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12 replies   1793 views
2

Description

Im testing Schaefer's Hammer with a more or less unique "only" Cleave build in p8 terrorzones at the moment. The 360 attack against multiple enemies fits very well with the 20 % Static Field on attack and gives you a nice aoe damage and killspeed. And im not even have an ethereal Schaefers.

Using dracs, Gore Rider, gladiator's bane, Crown of Ages/ Shako, Stormshield, nosferatus, Call To Arms in offhand as the only exception, renewed bonebreak and defiler+cursed demon. Merc has an Eth Shaftstop, Vampire Gaze and Reapers Toll.

Pretty cool to see items like Stormshield, Gladiator's Bane and Schaefer's Hammer in action and doing good. The well diversified damage with Schaefers and Cleave is something special. I would like to see what an Eth Schaefers could do in a propper set up.
Description by Bertram The Cursed
5

Can be used to make Runewords:

7
Im testing Schaefer's Hammer with a more or less unique "only" Cleave build in p8 terrorzones at the moment. The 360 attack against multiple enemies fits very well with the 20 % Static Field on attack and gives you a nice aoe damage and killspeed. And im not even have an ethereal Schaefers.

Using dracs, Gore Rider, gladiator's bane, Crown of Ages/ Shako, Stormshield, nosferatus, Call To Arms in offhand as the only exception, renewed bonebreak and defiler+cursed demon. Merc has an Eth Shaftstop, Vampire Gaze and Reapers Toll.

Pretty cool to see items like Stormshield, Gladiator's Bane and Schaefer's Hammer in action and doing good. The well diversified damage with Schaefers and Cleave is something special. I would like to see what an Eth Schaefers could do in a propper set up.
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It cant be Eth afaik, since it have an indestructible trait

KaptPotatoes#2349 RotW // Chimaera#2166 LoD
Please feel free to check my free items and pick any you need!
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User avatar

ShadowHeart 6604Moderator

RotW Paladin Europe PC Playstation
Correct - a unique that’s indestructible cannot be ethereal unless it’s designed to always be ethereal (there’s a few of those; Ethereal Edge, Shadow Killer and Ghostflame).

I'm in CET (Central European Time)
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
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ShadowHeart wrote: 2 weeks ago
Correct - a unique that’s indestructible cannot be ethereal unless it’s designed to always be ethereal (there’s a few of those; Ethereal Edge, Shadow Killer and Ghostflame).
It always irritated me they did that with indestructible uniques, considering unique throw weapons with self repair can spawn ethereal.

If you are offering my asking for price, please feel free to add me on bnet or xbox, you do not need to wait for my confirmation.
7
Knappogue wrote: 2 weeks ago
ShadowHeart wrote: 2 weeks ago
Correct - a unique that’s indestructible cannot be ethereal unless it’s designed to always be ethereal (there’s a few of those; Ethereal Edge, Shadow Killer and Ghostflame).
It always irritated me they did that with indestructible uniques, considering unique throw weapons with self repair can spawn ethereal.
Agree, but it is consistent though - unique non-throw weapons with self-repair can spawn ethereal too ( Ginther's Rift being the only one I know, there might be others). It is just the "Indestructible" property that is special w.r.t. uniques.

Usually available after 21CET. Most of my Expansion trades can be converted to RotW, just ask.
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NaglFarfar wrote: 2 weeks ago
Knappogue wrote: 2 weeks ago
ShadowHeart wrote: 2 weeks ago
Correct - a unique that’s indestructible cannot be ethereal unless it’s designed to always be ethereal (there’s a few of those; Ethereal Edge, Shadow Killer and Ghostflame).
It always irritated me they did that with indestructible uniques, considering unique throw weapons with self repair can spawn ethereal.
Agree, but it is consistent though - unique non-throw weapons with self-repair can spawn ethereal too ( Ginther's Rift being the only one I know, there might be others). It is just the "Indestructible" property that is special w.r.t. uniques.
You missed the point of my comment. Uniques with indestructible don't get the ethereal damage boost. But unique throws with self-repair (throw weapon version of indestructible) do get damage boost of ethereal.
Yes, I know melee can have self-repair, but throws don't have durability so they will never spawn with and would never benefit from indestructible.

If you are offering my asking for price, please feel free to add me on bnet or xbox, you do not need to wait for my confirmation.
7
OP
You can make indistructable Runewords in Eth weapons, but indistructable uniques cannot roll Eth...man thats sad -_-
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Knappogue wrote: 2 weeks ago
NaglFarfar wrote: 2 weeks ago
Knappogue wrote: 2 weeks ago

It always irritated me they did that with indestructible uniques, considering unique throw weapons with self repair can spawn ethereal.
Agree, but it is consistent though - unique non-throw weapons with self-repair can spawn ethereal too ( Ginther's Rift being the only one I know, there might be others). It is just the "Indestructible" property that is special w.r.t. uniques.
You missed the point of my comment. Uniques with indestructible don't get the ethereal damage boost. But unique throws with self-repair (throw weapon version of indestructible) do get damage boost of ethereal.
Yes, I know melee can have self-repair, but throws don't have durability so they will never spawn with and would never benefit from indestructible.
I'm not sure I follow. I do agree that it would be nice if uniques that have the indestructible mod would also be able to spawn ethereal (apart from the always-ethereal ones)! It is not clear to me why they chose to do it that way.

What I meant was that the self-repair mod on regular weapons and the self-replenish mod on throwing weapons mirror each other, and work the same way (uniques with any of these mods can spawn either ethereal or non- Eth). While indestructible obviously makes sense only on non-throw weapons, and this mod is handed separately. It seemed that you hinted towards an inconsistency in the game's design, but maybe I misunderstood you!

Usually available after 21CET. Most of my Expansion trades can be converted to RotW, just ask.
7
NaglFarfar wrote: 2 weeks ago
I'm not sure I follow. I do agree that it would be nice if uniques that have the indestructible mod would also be able to spawn ethereal (apart from the always-ethereal ones)! It is not clear to me why they chose to do it that way.

What I meant was that the self-repair mod on regular weapons and the self-replenish mod on throwing weapons mirror each other, and work the same way (uniques with any of these mods can spawn either ethereal or non- Eth). While indestructible obviously makes sense only on non-throw weapons, and this mod is handed separately. It seemed that you hinted towards an inconsistency in the game's design, but maybe I misunderstood you!
Maybe we are just two ships passing in the night? I am saying there is an inconsistency in the game design. Melee weapons have durability but not quantity. Throw have quantity but not durability. In this comparison I'm treating the quantity of throw weapons as its durability counter. Following this comparison throw weapons would use 'self-repair' as its indestructible mod since "magic Arrows" is the only attack that doesn't Consume, but that is a skill. You can't get indestructible as a character skill.
As I'm writing this I give up because I keep mentally poking holes in my own long winded comparison. Since there is no way to socket throw weapons you can't socket a Zod in an ethereal one so if it doesn't have self-repair its screwed after a while. So its the other side of the same coin. Melee can't roll ethereal but you could socket a Zod. Throw can roll ethereal but you can't socket a Zod.
I've come full circle all by myself lol.

If you are offering my asking for price, please feel free to add me on bnet or xbox, you do not need to wait for my confirmation.
7
User avatar

vued 1746

Resurrected Sorceress Europe PC
Knappogue wrote: 2 weeks ago
NaglFarfar wrote: 2 weeks ago
I'm not sure I follow. I do agree that it would be nice if uniques that have the indestructible mod would also be able to spawn ethereal (apart from the always-ethereal ones)! It is not clear to me why they chose to do it that way.

What I meant was that the self-repair mod on regular weapons and the self-replenish mod on throwing weapons mirror each other, and work the same way (uniques with any of these mods can spawn either ethereal or non- Eth). While indestructible obviously makes sense only on non-throw weapons, and this mod is handed separately. It seemed that you hinted towards an inconsistency in the game's design, but maybe I misunderstood you!
Maybe we are just two ships passing in the night? I am saying there is an inconsistency in the game design. Melee weapons have durability but not quantity. Throw have quantity but not durability. In this comparison I'm treating the quantity of throw weapons as its durability counter. Following this comparison throw weapons would use 'self-repair' as its indestructible mod since "magic Arrows" is the only attack that doesn't Consume, but that is a skill. You can't get indestructible as a character skill.
As I'm writing this I give up because I keep mentally poking holes in my own long winded comparison. Since there is no way to socket throw weapons you can't socket a Zod in an ethereal one so if it doesn't have self-repair its screwed after a while. So its the other side of the same coin. Melee can't roll ethereal but you could socket a Zod. Throw can roll ethereal but you can't socket a Zod.
I've come full circle all by myself lol.
Actually, throw weapons have a hidden durability that is being used when used in melee combat.

Not that it really matters here, just wanted to be a smart ass. 😅

https://maxroll.gg/d2/resources/durability-quantity

Playing HC SSF right now.

Hell completed: Sorc, Druid, Paladin, Ama, Assa, Necro, Barb
Iron Man (Paladin): Nightmare A1
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vued wrote: 2 weeks ago
Knappogue wrote: 2 weeks ago
NaglFarfar wrote: 2 weeks ago
I'm not sure I follow. I do agree that it would be nice if uniques that have the indestructible mod would also be able to spawn ethereal (apart from the always-ethereal ones)! It is not clear to me why they chose to do it that way.

What I meant was that the self-repair mod on regular weapons and the self-replenish mod on throwing weapons mirror each other, and work the same way (uniques with any of these mods can spawn either ethereal or non- Eth). While indestructible obviously makes sense only on non-throw weapons, and this mod is handed separately. It seemed that you hinted towards an inconsistency in the game's design, but maybe I misunderstood you!
Maybe we are just two ships passing in the night? I am saying there is an inconsistency in the game design. Melee weapons have durability but not quantity. Throw have quantity but not durability. In this comparison I'm treating the quantity of throw weapons as its durability counter. Following this comparison throw weapons would use 'self-repair' as its indestructible mod since "magic Arrows" is the only attack that doesn't Consume, but that is a skill. You can't get indestructible as a character skill.
As I'm writing this I give up because I keep mentally poking holes in my own long winded comparison. Since there is no way to socket throw weapons you can't socket a Zod in an ethereal one so if it doesn't have self-repair its screwed after a while. So its the other side of the same coin. Melee can't roll ethereal but you could socket a Zod. Throw can roll ethereal but you can't socket a Zod.
I've come full circle all by myself lol.
Actually, throw weapons have a hidden durability that is being used when used in melee combat.

Not that it really matters here, just wanted to be a smart ass. 😅

https://maxroll.gg/d2/resources/durability-quantity
you can have a throw barb to replenish those weapons for you once in a while. Theoretically. I have not yet found the weapon worth this.
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vued wrote: 2 weeks ago
Knappogue wrote: 2 weeks ago
NaglFarfar wrote: 2 weeks ago
I'm not sure I follow. I do agree that it would be nice if uniques that have the indestructible mod would also be able to spawn ethereal (apart from the always-ethereal ones)! It is not clear to me why they chose to do it that way.

What I meant was that the self-repair mod on regular weapons and the self-replenish mod on throwing weapons mirror each other, and work the same way (uniques with any of these mods can spawn either ethereal or non- Eth). While indestructible obviously makes sense only on non-throw weapons, and this mod is handed separately. It seemed that you hinted towards an inconsistency in the game's design, but maybe I misunderstood you!
Maybe we are just two ships passing in the night? I am saying there is an inconsistency in the game design. Melee weapons have durability but not quantity. Throw have quantity but not durability. In this comparison I'm treating the quantity of throw weapons as its durability counter. Following this comparison throw weapons would use 'self-repair' as its indestructible mod since "magic Arrows" is the only attack that doesn't Consume, but that is a skill. You can't get indestructible as a character skill.
As I'm writing this I give up because I keep mentally poking holes in my own long winded comparison. Since there is no way to socket throw weapons you can't socket a Zod in an ethereal one so if it doesn't have self-repair its screwed after a while. So its the other side of the same coin. Melee can't roll ethereal but you could socket a Zod. Throw can roll ethereal but you can't socket a Zod.
I've come full circle all by myself lol.
Actually, throw weapons have a hidden durability that is being used when used in melee combat.

Not that it really matters here, just wanted to be a smart ass. 😅

https://maxroll.gg/d2/resources/durability-quantity
We call that a distinction without a difference ;-)

If you are offering my asking for price, please feel free to add me on bnet or xbox, you do not need to wait for my confirmation.
7
Knappogue wrote: 2 weeks ago
NaglFarfar wrote: 2 weeks ago
I'm not sure I follow. I do agree that it would be nice if uniques that have the indestructible mod would also be able to spawn ethereal (apart from the always-ethereal ones)! It is not clear to me why they chose to do it that way.

What I meant was that the self-repair mod on regular weapons and the self-replenish mod on throwing weapons mirror each other, and work the same way (uniques with any of these mods can spawn either ethereal or non- Eth). While indestructible obviously makes sense only on non-throw weapons, and this mod is handed separately. It seemed that you hinted towards an inconsistency in the game's design, but maybe I misunderstood you!
Maybe we are just two ships passing in the night? I am saying there is an inconsistency in the game design. Melee weapons have durability but not quantity. Throw have quantity but not durability. In this comparison I'm treating the quantity of throw weapons as its durability counter. Following this comparison throw weapons would use 'self-repair' as its indestructible mod since "magic Arrows" is the only attack that doesn't Consume, but that is a skill. You can't get indestructible as a character skill.
As I'm writing this I give up because I keep mentally poking holes in my own long winded comparison. Since there is no way to socket throw weapons you can't socket a Zod in an ethereal one so if it doesn't have self-repair its screwed after a while. So its the other side of the same coin. Melee can't roll ethereal but you could socket a Zod. Throw can roll ethereal but you can't socket a Zod.
I've come full circle all by myself lol.
Right :) To me it is totally consistent, this of course does not mean that design choices couldn't have been made differently. Here is why I find it consistent.

In a wider sense there are two types of mods (affixes) that make an item practically indestructible - the indestructible mod itself, and the self-repair/replenish quantity mods that I consider equivalent (hence the consistency). In my view "treating the quantity of throw weapons as its durability counter" implies that self-repair and replenish quantity are equivalent: they periodically raise the variable that using the item lowers. Hence, the counterpart to the replenish quantity mod for non-throw weapons is the self-repair mod, not the indestructible mod.

The throwing-weapon counterpart to the indestructible mod - had it existed - would have been a mod that makes throwing items not lose (or have) quantity at all, similar to Magic Arrow as you point out. No such mod exists, therefore the indestructible mod has no counterpart for throwing items.

This is mostly semantics of course, and none of this is a reason why Blizz couldn't have given uniques with the indestructible mod the same chance to roll ethereal as other uniques. Maybe they didn't want to create A- and B-tier versions of the same unique, apart from what is already imposed by the variable stats.

Usually available after 21CET. Most of my Expansion trades can be converted to RotW, just ask.
9

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