Force Armor. I wanted to pick up Halo of Karini. And Shocking Aspect is terrible.
This is basically how I wanted an Elemental Specialist Set to look like (but that was turned into the Hydra set).
if you have at least 4 different skills of the same element on your hotbar, gain 60% damage reduction
if you have at least 4 different skills of the same element on your hotbar, gain xx.xxx% increased damage to that element.
Yeah, I would love that as well (maybe not on Frost Nova, though).
Many other skills also miss one element, for example Disintegrate, which is missing a lightning rune.
Yeah, that also would be a good thing. Maybe something like that your fire damage is igniting enemies for ~50-100% of the initial damage over 3-5 seconds and while they are ignited, they take 20% more fire damage from the initial hits of your fire spells.
Something like that certainly would be awesome.
I always had the feeling that Frost Nova would fit perfectly as a rune on Wave of Force.
Rename the base skill to Nova that deals lighting damage and let it have a ~12 second cooldown and heavily increase the damage
I personally do not like the spamable Wave of Force tbh.
Or they could put all the Wizard’s Armors into one skill that changes its element based on the rune you choose. But that would require a massive rework and remove a lot of Wizard skills.