With the idea that the Necromancer is an Int based class, if Druid were released as a strength based class; I think it makes the most sense if Blizzard went either a ranged melee class similar to the Amazon, or something more stealth like such as a rogue.
The idea of a class built around duel wielding daggers like a rogue intrigues me because the concept is already in the game. Daggers naturally roll lower DPS than any other weapon in the game, and they could use that to their advantage when creating duel dagger synergies in the sets or passive skills even. Imagine one of the first passives you unlock is a 50% damage bonus while duel wielding daggers...or something along those lines. Something like this would make legendary daggers viable to use on hand and not "cube only" options which right now seems to be an issue in the game.
Also, having this idea of a stealth or surprise could be an interesting mechanic within the game.
Since the Necromancer had 3 properties as well when being developed, I will do the same here. I think the following things to keep in mind here when designing the Rogue/Shadow class are as follows:
1. Dagger Mastery
2. Stealth
3. Combos
The combo aspect could be a very new and exciting introduction to D3's current playstyle. If there were certain skills that triggered other skills via runes or even passives, this could be a really cool concept. Balancing could potentially be an issue though.
Literally the only reason I chose to use Corruption for this was because of the artwork....so perhaps they could reassign the artwork to these shoulders but keep their original functionality and apply it to a new pair? OR.....they could just make a more "Hydra friendly" looking pair of shoulders. I personally think this game is missing a serious amount of viable legendary shoulders....I mean especially with what Demonmonger said about the "ignores durability shoulders" like wtf is that Blizzard?
That being said, I like the build idea. A lot actually, seems quite a bit overpowered, but could be tweaked through play trials.
In regards to all the concern with "removing items" what i mean by that is keeping the artwork but renaming them to fit their new role as an item. Blizzard does this all the time in their patch notes, I'm unsure as to why so many were confused by this phrasing but oh well.
I don't see the purpose, at all, for removing currently exisiting pieces, even if they ARE more or less useless. Revamping them to have a new legendary? Sure. Removing? No.
In regards to all the concern with "removing items" what i mean by that is keeping the artwork but renaming them to fit their new role as an item. Blizzard does this all the time in their patch notes, I'm unsure as to why so many were confused by this phrasing but oh well.
I don't disagree at all, however this was literally just a fun idea I envisioned and thought would be a lot of fun to play and would fit in some of my personal favorite skills such as Hydra. The problem is, as soon as they get things balanced, they will add new stuff, which will unbalance the game again....so there's no real way to fix it all, so personally I think they should add affixes to currently existing items first, then focus on balancing them in a new PTR.
(2) Set: Casting Hydra now casts all Hydras to your side
(4) Set: Gain 10% damage reduction for every enemy hit by your last Wave of Force for 5 seconds
(6) Set: For each Hydra you have, the damage of your Primary Skills, Hydra, Wave of Force, Blizzard, Frost Nova, Familiar, and Black Hole is increased by 200%
Support Items:
Magistrate- Your Frost Hydra periodically casts Frost Nova
Ancient Parthan Defenders- Each Stunned enemy within 25 yards reduces your damage taken by 12%
Halo of Arlyse- Your Ice Armor now reduces damage from melee attacks by 50-60% and automatically casts Frost Nova whenever you take 10% of your Life in damage.
Tasker and Theo- Increase the attack speed of your pets by 40-50%
Frostburn- Your Cold skills deal 15-20% more damage and have a 45-50% chance to freeze on hit
Serpent’s Sparker- You may have one extra Hydra active at a time
Ring of Royal Grandeur- reduces the number of items needed for set bonuses by 1 (to a minimum of 2).
New/Revamped Items:
Heart of Darkness- Frozen enemies deal 50% reduced damage and receive 25-30% increased damage for the duration of the freeze. All freeze effects last double their normal duration.
(Blackhand Key) Spine of Three Heads- Enemies affected by your Blizzard receive 100-150% more damage from your Hydra.
(Overwhelming Desire) Red Banded Constrictor- Enemies affected by your Black Hole are immobilized and receive 80-100% more damage from your Hydra for 5 seconds.
(Insatiable Belt) Talia’s Boa Buckle- Every time your Familiar deals damage, the damage of your Hydra is increased by 15-20%. This effect can stack up to 10 times.
(Boots of Disregard) Venom Casters- For each Hydra you have active, you receive 6% less damage
(Gift of Silaria) Talia’s Fang- Your Hydra now casts Arcane Orbs of the same element
Starfire- Shock Pulse now also casts Hydra
Starset Orb- For every Hydra you have active, the damage of your Shock Pulse is increased by 100%
Build Setup (Example):
Note: This is most definitely not the only option with the gear I have provided as well as items in the game already.
Diablo Reject’s “Freeze Hydra Freeze” Build
Helm: Magistrate
Shoulders: Talia’s Corruption Amulet: Red Banded Constrictor
Chest: Talia’s Underbelly
Gloves: Talia’s Venom Bracers: Ancient Parthan Defenders
Belt: Talia’s Boa Buckle
Left Ring: Halo of Arlyse Right Ring: Talia’s Tail
Pants: Talia’s Mobility
Weapon: Spine of Three Heads Source: Heart of Darkness
Boots: Venom Casters
Cube:
Weapon: Serpent’s Sparker
Armor: Tasker and Theo
Jewelry: Ring of Royal Grandeur
Skills:
Left Click: Hydra
No Rune
Right Click: Blizzard
Rune: Frozen Solid
Slot 1: Black Hole
Rune: Spellsteal
Slot 2: Wave of Force
Rune: Debilitating Force
Slot 3: Familiar
Rune: Sparkflint OR Icicle
Note: I’m unsure which would be better; both could be useful.
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With the idea that the Necromancer is an Int based class, if Druid were released as a strength based class; I think it makes the most sense if Blizzard went either a ranged melee class similar to the Amazon, or something more stealth like such as a rogue.
The idea of a class built around duel wielding daggers like a rogue intrigues me because the concept is already in the game. Daggers naturally roll lower DPS than any other weapon in the game, and they could use that to their advantage when creating duel dagger synergies in the sets or passive skills even. Imagine one of the first passives you unlock is a 50% damage bonus while duel wielding daggers...or something along those lines. Something like this would make legendary daggers viable to use on hand and not "cube only" options which right now seems to be an issue in the game.
Also, having this idea of a stealth or surprise could be an interesting mechanic within the game.
Since the Necromancer had 3 properties as well when being developed, I will do the same here. I think the following things to keep in mind here when designing the Rogue/Shadow class are as follows:
1. Dagger Mastery
2. Stealth
3. Combos
The combo aspect could be a very new and exciting introduction to D3's current playstyle. If there were certain skills that triggered other skills via runes or even passives, this could be a really cool concept. Balancing could potentially be an issue though.
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Literally the only reason I chose to use Corruption for this was because of the artwork....so perhaps they could reassign the artwork to these shoulders but keep their original functionality and apply it to a new pair? OR.....they could just make a more "Hydra friendly" looking pair of shoulders. I personally think this game is missing a serious amount of viable legendary shoulders....I mean especially with what Demonmonger said about the "ignores durability shoulders" like wtf is that Blizzard?
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I don't disagree at all, however this was literally just a fun idea I envisioned and thought would be a lot of fun to play and would fit in some of my personal favorite skills such as Hydra. The problem is, as soon as they get things balanced, they will add new stuff, which will unbalance the game again....so there's no real way to fix it all, so personally I think they should add affixes to currently existing items first, then focus on balancing them in a new PTR.
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Any feedback would be really helpful! Do you guys love, hate it, don't care? Tell me what you think!
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Note:
Remove from game:
Penders Purchase
Corruption
Skelon’s Deceit
Chaingmail
Blackhand Key
Gift of Silaria
Note:
Replace Artwork for:
Avarice Band
Boots of Disregard
Insatiable Belt
Overwhelming Desire
Talia’s Scales
(Corruption) Shoulders- Talia’s Corruption
Wizard Hat- Talia’s Eyes
(Skelon’s Deceit) Pants- Talia’s Mobility
(Chaingmail) Chest- Talia’s Underbelly
(Avarice Band) Ring- Talia’s Tail
(Penders Purchase) Gloves- Talia’s Venom
(2) Set: Casting Hydra now casts all Hydras to your side
(4) Set: Gain 10% damage reduction for every enemy hit by your last Wave of Force for 5 seconds
(6) Set: For each Hydra you have, the damage of your Primary Skills, Hydra, Wave of Force, Blizzard, Frost Nova, Familiar, and Black Hole is increased by 200%
Support Items:
Magistrate- Your Frost Hydra periodically casts Frost Nova
Ancient Parthan Defenders- Each Stunned enemy within 25 yards reduces your damage taken by 12%
Halo of Arlyse- Your Ice Armor now reduces damage from melee attacks by 50-60% and automatically casts Frost Nova whenever you take 10% of your Life in damage.
Tasker and Theo- Increase the attack speed of your pets by 40-50%
Frostburn- Your Cold skills deal 15-20% more damage and have a 45-50% chance to freeze on hit
Serpent’s Sparker- You may have one extra Hydra active at a time
Ring of Royal Grandeur- reduces the number of items needed for set bonuses by 1 (to a minimum of 2).
New/Revamped Items:
Heart of Darkness- Frozen enemies deal 50% reduced damage and receive 25-30% increased damage for the duration of the freeze. All freeze effects last double their normal duration.
(Blackhand Key) Spine of Three Heads- Enemies affected by your Blizzard receive 100-150% more damage from your Hydra.
(Overwhelming Desire) Red Banded Constrictor- Enemies affected by your Black Hole are immobilized and receive 80-100% more damage from your Hydra for 5 seconds.
(Insatiable Belt) Talia’s Boa Buckle- Every time your Familiar deals damage, the damage of your Hydra is increased by 15-20%. This effect can stack up to 10 times.
(Boots of Disregard) Venom Casters- For each Hydra you have active, you receive 6% less damage
(Gift of Silaria) Talia’s Fang- Your Hydra now casts Arcane Orbs of the same element
Starfire- Shock Pulse now also casts Hydra
Starset Orb- For every Hydra you have active, the damage of your Shock Pulse is increased by 100%
Build Setup (Example):
Note: This is most definitely not the only option with the gear I have provided as well as items in the game already.
Diablo Reject’s “Freeze Hydra Freeze” Build
Helm: Magistrate
Shoulders: Talia’s Corruption Amulet: Red Banded Constrictor
Chest: Talia’s Underbelly
Gloves: Talia’s Venom Bracers: Ancient Parthan Defenders
Belt: Talia’s Boa Buckle
Left Ring: Halo of Arlyse Right Ring: Talia’s Tail
Pants: Talia’s Mobility
Weapon: Spine of Three Heads Source: Heart of Darkness
Boots: Venom Casters
Cube:
Weapon: Serpent’s Sparker
Armor: Tasker and Theo
Jewelry: Ring of Royal Grandeur
Skills:
Left Click: Hydra
No Rune
Right Click: Blizzard
Rune: Frozen Solid
Slot 1: Black Hole
Rune: Spellsteal
Slot 2: Wave of Force
Rune: Debilitating Force
Slot 3: Familiar
Rune: Sparkflint OR Icicle
Note: I’m unsure which would be better; both could be useful.
Slot 4: Ice Armor
Rune: Crystalize
Passives:
Slot 1: Blur
Slot 2: Audacity
Slot 3: Unstable Anomaly
Slot 4: Cold Blooded
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