New items… aether-oriented change of focus.
Posted: Mon Sep 22, 2014 5:26 pm
UPDATE: This is essentially of no value now as critical points have been made that undermine my original line of reasoning. Taking those into consideration, I did add to the new artifacts/egos thread an item called:
The illuminated Eye Amulet:
+15% arcane resistance cap
+25% Arcane resistance
+10% Arcane damage
+25 stealth/invisibility (I'm not sure if those are two different or just redundant things but I'd like it to apply to the phantasm skill so…)
+3 Infravision
-15% crit multiplier
-15% heal mod.
Adds useable skill: Aegis +1 (no sure about my terminology but it's a no-resource skill… just gives the user access to the skill).
I added the penalties because without them, it seems overpowered. Thus, a 15% penalty for a very, very strong amulet for any class… well, it doesn't seem too high a price to pay but maybe one of you will have a better suggestion. I even considered a 15% global speed penalty.
********************************
In general, the Aether/arcane mage does an obscene amount of damage but, somewhat ironically, doesn't make use of the Aether Permeation prodigy. That seems rather odd.
The end-game has some very powerful items that are pretty standard for every mage… I want to change that. I'd like to create some Aether/arcane-specific items that aren't powerful enough in a general sense for other mage builds to use at the end but are specialized enough for an aether/arcane mage to use.
I'm not very good at this and I'm just trying to kick off a conversation as I think more of this kind of thing for every class would be a good thing.
Aetherwalk is a pair of boots that increases arcane resistance cap by 5% points. I would consider it a critical item… except finding anything else to raise cap is almost impossible so ultimately, the benefit is mitigated by any pair of boots that will reduce cool-downs by 10%, etc. To fix that, I propose these items to do similar.
Arcane Brilliance (light): light radius +3, arcane resistance cap +5%, arcane resistance +10%, and +50 mana.
Hand of Disintegration (gloves): Strength +8, Dexterity +8, arcane resistance cap +5%, arcane damage +10%, Arcane Vortex cooldown -1
Into the Breach (Massive Plate Armor): Req: strength 34, Tier 3, Life +50, Magic+10, arcane resistance cap +10%, Resist all +15%, All saves +16, and Armor +9, Defense +8, Fatigue +20%, heal mod +20%, Aegis +1 (useable talent at lvl 1).
Zolis' Third Eye: +10% arcane resistance cap, +10% arcane resistance, reduces all incoming damage from unseen sources 10%, +2% global speed.
Aegis Shield: +5% Arcane, Darkness, and Light resistance cap, +12% Arcane, Darkness, and Light resistances, +5 Magic, +8 defense, +6 armor, +150 block, +10% light and darkness damage, +15% fatigue, +5% global speed, +18 ranged defense, +4 block talent, Req: 32 strength.
I've added no critical % and no bonus to magic (except for armor), spell power, etc. My purpose is not to overpower the mage but to create items specialized enough to justify using late in the game even though stronger gear exists.
The armor and shield, in particular, are more suited at an early stage to a Sun Paladin but later in the game, they would be suitable for an Aether mage. The gloves have a decent stat bonus for what I imagine is a tier 1 or 2 glove. It wouldn't have long-term value for anyone who wasn't pursuing the Aether Permeation prodigy, most likely a mage or a Sun Paladin or possibly a Bulwark.
Now, all of these items deviate from the normal goals of an archamge: crit rate, heal mod, etc. in favor of arcane resistance cap %. Ultimately, you're sacrificing one bonus for another and thus making the Aether Permeation prodigy useful. In essence, offense is being sacrificed for defense.
And yes, I am aware that this will bring the Arcane resistance up to 105% and with Aetherwarlk, 110%. That was actually my goal. A lot is sacrificed to do that in terms of damage output but it does make resistances pretty nifty with one build.
Thoughts?
The illuminated Eye Amulet:
+15% arcane resistance cap
+25% Arcane resistance
+10% Arcane damage
+25 stealth/invisibility (I'm not sure if those are two different or just redundant things but I'd like it to apply to the phantasm skill so…)
+3 Infravision
-15% crit multiplier
-15% heal mod.
Adds useable skill: Aegis +1 (no sure about my terminology but it's a no-resource skill… just gives the user access to the skill).
I added the penalties because without them, it seems overpowered. Thus, a 15% penalty for a very, very strong amulet for any class… well, it doesn't seem too high a price to pay but maybe one of you will have a better suggestion. I even considered a 15% global speed penalty.
********************************
In general, the Aether/arcane mage does an obscene amount of damage but, somewhat ironically, doesn't make use of the Aether Permeation prodigy. That seems rather odd.
The end-game has some very powerful items that are pretty standard for every mage… I want to change that. I'd like to create some Aether/arcane-specific items that aren't powerful enough in a general sense for other mage builds to use at the end but are specialized enough for an aether/arcane mage to use.
I'm not very good at this and I'm just trying to kick off a conversation as I think more of this kind of thing for every class would be a good thing.
Aetherwalk is a pair of boots that increases arcane resistance cap by 5% points. I would consider it a critical item… except finding anything else to raise cap is almost impossible so ultimately, the benefit is mitigated by any pair of boots that will reduce cool-downs by 10%, etc. To fix that, I propose these items to do similar.
Arcane Brilliance (light): light radius +3, arcane resistance cap +5%, arcane resistance +10%, and +50 mana.
Hand of Disintegration (gloves): Strength +8, Dexterity +8, arcane resistance cap +5%, arcane damage +10%, Arcane Vortex cooldown -1
Into the Breach (Massive Plate Armor): Req: strength 34, Tier 3, Life +50, Magic+10, arcane resistance cap +10%, Resist all +15%, All saves +16, and Armor +9, Defense +8, Fatigue +20%, heal mod +20%, Aegis +1 (useable talent at lvl 1).
Zolis' Third Eye: +10% arcane resistance cap, +10% arcane resistance, reduces all incoming damage from unseen sources 10%, +2% global speed.
Aegis Shield: +5% Arcane, Darkness, and Light resistance cap, +12% Arcane, Darkness, and Light resistances, +5 Magic, +8 defense, +6 armor, +150 block, +10% light and darkness damage, +15% fatigue, +5% global speed, +18 ranged defense, +4 block talent, Req: 32 strength.
I've added no critical % and no bonus to magic (except for armor), spell power, etc. My purpose is not to overpower the mage but to create items specialized enough to justify using late in the game even though stronger gear exists.
The armor and shield, in particular, are more suited at an early stage to a Sun Paladin but later in the game, they would be suitable for an Aether mage. The gloves have a decent stat bonus for what I imagine is a tier 1 or 2 glove. It wouldn't have long-term value for anyone who wasn't pursuing the Aether Permeation prodigy, most likely a mage or a Sun Paladin or possibly a Bulwark.
Now, all of these items deviate from the normal goals of an archamge: crit rate, heal mod, etc. in favor of arcane resistance cap %. Ultimately, you're sacrificing one bonus for another and thus making the Aether Permeation prodigy useful. In essence, offense is being sacrificed for defense.
And yes, I am aware that this will bring the Arcane resistance up to 105% and with Aetherwarlk, 110%. That was actually my goal. A lot is sacrificed to do that in terms of damage output but it does make resistances pretty nifty with one build.
Thoughts?