- FinalFencer
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Member for 9 years, 10 months, and 18 days
Last active Mon, Sep, 28 2015 10:18:50
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- 44 Total Posts
- 13 Thanks
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Zhaph posted a message on Wanted to share 19 new legendary ideas.Lots of good ideas here; if you haven't already posted this on the official Blizzard forums, you should. By the way, I like how you focused on just the classes you know really well instead of trying to make something up for every class.Posted in: Diablo III General Discussion -
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Clyphord posted a message on Wanted to share 19 new legendary ideas.As a Barbarian main, I gotta say, I really love Arreat's Face & Berserker's Shroud. I think those are pretty awesome.Posted in: Diablo III General Discussion
Berserker's Shroud would lose much potency vs. Single targets, though, which is Barb's main weakness atm. So that would possibly need tuned.
Special mention for Ivaldi's Son. I love that concept, but our choice for spenders as a ranged build would be limited to Seismic Slam. Perhaps make it like Fury of the Vanished Peak, and add a +ancient spear damage roll, and -40 to 50% RCR on this ability, instead? This would be amazing synergy with 300th spear, I reckon.
Special mention #2 for Yojimbo's Culling. Love it, just absolutely love it.
Harlequin Crest, a magic find helmet would be cool - but you can also socket a Flawless Royal Topaz (+41% magic find) into Leoric's Crown (+80-100% gem value in socket) for up to 82% magic find. Sure, Harlequin's with the Royal Topaz would net you more magic find - 9% more if perfectly rolled - but essentially the same thing is already in game. Would need tweaks. Interesting idea, though. Perhaps change to another slot?
And also, the idea of 'The Pugilist' set fascinates me. I really like the concept behind this - one weapon that can provide several set bonuses, depending on the counterpart chosen. Kinda goes with the monk theme of 'adaptation and one with everything' etc., too, in a way?
Now for an idea of mine. I personally think it'd be interesting to have a legendary or two that interacts with potions.
Maybe a legendary affix like 'Critical Hits have a chance to reduce the cooldown of potion by X second(s)'
'Using a Potion creates a window of opportunity, increasing damage/CDR or -RCR for X seconds (pick one, not all.)
'Health Globes also reduce the cooldown of your potion skill by 2-4 seconds' OR
'Health Globes can overheal you, granting a temporary shield equal to 10% of your maximum health. While the shield holds, you deal X% additional damage' or have X increased resistances. Possibly two items? Maybe a set ring/amulet, one that grants damage, one for toughness- then add a 2piece for it. What would that be? No clue.
Could call the first one something cheesy like '____ of Eternal Thirst'
Sorta just spitballin' here. I'm kinda sleepy and just coming up with these at random (outside of the first potion one). But I love a lot of your ideas! -
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yuhanz posted a message on Wanted to share 19 new legendary ideas.Posted in: Diablo III General Discussion
.....Quote from MasterjunFrom what I can see this is biased towards only barbs and Monks and almost nothing for DH/WD/Cru/ or the Wizard for that matter
he probably mains barb and can still add some for others in the future. srsly.
@OP Great ideas! love it! Hope you could add more, and I hope d3 devs actually see this and gain some inspiration.
they really need to think outside their little pandemonium box. :/ more options should be welcome.
I like the War Travelers specifically because I've actually thought about same exact effect. Would be fun for my speedy strafe DH!
also, yojimbo's culling would work well with Lamentation -
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sicness posted a message on Blizzard will lose their most experienced players and support base.No offense, but it's pretty obvious why your post got deleted. You offer no insight as to how they can overcome their issues and are basically just complaining.Posted in: Diablo III General Discussion -
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PsykStrike posted a message on New expansion class?Posted in: Diablo III General Discussion
By having Vit as main stat, it means you are losing a significant amount of armor (usually gained from str or dex) and all res (from int). So in actual fact, the overall survivability would work quite well for this hypothetical class. For this to work, you would need to have a %hp cost on certain skills, and possibly a lower HP value associated with Vit. The effect would be, more hp drain, leading to more focus on hp regen. Also less armor and resistance, but more HP to sustain a single hit (remember hp regen will effectively be lowered due to skill spamming for dmg).Quote from TriceronVit as a main stat is still a terrible idea for the sake of item and class balance. Vitality is a defensive stat that players can choose to take, not something they should be maxing out in all their slots. A class centered on Vit as a main source would have an over abundance of health compared to any other class in the game, making it incredibly difficult to balance mob damage output as well as potential DPS output.
Each point of Vit would be providing DPS as well as defense, and scales abnormally compared to STR/DEX/VIT. Even with the armor/resist/dodge mechanics in place, these secondary stats do not scale the same way +Health does, especially when you factor in how +% Health works.
There is no problem being solved with this proposal, only new problems opened up in light of it.
It is true that a flat +health gain is not affected by diminishing returns, although life% is. The issue could be resolved by implementing hp cost based on max hp, this means that there can always be balance between resource drain and max hp. If you have more hp, you need more hp regen to maintain spam, or a good mix of RCR with regen. The main thing is just getting the %hp cost value right. -
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Ilmyrn posted a message on New expansion class?I know a lot of people would like to see Necromancers or Assassins playable, but between the Witch Doctor and Demon Hunter/Monk, it's hard to see how there's any unique gameplay for them. Instead, what I'd like to see (no necessarily as an expansion feature; even optional microtransactions would be okay) would be class 'skins' to allow you to play, for example, a Necromancer. He'd be functionally identical to a Witch Doctor, but with unique character models, spell effects, and voice. Likewise, an Assassin skin would be wonderful for people who like the gameplay of the Monk, or the fantasy of the lightly armored skirmisher in melee, but would prefer a more traditionally gothic feel. Amazons could stand in reasonably well for Crusaders, I suppose. It's hard to see what could be done with Wizards (How different, graphically, would a Wizard, Mage, or Sorceress be anyway?), or Barbarians. I suppose Barbarians could be swapped for a more knightly Warrior character, but that's not a whole lot of difference.Posted in: Diablo III General Discussion
As far as a new class goes, it might be interesting to take a page from Path of Exile and introduce a class that doesn't favor one Mainstat over another, but either benefits from all three equally, or favors different stats based on their current skill choice. The former would likely be very difficult to balance, and the latter might introduce needless complexity and convolution into Smart Loot.Either way, this seems like an appropriate niche for the Druid to fill. Going back to Diablo 2, a Werebear might favor Str, a Werewolf Dex, and an elemental druid Int.
A Vit based class, as others have suggested, could also be interesting. I can imagine interesting Risk vs Reward gameplay with a Blood Mage themed character. -
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Autocthon posted a message on New expansion class?Posted in: Diablo III General Discussion
I just. How is it completely lost on people that half of WD's skills have been lifted directly from the Necromancer and reskinned to fit the WD theme? A Necromancer using the same skills as D2 would be WD with the original skill aesthetics.Quote from Ash and FireDruid, is very likely. Kind of miss the old lycanthropy and grizzley. I like the idea of a thief/rogue class, and personally I don't care for the WD at all, I want a necromancer. Fire golem,bone skills,skeletons, corpse explosion, and curses. Need another magic/int class anyway. Also gives devs a chance to rethink things a bit. Followers need armor slots, i want to gear my follower, and why dont you let them get bonuses from puzzle ring goblins and such? wizards energy ARMOR is the only actual ARMOR buff out of the three skills. Ice at least gives a bit of damage reduction, but electric is awful.
I just. It confuses me how people can't see that. WD carries tons of debuffs (curses) tons of summons (duh) and has skills which echo the complete necro skillset.
If you want to play D2 play D2. - To post a comment, please login or register a new account.
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As is, you still have a chance to get the same exact gear in T1 that you do in T5. So why would I farm in T5? Better drop rates does not justify this.
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Arkaine's Valor
Legendary Chest Armor
660-759
Armor
Ø Primary
+626-750 Armor
+626-750 Vitality
Ø Secondary
Reduces duration of crowd control effects by 8.0-15.0%
4.0-6.0% of your resistances are applied to your physical resistance.
Ø One of 3 Magic Properties (Varies)
+626-750 Strength
+626-750 Dexterity
+626-750 Intelligence
Ø +1 Random Magic Property
“This armor is everything you want in a defensive piece of gear and it’s safe. It gives you armor, vitality, your main stat, CC reduction, and resistances. It sounds powerful, but because it eats up a chest slot, you’ll have trouble working it in with a 6-piece set also in mind. The synergy with a Monk’s Harmony passive is great and can help him reach that little extra bit of defense he might need at higher difficulties. (To math right quick: A Monk with 1,000 in all resistances would net +360 to his physical resistance if he/she equipped this armor with a perfect legendary affix. In turn, equipping Harmony would in turn add 144 to all his/her resistances.)”
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Arreat’s Face
Legendary Helmet
660-759
Armor
Ø Primary
+3237-4839 Life on Hit
Ø Secondary
Reduces duration of crowd control effects by 8.0-15.0%
You gain bonus strength equal to 25.0-35.0% of your lowest resistance.
Ø One of 3 Magic Properties (Varies)
+626-750 Strength
+626-750 Dexterity
+626-750 Intelligence
Ø +2 Random Magic Properties
“The idea behind this item was to capture the spirit of the original from Diablo 2 however that comes with limitations because a lot of properties did not carry over in functionality. Life on hit replaces the life steal and the reduced Crowd Control effects replaced the hit recovery. The affix serves as a combination of enhanced defense, a bonus to barbarian skills and functions as a great balance mechanism. To achieve higher defense with this item, you need to raise ALL your resistances as the lowest will be the one to grant your bonus from the item and that grants you bonus strength, which in turn grants you bonus armor and damage to your skills. I feel this is a great end game item that doesn’t necessarily make or break builds but is a solid item for barbarians and crusaders who don’t need the slot for set piece helms.”
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Artificers
Legendary Gloves
513-590
Armor
Ø Primary
Increases Spike Trap damage by 25.0-30.0% (Demon Hunter Only)
Ø Secondary
Spike Traps have an 80.0-100.0% proc rate.
Ø +4 Random Magic Properties
“Spike traps are cool, just like bow ties, but they were nerfed really hard. They are the least used skill across the board in normal mode and hardcore for Demon Hunters. Hopefully this will bring a new element to their gameplay and players will get that extra power they need to make Spike Traps stand out. I figure, they got nerfed because the 100% proc rate was too high to just be standard, but if you have to get a legendary and that legendary only has a chance at a guaranteed proc rate… that should be fair.”
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Berserker’s Shroud
Legendary Chest Armor
660-759
Armor
Ø Primary
+5.0-6.0% Critical Hit Chance
Ø Secondary
You gain 3.0% attack speed for every enemy affected by your Threatening Shout for 4-6 seconds.
Ø One of 3 Magic Properties (Varies)
+626-750 Strength
+626-750 Dexterity
+626-750 Intelligence
Ø +3 Random Magic Properties
“I really wanted to give threatening shout some love. It’s thematically a great skill and conceptually should fit into a lot of builds but falls short when you look at other options in your kit and the synergy those abilities have with each other. I wanted this item to contribute to several build paths depending on your property priorities. If you focus attack speed in general, you could run a cleave barbarian to get the extra attack speed and start mowing down enemies with your sweeping attacks. Run the frenzy path with high cooldown reduction and you have an “into the fray”, single target, slaughter machine.”
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Call to Arms
Legendary Sword
1901.2-2274.3
Damage per Second
(1149-1367) - (1567-1882) Damage
1.40 Attack Speed
Ø Primary
+ (981–1199)–(1175–1490) Damage
Ø Secondary
Dropping Below 25% health makes you use the Barbarian’s Threatening Shout. This ability can only be used once every 15 seconds.
Ø +4 Random Magic Properties
“This is a tribute to Diablo 2. I always thought it was cool to pay homage to classes without playing them; Enigma anyone? This sword can be used by anyone but even with access to the barbarian’s ability, the barbarian will still be better at using it due to cooldown and runes. Throw this on a Tank Crusader and you can make a defensive monster. Throw this on Monk and it just might be the difference between life and death when elites surround him on every side. Combine this with Berserker’s Shroud and you give Crusader and Monk a unique way to bounce back damage when their life is teetering on the edge. Throw both Berserker’s Shroud and Call to Arms on a Barbarian and well… it’s not pretty. ”
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Cataclysm
Set Fist Weapon
1901.2 – 2274.3
Damage per Second
(1149–1367) – (1567–1882) Damage
1.40 Attack Speed
Ø Primary
+ (981–1199)–(1175–1490) Damage
Ø Secondary
5.0-10.0% Chance to Knock Up on Hit
Ø +4 Random Magic Properties
Deadly Force
Cataclysm
The Pugilist
(2) Set:
+10% Cooldown Reduction
Deadly Reach gains the effect of the Scattered Blows rune.
“Scattered blows rune is the obvious choice for many that pickup deadly reach. The ability itself has its merit but it needs a boost. By giving it the rune that most people choose anyways, they can choose one of the other 4 runes and give those some love.”
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Frozen Fist
Set Fist Weapon
1901.2 – 2274.3
Damage per Second
(1149–1367) – (1567–1882) Damage
1.40 Attack Speed
Ø Primary
+ (981–1199)–(1175–1490) Cold Damage
Ø Secondary
1.0-5.0% Chance to Freeze on Hit
Ø +4 Random Magic Properties
Arctic Wake
Frozen Fist
The Pugilist
(2) Set:
+10% Cooldown Reduction
Seven-sided Strike gains the effect of the pandemonium rune.
“The Pandemonium rune isn’t used, and Seven-sided strike is on the low end of use. This set item is designed to give some power both to the rune and the ability itself, but I honestly think that would be too powerful to run both on a single item. Paired with another weapon however (a very unique one at that), you get two solid fist weapons that will bring some much needed power to our Monk friend.”
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Ginryu’s Legacy
Legendary Diabo
3120.0-3488.0
Damage per Second
(2171–2433) – (3255–3633) Damage
1.15 Attack Speed
Ø Primary
+ (1177–1439)–(1410–1788) Fire Damage
Increases the spirit cost and channel cost of tempest rush by 15.0-30.0%
Ø Secondary
When you stop channeling tempest rush, you unleash a devastating sweeping combo that deals 1260% weapon damage to all enemies in an area around you over 3 seconds.
Ø +3 Random Magic Properties
“I wanted to create a Diabo that did something exceptional and targeted a rune with less play. I decided that tempest rush needed more love outside of the tempest + epiphany combo. I expanded on the Flurry rune for this idea, taking the same mechanic but expanding it even further with greater pay out at the cost of resources. Combined with a spirit spent (because of the increased cost of tempest rush) to health recovered style of play, you could have an area effect, heavy health regeneration Monk.”
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Harlequin Crest
Legendary Helmet
660-759
Armor
Ø Primary
+626-750 Vitality
Ø Secondary
2% chance that any imperial gems will instead drop as a legendary item.
Ø One of 3 Magic Properties (Varies)
+626-750 Strength
+626-750 Dexterity
+626-750 Intelligence
Ø +3 Random Magic Properties
“This item is a crowd favorite and I felt like it could work in the game ONLY if more legendary items were added. Every added legendary makes the chances to find the legendary you need to make your build harder to obtain. Introducing such a an item would not be game breaking under these circumstances. Until that happens though, the item would be a little excessive.”
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Hierarchy
Legendary Bracer
366-421
Armor
Ø Secondary
Blinding Flash also burns targets with holy fire, damaging enemies affected by the blind with 500% weapon damage as holy over 5 seconds. The damage is increased to 1000% against slowed enemies.
Ø +5 Random Magic Properties
“The mystifying light rune just isn’t used. It has an abysmal use rate and I speculate that that’s because blind is used offensively and it lets you stay in the fight without fear of being damaged. Every other rune synergizes with this while a slow does not. You aren’t kiting them and most likely are standing still while you fight enemy groups that can’t fight back. This item is designed to give more incentive to use that rune without punishing the others.”
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Immortal Band
Legendary Bracer
366-421
Armor
Ø Secondary
Threatening Shout gains the effect of the Grim Harvest rune.
Ø +4 Random Magic Properties
“I’m focusing on threatening shout once more to build synergy for classes and thus make the build path more attractive. Combined with Call to Arms, for the first time, other players can gain the effects of a rune from another class. ”
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Infinity
Legendary Polearm
3111.9–3463.9
Damage per Second
(2639–2901) – (3019–3397) Damage
1.10 Attack Speed
Ø Primary
+ (1177–1439)–(1410–1788) Damage
Ø Secondary
You gain a very small aura that affects you and your allies, increasing lightning resistance by 30% and increasing all lightning ability damage by 20.0-25.0%.
Ø +3 Random Magic Properties
Ø +1 Slot
“A tribute to rune word Infinity. Originally, this item was infamous for putting on your mercenary but because monsters do not have resistances, changes were made.”
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Ivaldi’s Son
Legendary Spear
1821.0–2140.8
Damage per Second
(1334–1552) – (1701–2016) Damage
1.20 Attack Speed
Ø Primary
+ (981–1199)–(1175–1490) Lightning Damage
+ 35.0%-55.0% Critical Damage
Ø Secondary
Ancient Spear now generates 3-4 fury.
Ø +3 Random Magic Properties
“Spears are terrible in Diablo 3. Sure you can work with what you got but they will not be as good as other options. This item is designed to work like the Kridershot for the Demon Hunter. With this in hand, your Throw Barbarian will become a terrifying raged combatant that can pick off enemies from a range and build rage, just to dive in at the right time to let loose some heavy spenders. It also won’t break Boulder Throw as spamming it will leave you little to no rage at all times; definitely designed for every other rune though.”
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Karma
Legendary Mighty Belt
586-674
Armor
Ø Primary
+626-750 Strength
Ø Secondary
Ranged and melee attackers take 2667-3498 damage per hit.
Revenge adds 300% of your thorns to damage.
Ø +3 Random Magic Properties
“I really like the idea of thorn builds in this game but because of how the game scales, it can be a tough customer to work with. You can’t take hits in this game- not at top levels of play. This item is designed to give a little more synergy and payout for people who want to make thorn Barbarians without ruining the theme of the build; everything that touches you pays for it and with this in your arsenal, enemies will pay double for it.”
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Pugilist, the
Set Fist Weapon
1901.2 – 2274.3
Damage per Second
(1149–1367) – (1567–1882) Damage
1.40 Attack Speed
Ø Primary
+ (981–1199)–(1175–1490) Damage
+ 8.0%-10.0% Critical Hit Chance
Ø +4 Random Magic Properties
Grand Brawler
The Pugilist
Cataclysm
Frozen Fist
Shan Xuan
(2) Set:
+10% Cooldown Reduction
“I had the idea of what if sets could have various effects, not based on how many, but what set pieces were in the set? Without going to crazy, I came up with this item. The idea is that you need this item to complete the set, but depending on what you equip with it depends on the second part of the set bonus.”
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Shan Xuan
Set Fist Weapon
1901.2 – 2274.3
Damage per Second
(1149–1367) – (1567–1882) Damage
1.40 Attack Speed
Ø Primary
+ (981–1199)–(1175–1490) Lightning Damage
Ø Secondary
5.0-10.0% Attack Speed
Ø +4 Random Magic Properties
Storm Burst
Shan Xuan
The Pugilist
(2) Set:
+10% Cooldown Reduction
Fist of Thunder gains the effects of the Thunderclap rune.
“Fist of Thunder suffers from the same problem as Deadly Reach. It’s good, but other options are more viable for end game. When it is used, Thunderclap is used quite a bit. This should give the users more options and diversity without robbing them of power.”
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Trauma
Legendary Gloves
513-590
Armor
Ø Primary
Increases Crippling Wave damage by 25.0-30.0% (Monk Only)
Ø Secondary
All secondary effects of Crippling Wave’s third strike are doubled when applied to a single target. This does not extend the durations of these effects.
Ø +4 Random Magic Properties
“Crippling wave, specifically concussion, needed to be a more attractive choice. With this item, all secondary effects from crippling wave’s third strike will be doubled when used against a single target: Concussive lowers the target’s damage by 40%, Rising Tide generates 5.0 additional spirit, Tsunami’s third strike has its range increased by 34 yards, breaking wave’s third attack buffs your damage by 20%, and mangle does nothing extra (damage is a primary effect.)In addition from the rune choice, the base ability would lower movement speed by 60% and attack speed by 40%. That is incredibly crippling!”
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War Travelers
Legendary Boots
513-590
Armor
Ø Secondary
20.0-30.0% of your bonus movement speed is equally applied as bonus damage.
Ø +5 Random Magic Properties
“I had a lot of trouble writing an affix that was coherent and to the point. I hope what I have makes sense. The not TL;DR version is that you gain a % damage boost equal to affix % of your movement speed. If you had the base movement speed cap, 25%, you would gain a permanent 7.5% boost with a perfect role on the legendary affix. Let’s say you add the Barbarian’s sprint to the mix and you get a 16.5% boost to damage while sprinting. Touch a fleeting shrine while sprinting and your damage jumps to a 24% boost to damage! You get where I’m going with this. Great for speed builds and great for people that want to get more out of their stacked movement speed. That aside I’m not sure how diminishing returns work on movement speed, if at all, so my numbers may be skewed.”
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Yojimbo’s Culling
Legendary Mighty Weapon
3111.9–3463.9
Damage per Second
(2639–2901) – (3019–3397) Damage
1.10 Attack Speed
Ø Primary
+ (1177–1439)–(1410–1788) Damage
Ø Secondary
16.0% chance to inflict Bleed for 300–400% weapon damage over 5 seconds.
Rend gains the effect of every rune.
Ø +3 Random Magic Properties
“Rend needed some love and what better way to do than make it shine on a flashy, gigantic, oni (demon) style katana. This item serves as a tool to make a bleed Barbarian make things bleed more: Slightly bigger area of attack, heals 2.5% of your maximum life over 5 seconds per bleeding target, +250% damage over 5 seconds, 10% increased damage to rended targets, and a bleed spread. A lot of little things to emphasize the big picture; you make things bleed and you do it damn well. I feel this will also be balanced because rend does not work as a spam tool like a lot of other class spenders and instead must be reapplied every so often to maximize damage. Also the name is a tribute to one of my favorite samurai movies!”
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Edit - I tried to color code the affixes, numbers, and descriptors as they do in the game but the colors keep messing up and I'm waaaaaay too lazy to go back and try to fix it.
Edit 2 - I went back and tried to fix some of the coloring and made small changes to some of the gear on good input.
Edit 3 - Made changes to the harlequin crest.
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