Cleric:
Mainstat: int
combat setup: 1h+offhand or 2h
Weapons&offhands: 1h mace, 2h maces, tome (offhand), shield (offhand) prayer beads (weapon), staves
Class specific armor:
Skill ideas:
Convert: cause an enemy to fight for you for a short duration (becomes an ally= able to be attacked by monsters, but also benefits from buffs and group heals), after the conversion wears of the monster gets enraged and gets 15% dmg and attackspeed for 5sec, cannot be converted during this. Bosses/Rift Guardians instead get 20% dmg taken during convert and dont switch sides, they do not get enraged either.
Prayers: similar to laws, you can only have 1 on your bar at the time, but the activated part requires you to stand still (channeling ability). Types: haste (attack and movement), regen (flat regen or generating globes), defensive (flat dmg reduction, armor or resist, based on rune), damage (element based on rune). Channeling greatly increases the passive effect but you can't perform other actions during it.
Display relic: party buff/area debuff, effect based on rune.
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would be great if they added a cube recipe to make a gift, for those unlucky people that don't get it to drop
1 max lvl regular gem of every type and a lvl 50 legendary gem would make sense (and no you do not need ramnaldis to get a lvl 50 gem, did gr 75 without)
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found a couple of primals with 2 or more wrong rolls, thus despite being for the spec i play, normal items outclassed them (helmet with armor and resist, ring with vit, regen, allres, shoulders with wrong skill, allres and ad)
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One of the easier conquests, once you plowed through things like gr70 solo you should be able to run this effortlessly even solo
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More special events like Goblin and Cow levels.
Higher torment levels, the gap between t10 and the gr70 season requirement is huge, 1 torment added per season, retroactive and for future ones, would allow for a smoother transition.
New items that can only drop on t11 or higher, preferably with gameplay changing atributes (that can't be put in a cube). Things like if you cast spell A, you also cast B, which gains these 2 rune effects (possibly a cross class skill B ) or entirely new properties for skills.
Wandering bosses that announce their presence when a game is made (but not their location) and or get spawned under specific conditions (SoJ selling, goatmen ritual, defeating bosses in a specific order)
Conditional skill modifiers to give more reason to play with multiple damage dealers opposed to 1 dps+3 zdps ; examples: enemies hit by explosive blast take 400% extra damage from your locust swarm and 20% of its damage splashes to nearby enemies. Fallen sword deals 300% extra damage to targets affected by earthquake.
Gemwords, adding properties to blue and yellow items based on the order they are inserted. Those could include some of the conditional skill mods described above aswell as other raised stats.
To give people more incentive to wear yellows, a LoN like legendary could be implemented that gives you damage bonuses per yellow item that you wear. (kinda a mid-tier alternative, not as powerfull as LoN or other high end builds, but still worth considering when comparing it to gr 60 ish set+legendary gear)
New legendary gems, including ones that can go in specific armor slots.
Endless Dungeon, in which the mobs keep spawning with ever increasing powerlevel based on the amount of mobs you killed in the 3min prior to it and get awarded for the difficulty you reached when you get defeated. This would be a "no death zone" for hardcore as you'd be unable to get out of combat and the dungeon portal only re-appears once you got defeated.
Monsterous shrine: spawning multiple bosses
New cube recipes, including those requiring new ingredients from the aforementioned wandering bosses.
lvl 50 extra bonus for legendary gems that builds up on the gems properties. Gogok then could be granting you area damage based on the stack count, boon of the hoarder could ad xp based on gold looted, bane of the trapped could get the frostburn passive, bane of the powerful the nemesis passive, enforcer could force your pets to prioritize things near your cursor, stricken could lower the damage the target deals and so on.
Cursed items, while giving you a powerful legendary power, the same power also reduces something else. Examples, you deal 700% weapon damage to targets within 20 yards every second, but your movement speed from paragon/items gets capped at 12.5%, You randomly shoot arcane orbs at enemies, but you gain the chance on hit to be randomly jailed in place for 3sec.
New level cap.
A 7 piece set wearable by all classes that replaces your abilities with boss themed abilities, act boss depending on which item you do not wear. Including Adria, Mephisto and Baal from d2.
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The set was a headstart to get on your way to do the actual progression= gr, hitting t10 and farming it is what many considder the base of the game.
was it too much to get a full set? perhaps, how about getting 2 parts of all your class sets instead? that way you have less of a power jump but get a comparable helping hand to start, with a rorg and getting 1 of the missing pieces for 2 of the sets you'll be sporting 4p+4p.
solo gr70 as a season journey requirement was the hardest part for me as dh
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Did the DH and Crusader dungeons on master, found the Unhallowed Essences dungeon to be the most frustrating as the mobs simply spawn in a way that hitting 20 with 1 multi shot was impossible to do often enough while still killing everything within the time.
DH
Marauder: Boring as hell, place a turret in the direction you are walking, spam your ability of choice and vault when you see earth crumbling beneath you.
Shadows Mantle: make sure to have a generator to break shields with on the bearers so you can impale-kill them rather then having them potentially soaking an impale for another mob and dropping your objective stack, impale dagger, lightning rune and resource cost reduction are your friends
Natalyas: crashing beast belt and longest duration rain, stafe as trigger recomended, obsidian ring in cube to keep your rain cd refreshed.
UE: pray for enough occurances of 2 packs spawning on top of/ near eachother for the objective
Crusader
Invokers: watch stuff suicide by attacking you, pop iron skin + bed of nails when you see an elite
Rolands: due to the stupid amount of mobs, specifically imps, i recommend asking someone to join and kill stray mobs for you.
Akhan: run the map twice, 1st round just condemn (instant explosion recommended) and after you did the condemn objective, slaughter the place with akhan up. (kill mobs on the 1st round if there are less then 10 in a pack, do not waste time pulling stuff together)
Light: Cains Rebuttal sword, falling sword ontop of elites to avoid mortar, slaughter the place with whatever hammer rune you like
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For me the problem is finding a ramnaldi, my weapon just looks weird without a gem. http://eu.battle.net/d3/en/profile/darkscion-2895/hero/66520991
Cubed the gavel, was cubing for furnace and spend lots of shards on 2h weapons, ended up finding one myself.
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Am i the only 1 that hates the kk and kkk abbreviations? You do not run around irl saying "a thousand thousand" or "thousand thousand thousand" you call them million or billion respectively.
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Etaryu (bow)
2695.0 dps
1.4 speed (reaching the 2.84 attackspeed treshold with it = 3.3333 attacks/sec sentry)
1398-2452 damage (of which 1128-1414 cold as weapon bonus)
17% cold
749 dex
10% dmg
socket
7185 life/kill
Demon machine (xbow)
2567.7 dps
2104-2565 dmg (1151-1408 fire)
1.1 speed (2.16 breakpoint= 2.5 sentry attacks/sec)
9% dmg
713 dex
10 cdr
socket
8750 life/kill
Edit: added profile
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http://eu.battle.net/d3/en/profile/darkscion-2895/hero/40703566
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Blizzard: Local Hailstorm
Instead of casting a blizzard at the targeted location, you are now surrounded by a smaller blizzard that follows you around, dealing 364% weapon dmg as cold to anything within 15 yards of you.
Storm crow remake: instead of the boring fireball proc, it now has the storm armor-shocking aspect as pasisve.
Ouroboros: Your hydra gains the effects of all runes, dealing damage of the element you have the highest bonus damage for.
Starfire: Your meteor gains the effect of the molten impact rune.
Blackhand Key: Chance on hit to summon a skeletal caster at your side for 15sec. (casters pick a random (yes even holy/poison/physical) element and shoot targets for 150% weapondamage, multiplied by gear bonuses)
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6p: Chance on hit to spawn a hydra (using whichever rune you have active, if none is active just the base spell)
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I currently have:http://eu.battle.net/d3/en/profile/darkscion-2895/hero/1112743 and have been playing what i call "run to kill" basically using tal+moonlight+TF to kill most white mobs on t4 and arcane torrent to help on runners and elites, but pushing said build (especially due to the frozen storm dependability= no prismatic armor) for t5 or t6 even seems impossible (even with double unity abuse, which i cant do atm due to only having 1 of them t6 would wreck me)
I recently got 3 vyrs as an option
Pants(1): 498 int/431vit/97 allres Rerolled atribute: 2 sockets, 2ndaries: 1 pickuprange and thorns
Pants(2): 463 int/436vit/94 allres 2 sockets (no reroll) 2ndaries: 35% goldfind and 5939 life on kill
Boots: 434 int/373 armor/12 movement/15 torrent dmg (no reroll) 2ndaries: 157 arcane resist, 153 xp bonus
Gloves: 698 int/690vit/10 crit Rerolled atribute: 49 chd 2ndaries: 151 cold res and 31 gold find
Other swappable pieces:
Tal belt: 470 int/418 vit/91 allres/394 armor(reroll), 2nd: 2 pickup 33 goldfind
Thundergod: 14% lightning 480 int 496 vit 95 allres (no reroll)
Andy: 18 cold/686 int/6 ias/5.5 crit(r)/10 more fire dmg
Triumvirate: 354-415 dmg/10fire/10lightning/8 arcane/736 int/10 crit/10 torrent dmg (reroll) 2nd: 14 AP, 1.3% blind
Myken: 353-409 dmg/747 int/9.5 crit/4 APoC/ 12 orb dmg(reroll) 2nd: 14AP
Neck(1): Haunt of Vaxo 20% cold(reroll) 504 int 95 chd 8.5% crit 2nd:99 phys res
Neck(2)14 fire 10 crit 90 chd 640 int yellow, no reroll
Neck(3) Tal neck: 20% lightning 747 int 10 crit 90 chd(reroll) 2nd: 147 fire res and 7423 LoK
Aughild: 19 cold 446 int 474 vit 6 crit(reroll) 2nd: 144 arc res and 33 gold find
SoJ(1) 17 cold 500 int 50 chd(reroll) 26 elite
SoJ(2) 20 arcane(r) 328 int 248 vit 28 elite
Wyrdward: 498 int 5.5 crit 1789 loh 5% cdr (no reroll) 2nd: xp bonus and 17% stun
With this gear selection, would it be a good idea to swap to Vyr/Tal archon, and if so which element.
Thanks in advance for the advice.