||Welcome to <strong>Diablo: The Hell Forums</strong>.
You are currently viewing our boards as a guest. If you want to have access to the forum, read topics, post message, upload files and all the functions this forum provides, you have to register. Registration is fast, simple, and absolutely free, so please, <a href="/profile.php?mode=register">join our community today</a>!
masterteo89 wrote:1- Unusual Damage (100 - 200)
2- + 35...55% to all resistences
4- +8...15 DFE
5- -25 to all attributes
Average damage, but interesting for a scout focused more on defence and less on damage
Mordor wrote:Zod, give me info on Glads healing. And what you suggest.
masterteo89 wrote:Another ring...this one is not a joke.
A tribute to Starcraft 1 and a mean to use mana shield :
" Tassadar's zeal "
1- + 4 to spell levels
2- -33% ARD
3- + 250...320 to mana
4- - 250 to life
5- move 50% hp to mana
It shouldmake you with less than 100 hp but a big mana pool. Meaning that if you ugrade a lot your mana shield spell, you can use your mana shield as your best way to survive. The +4 spell level is to help you upgrade your mana shield
bue wrote:New Base shield for mages:
Now that holy bolt is based off slvl, i would suggest uniques that give other benefits not currently found on shields.
bue wrote:New Base shield for mages:
I've brought this up a few times in the past but i think i made inappropriate suggestions that were only band-aid type solutions to the issue of end game mages having almost nothing to use besides Jokers Folly shield. (Used to have a rust mirror but that got nerfed)
So instead of trying to plaster unique shield ideas for chaos shields, or trying to make unique weighted shields that would all have "No Strength Requirement". I will suggest what i think will be much better moving forward.
Making a new shield for mages will make it so people do not need to go to purgatory/normal mode just to try and find X chaos shield of the void. Now +15 magic does not hold the same value it did before the holy bolt rework, but a large number of mages will likely continue to use joker's beak, maintaining the need for shields with bonus to magic. Also, blue stats do not currently encompass what a supportive mage might need, something like -25% mana requirement or +100 mana would be nice but it seems like it would be easier to just make uniques on a new shield base than to try and make a separate line of affixes for mage shields.
Stat requirements: could be 90 dexterity. If you need a reason that a mage may need dexterity to hold an orb of energy or a skull in his hand - Balancing the power so it does not spill out in a chaotic mess.
I do not think it should have strength requirements as it would devalue the unique sorcerors plate ". """""
I do think it should have a high magic requirement. This will help with balancing it so that paladins cannot abuse the effects of these shields.
Positives: the shield graphics can be much different than normal shield graphics. I would imagine it would mean less shield looking graphics would need to be used on these offhand. Instead of having glimmering shields all with nice visuals, the new base items can resemble something much less shield-like. I see a few potential graphic paths:
1. Use a ceremonial orb/ornament - this keeps the theme of the mage similar to what we see him wear in the game ... a pink bath robe.
2. Severed head/limbs/obscenities - would look like a necromancer shield from d2. Would maintain dark/bloody atmosphere.
3. Energy orb/s - personally like this one the best because its an excuse to give uniques a neon color, and making new uniques could be as simple as changing the same graphic from neon blue to bright orange. Understandably people may not like this option because d3 has similar offhands.
4. Totems or figurines - would not indicate that the mage is something it isn't, like a necromancer, just kind of plain looking.
If this idea is made i would probably redo alot of the uniques i suggested in the past as many of them had a high magic stat (25 or more) just to try and make for a reasonable way to handle the undead). Now that holy bolt is based off slvl, i would suggest uniques that give other benefits not currently found on shields.
I would probably not suggest uniques with additional spell levels, i can tell that since pelta-lunata is the only shield in the game that gives spell levels that it is probably that way for balance issues.
You INCREASED scout fury damage recently?
Did I read that correctly?
Mordor wrote:that's an effective way of dealing with him. double that damage, add hydras and a golem and it's still ok if u ask me - i see no gamebreaking
she has high dex, that's why she has more chance to hit with elemental damage
Users browsing this forum: No registered users and 0 guests