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vaudeville
05-26-2016, 07:34 AM
1) Griswold's set

I trust I don't have to elaborate much about the use or rather non-use of this set. It definitely needs to be buffed and tweaked to at least serve some kind of playable paladin build (probably for a smiter but also perhaps at the same time as some kind of support paladin).

Possible changes/tweaks

A) The meditation aura given by the whole set should become some kind of offensive aura (perhaps might, concentration, or maybe something new that combines effects)

There is no reason for the meditation aura when insight on an act 2 mercenary can provide a higher level meditation aura (and probably would be easier to find from what I hear).

B) Make the weapon more comparable to Aldur's Rhythm with 1 or more of the following traits added (Note: it would be ok if 1 or more of the following were a set bonus):

I)A% to life steal
II) B to Combat Skills
III) C to Crushing Blow or Deadly Strike (perhaps even Open Wounds as another option)

C) Add vigor (or burst of speed) as a bonus either for the whole set or on the helmet
D) Add D to offensive auras on one item
E) Add E to defensive auras on one item (perhaps the shield)
F) Maybe increase damage reduction slightly (but not more than what the Immortal King set provides)

bonnell21
05-26-2016, 08:55 AM
i like it but always be on the look out to make new sets girz is and always will be a good set but as we have seen with the cow set
a new set that can be use on pala or even any mele char would be more agreeable to me i love the cow set // the new items that end game boss drop mabby ubers could or new area could even drop parts of the new set could have a blade and a helm n armor or just like 3 deff items i like the caster set i just do not se anything useing the full pys set and i think it has to do with the wepon a 2hnd pala dont use to easly so mabby just make new set 4 better results cuzz i love the idea about sets still being cool n ik/cows set being used alot mavs to
i guss my thing is i wanna se new items hell make the new courrptid items a set that would be cool as well jut little thing to look at but yes most sets need better makeovers...thank s

vaudeville
05-26-2016, 09:31 AM
I probably should have added the disclaimer to the above that the set should be treated as a starter set like those for the Bow Amazon, Sorceress in general, Assassin in general, Throw Shield Barbarian, etc.

vaudeville
05-26-2016, 10:05 AM
2) Heaven's Fury Seraph rod

A) First and foremost, replace/change the FOH physical damage conversion modifier to something similar to the added physical damage modifier that the Paladin Abyss Sphere has but in this case adds "Magic" damage (Note: such doesn't have to be 100% extra "Magic" damage)

B) Replace/change the Holy Shock to Fanaticism synergy conversion. I understand the intent for this weapon was to serve as a hybrid for either a zealer and/or FOH paladin, but I find that it serves neither well (especially the FOH paladin). I think the intent would be better served if instead Fanaticism was an added synergy boost (not a replacement) which would then give the player the option either to max Fanaticism (and put points on Zeal too) or Holy Shock (and additional points perhaps on conviction). It's either that or the weapon should provide additional points to fanaticism (or even Holy Shock) should the player decide to want to use this more as a Zealer or more as a FOH paladin.

C) Give such one of the following additional traits

I) One extra socket,
II) An AR bonus (or fanaticism bonus),
III) Crushing blow instead of deadly strike, or
IV) X% Life steal


Other related suggestions/notes
1) I don't get the point of the added FCR modifier since FOH has a cool down period (nevermind that the player may get distracted by using the weapon as a physical one as well). I also would point out that the last time I used this weapon as one for a zealer, I had a huge problem with AR. So unless fanaticism or Zeal gets an AR bonus, I think I would rather see this weapon give an AR bonus than FCR.

2) I would also recommend making the above weapon have a more fixed in built damage base so as to make the potential laundry list of modifiers shorter.

Apocalypse
05-26-2016, 12:57 PM
yeah, I understand the point of vaudeville, Griswold is the worst class set in the world, and I've never seen someone actually use it at all. And at the same time, gathering the full set in annihilus can be even harder than in vanilla D2, it's the hardest of all sets to find, so I agree that it could be at least a little bit useful :P


I want your opinion vaudeville, what do you think about the stormshield the way it is now?

LordManhammer
05-26-2016, 02:54 PM
I think that if Blessed Hammer was made to be a fun ability again the Griz set would be useful as is. Imagine how awesome it would be if you could cast it at range like Maelstrom or if you could throw the hammers like the Barb throws his shield.

vaudeville
05-26-2016, 03:45 PM
Griswold's is really a bad set made worse still by it being a bit difficult to find (I don't have as much trouble as other people seem to have, but it certainly isn’t as easy to find as other sets not that it matters).

Regarding the stormshield, I think its ok as is. Maybe if it had another socket (or I should say 2) it would definitely make such a lot more versatile to use and very helpful early on. If anything, I’m a little more concerned about other unique shields except the corrupted shield in terms of damage reduction which every other shield including runewords lack and also in terms of number of sockets. .

As far as Lordmanhammer’s suggestion of perhaps gearing a buffed future set to use hammers, I have no idea. It sounds interesting, but I highly doubt the end result would make hammers capable of dealing with anything beyond say the plaguelands. I think the set should give preference to smite or even searing light which is actually not as bad as I thought it would be (just recently tested it a bit). I think the idea you offered ought to be something for a specific late-game item. Maybe something that combines searing light and hammers (that would be pretty sick since Searing light lowers magic resistance)? I don’t know. That could certainly answer a problem I have with Khalim's Hope or rather hammers in general.

Apocalypse
05-27-2016, 09:47 AM
Maybe turn holy bolt into a hammer skill that bounces or splits, even if it's like... 1 that turns to 2 that turns to another 2 each, up to a limit of like 7 or 15 targets

vaudeville
05-27-2016, 11:13 AM
3) Flamebellow Balrog Blade


Before we begin, let’s first start with the following disclaimers and points

A) Like a few other suggestions or tweaks I have or might suggest, this one in particular is pretty much at the bottom of my wish list.

B) I think it’s clear this weapon is best meant for an enchantress and will be treated as such.

C) I do realize the enchantress is a crazy build to work with and probably will not be helped enough with the following recommendations made for this weapon, but I felt like throwing it out there for future consideration.

D) I will assume this weapon is used in conjunction with some of the following items:
I) Tyrael’s Might
II) Steelrend (for CB, more strength, and splash damage)
III) Threads of Valusia (for DS and more strength)


That said, I would recommend some of the following buffs/tweaks for consideration for this item:

A) The 10 to 20 to all attributes should be doubled to 20 to 40,
B) A% to Crushing Blow,
C) At least 2 sockets,
D) Fire absorb replaced with B% life steal,
E) Both CTCs either removed completely or replaced with one that causes C% chance to cast the lower resist curse,
F) Remove and replace the 3 to Fire Mastery and Meteor with D to Enchant,
G) Some kind of AR bonus (probably will have to be very significant in this case), and
H) The 3 to fire skills replaced with 3 to Sorceress Skills (to boost Energy Shield and Frozen Armor which probably should be used with this build)

That's all I have considered so far just for the item. I'll try to give it more thought.

rrra
05-27-2016, 01:18 PM
Give it 3-4 sockets and ideally 3 to all skills instead of just fire and it immediately becomes very strong on a fireclaw druid. Base AR instead of the ctc firestorm might be nice as well.

vaudeville
05-27-2016, 01:36 PM
Yeah, I was going to make a note somewhere to be aware of making such a bit op for a fireclaw druid. It probably would be best just to make such good for both I suppose.

I suppose if you wanted a weapon for both

1) Yes make it have 3 sockets
2) Yes make it 3 to all skills instead
3) Change the CTC to the enchant like CTC found in Frostfire.

Still not sure on AR.

pulse37
05-28-2016, 09:58 AM
It won't be OP for a fireclaw druid. I mean the damage is great, but when you are using a 2hander vs bosses the damage you receive is to much in comparison of using a shield to block with.
I agree to buff some current uniques / sets, but 2handers need some kind of major buff, like making them have loads of defensive stats or chance to avoid attack/spell on them. (Would love to see Ribcracker buffed, such a cool weapon!)

vaudeville
05-28-2016, 09:10 PM
4) The Druid Abyss Sphere vs. Full moon?

Alright, I guess we'll do something a bit different from the original discussion. So the consideration I had in mind with both these items is that I think some things out to be swapped, replaced, and removed. Essentially the Druid Abyss Sphere ought to lose the extra cold damage and points toward tornado with the understanding that the next patch should make up the deficit left behind and then some (Note: In my opinion all Abyss Spheres ought to be homogenized so as to not necessarily favor one build for one class over another).

What to replace it with though I'm not exactly sure. The first thing that came to mind was if the extra spirit modifier for full moon was transferred to the Abyss Sphere, and then that modifier on full moon would be replaced with something else say extra damage, lower enemy physical resistance, more damage reduction, more points to say Lycanthropy, etc. Then again, I don't find 1 extra spirit (especially of the same type) useful at all (probably because of the aura stacking issue), and I doubt the Spirit of Barbs would be useful the elemental Druid. Perhaps that spirit should give a defense and damage reduction (like the bulwark aura with perhaps a base of 5 to 10% and a high drop off from there dependent on say ever 5 points to the spirit for an additional percentage to damage reduction) bonus instead? What do you guys make of all this especially given the promised buffs to the Druid? I think its fair to expect the charm will change, but how so is another matter.

I'd also add one other thing related to the Fullmoon helmet, and that is the splash damage modifier with it. Is that really necessary since you would think most physical builds would use Steelrend for extra damage, strength, crushing blow and splash damage. I understand that with the Fullmoon helmet, you could then go for Hysteria for example in exchange for massive life steal even though 1) you're a shapeshifting druid anyway and you can just use either feral rage or hunger for life steal and 2) the helmet already has some life steal anyway (not that more could hurt). Would you all recommend the modifier stay to make room for hysteria, or replaced with something else and if so what?

Note: I am aware that the above would essentially erase the need to have the extra spirit scroll, although in my opinion the fullmoon helmet saw to that already. I haven't seen anyone add an additional spirit to any other helmet (granted you don't see a lot of Druids anyway).

vaudeville
06-04-2016, 08:13 PM
5) Magic enchantments and Death's Advance

General context

So I've been trying out the searing light (and before the blessed hammer) paladin, and they both seem alright certainly so with regular cows. I have some of the best items such should have (Divinity Gauntlets, Shrieking Lich with almost max magic damage, heaven's champion, all unique charms minus the Book of the Abyss, and most importantly Khalim's Hope), a horadric magic jewel on my weapon and I can probably put some paladin +1 skill enchantments and 10% magic damage enchantments on me as well, but I find such still lacking especially with regard to Searing light. This lead me to wonder if at least in terms of items, if magic enchantment scrolls ought to be reduced to a level 2 enchantment instead of a level 3, but I suspect that such probably might make at least the Blessed Hammer Paladin op (leaving the possible only other recourse to buff searing light perhaps). What do you guys make of this who has any experience with either of these two builds (also try to keep the Bone Necromancer in mind too)?

Additionally I've been wondering if Death's Advance also could receive a lower magic resistance modifier as well.

Also realized there's the Book of the Abyss which I think is missing magic skill damage.