New Elite Uniques : If you should invent them ?

I want to take advantage of the assassin's great leap animation:

No Shadow Slippers
Demonhide Boots

(Kick damage 55 to 75)
20 to Leap attack
20 to leap
+3 to all dragon kicking skills
40% faster walk
 
Izaul's Exile
Death mask

100% enhanched defense
5% bonus to attack rating
5% increased chance of blocking
+2 to all skill's
+5 to frost-nova (non class skill)
socketed (1)
Display aura
Indestructable
it is a blue helm that looks like a mix between a death mask and a grim helm

*Display arua makes you look like him when also wearing tyreal's might*
 
Sok Her's Boots of Fire Breathing

Wyrmhide Boots

100-140% Enhanced Defense
20% Faster Run Walk
+50 Kick Damage (only 5 points more average damage than Myridon Greaves)
+50 Fire Damage
5% Chance to Cast Level 16 Enchant on Hitting
5% Chance to Cast Level 25 Meteor on Hitting
10% Chance of Crushing Blow
1-3 Dragon Tail
1-3 Dragon Talon
1-3 Dragon Flight
20 Resist Fire

I like this because Wyrm's are Dragons, its got lots of fire skills, all the kicking "Dragon Skills". I think they can be o skills since every character has a kick animation as far as I know. It also gives kickers some boots to work for since right now, they all use upped Goreriders, Shadow Dancers, or Rare Myrridon Greaves.
 
Bubba's Boots of Butt Kicking (Myrmidon Greaves)
113-179 Kick damage
Required Level 78
Required Strength 104
+1 all asassin skills
120% enhanced Defense
+30 kicking damage
+20% res all
40% Faster Run/Walk
-50% requirements
10% Faster Hit Recovery


The Anal Probe
War Pike
Two-Hand Damage: (181.5) To (979) (580 Avg)
Required Level: 80
Required Strength: 165
Required Dexterity: 106
Base Weapon Speed: [20]
+450% Enhanced Damage (varies)
25% Chance of Crushing Blow
-80% Target Defense
+40% Increased Attack Speed
-85% Enhanced Defense (varies)
Double Damage if attacking monster from the back
Indestructible

incredibly powerful, but that minus defense makes it risky



Mama' told me not to run with knives
Winged Knife
Throw Damage: (97.75-229.5) (163.6 Avg)
One-Hand Damage: (97.75-229) (163.6 Avg)
Required Level: 75
Required Strength: 45
Required Dexterity: 142
Base Weapon Speed: [-20]
Max Stack: (200)
+325% enhanced damage
70% Deadly Strike
+90% Increased Attack Speed
Piercing Attack [50]
25% Chance To Cast Level 9 Nova On Striking
Replenishes Quantity [1 in 3 sec.]
-80% run/walk
 
franzjosef said:
How about a Rune-Set comprised of nothing but rune-word items?

Helm
Armor
Weapon
(opt) Shield (or Second weapon)

A Rune-Set would activate only upon completion (no partials).

A typical Rune-Set bonus would be something like +2 all skills, plus 50% resist all, +clvl% additional gold, +clvl% MF. Something along those lines, maybe fewer bonuses (but certainly not more!)

Obviously only certain rune items bundled together could make Rune-Sets.

Let's hear some examples. Feel free to be creative.

Desert Storm
[Runeword Set]
Act2 Mercenary Only

Honor
5 Socket Melee Weapons
Amn + El + Ith + Tir + Sol
(Cryptic Axe for example)

+160% Enhanced Damage
+9 To Minimum Damage
+9 To Maximum Damage
25% Deadly Strike
+250 To Attack Rating
+1 to All Skills
7% Life Stolen Per Hit
Replenish Life +10
+10 To Strength
+1 To Light Radius
+2 To Mana After Each Kill

-------------------

Lore
2 Socket Helms
Ort + Sol
(War Hat for example)

+1 To All Skill Levels
+10 To Energy
+2 To Mana After Each Kill
Lightning Resist +30%
Damage Reduced By 7
+2 To Light Radius

-------------------

Smoke
2 Socket Body Armor
Nef + Lum
(Trellissed armor for example)

+75% Enhanced Defense
+280 Defense Vs. Missile
All Resistances +50
20% Faster Hit Recovery
Level 6 Weaken (18 Charges)
+10 To Energy
-1 To Light Radius

--------------------

Complete set bonus:

5% chance to cast lvl 20 blizzard on striking (special effects)
5% chance to cast lvl 20 meteor on striking (special effects)
5% chance to cast lvl 5 thunder storm on striking (special effects, passive, cast and forget, so its low lvl)
+3 to all skills (total of +5 all skills)
Adds 400-500 Magic damage (why not?)
+100% magic find
+200% extra gold from monsters

--------------------

Total Runes cost: Amn El Ith Tir Sol Ort Sol Nef Lum. I think it's well balanced, not overpowered and everyone can use those old runewords back in 1.10 making their mercs cast special effects :surprise:
 
Vakarrona said:
Desert Storm
[Runeword Set]
Act2 Mercenary Only

Honor
5 Socket Melee Weapons
Amn + El + Ith + Tir + Sol
(Cryptic Axe for example)

+160% Enhanced Damage
+9 To Minimum Damage
+9 To Maximum Damage
25% Deadly Strike
+250 To Attack Rating
+1 to All Skills
7% Life Stolen Per Hit
Replenish Life +10
+10 To Strength
+1 To Light Radius
+2 To Mana After Each Kill

-------------------

Lore
2 Socket Helms
Ort + Sol
(War Hat for example)

+1 To All Skill Levels
+10 To Energy
+2 To Mana After Each Kill
Lightning Resist +30%
Damage Reduced By 7
+2 To Light Radius

-------------------

Smoke
2 Socket Body Armor
Nef + Lum
(Trellissed armor for example)

+75% Enhanced Defense
+280 Defense Vs. Missile
All Resistances +50
20% Faster Hit Recovery
Level 6 Weaken (18 Charges)
+10 To Energy
-1 To Light Radius

--------------------

Complete set bonus:

5% chance to cast lvl 20 blizzard on striking (special effects)
5% chance to cast lvl 20 meteor on striking (special effects)
5% chance to cast lvl 5 thunder storm on striking (special effects, passive, cast and forget, so its low lvl)
+3 to all skills (total of +5 all skills)
Adds 400-500 Magic damage (why not?)
+100% magic find
+200% extra gold from monsters

--------------------

Total Runes cost: Amn El Ith Tir Sol Ort Sol Nef Lum. I think it's well balanced, not overpowered and everyone can use those old runewords back in 1.10 making their mercs cast special effects :surprise:


thats probably one of the most balanced items we've seen so far
 
What I would like to see, even before filling up the Elite item types that lack uniques, are unique versions of every Normal and Exceptional class-specific item type, as well as the throwing weapons.

As it it now, there are only 9 class-specific uniques of these types (all of them exceptional), when I would like there to be 70 of them. The exceptional ones should be somewhere around the power level as the existing ones and the normal ones should be less powerful but still interesting for the early-mid game or for certain character variants. Some of them could have some weird stats and/or drawbacks, to spice it up. It would also be a plus if the bonuses to individual skills would be picked at random, at least for some of them.

Likewise, there are only 2 unique norm./excep. throwing weapons (both exceptional; one dagger and one axe). I miss uniques for the other 16 throwing item types.

Having uniques of all these item types would give us untwinked players bigger chances to find cool items earlier. I mean, it would still be unlikely to find one for the current class you are playing at a time when it would be interesting to use. It would be somewhat like hitting a jackpot.


When I heard about 1.10 and that it should have new uniques, the types mentioned above were the first I thought of and I looked forward to it. I can´t believe the programmers just added new elites. Imagine my disappointment.



One item I would like to see for example is a unique (normal or exceptional) fighter sorceress orb worth the name. IAS, good elemental damage, some slight Crushing Blow and large bonuses to Enchant and cold armors.
 
Wouldn't it be cool if you found for example Hawkmail, ---> Unid Scale Male. Then when you identify it, there could be a slight chance, ~2-3% or so, that the base of the item improves. So, identify Hawkmail Scale Male and you have 2-3% chance of getting Hawkmail Tigulated Mail. And also 2-3% chance up from that to get Hawkmail Loricated Mail.

So, the chance of getting Hawkmail Loricated Mail would be: 2-3% chance of 2-3% or something.

Would be kinda cool :lol:
 
Sokar Rostau said:
OK I havn't read this whole thread so maybe something similar as already been mentioned but...

RUNIC BRACERS

Heavy Bracers

120% Enhanced Defence
5% Chance to cast Lvl 5 Blizzard when Struck
10-35% to One Random Resist (varies)
5% Faster Mana Regeneration
+5 Life Regeneration
5-10% Increased Chance to Find Runes (varies)

This is the ONLY item on which the Rune Find mod could be found. The other mods are meant to be desireable but nothing special.

FLETCHER'S PRIDE

Hydraskull

80-150% Enhanced Defence (varies)
+1 All Skills
3-8% Mana Stolen Per Hit (varies)
5% Damage Reduction
+3-6 to Strafe (varies)
+15% IAS
-40% Requirements

The oskills would obviously have a cap of +3 for zons. The purpose of this helm is to make the Pus Spitter a desireable weapon for a necro (a summoning nec won't suffer from strafe lock) and to enhance the viability of such sub-classes as the Ranger and the Ranged Enchantress. Would also make Hellrack somewhat useful for something other than a Fury Wolf.


Really wanted some feedback on these thanks.

Also wanted to add that I would like to see a version of The Impaler that is either Indestructible or has the self-repair mod and has enough IAS to make Impale a useful (as opposed to suicidal) skill. The +skills should probably be changed into an oskill to make spear-barbs more desirable as well.

Another thing I want to see is a staff with %def and enough other goodies to get the sorcs out of the "sorcs die without a shield" state of mind.

All in all I would like to see more uniques that equal the power of the ubiquitous HoZ, Oculus, Jalal's Mane and Arreat's Face. It is very boring to be in a game full of characters that all have exactly the same equipment. Even more so to be in chat standing between a line of 7 Tal Sorcs and another of 5 Lamerdins with their Viper, HotO and HoZ combo. Also having, for example, two unique spired helms and 2 unique phase blades is a great thing because it's an added thrill when you ID that spired helm expecting a crappy Veil of Steel and end up with a perfect Nightwing.
 
backemalm said:
Wouldn't it be cool if you found for example Hawkmail, ---> Unid Scale Male. Then when you identify it, there could be a slight chance, ~2-3% or so, that the base of the item improves. So, identify Hawkmail Scale Male and you have 2-3% chance of getting Hawkmail Tigulated Mail. And also 2-3% chance up from that to get Hawkmail Loricated Mail.

So, the chance of getting Hawkmail Loricated Mail would be: 2-3% chance of 2-3% or something.

Would be kinda cool :lol:

A very nice idea ! The chance of finding an upgraded version could increase with the difficulty level :thumbsup: !
 
Sokar Rostau said:
Really wanted some feedback on these thanks.

Also wanted to add that I would like to see a version of The Impaler that is either Indestructible or has the self-repair mod and has enough IAS to make Impale a useful (as opposed to suicidal) skill. The +skills should probably be changed into an oskill to make spear-barbs more desirable as well.

Another thing I want to see is a staff with %def and enough other goodies to get the sorcs out of the "sorcs die without a shield" state of mind.

All in all I would like to see more uniques that equal the power of the ubiquitous HoZ, Oculus, Jalal's Mane and Arreat's Face. It is very boring to be in a game full of characters that all have exactly the same equipment. Even more so to be in chat standing between a line of 7 Tal Sorcs and another of 5 Lamerdins with their Viper, HotO and HoZ combo. Also having, for example, two unique spired helms and 2 unique phase blades is a great thing because it's an added thrill when you ID that spired helm expecting a crappy Veil of Steel and end up with a perfect Nightwing.
____________________
% Chance to find runes mod, I think is a difficult mod to create, since it would be completely new and require new programing. I understand the desire for it, quite truthfully, I'd love for there to be tough quest similar to Diablo Clone that always drops the impossible to find level of runes.
_____________________
As for Impaler, I would agree. I think that self repairing would be the best mod for it, so you'd still have to be careful with it allowing for the Impale weakness to hit occassionally. While I agree that IAS is important to the Impale skill. I don't believe any reasonable amount of IAS will help, and the amount that would, would probably have every build in the world wanting the weapon.
______________________
In general I agree that the staffs are underpowered. I'd like for them to have meen more of melee weapons to begin with and I agree that they ought to have some inherent defense on all of them, but allas this is not the case. I guess the most we can hope for is that any new staffs would include defensive mods and also be able to be used in melee.
 
lextalionis said:
% Chance to find runes mod, I think is a difficult mod to create, since it would be completely new and require new programing. I understand the desire for it, quite truthfully, I'd love for there to be tough quest similar to Diablo Clone that always drops the impossible to find level of runes.

I think % chance to find runes is kinda useless. Just unequip % chance to find magic items and runes are suposed to drop more often. What's the meaning of everyone getting ZOD's??? The game is to be chalenging, not easy.

lextalionis said:
As for Impaler, I would agree. I think that self repairing would be the best mod for it, so you'd still have to be careful with it allowing for the Impale weakness to hit occassionally. While I agree that IAS is important to the Impale skill. I don't believe any reasonable amount of IAS will help, and the amount that would, would probably have every build in the world wanting the weapon.

Like I said in another thread, making amazon spear skills ignoring spear class wepons base speed would be a great help. Many patches ago, Jab would ignore weapon base speed. Now we have Fury ignoring weapon base speed, so Jab, Impale and Fend ignoring base spear speed would be a reasonable change.

lextalionis said:
In general I agree that the staffs are underpowered. I'd like for them to have meen more of melee weapons to begin with and I agree that they ought to have some inherent defense on all of them, but allas this is not the case. I guess the most we can hope for is that any new staffs would include defensive mods and also be able to be used in melee.

Adding +barb, +pala, +druid skills to staves instead of only +sorc skills and adding innerent +% def or +def bonus, just like the +50% dmg to undead innerent bonus would make staves a very good and fun weapon to use in several classes.
 
Vakarrona said:
I think % chance to find runes is kinda useless. Just unequip % chance to find magic items and runes are suposed to drop more often. What's the meaning of everyone getting ZOD's??? The game is to be chalenging, not easy.


??

I might be incorrect (so please point me to the right data), but I would think that runes are under a separate drop table and not effected by mf?

For instance, isn’t item type rolled first (treasure table) and then AFTER the type of item is chosen, an “MF†roll is made to determine whether it’s set, unique, normal, etc.

I would think that mf should have no effect at all on runes.

Anyone?
 
twelvebagger said:
??

I might be incorrect (so please point me to the right data), but I would think that runes are under a separate drop table and not effected by mf?

For instance, isn’t item type rolled first (treasure table) and then AFTER the type of item is chosen, an “MF†roll is made to determine whether it’s set, unique, normal, etc.

I would think that mf should have no effect at all on runes.

Anyone?
That's exactly how I thought it was computed.
 
Mahala's Guard

Unique Grim Shield

-20% req
+120% def.
+20% Stamina heal rate
Level 1+(Char lev/10) Prayer Aura when Equipped.
Attacker takes 25 +(Char lev) Damage when hit.
+(10+(Char lev/3)) to Vit
+(5+(Char Lev/4)) To Energy.
3% Chance to cast lev 5 weaken upon being struck
Etherial
Repairs self
 
Natalia's Magnetic Point

Myrthril Point

+3.75 max damage/character level (same as a windforce)
300% Enhanced Damage
7-10 Life Leach
20% Deadly Strike
-30 IAS (That's right reduces your attack speed)
+6 Blade Sentinel (assassin only)
+6 Blade Shield (assassin only)
+6 Venom (assassin only)

This doesn't fix the blade skills, but it should cause people headaches that try. Hopefullly, it will be too slow to be much help for any other build as well.
 
Phadech's Femur
Seraph Rod

200-300% Enhanced Damage
Adds 10-100 Damage
50% Bonus to Attack Rating
30% Increased Attack Speed
Adds 100-500 Lightning Damage
Adds 100-500 Cold Damage
Adds 100-500 Magic Damage
Level 9 Conviction Aura when equipped
+2 to Paladin skill levels
Socketed (1-2)

Providence (3 Socketed Circlets only)
Ist Um Eth

10% chance of Level 15 Bone Armor when struct
10% chance of Level 15 Terror when struct
12% chance of Level 18 Amplify Damage on striking
12% chance of Level 18 Enchant on striking
+2 to all skills
+26-124% better chance of getting magic items
All resistances 15
Regenerate mana 40%
 
Phadech said:
Phadech's Femur
Seraph Rod

200-300% Enhanced Damage
Adds 10-100 Damage
50% Bonus to Attack Rating
30% Increased Attack Speed
Adds 100-500 Lightning Damage
Adds 100-500 Cold Damage
Adds 100-500 Magic Damage
Level 9 Conviction Aura when equipped
+2 to Paladin skill levels
Socketed (1-2)

Providence (3 Socketed Circlets only)
Ist Um Eth

10% chance of Level 15 Bone Armor when struct
10% chance of Level 15 Terror when struct
12% chance of Level 18 Amplify Damage on striking
12% chance of Level 18 Enchant on striking
+2 to all skills
+26-124% better chance of getting magic items
All resistances 15
Regenerate mana 40%

both WAY overpowered.
 
twelvebagger said:
??

I might be incorrect (so please point me to the right data), but I would think that runes are under a separate drop table and not effected by mf?

For instance, isn’t item type rolled first (treasure table) and then AFTER the type of item is chosen, an “MF†roll is made to determine whether it’s set, unique, normal, etc.

I would think that mf should have no effect at all on runes.

Anyone?

Yep you are right. It's my mistake. Well, studying Math for todays exam has this things... MF has no effect on rune drops, so I don't know where I got that.
 
Legolas’ Sharp
Arrow
Required Level: 79

+30% - 60% Enhanced Damage (varies)
-100 to Monster Defense Per Hit
Piercing Attack [25]
Replenishes Quantity [1 in 2 secs]


Warrick’s Cannon
Bolt
Required Level: 82
Quantity: 400

+25% - 50% Enhanced Damage (varies)
Ignore Target’s Defense
Level 2 - 6 Fireball Explosion Upon Impact (varies)
Increased Stack Size [250]


Comments Pls? :thanks:
 
Back
Top