I’d like to post an idea I had for a new set as well as a quirky build that could use some support items/options.
First, the new set:
I’d love a set that focused on Revive and Bone Spirit, with a heavy theme of fear. Bone Spirit and Revive are two necro skills that only really see use in LoD setups, and even there they aren’t really the focus of the build. Fear is almost universally avoided by all builds because monsters running away generally just slows down your progress. What I am proposing is a set that attempts to fuse these aspects into a fun new playstyle.
2p: Revive gains the effects of all runes.
4p: While you have at least 1 Revive minion, 50% of received damage is instead transferred to a random Revive minion.
6p: Bone Spirit deals x% increased damage. Any enemy under the effects of Fear takes damage from all active Bone Spirits every second.
What this does is enable you to use any Bone Spirit rune of your choice, and Bone Spirit is already an excellent single target skill. By adding the mechanic that Feared enemies take damage from active Bone Spirits, you enable Bone Spirits to function as an aoe skill by inducing aoe Fear. Because the damage to enemies under Fear does not require direct hits from Bone Spirits, the fact that the enemies run away does not interfere with damage output. Revive having the benefits of all runes means that Horrific Return will cause aoe fear every Revive. Revive also benefits from the Purgatory rune so when minions die from taking 50% of the incoming damage, you can Revive them again for another aoe Fear effect.
To further support this build, examining the different items that interact with Fear for a balance pass would also be helpful.
Pandemonium Loop
Increase the radius of the cascading Fear effect.
Maloth’s Focus
Add that enemies under the effects of Fear take x% more damage from all sources.
As for the quirky build that I would love to see get some support:
I have a build that makes use of many items that are not normally part of any build. This build deals all of its damage through the Death’s Bargain item. In order to do this, I experimented with lots of different mechanics to see how best to increase the damage that this item deals.
The build is as follows:
(helm) Andariel’s Visage [amethyst] - 20% phsyical damage, life per second, socket, vitality
(chest) Shi Mizu’s Haori [amethyst] - life per second, vitality, life%, sockets(3)
(legs) Swampland Waders [amethyst] - 20% physical damage, life per second, sockets(2), vitality
(feet) Boots of Disregard - life per second, vitality, intelligence, armor
(shoulders) Pauldrons of the Skeleton King - life per second, vitality, life%, armor
(hands) St. Archew’s Gage - life per second, critical hit damage, attack speed, vitality
(wrists) Strongarm Bracers - 20% physical damage, life per second, vitality, intelligence
(waist) Dayntee’s Binding - life per second, vitality, life%, intelligence
(weapon) Trag’Oul’s Corroded Fang [emerald] - attack speed, vitality, increased damage to elites, max essence
(off-hand) Lidless Wall - 20% physical damage, life per second, vitality, life%, max essence
(neck) Wisdom of Kalan - socket, life per second, attack speed, critical hit damage
(ring1) Rogar’s Huge Stone - socket, life per second, critical hit damage, attack speed
(ring2) Lornelle’s Sunstone - socket, life per second, critical hit damage, attack speed
(cube-w) Reilena’s Shadowhook
(cube-a) Death’s Bargain
(cube-j) Krysbin’s Sentence
(legendary gem1) Legacy of Dreams
(legendary gem2) Bane of the Trapped
(legendary gem3) Molten Wildebeest’s Gizzard
(skill1) Grim Scythe - Dual Scythes
(skill2) Leech - Osmosis
(skill3) Bone Armor - Thy Flesh Sustained
(skill4) Frailty - Aura of Frailty
(skill5) Devour - Satiated
(skill6) Blood Rush - Metabolism
(passive1) Draw Life
(passive2) Overwhelming Essence
(passive3) Spreading Malediction
(passive4) Stand Alone
This build functions by standing still and spamming grim scythe to trigger strongarm bracers. The challenging bit is that you have to stay at 1% or less of max health. You are plenty tanky because you end up having a regenerating shield in the millions with a total damage reduction of >98%.
There are 4 main problems with this build however:
- The first is that its damage output does not scale with paragon. Neither intelligence nor vitality boost its damage output at all.
- The second is that there is no way to turn off healing from health orbs, and ironically your damage and survivability drop significantly as your life % increases. As a result of this, pickup radius is a very bad affix to have and group play is impossible.
- The third is that life per hit and life per kill affixes will kill you. This makes gearing this build much harder than most builds in Diablo 3.
- The fourth is that the pulse pounding sound and flashing red border that warns you of being at low health is constantly happening.
The solutions that I propose to these problems are:
The Horadric Hamburger
On console, this weapon can roll the life per second affix, allow PC versions to also do this. Additionally add the legendary affix: Your life per second increases by 1% per point of vitality you have. This would enable the build to scale with paragon by investing in vitality. This item would replace Reilena’s Shadowhook and move Trag’Oul’s Corroded Fang to the cube allowing The Horadric Hamburger to be wielded. This would also free up the Overwhelming Essence passive for something else.
Insatiable Belt
Modify this item’s legendary affix: Picking up a Health Globe increases your maximum life by 5% for 15 seconds, stacking up to 5 times. You no longer heal from picking up Health Globes. This enables group play and changes pickup radius into an affix that boosts your effectiveness. Using it in this build would replace Dayntee’s Binding costing you a 50% DR source, but the build should still be extremely survivable.
Finally, add an option to disable the low health warning effects. This will help protect my sanity while playing this build and enable me to turn sound on again.