Tell me why the class that does have the most effective DoT in the game can’t use Shattered Vow? Why? What is this? The players want their Sorcerer’s to equip Shattered Vow!
Did I mention that the top three classes with the best DoTs in the game can’t actually equip Shattered Vow? Because that’s true too.
Haha, I’ll try not to. But what’s odd is that the best item in the game for DoT cannot be used by the most DoT heavy classes in the game. It is a bit strange on the design side.
You can, why are you here complaining about it instead of slamming items into the Sanctification slot machine? You only have a couple weeks left to try it.
I’ve had it twice… including on a DoT build on another class.
Shattered Vow says damage overtime but it seems to be made for bleed builds.
A redesign of this would have to be special but I can give it a shot.
Shattered Vow, Mythical 2H Weapon
Polymorphic - Shattered Vow changes into a random 2H weapon your hero can use. 1 hour cooldown. Resets masterworks. Empties rune and gems in socket to inventory. Trigger at blacksmith with 25 forgotton souls and confirm window.]
Inherent for all weapons = Contains 4 sockets.
Axe Bonus Inherent = Damage overtime makes enemies vulnerable. Deal 200% vulnerable damage.
Bow / Xbow Inherent = Damage overtime ranged skills have +1 projectile.
Mace Bonus Inherent = Damage overtime can overpower. Damage overtime had 6% per tick to overpower.
Scythe Bonus Inherent = Your damage overtime bonuses apply to your minions. Summon 1 Shattered Book every 4 seconds. [3 max]. Shattered books explode into random damage overtime spells [from any hero].
Sword Bonus Inherent = 33% critical hit power. Crit damage and crit chance in one affix.
Polearm Bonus Inherent = Lucky Hit : Up to a 50% chance to gain berserking. Gain 30% attack speed while berserking.
Staff Bonus Inherent = Runes in this weapon have 40% increased effect.
Flail Bonus Inherent = Doubled VOW power. All your damage skills gain the damage overtime tag and deal damage over 2 seconds.
40% Increased Damage Overtime tick rate.
400% Damage Overtime.
2000 Max Life.
Damage Overtime VOW - You lose 2% max life whenever you cast a non-damage overtime skill. You heal 2% max life whenever you cast a damage overtime skill. This doubles if that skill lucky hits.
Main Stat → Damage overtime can critically hit and executes enemies with more Damage overtime than life. Executed enemies shatter and bleed enemies near them.
Personally I don’t think there should be any equipment restrictions at all. Wanna rock a staff as a Necromancer? Go ham breh. Wanna wear skimpy Spiritborn armor as a Druid? Good for you!
Would open the game up massively in terms of itemization and probably help with MTX sales since you could mix/match different class skins.
hopefully some day we can extract the mythic powers and slap them into our toon/gear via some cube/thing and classes that normally cant use a piece of gear can apply some of the power to thier character
even more, i want a minion mythic! necro is waiting for a real necro mythic.
but bttt.
yea, would be nice to see a dot mythic for those classes that really profit from it and who are not barbarians. but vow doesn’t go for necro, sorc and druid…
in s11 neither the spiritborn’s nor the barb’s top metabuilds utilized the vow (and if, these builds didn’t reach s-rank - afaik). which shows the stupidity of the barb/sb restriction.
actually all mythics are somehow strange. heir, shroud and sometimes starless are part of most of the metabuilds, while all the other mythics are “hard to integrate”… they really seem to be completely worthless.
Don’t worry, even for builds that can use Shattered Vow like Bleed Barbarians, it is often outclassed by other stuff, especially when Rupture can be used when enemy Bleed exceeds their Max HP to Execute them anyways. Grandfather or a Legendary Polearm with Wanton Rupture are generally better.
INCINERATE was meant to be the most powerful skill, due to all penalties it has.
unfortunately all fire based attacks from sorcerer are way weaker than any class in the game.
many items that are meant to increase DOT like X’fal’s ring and Flammescar are very bad items that ironically, despite being designed for a fire build, they are discarded.
on the other hand
In Path of Exile 2, the direct equivalent to the
classic flamethrower playstyle is the Incinerate skill itself, which has been reworked into a fuel-based channeled spell. It acts as a stationary or slow-moving AoE torrent that burns enemies, scaling heavily with ignite magnitude and fire damage.
Look, I am trying my best to stick with Diablo 4, but your Path of Exile 2 propaganda is getting through to me this time. I want to be able to burn things. And you’re right; burning things in Diablo 4 is so unsatisfying. If this expansion doesn’t fix it … The writing might be on the wall that it’s time to go to PoE2.
IN ORDER to achieve that, we need to fix: The mess they did with the paragon and TORCH GYLPH. at season 3.
At season 3, burning instict allowed your burning damage % to increase infinitely every 25 int. they capped it at 90% but in previous seasons was even worse.
Flamescar needs to be REWORKED AND OVERHAULED.
This unique needs serious rework as it is useless at6 best
first, this needs to have the Flamethrower aspect with the embers one allowing 150% burning damage and the 3 flame beans. unfortunately we wont be able to use ORSIVANE
flamescar needs a orffhand complimentary item
we also need this, and equivalent focus tom incinerate as ball lightning has
but knowing the devs, we know this ain’t going to happen.