Shadow’s Mantle:
6 piece: Also boosts Chakram and Fan of Knives damage by 10,000%
UE:
6 pc applies its damage bonus to Strafe
Marauder:
2 Piece increases rocket and grenade damage by 400%.
4 Piece also applies its damage bonus to Spike Trap, and casts a free Spike Trap wherever your rockets and grenades detonate. Rapid Fire now supported.
6 Piece also gives bonus damage to rapid fire and spike traps. Damage bonus reduced to 10,000%
Basically intended to open up more build paths, especially through expanding the scope of certain sets
And unrelated, but also bump Marked for Death up to 25% or something. It shouldn’t be completely outdone by wolf companion for single target.
Chakram definitely needs some support and the Shadow set makes the most sense. I’m not so sure about the 6 piece bonus giving it such a large multiplier to all targets hit since the 2 piece set already grants a 61x damage multiplier. Perhaps a smaller multiplier with some added effect (e.g. Chakram ricochets to 3 targets) would be more fun.
This would be interesting for some builds but RoV isn’t a good skill. Strafe needs better item support though.
Add Rapid Fire to sentries and that would be more fun.
Natalya’s would still be too weak as a standalone set. The RoV in the build is too weak; it is only used to activate the 6 piece bonus. And even then the set’s multiplier is so weak that the only viable option is to use Rapid Fire (at very high paragon).
Marked for death needs a rework since it’s in the DibS category and a small multiplier.
If it’s me I’m already TL3 (I did lose it briefly until it was found that the like counter uses the 100 day rolling average). As for HailFall, since they joined in early January, they won’t be able to attain TL3 until at the end of February at the earliest (due to the visiting >50% of the last 100 days requirement).
As for the suggestions, while some of them are a bit too strong or weak, some ideas are okay and could work with some numerical adjustments.
I’d rather have each set have a clearly different style of play though (as it is mostly now). Adding RoV to UE would make N6, by itself, garbage for RoV (you would need to use UE6/N4 for RoV). Similarly, adding Cluster Arrow to UE would blend the skill overlap between Marauder and UE even more (they already share generators and Multishot). Having skills which are emphasized by multiple sets can be bad as it usually means there will be one build which uses the skill better than the other. Monk also has this issue with SWK and PoJ sets both centered around (and require) Sweeping Wind.
However, adding skills with no specific set support like Strafe, Chakram, or Spike Traps to an existing set is a good idea.
Agreed. Although I’m not 100% sure whether UE already buffs Chakram if one has Spines of Seething Hatred equipped which turns Chakram into a generator and the UE 6 piece bonus applies to generators.
Regardless, I’d love to see a viable Chakram build. Chakram was my main skill back when sets didn’t funnel us into using specific skills. Its support items need a massive buff.
The upcoming DH set however could easily be a Strafe set. I have a strange feeling that might be the case. Whatever it is, I can’t wait.
I think spines only works with FnR set as it states “resource generating attack”, whereas generator in UE means just the generator set of skills. This random memory comes from like 12 seasons ago so I may be wrong lol. If I am, I’m totally going to try that out.
I much prefer chakram set to strafe. tempest rush and reworked WW are stupid fun for me this season (I’m rocking both along with my UE DH). But a 3rd straight channeled aoe set build would be really disappointing IMO.
Chakram and Elemental Arrow are not hard to fix.
They both have 2 sets that support their damage output.
All it needs are damage multiplier on their items. Each skill has two, so there are two screws to adjust.
The only thing that should be changed, or at i least i wanna see changed, is a thing that has been suggested dozens of times:
Hunters Wraith belt should be redesigned to boost “hatred generating” skills.
This would directly boost Elemental Arrow, Chakram and the Primary skills.
Everyone with brain would equip Kridershot + Spines anyway.
No need to bring out another set multiplier like 25.000% lol.
@Keystone1
You are right, still correct to these days
PS: Congratz to lvl 70 HailFall. You are finally max level with your DH now, but even now not able to pump out random numbers like above.
Have fun with the DH!
Not understanding the hostility towards the OP. All he wanted to do was share his ideas. Sure, from a veterans point of view there are some things that are out there, but Iria, a long time vet, has already responded in a way that invites understanding and thus a decent back and forth exchange without the demoralizing content and bruised egos.
Traffic here is already quite thin and has been for years. If approached correctly, these threads do far more good than harm.
Adding Chakram to S6 seems solid, due to Ill Will being a thing. Just adding a damage modifier (or extra projectiles like Holy Point Shot) would make Chakram hefty.
Ball lightning would be better if those balls did 3x damage instead of being Slow and hitting 3x more often. When speed, setup, moving, proc rate insanity and group killing is META, slower is not better. Adding a 90% Sentry cooldown reduction to M2 would make it very mobile.
Adding these skills, when used as generators (Spines, Kridershot), to Hunters Wrath/Depth Diggers/F&R/Wraps would also have a monumental impact.
S2M4 could be a thing again with that interaction being restored, as well as allowing Holy Point Shot to work with sentries like DML already does. This could lead to more builds, and more play options.
Regarding the “6 piece: Also boosts Chakram and Fan of Knives damage by 10,000%”
I like to see a Chakram build period, but not associated with the shadow, because you don’t need various demons reflecting extremely high damage back at you for instant death. How many shadow DH players get tired of trying to run away from a suite of monster types that one shot you if you get too close to packs. I love the speed of Shadow, and the mechanics work very well, but its too glassy above certain GR levels. Upping the build damage would just aggravate this weakness.