Kor's Fall
Make it +10% acid, darkness, fire, blight damage before applying a bonus from command staff and add +15% damage to whatever element is chosen.
+25% fire damage make it more interesting for alchemists, arcane blades and archmages
+25% blight damage make it more interesting for delifers
+25% darkness damage make it more interesting for necromancer, anorthil and staff using shadowblades
Tooth of the Mouth
Add Blood Grasp talent activation to it. Healing option will make it more competitve to all nice things that can be used in tool slot.
And yes, I want to make Deep Bellow boss little harder by letting it to activate it for itself.
Serpent's Glare
Replace spit poison activation with ability to summon a snake because game has a nice variety of snakes to use and summoning items are nice.
few tier I artifacts buff proposals
Moderator: Moderator
-
- Wyrmic
- Posts: 212
- Joined: Tue Apr 10, 2012 5:33 pm
Re: few tier I artifacts buff proposals
I like the second and third ideas. Not sure if the first makes it too powerfulStrongpoint wrote:Kor's Fall
Make it +10% acid, darkness, fire, blight damage before applying a bonus from command staff and add +15% damage to whatever element is chosen.
+25% fire damage make it more interesting for alchemists, arcane blades and archmages
+25% blight damage make it more interesting for delifers
+25% darkness damage make it more interesting for necromancer, anorthil and staff using shadowblades
Tooth of the Mouth
Add Blood Grasp talent activation to it. Healing option will make it more competitve to all nice things that can be used in tool slot.
And yes, I want to make Deep Bellow boss little harder by letting it to activate it for itself.
Serpent's Glare
Replace spit poison activation with ability to summon a snake because game has a nice variety of snakes to use and summoning items are nice.
MADNESS rocks