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This generation might not know, now that I just turned 40 lol (dangit that must mean I'm old now >.<) but I used to play Diablo/Hellfire and Diablo from 1.08, to 1.10 update, and was an active member on diabloii.net from '04-'2011 till I as well as most walked away since it turned into a huge ad and bot farm. So D2R is an absolute miracle and I'm happy they brought it back. So it's been a long time in the making.
There was a lot of anticipation of "what should be added or improved upon" and I was very happy to purchase RoTW and see a Brand new class that I've played through and beat the game now through hell, and the Uber Ancients and new Terror Zone design, these have been all good things.
However, now that I've done several different Worlock builds, it's been fun (a little too much like the Necro imo, but still has some interesting skills that are fun)... I've been falling back to my original love which is melee Werebear/ Werewolf and Barb builds. And the realization over the last month has hit me... there's just really not much added for melee or any of the other styles of play. There was a promise of all these new unique, set, and runeword items, but when you really break it down about 90% of them are Class designated to the Warlock alone. I think the Horizon's Boots/gloves seem to be the best option, they offer some very UNIQUE %magic resist which I LOVE to see (especially PvP, take that Hammerdins, now we just need sorb). But when you just go down the line, from most of the helms, amulets, rings.. its just caster, caster, caster items, etc. Its like the entire Exansion was designed by a team of Hammerdin, Bone Necro, and Sorc players, most the rings and jewels and helmets, etc. its like whoever designed them was obsessed with making every item some caster item with built-in +/-% facet and Sundering charms.
What's missing? Where are the new Unique javelins, bows, swords, maces, axes, etc. or tweaks to the REALLY garbo items (that were NEVER good, lets be honest, since 25 years ago they even sucked then) like Corpsemourn, Steel Carapace, even weapons like The Grandfather and Hellrack. Or maybe provide ways to like cube or imbue Uniques, only uniques, to empower them with more stats similar to how you can do with the "crafted"- basically you can only do it once but you can craft Safety, blood, or caster traits imbued onto your uniques, that have probability rolls too... that would seem to add a lot of replay value and give a strong INCENTIVE to use Unique items versus just using Runewords till the end of time, just an idea. But long story short, I feel like many of the other classes and melee builds have been mostly ignored, again I've looked through the new items, I see a couple that might provide some use but most of it is just molded for the new Worlock and maybe a couple of the caster characters, but if you're more on the melee or physical side there's really nothing new for you in RoTW, you're not gonna find like 4-5 new Swords, or an Axe that has chance to cast corpse exposion, or new aurus, it's just gonna be the same 1.10 like it's always been.
There was a lot of anticipation of "what should be added or improved upon" and I was very happy to purchase RoTW and see a Brand new class that I've played through and beat the game now through hell, and the Uber Ancients and new Terror Zone design, these have been all good things.
However, now that I've done several different Worlock builds, it's been fun (a little too much like the Necro imo, but still has some interesting skills that are fun)... I've been falling back to my original love which is melee Werebear/ Werewolf and Barb builds. And the realization over the last month has hit me... there's just really not much added for melee or any of the other styles of play. There was a promise of all these new unique, set, and runeword items, but when you really break it down about 90% of them are Class designated to the Warlock alone. I think the Horizon's Boots/gloves seem to be the best option, they offer some very UNIQUE %magic resist which I LOVE to see (especially PvP, take that Hammerdins, now we just need sorb). But when you just go down the line, from most of the helms, amulets, rings.. its just caster, caster, caster items, etc. Its like the entire Exansion was designed by a team of Hammerdin, Bone Necro, and Sorc players, most the rings and jewels and helmets, etc. its like whoever designed them was obsessed with making every item some caster item with built-in +/-% facet and Sundering charms.
What's missing? Where are the new Unique javelins, bows, swords, maces, axes, etc. or tweaks to the REALLY garbo items (that were NEVER good, lets be honest, since 25 years ago they even sucked then) like Corpsemourn, Steel Carapace, even weapons like The Grandfather and Hellrack. Or maybe provide ways to like cube or imbue Uniques, only uniques, to empower them with more stats similar to how you can do with the "crafted"- basically you can only do it once but you can craft Safety, blood, or caster traits imbued onto your uniques, that have probability rolls too... that would seem to add a lot of replay value and give a strong INCENTIVE to use Unique items versus just using Runewords till the end of time, just an idea. But long story short, I feel like many of the other classes and melee builds have been mostly ignored, again I've looked through the new items, I see a couple that might provide some use but most of it is just molded for the new Worlock and maybe a couple of the caster characters, but if you're more on the melee or physical side there's really nothing new for you in RoTW, you're not gonna find like 4-5 new Swords, or an Axe that has chance to cast corpse exposion, or new aurus, it's just gonna be the same 1.10 like it's always been.
Can be used to make Runewords:
This generation might not know, now that I just turned 40 lol (dangit that must mean I'm old now >.<) but I used to play Diablo/Hellfire and Diablo from 1.08, to 1.10 update, and was an active member on diabloii.net from '04-'2011 till I as well as most walked away since it turned into a huge ad and bot farm. So D2R is an absolute miracle and I'm happy they brought it back. So it's been a long time in the making.
There was a lot of anticipation of "what should be added or improved upon" and I was very happy to purchase RoTW and see a Brand new class that I've played through and beat the game now through hell, and the Uber Ancients and new Terror Zone design, these have been all good things.
However, now that I've done several different Worlock builds, it's been fun (a little too much like the Necro imo, but still has some interesting skills that are fun)... I've been falling back to my original love which is melee Werebear/ Werewolf and Barb builds. And the realization over the last month has hit me... there's just really not much added for melee or any of the other styles of play. There was a promise of all these new unique, set, and runeword items, but when you really break it down about 90% of them are Class designated to the Warlock alone. I think the Horizon's Boots/gloves seem to be the best option, they offer some very UNIQUE %magic resist which I LOVE to see (especially PvP, take that Hammerdins, now we just need sorb). But when you just go down the line, from most of the helms, amulets, rings.. its just caster, caster, caster items, etc. Its like the entire Exansion was designed by a team of Hammerdin, Bone Necro, and Sorc players, most the rings and jewels and helmets, etc. its like whoever designed them was obsessed with making every item some caster item with built-in +/-% facet and Sundering charms.
What's missing? Where are the new Unique javelins, bows, swords, maces, axes, etc. or tweaks to the REALLY garbo items (that were NEVER good, lets be honest, since 25 years ago they even sucked then) like Corpsemourn, Steel Carapace, even weapons like The Grandfather and Hellrack. Or maybe provide ways to like cube or imbue Uniques, only uniques, to empower them with more stats similar to how you can do with the "crafted"- basically you can only do it once but you can craft Safety, blood, or caster traits imbued onto your uniques, that have probability rolls too... that would seem to add a lot of replay value and give a strong INCENTIVE to use Unique items versus just using Runewords till the end of time, just an idea. But long story short, I feel like many of the other classes and melee builds have been mostly ignored, again I've looked through the new items, I see a couple that might provide some use but most of it is just molded for the new Worlock and maybe a couple of the caster characters, but if you're more on the melee or physical side there's really nothing new for you in RoTW, you're not gonna find like 4-5 new Swords, or an Axe that has chance to cast corpse exposion, or new aurus, it's just gonna be the same 1.10 like it's always been.
There was a lot of anticipation of "what should be added or improved upon" and I was very happy to purchase RoTW and see a Brand new class that I've played through and beat the game now through hell, and the Uber Ancients and new Terror Zone design, these have been all good things.
However, now that I've done several different Worlock builds, it's been fun (a little too much like the Necro imo, but still has some interesting skills that are fun)... I've been falling back to my original love which is melee Werebear/ Werewolf and Barb builds. And the realization over the last month has hit me... there's just really not much added for melee or any of the other styles of play. There was a promise of all these new unique, set, and runeword items, but when you really break it down about 90% of them are Class designated to the Warlock alone. I think the Horizon's Boots/gloves seem to be the best option, they offer some very UNIQUE %magic resist which I LOVE to see (especially PvP, take that Hammerdins, now we just need sorb). But when you just go down the line, from most of the helms, amulets, rings.. its just caster, caster, caster items, etc. Its like the entire Exansion was designed by a team of Hammerdin, Bone Necro, and Sorc players, most the rings and jewels and helmets, etc. its like whoever designed them was obsessed with making every item some caster item with built-in +/-% facet and Sundering charms.
What's missing? Where are the new Unique javelins, bows, swords, maces, axes, etc. or tweaks to the REALLY garbo items (that were NEVER good, lets be honest, since 25 years ago they even sucked then) like Corpsemourn, Steel Carapace, even weapons like The Grandfather and Hellrack. Or maybe provide ways to like cube or imbue Uniques, only uniques, to empower them with more stats similar to how you can do with the "crafted"- basically you can only do it once but you can craft Safety, blood, or caster traits imbued onto your uniques, that have probability rolls too... that would seem to add a lot of replay value and give a strong INCENTIVE to use Unique items versus just using Runewords till the end of time, just an idea. But long story short, I feel like many of the other classes and melee builds have been mostly ignored, again I've looked through the new items, I see a couple that might provide some use but most of it is just molded for the new Worlock and maybe a couple of the caster characters, but if you're more on the melee or physical side there's really nothing new for you in RoTW, you're not gonna find like 4-5 new Swords, or an Axe that has chance to cast corpse exposion, or new aurus, it's just gonna be the same 1.10 like it's always been.
It makes perfect sense that most of the new gear is focused on the new class and very much tailored to the needs of a warlock, seeing how a lot of the old gear simply isn't.
Same way the old gear already includes plenty of pieces specifically tailored towards one of the old classes each.
That said, I would challenge that claim regardless.
There was quite a bit added that really isn't warlock specific but works for multiple/any class(es). And a fair bit of it instantly became BiS for multiple classes/builds. It added some much needed better options for builds that were missing some more proper gear (e.g. Bone necro) and it actually very specifically amplifies the power of tons of melee builds.
Opalvein introducing an ED ring is a decent boost for a few builds. Even more so since it comes with FCR for those Enigma melee/phys builds.
Zerkers in particular got a few new and improved item options.
Phys classes in general benefit MASSIVELY from the new jewel and renewed sunders. Probably more so than any other class/build, simply because they can finally get targets below 95% phys res without having to wait for an amp/decrep proc, opening up all sorts of alternatives. The same is true for magic dmg albeit to a lesser extent specifically for jewels/sunders as they now also get additional gear pieces with -magic res on top of that. Naturally, the same jewels/sunders also help the elemental classes but since they already had tons of -res gear, Infinity, rainbow facets and whatnot, the relative new boost is a lot less for them.
I won't sit here and pretend like melee builds are in any way up to par with the more meta area-clearers but to claim they got left behind in RotW is imo pushing a false narrative. The truth is they got left behind 20some years ago. RotW actually closed the gap at least a little bit for many melee and phys builds. It merely wasn't anywhere near enough to make up for the neglect of old.
That's excluding heralds at least..on those, melee really did get the short end of the stick yet again, seeing how the occasional rare 1-shot Herald is fairly impossible to Dodge when your build forces you into melee range to endure that "1-shot or not? Place your bets!"-RNG.
Same way the old gear already includes plenty of pieces specifically tailored towards one of the old classes each.
That said, I would challenge that claim regardless.
There was quite a bit added that really isn't warlock specific but works for multiple/any class(es). And a fair bit of it instantly became BiS for multiple classes/builds. It added some much needed better options for builds that were missing some more proper gear (e.g. Bone necro) and it actually very specifically amplifies the power of tons of melee builds.
Opalvein introducing an ED ring is a decent boost for a few builds. Even more so since it comes with FCR for those Enigma melee/phys builds.
Zerkers in particular got a few new and improved item options.
Phys classes in general benefit MASSIVELY from the new jewel and renewed sunders. Probably more so than any other class/build, simply because they can finally get targets below 95% phys res without having to wait for an amp/decrep proc, opening up all sorts of alternatives. The same is true for magic dmg albeit to a lesser extent specifically for jewels/sunders as they now also get additional gear pieces with -magic res on top of that. Naturally, the same jewels/sunders also help the elemental classes but since they already had tons of -res gear, Infinity, rainbow facets and whatnot, the relative new boost is a lot less for them.
I won't sit here and pretend like melee builds are in any way up to par with the more meta area-clearers but to claim they got left behind in RotW is imo pushing a false narrative. The truth is they got left behind 20some years ago. RotW actually closed the gap at least a little bit for many melee and phys builds. It merely wasn't anywhere near enough to make up for the neglect of old.
That's excluding heralds at least..on those, melee really did get the short end of the stick yet again, seeing how the occasional rare 1-shot Herald is fairly impossible to Dodge when your build forces you into melee range to endure that "1-shot or not? Place your bets!"-RNG.
It was expected that the new itens, runewords and etc was planned to the Warlock builds. But I aggree that the game should bring new ways to play, or at least make some melee builds strong again. It's been a while since the meta is basic the same.
Honestly though, there should be buffs to melee items.
OP
Sure, but not 90% of it.Schnorki wrote: 1 day agoIt makes perfect sense that most of the new gear is focused on the new class and very much tailored to the needs of a warlock, seeing how a lot of the old gear simply isn't.
Same way the old gear already includes plenty of pieces specifically tailored towards one of the old classes each.
Like?That said, I would challenge that claim regardless.
There was quite a bit added that really isn't warlock specific but works for multiple/any class(es). And a fair bit of it instantly became BiS for multiple classes/builds. It added some much needed better options for builds that were missing some more proper gear (e.g. Bone necro) and it actually very specifically amplifies the power of tons of melee builds.
You mentioned Bone necro, that and hammers were specifically the builds I said DID benefit from the patch, you're making my point for me.
That's a horrible melee ring, I would never run that on any Werebear, zealot or Zerker build. You need Attack rating boost and/or dexterity like Raven or a rare ring, or Anghelics.. if you can't hit at least 14k+ AR in hell or PvP good luck hitting anything.
Its just a 40 ed jewel (off weapon, will add very little damage) basically with a tiny +% elemental added.. this is exactly what I was talking about btw, this Obsession with "faceting" every new items with tiny elemental/magic bonuses is odd, it's made by a team of PvP caster players.
Players don't need NEW ways to break through the restrictions and resilences of mobs in the game, why I was never a fan of Sunders, in the past you'd come up with ways to use amp damage or hybrid builds or crushing blow/openwounds to make your hero get around it... or god forbid, teamwork, your Orb sorc faces cold immunes so the WW Barb had to step up and save you, but seems the goal now is every Fireball sorc or Hammer needs to be able to just 1-skill one punch their way through the entire game in Hell.Phys classes in general benefit MASSIVELY from the new jewel and renewed sunders. Probably more so than any other class/build, simply because they can finally get targets below 95% phys res without having to wait for an amp/decrep proc, opening up all sorts of alternatives. The same is true for magic dmg albeit to a lesser extent specifically for jewels/sunders as they now also get additional gear pieces with -magic res on top of that. Naturally, the same jewels/sunders also help the elemental classes but since they already had tons of -res gear, Infinity, rainbow facets and whatnot, the relative new boost is a lot less for them.
What we really need are just more DIFFERENT WAYS to play the game in a balanced way, like new weapons like Azurewrath or Stormlash, that aren't broken per se, but have unique chance to cast or aura mods, that can synergize with more skills in chance to hit. I don't like these rings that have like a 1 or 2% chance to cast some ability, its like "oh yay, more prebuff items".
I won't sit here and pretend like melee builds are in any way up to par with the more meta area-clearers but to claim they got left behind in RotW is imo pushing a false narrative. The truth is they got left behind 20some years ago. RotW actually closed the gap at least a little bit for many melee and phys builds. It merely wasn't anywhere near enough to make up for the neglect of old.
So you agree, melee builds needed help, and we have a lot of old unique items that could've been tweaked. I just don't think ROtW did literally anything to address any of these, I see a bunch of caster items and no new Azurewrath or Stormlash type of weapons with unique abilities to give the other 6 classes anything new to build off.
I don't know, I get why you're defending it, I just think adding new items or even tweaking existing items is like the EASIEST thing to do in a game like this, the labor cost is like NOTHING... you click on the Steel Carapace item, change it to 30% ctc lvl 26 Iron Maiden, done; Take The Grandfather, up damage to 300-400% ED, add 50% crushing blow, done; Hellrack Crossbow, make its attack speed like 60% and double its damage and elemental damage, done- still nobody will use it even after that tbh lol. But NOBODY will ever use these items, the risk is so little improving it and the probability ppl using some of these even after greating improving them is still low but AT LEAST it'll put them in the realm of possibility, just looking at items like Steel Carapace, its not even in the realm of possibility to feasibly use it. Like, most normal and nightmare armors are better than this thing that's how bad it is, and developers would rather it get sold to Charsi for 20 years straight than lift a finger to fix any of these.
OpalveinJARY wrote: 1 day agoHowever, now that I've done several different Worlock builds, it's been fun (a little too much like the Necro imo, but still has some interesting skills that are fun)... I've been falling back to my original love which is melee Werebear/ Werewolf and Barb builds. And the realization over the last month has hit me... there's just really not much added for melee or any of the other styles of play. There was a promise of all these new unique, set, and runeword items, but when you really break it down about 90% of them are Class designated to the Warlock alone. I think the Horizon's Boots/gloves seem to be the best option, they offer some very UNIQUE %magic resist which I LOVE to see (especially PvP, take that Hammerdins, now we just need sorb). But when you just go down the line, from most of the helms, amulets, rings.. its just caster, caster, caster items, etc. Its like the entire Exansion was designed by a team of Hammerdin, Bone Necro, and Sorc players, most the rings and jewels and helmets, etc. its like whoever designed them was obsessed with making every item some caster item with built-in +/-% facet and Sundering charms.
All Resistances +8
+3 Life after each Kill
+40% Enhanced Damage
vs
Blood Ring (win)
All Resistances +11
+3 ll
25 STR + 9 min damage
60 life
Opalvein is 5 high roll Blood Ring. it lose to 6 perfect affix or 5 + 1 ok roll.
I am not sure about druid. But as for paladin melee( Zeal/sacrify) , some melee bar build, 1p tz scenario, this class already reach 14300 phy damage , especially paladin, that I am very sure. Increase damage wont help anything at all in pvm. (I dont use it to play uber scenario)
rotw, you get new gloves+ Boots. This save craft story.
new sunder, which reduce phy resistance, but the damage is already enough, makes this no use.
new jewel, - phy resistance,min max damage, same.
new ring affix, oskill sg, break immunity, meaning you dont need to equip sunder anymore but can increase 3 small charm.
Only one scenario that rotw may have little effect, physical immunity blood star witch, even so, it still waste time to kill those.4 hit become 3 hit.
in the end, if you dont use it play very hard scenario, ancient, uber. rotw for physical paladin, bar. is like not happen. Nothing has changed because of this.
But for those soso build before rotw, like boot gloves not craft well, not have good enough 5 affix ring. it will help. just add boot gloves and new jewel, it reach final damage gap.
new o skill is trouble and not smooth play, if target immunity, sunder is hit more , no sunder is skip it save time, with o skill ring, it is good damage but you have to cast ring skill that skip player already start next elite.
Please be aware, all my trade is in non ladder d2r. Not warlock.
I'm sorry, but I have to disagree.
Melee has ALWAYS been left behind and has ALWAYS been quite garbage and requiring high end gear to be anywhere close to as powerful as the rest.
Diablo 2 has very little balance to things.
Melee has ALWAYS been left behind and has ALWAYS been quite garbage and requiring high end gear to be anywhere close to as powerful as the rest.
Diablo 2 has very little balance to things.
Can you link a build guide? that's kind of op in my opinion
14300
it is calculate based on max super unique hp and resistance in tz.
This number will be a little bit more than just enough to 2 hit kill high hp monster.
My build is sacrify anti super unique mini boss build, after bo, it is only 990-1100 hp.
In tz, even if you are unable to reach 14300 damage, it might still work. It is slightly over than optimize damage.
In case of rotw, one new jewel will over kill . even if everything else is soso. I have perfect 400 Grief.
Please be aware, all my trade is in non ladder d2r. Not warlock.
They most definitely improved physical characters in RoW.
We now have the ability to do 40-60k physical damage with budget gear, over 100k with specific high-end setups.
They also removed AR, so all our attacks hit.
Plus, they gave us the ability to endlessly use ethereal items, wield any two-hand weapon while also using a shield, and to throw multiple simultaneous copies of our weapon from a cozy distance.
AND, we also have the opportunity to get a special pet that provides an extra aura to the party, never dies, and absorbs most of that damage you rarely take from all that ranged physical fighting.
But seriously - 25-yr Barb player - happy they gave us some new items to play with.
Hoping in the future they make some adjustments or provide further items to make Barbarians viable in P8 aside from trailing the pack horking dead heralds or being loaders for someone's BO.
We now have the ability to do 40-60k physical damage with budget gear, over 100k with specific high-end setups.
They also removed AR, so all our attacks hit.
Plus, they gave us the ability to endlessly use ethereal items, wield any two-hand weapon while also using a shield, and to throw multiple simultaneous copies of our weapon from a cozy distance.
AND, we also have the opportunity to get a special pet that provides an extra aura to the party, never dies, and absorbs most of that damage you rarely take from all that ranged physical fighting.
But seriously - 25-yr Barb player - happy they gave us some new items to play with.
Hoping in the future they make some adjustments or provide further items to make Barbarians viable in P8 aside from trailing the pack horking dead heralds or being loaders for someone's BO.
Phoenix_00 wrote: 10 hours ago
Plus, they gave us the ability to endlessly use ethereal items, wield any two-hand weapon while also using a shield, and to throw multiple simultaneous copies of our weapon from a cozy distance.
(...)
But seriously - 25-yr Barb player - happy they gave us some new items to play with.
Echoing Strike is a melee build for you?
Most new uniques are not useful for barb or melee in general, only Dreadfang, Opalvein and Protector's Stone
Honestly, yeah, at least the way we all seem to be playing it now that its mid-season.
Agreed, at the beginning its definitely a caster skill - stand at a distance and cast the skill, kite if overwhelmed.
Eventually with Enigma, life leech, and quality gear it starts to feel like Frenzy or Whirlwind.
Even in P8 TZ96 Hardcore warlocks are tele-stomping elite packs, sending 3-4 attacks in a tight circle, and bouncing to the next pack.
- (I know, negates my cozy distance joke, but it still feels super safe with Blood Oath).
- Note: pretty sure the no AR check was an oversight, considering Ars Dul'Mephistos gives a bonus to attack rating
Its super fun, just hoping to see some balance given to the other physical builds in the future.
OP
This thread isn't about discussing Worlock's, and it's not even about discussing optimizing Sunder and extreme damage to hit 50k or whatever physical damage in some random build... the point is, with the New Expansion... what "NEW OPTIONS" of unique swords, maces, axes, bows, armos, etc. did we get in the entire expansion... like 1... 2? Practically nothing, I was saying maybe items like Azurewrath or Stormlash, that have interesting 'chance to cast' on hit, like 30% Corpse Explosion on hit, or cool lvl 5 Sanctuary Aura, or chance to cast Mind Blast on killing, etc. We got nothing like this.... NOT TO BE some insane force that deals 100k damage, but just DIFFERENT options to play for Melee characters and even ranged physical like throwing axes, and such. Get it?
I disagree with you. Ring or gloves with Sigil:Lethargy (or Dagger on swap) brings your physical character to higher boss-kill speed . No matter what is your weapon.
Sword with 33% Amplify for your barb, druid or A5 Bash merc.
Warlock with Horazon set in your party, giving everyone lvl 40+ Enchant buff is very nice as well.
Sigil:Lethargy might only increase a little bit help.dionisy_cn wrote: 3 hours agoI disagree with you. Ring or gloves with Sigil:Lethargy (or Dagger on swap) brings your physical character to higher boss-kill speed . No matter what is your weapon.
Sword with 33% Amplify for your barb, druid or A5 Bash merc.
Warlock with Horazon set in your party, giving everyone lvl 40+ Enchant buff is very nice as well.
Entire TZ boss, non uber, probably only work on Baal.
The op means new unique needed in DLC. I think so.
But the problem is that what unique? it will be very difficult. weapon it need to beat Grief. swap it need to beat cta or rotw current swap cast Dagger(bar).
I dont think on hit will help much. even if you have 100% amp weapon, it will still not good enough to equip.
Current rotw everything combine is only about 20% damage increase which is nothing. physical class either need accuracy or things to increase damage to 100% , meaning change damage from 14000 to 28000 which is hard. Before that damage, everything that increase damage is nothing or 0. If you get full setup before rotw, after rotw even you get full damage. Your performance will just exactly same before rotw when vs 1p tz , non uber. Even if new phy jewel isn't buggy, it is still no help, 0 effect. it does help people who does not have 30/100 score equip setup. For good to perfect damage setup pvm, it is nothing, like rotw never exist.
This is point of view of melee paladin. There might be different story for druid which I dont care and wont play.
Please be aware, all my trade is in non ladder d2r. Not warlock.
OP
Have you actually tested any of this because it sounds like you're just making it up. The only thing I think I know is the Runeword Helm 'Coven' with the 5% ctc Sigil of Lethargy, but you have to be struck. That doesn't seem like a reliable boss fighter. I plan on blocking and not getting hit most of the time with Werebear hybrid.dionisy_cn wrote: 3 hours agoI disagree with you. Ring or gloves with Sigil:Lethargy (or Dagger on swap) brings your physical character to higher boss-kill speed . No matter what is your weapon.
Sword with 33% Amplify for your barb, druid or A5 Bash merc.
Warlock with Horazon set in your party, giving everyone lvl 40+ Enchant buff is very nice as well.
But the new " Dreadfang" with the 30% ctc Amp damage, basically a 2-hand sword Lacerator... I'd never use that even on A5 barb, the damage is just pitiful, its like 150% ED. For comparison, you got things like Last Wish and Destruction and Botd running in the 350-400% ED range, 150 is like an "okay... this will get me through nightmare, early hell" at best. Maybe you can up it but not even sure that'd be worth it... put it this way it averages like 180 weapon damage, even a sword that's like 500 weapon damage I'd be like naw too low.
OP
First of all, you gotta try playing melee Shaper druids, you've been missing out that's your biggest problem XDleox wrote: 2 hours agoSigil:Lethargy might only increase a little bit help.dionisy_cn wrote: 3 hours agoI disagree with you. Ring or gloves with Sigil:Lethargy (or Dagger on swap) brings your physical character to higher boss-kill speed . No matter what is your weapon.
Sword with 33% Amplify for your barb, druid or A5 Bash merc.
Warlock with Horazon set in your party, giving everyone lvl 40+ Enchant buff is very nice as well.
Entire TZ boss, non uber, probably only work on Baal.
The op means new unique needed in DLC. I think so.
But the problem is that what unique? it will be very difficult. weapon it need to beat Grief. swap it need to beat cta or rotw current swap cast Dagger(bar).
I dont think on hit will help much. even if you have 100% amp weapon, it will still not good enough to equip.
Current rotw everything combine is only about 20% damage increase which is nothing. physical class either need accuracy or things to increase damage to 100% , meaning change damage from 14000 to 28000 which is hard. Before that damage, everything that increase damage is nothing or 0. If you get full setup before rotw, after rotw even you get full damage. Your performance will just exactly same before rotw when vs 1p tz , non uber. Even if new phy jewel isn't buggy, it is still no help, 0 effect. it does help people who does not have 30/100 score equip setup. For good to perfect damage setup pvm, it is nothing, like rotw never exist.
This is point of view of melee paladin. There might be different story for druid which I dont care and wont play.
I wholeheartedly agree, I don't think it made much of a dent in improving melee. However, my biggest thing is... I'm not even saying we need to even come up with new weapons "to beat Grief in damage"- if we did, cool; if we didn't, whatever.
My main point is, where are all the new and interesting Unique (or Runeword) weapons for melee characters: Like Azurewrath, or Stormlash, or Beast, or even the obsure ctc ones like Destruction or Rift runeword spamming volcanoes ctc or Orbs, that ALLOW players just to try out new and interesting playstyles... some might end up sucking, some might be surprisingly good. WHERE ARE THEY? nowhere.
For instance, the last couple years I've been running a Werebear Fireclaw/Windy hybrid that runs Stormlash, 'Rain', Carrion Wind/Ravenfrost, Jalals that synergizes 60 points into fire, the rest into Hurricane and Twister to ctc nados. IS IT THE GREATEST MINION KILLER BUILD OF ALL TIME?? Nope. Is it the coolest...? -.~ possibly, it just might be, you get to fling out 1200 damage nados & twisters, while shocking minions with Stormlash, while one-shotting with 15k fireclaw, while having perma Hurricane/Cyclone proc'ing. And this is just ONE build.
I could just pull out creative options out of thin air, just brainstorming high level Uniques:
1) Cadaecus: 10% ctc Conversion on striking
2) Thresher or Mace: has a 40% ctc Corpse Explosion on kill
3) Shield: 10% ctc lvl 10 Attract when struck
4) Sword of Greed: casts lvl 5 Find Item after each kill
5) Helm: +2 all skills, +5 Dragon Flight
6) 'Death's Revenge' Javelin: lvl 10 Conviction aura when equipped
7) 'Undead Bow': 2% ctc lvl 40 skeletal mage per kill, +20 skeletal mastery on bow.
...again, none of these ideas are even about "LET'S TRY TO OUTDO Grief or Faith BOW", the point is to make items that'll make you think, like "hmm... I think I could make a really sweet melee build with this chance to cast/aura" or "this will stack really well with x or y item". We need to challenge people to find different ways to play the game, not just make a Grief 2.0 that gives +600 damage.
on hit thing is not in d2r...
I remember it's different diablo and I didnt play that.
my pala play Key is like play need for speed and glass cannon, I have some fun with it and even now I occasionally open it.
yes, if they have that in mind, it can be interesting.
I remember it's different diablo and I didnt play that.
my pala play Key is like play need for speed and glass cannon, I have some fun with it and even now I occasionally open it.
yes, if they have that in mind, it can be interesting.
Please be aware, all my trade is in non ladder d2r. Not warlock.
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