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 Post subject: Oblivion Runeword
PostPosted: Mon Jan 25, 2010 8:39 pm 

Joined: Tue Dec 22, 2009 5:03 pm
Posts: 421
+3 to Necromancer Skill Levels
+450-500% Enhanced Damage
10% Chance to Cast Level 5 Fade when Striking
+99% Increased Attack Speed
30% Life Stolen per Hit
30% Mana Stolen per Hit
+20 to Cyclone Armor (OSKILL)
Indestructible
Ignore Target's Defense

I think it should use some fixing up. I don't think anyone would really consider using that over a dweb.

Dweb adds more skills, more negative enemy poison res, and can be socketed.

Maybe if it had -20% enemy res 20% poison damage, then it would be worthy of use.

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 Post subject: Re: Oblivion Runeword
PostPosted: Mon Jan 25, 2010 10:01 pm 
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Joined: Thu Dec 24, 2009 2:55 pm
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Location: Reno, NV
Remove melee mods such as:
Enhanced Damage
Mana Leech
Life Leech


Idk enough about poison strike to say if IAS or ITD are decent mods for them, maybe someone could clarify?

I do know the above 3 mods are useless for all types of necromancers, unless I guess you're crazy and want to make a physical melee necromancer.

Runeword should definitely be shaped up, but my experience with necromancers is very little, so I don't feel comfortable spouting too many suggestions. I suppose I'd suggest just giving it a decent theme, either make it a poison necro wand or a summon necro wand.

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 Post subject: Re: Oblivion Runeword
PostPosted: Mon Jan 25, 2010 10:07 pm 

Joined: Mon Nov 23, 2009 2:09 am
Posts: 734
Abominae wrote:
Remove melee mods such as:
Enhanced Damage
Mana Leech
Life Leech


Idk enough about poison strike to say if IAS or ITD are decent mods for them, maybe someone could clarify? - you dont need to actually strike to release a poison cloud, and ias wont matter since its a 1hit-run away kinda skill

I do know the above 3 mods are useless for all types of necromancers, unless I guess you're crazy and want to make a physical melee necromancer. - it may be very unorthodox, but there are some pretty good moves for a necromancer that he can use to actually be pretty effective. the passive wand attack bonuses, bone armor, summons to help tank, curses to reduce enemy effectiveness or increase yours. my take on it is that, while i guess this item is severely underused, giving it any real other mods just makes it another dweb or boneshade or white wand, and we dont need that. the necro has plenty of options for all types of builds already.

Runeword should definitely be shaped up, but my experience with necromancers is very little, so I don't feel comfortable spouting too many suggestions. I suppose I'd suggest just giving it a decent theme, either make it a poison necro wand or a summon necro wand. - like above, there are already end game options for them.


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 Post subject: Re: Oblivion Runeword
PostPosted: Tue Jan 26, 2010 3:21 pm 
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Location: BCN [ Spain ]
Lets put another point of view over this:

Not all items must to be useful

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 Post subject: Re: Oblivion Runeword
PostPosted: Tue Jan 26, 2010 7:22 pm 
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tonykantos wrote:
Lets put another point of view over this:

Not all items must to be useful


I think I gather what you're trying to say in your broken English. And my question is why? Why should we have useless items in this game? Why waste space where we could have cool items with ones that no one will use because they suck?

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 Post subject: Re: Oblivion Runeword
PostPosted: Tue Jan 26, 2010 8:59 pm 
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Abominae wrote:
tonykantos wrote:
Lets put another point of view over this:

Not all items must to be useful


I think I gather what you're trying to say in your broken English. And my question is why? Why should we have useless items in this game? Why waste space where we could have cool items with ones that no one will use because they suck?


Because no one has dreamt up better items that are balanced yet. Step up and do it though if you can.

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 Post subject: Re: Oblivion Runeword
PostPosted: Tue Jan 26, 2010 9:57 pm 
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Location: Vancouver, BC
Another way I like to consider "useless" items is to use my stunningly brilliant intellect to figure out decent ways to use them. It's sort of like, "Ha, your stupid designs cannot outwit my billiant strategems! Lo! See how I decapitate this Fallen using your Wand of Sharpness!"

i.e. Try making a melee-based necro. It's possible he won't be able to solo Hell Baal, but perhaps he'll suprised you by being fun to play. At the very least, there's very little preventing you from making a "Convecro" based on the Convictor template, but using LowerRes instead of Conviction, and either FrozenArmor (saphire crafts) or BoneArmor instead of HolyShield. Let us know how it works out, perhaps in the next patch some items can be designed to overcome any weaknesses you can't think around.


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 Post subject: Re: Oblivion Runeword
PostPosted: Tue Jan 26, 2010 10:22 pm 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 971
Give him an attack skill with the wand?

Zeal+holy shield

WW+increased stam

Melee necros lack survivability - they're just too squishy. They also don't have any skills for attacking.


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 Post subject: Re: Oblivion Runeword
PostPosted: Wed Jan 27, 2010 12:00 am 
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The real problem melee Necros have is lack of AR, lack of an attack skill, and both weapons they can use to provide AR, have a range of one. Giving them Oskill Whirlwind or Zeal will not fix that, or this runeword.

My real problem with the RW is just the lack of a concentrated theme. It's lacking in anything that makes it pop out.

Also, to Brevan, the idea of a "Convecro" would be cool, but it lacks a lot of things a Convictor does. Mainly awesome block, AR becoming almost irrelevant, and a real attack skill to use. Maybe you could find something cool to make it semi-viable, but nothing exactly springs to mind to me. I guess you're biggest option is to make Chaos in a Knife or Wand. The procs aren't very strong, but it gives you whirlwind. The problem with this is the terrible range 1 of both items.
Oskill Zeal is available on Passion, but is not available in knives or wands. You will have no AR, and will not be able to hit much at all. Whirlwind assassin at least has maxed claw mastery for AR, and still can struggle with AR.

blue_myriddn wrote:
Because no one has dreamt up better items that are balanced yet. Step up and do it though if you can.


And to Blue, I've viewed the Unique suggestion thread and the runeword suggestion thread. There were some very comprehensive and great suggestions in there from people in the community who know what they're talking about. Why is it that it seems like only your suggestions got implemented into the patch?

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 Post subject: Re: Oblivion Runeword
PostPosted: Wed Jan 27, 2010 12:11 am 
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Only Runewords got implemented this last patch and it is only because I did all the coding for them last minute, other wise Soulmancer was going to go live without them. Every reasonable rw in that thread got included in the patch, not just mine.

I don't think that Soulmancer took the time to run through the suggestions to the uniques, although he did make extensive changes to them on his own.

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 Post subject: Re: Oblivion Runeword
PostPosted: Sat Jan 30, 2010 9:28 pm 

Joined: Tue Dec 22, 2009 5:03 pm
Posts: 421
Angel wrote:
Give him an attack skill with the wand?

Zeal+holy shield

WW+increased stam

Melee necros lack survivability - they're just too squishy. They also don't have any skills for attacking.


The thing is it is really intended for Poison necro's. I dont think anyone would make a melee based damage necro... just silly.

I think the ED is fine, though isnt a major use. As all the zod runewords add ED%.

But for the zod this thing costs, no one would use it. Specially since dweb is better at just a fraction of the price.

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 Post subject: Re: Oblivion Runeword
PostPosted: Mon Feb 08, 2010 7:02 pm 

Joined: Wed Sep 02, 2009 12:46 pm
Posts: 34
Location: Ontario, Canada
Just going to bump this, as I totally agree that for a zod runeword, this one is lacking.

Just to compare:

+3 to Necromancer Skill Levels
+450-500% Enhanced Damage
10% Chance to Cast Level 5 Fade when Striking
+99% Increased Attack Speed
30% Life Stolen per Hit
30% Mana Stolen per Hit
+20 to Cyclone Armor (OSKILL)
Indestructible
Ignore Target's Defense


To the sorc one:

+3 to Sorceress Skill Levels
Level 6 Conviction Aura When Equipped
+20 to Hurricane (OSKILL)
+50% Faster Cast Rate
Regenerate Mana 50%
Resist All +50%
Indestructible
Hit Freezes Target


Oblivion seems to be geared towards a meele necro, and they can be viable, they aren't widespread enough to merit a zod runeword.

What would I say needs to be changed? Let's look at this one more time:

+3 to Necromancer Skill Levels
+450-500% Enhanced Damage (Meh. Can't think of reason this should be here, though I don't see a reason to get rid of it either)
10% Chance to Cast Level 5 Fade when Striking (Could change this to when Struck, can be reduced to 5% even, but you shouldn't attack things often enough to trigger this)
+99% Increased Attack Speed (Can we change this to a form of FCR?)
30% Life Stolen per Hit
30% Mana Stolen per Hit (These both can be changed to + life and mana instead of stolen mana and life.)
+20 to Cyclone Armor (OSKILL)
Indestructible
Ignore Target's Defense


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 Post subject: Re: Oblivion Runeword
PostPosted: Sun Feb 28, 2010 12:32 pm 

Joined: Tue Jan 05, 2010 5:53 am
Posts: 212
+5 to Necromancer Skill Levels
-20% to Enemy Poison Resistance

+450-500% Enhanced Damage
10% Chance to Cast Level 5 Fade when Striking
+99% Increased Attack Speed
30% Life Stolen per Hit
30% Mana Stolen per Hit
+20 to Cyclone Armor (OSKILL)
Indestructible
Ignore Target's Defense

that works for me

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 Post subject: Re: Oblivion Runeword
PostPosted: Sun Feb 28, 2010 1:54 pm 
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Posts: 40
Location: Youngstown OH
personally melee nec rw's should have mods like:

flat def
flat life
a minimum of 75% FHR
Oskill zeal or WW
500% enhanced dmg
100% IAS
and a minimum of 50% all res

this is IMO what a necro scythe RW should look like, and focus the runes around modifiers for necs

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