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 Post subject: Runeword suggestions for 1.13(h?)
PostPosted: Fri Oct 04, 2013 12:57 pm 

Joined: Wed Aug 14, 2013 5:16 pm
Posts: 61
Helmet and Shield runewords are really lacking, and I think we should start early in coming up with some new high level runewords to give some variety and/or possible build specific runewords to turn under-used or unusable builds into something to experiment with.

Defense Grid - Shield (Level 90) - Zod Eld Shael Cham

(Indestructible)
(10% Increased Chance of Blocking; 50% Damage To Undead)
(10% R/W, 30% Faster Block Rate)
(Cannot Be Frozen)
Level 20 Defiance Aura When Equipped
+500% Enhanced Defense
40% Increased Chance of Blocking
45% Faster Block Rate
1-10% Maximum Cold Resist
1-10% Maximum Fire Resist
1-10% Maximum Lightning Resist
1-10% Maximum Poison Resist

Notes - an attempt at a shield that will allow people to actually increase their max resist, and for it to be a tanky shield...and purposely not having resist on the shield. (I strongly feel max resist should be obtainable somehow; this allows it (with variance) but doesnt grant resist all so that it must be obtained elsewhere))


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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Fri Oct 04, 2013 1:49 pm 
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Joined: Wed Sep 09, 2009 10:06 am
Posts: 1197
I like the idea, but HU was never had and was never balanced around +max res and I don't think we should introduce it now. Its hard enough reaching 40% absorb now anyways so just replace the maxres on your suggestion with absorb and its about the same effect.

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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Fri Oct 04, 2013 1:58 pm 

Joined: Wed Aug 14, 2013 5:16 pm
Posts: 61
I beg to differ. I am quite sure HU had %max resist when I played years and years ago. It was likely removed because people could build around the items and be nigh-immune to elements, or people just slapped on the items for boss fights.

Having it in the shield slot means it is going to actively compete with any endgame shield (meaning Spirit Ward or Dragonscale for barb/pally) and crafted shields...but with no possibility of resists from using this shield. I certainly think it is worth experimenting with though. The large variance on the maximum resist also seems a pretty fair offset for it....its not like you can exactly farm a lot of Zod/Cham to reroll if you end up with a bad roll.


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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Sun Oct 06, 2013 2:25 am 

Joined: Wed Aug 14, 2013 5:16 pm
Posts: 61
Not sure if this would end up being too good;

Ward - Helmet (level 90) - Zod Jah Ber Jah
(Indestructible)
(Increase max life/mana 20%)
(7% DR)
Level 5 Salvation Aura When Equipped (not sure on the resist values for Salv; or what would be appropriate level?)
+3 All Skills
+300 Defense
50% Faster Hit Recovery
10% Increased Chance of Blocking
25% Faster Block Rate
100% Poison Length Reduction
8% DR


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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Sun Oct 06, 2013 2:45 am 

Joined: Wed Aug 14, 2013 5:16 pm
Posts: 61
Helmet (level 90) - Zod Sur Lum Sur
(Indestructible)
(-12% Enemy Magic Resistance; 500-1000 Magic damage)
(15 Energy; 30 Mana)
25% Chance to cast Level 40 Teeth when struck
+3 Necro Skills
+3 oskill Teeth
50% Faster Cast Rate
100% Enhanced Defense
-8% Enemy Magic Resistance


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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Sun Oct 06, 2013 9:01 am 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 989
That necro helm is way op. how about 1-3 skills, 1-3 teeth, 1-8 magic pierce, and 25-50 fcr.


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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Sun Oct 06, 2013 9:09 am 

Joined: Wed Aug 14, 2013 5:16 pm
Posts: 61
I'm sure some of the things I suggest at first will be OP, as I am not intimately familiar with the current power levels and balanced fairness with every class and build.

I am trying to get the ball rolling for the next patch, and so I am trying to come up with non "cookie-cutter" ideas (ie all skills, res all on everything), and make items with either an inherent offensive or defensive purpose (refer to Defense Grid and Ward).

That is why I had the helmet have necro instead of all skills, so other magic element types didnt flock to a +3/20 pierce helm. The 8 pierce mod may be too much, the -12 from 2 Sur could be enough to make it interesting.


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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Sun Oct 06, 2013 9:11 am 
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Joined: Wed Sep 09, 2009 10:06 am
Posts: 1197
Ensley03 wrote:
That necro helm is way op. how about 1-3 skills, 1-3 teeth, 1-8 magic pierce, and 25-50 fcr.


I would say its fine honestly. Bone necros are so weak vs bosses IMO and +3 teeth wont change boss killing power. This helm gives no HP or Res either and it requires a Zod.

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 Post subject: Re: Runeword suggestions for 1.13(h?)
PostPosted: Tue Oct 08, 2013 7:47 pm 

Joined: Mon Aug 31, 2009 10:36 am
Posts: 317
Location: Phoenix
bone necro's dont really need any buffing as a build. Fact is I ended up putting coa on my 97 this seasons because more then 100 magic pierce is a waste.


Just my 2 cents. ($38.50)

And having used bone necro vs boss all season off and on , as long as I had a team I had no problem, Also I soloed hell diablo in a six man in hell with a bone necro, Took two tries but I was the dps.

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