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 Post subject: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 2:35 pm 
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Edit removed link:

New words are, again from Blue's list
Noted what the runes actually give
Slight changes to originals. see below

Existing runeword changes added 7/27
Madness, Shadow of Doubt and Deception are claws. 7/27
Thirst for Knowledge (different from official patch version. see below) 7/31
Nightfall (did not make it in to official patch version) 7/31

These need to be tested

Alterations

Thirst for Knowledge
+3 to Sorceress Skill Levels (to +5)*
+20 to Hurricane (OSKILL) (to -20% enemy fire resist)*
+50% Faster Cast Rate
Regenerate Mana 50% (to 100%)*
Resist All +20-30%
Level 6 Conviction Aura When Equipped (to level 7)*
Indestructible (from Zod)
Hit Freezes Target (from Cham)
Slow enemies 4% (from Cham)
-20% enemy cold resist (must be combine with fire/light) **
-20% enemy lightning resist (must be combine with fire/cold) **
*Increase Max Mana 30% **

*Enigma:
+2 to All Skills
+200-250% Enhanced Defense
+50 Life After Each Kill
+90% Increased Run Speed
+1 to Teleport (OSKILL)
+15 Strength*
+30 Dexterity*
20% Damage Taken Goes to Mana (From Ith)
Damage Reduced by 7% (From Ber)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)

*Duress:
+150-200% Enhanced Defense
+100% Enhanced Damage ** (from 150-200%)
Indestructible
33% Chance of Open Wounds
Drain Stamina 20%
Resist All +20% (15% from Um, 5% modifier(from 25FHR)) *
1% Chance of Crushing Blow (from 80-160 cold damage, 100 frames) *
+20% Faster Hit Recovery (From Shael)
+20% Increased Run/Walk Speed (From Shael)
Cold Resist +20% (From Thul)

Duress had to be changed. Dropped FHR by 25%***, and removed the cold damage*** to

hit the 7 cap.

*Darkness:
+3 to Assassin Skill Levels
+500% Enhanced Damage
+350% Enhanced Defense (oskill AssFrenzy 10 10) *
+30% Increase Maximum Life (hit-skill Amplify Damage 15 5) *
Level 5 Redemption Aura on Equip (lifesteal 10 12
) *
+66% Increased Attack Speed
+25% Faster Hit Recovery (from 50%)**
+25% Faster Block Rate *
15% Chance of Deadly Strike (From Lo)
Adds 250-500 Cold Damage (From Lo)
Indestructible (From Zod)
2% Chance of Crushing Blow (From Ber)

((I will be coding a property called fhrfbr to merge FHR and FBR into one property

so that the Darkness RW fits the 7 property limit))

*Obedience:
30% Chance to Cast Level 25 Enchant when Killing
+50% Faster Hit Recovery
+400% Enhanced Damage (from 280%) *
-25% to Enemy Fire Resistance
+200-400 Defense
Resist All +10-20%
Requirements -10% (From Hel)
+10 to Strength (From Fal)
+15 to Dexterity (From Ko)
Adds 16 Damage (From Ko/Fal)
Adds 30-40 Cold Damage (From Thul)
+8% to Cold Skill Damage (From Thul)
-25% to Target's Defense (From Eth)

*Pillar of Faith:
+3 to All Skill Levels
+1 to Berserk (OSKILL)
+500% Enhanced Damage
+80% Increased Attack Speed
Damage Reduced by 10%
+250 to Attack Rating (from hit-skill LifeTap 25 5) *
-30% to Enemy Magic Resistance (res-all 50 50) *
Indestructible (From Zod)
Hit Freezes Target (From Cham)
Slows Target by 4% (From Cham)
15% Mana Stolen per Hit (From Vex)
250-500 Fire Damage (From Vex)



New Runewords

Shields
*Woe (Sur Lo Sol)

+2 to All Skills
Resist All +25%
+50-100% Enhanced Defense
+10 – 30 Energy (no room, 7stat)
+500 Defense
5-10% Cold Absorb
+30% Increased Chance of Blocking
Level 10 Holy Freeze Aura when Equipped
Adds 250-500 Magic Damage (Sur) (not originally listed, maybe oversight?)
+6% to Magic Skill Damage (Sur)
Adds 250-500 Cold Damage (Lo)
+6% to Cold Skill Damage (Lo)
Damage Reduced by 10 (Sol)

*Daylight (Sur Ohm Sol)

+2 to All Skills
Resist All +25%
+50-100% Enhanced Defense
+10 – 30 Energy (no room, 7stat)
+500 Defense
5-10% Lightning Absorb
+30% Increased Chance of Blocking
Level 12 Holy Shock Aura when Equipped
Adds 250-500 Magic Damage (Sur) (not originally listed, maybe oversight?)
+6% to Magic Skill Damage (Sur)
Adds 1-1000 Lightning Damage (Ohm)
+6% to Lightning Skill Damage (Ohm)
Damage Reduced by 10 (Sol)

Victory (Ber Mal Sol Shael) (left out for now. Several vary wary of this one due to

high level Might, useless merc and whatnot)
+2 to All Skills
Resist All +25%
+300-400% Enhanced Defense
5-10% Cold Absorb
90% Faster Block Rate
+30% Increased Chance of Blocking
Level 20 Might Aura when Equipped
Indestructible
Curse Duration Reduced by 6%
Magic Damage Reduced by 15
Damage Reduced by 10
10% Faster Run Walk

Assassin Claws

*Madness (Dol Lum Tir)

+1-2 to Shadow Disciplines
20-25% Faster Cast Rate
-8-10% Enemy Magic Resists
Resist All +10%
+12 to Mana After Each Kill (from Tir)
+24 Life After Each Kill (from Dol)
+30 Energy (from Lum)
+60 to Mana (from Lum)

*Deception (Mal Lum Tir)

+3 to Assasin Skill Levels
+30% Faster cast Rate
-15-20% Enemy Magic Resists (8% from Mal)
Addds 50-100 Magic Damage (from Mal)
Resist All +10-15%
+12 to Mana After Each Kill (from Tir)
+30 Energy (from Lum)
+60 to Mana (from Lum)

*Shadow of Doubt (Jah Lum Tir)

+3 to Assasin Skill Levels
+2 to Psychic Hammer
+2 to Mind Blast
+45% Faster cast Rate
-30% Enemy Magic Resists
Resist All +15%
+12 to Mana After Each Kill (from Tir)
+30 Energy (from Lum)
+60 to Mana (From Lum)
Ignore Target's Defense (Jah)

*Hatred IAS to 80 (is like that already)
*Vengence and 90 (from 70)

******Proposed, but not implemented to official patch version******

NightFall Jah Zod
+5 to Necromancer Skills
50% Faster Cast Rate
+20% to Poison Skills
-10 to Enemy Magic Resistance
Regenerage mana 100% ( rather thanLevel 6 to 12 Meditation Aura when Equipped)
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah)

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Last edited by kramuti on Sun Jul 31, 2011 8:19 pm, edited 4 times in total.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 2:42 pm 
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I posted my views on the Hatred and Vengence buff in a thread a lot earlier. Hitting auto 4fpa WW on the best base shouldn't be required for even a Zod as it ends up doing double the DPS of an eth steel pillar which are already pretty rare.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 2:48 pm 
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One thing to note... There's a hardcoded limit on the runeword property holding txt. It only hold 7 property slots for mods not from the runes themselves. While multiple non CTC/charge item mods can be combined into a single property as long as they share the same value range it still doesn't change the fact that runewords have a much lower coding limit than uniques.

If possible get all the mods from runes listed for all the listings. Anything that only has a part of its total item mod amount from a rune will be taking a rune.txt property slot in some form as well.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 3:49 pm 

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why not change might to lvl 15-20 range


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 4:20 pm 
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Like I said on realm, that shield on a3 mercs can make a2 merc completely useless cuz 20might(beast a3 mercs anyone???). We don't need paladins auras thrown here and there too make ppl happy. It's bad for entire balance. 6-7lvl might as on holy crafts could fit it. 15 or 20 for ber? no.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 5:20 pm 
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Steel wrote:
Like I said on realm, that shield on a3 mercs can make a2 merc completely useless cuz 20might(beast a3 mercs anyone???). We don't need paladins auras thrown here and there too make ppl happy. It's bad for entire balance. 6-7lvl might as on holy crafts could fit it. 15 or 20 for ber? no.

I M O.



What did we figure out for A3 Spear Barb merc? 600% Extra ed from Auras with a Level 20 Conc? It's a bad change.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 7:39 pm 
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ok, saw the points made. will do the others after i get home at some point this evening. it might be kinda late by the time i finish them, but rest assured i will before i hit the hay for the evenin.

if people settle on what they like on the Victory rw, i will put that in as well...craft level might aura seems to be on the right track. if nothing else i will make it that way and leave disabled for the moment.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 8:42 pm 
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It was intended to be used as a melee shield so we could take out the Might and throw on Defiance maybe.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 23, 2011 11:14 pm 
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anybody opposed to lockdown's idea of defiance instead of might? am about to start finishing this up

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 24, 2011 12:30 am 
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I'm always down for more Defiance being thrown around. A useful aura on equip, but pretty useless to waste a Paladin on, so its nice to have around.

You should probably reduce the level from 15 to 20 though. Defiance is a pretty beefy defense buff, as well as defensive auras having an innately large radius.
At the very least this turns the shield into an awesome (and worth it) A2 mercenary shield, as currently the only real good thing to slap on them is a Spirit Ward.

As far as melee characters go, I can't see anyone who would validly equip this shield. The block is far too low for any Sword & Board Barbarian due to penalties and Assassins prefer double claw for weapon block. Most Paladins will benefit more from Dragon Scale or even Alma Negra. Tank Amazons would be the key choice to use it, but outside of pure tank, all of them wield 2-handers to compete with the damage output of Barbarians.

The only group of builds I could see benefiting from this shield would be Elemental Melee characters because it does give +2 skills as well as great FBR, and a strong defense boost. Though, HHG with 2x Uber Amethyst gives the same FBR breakpoint and much stronger block, as well as the revised Revenge giving better pierce (but no skills).

You could implement it no problem, it's not the type of item that is game changing, but know that it will be first and foremost a mercenary item. Can't really complain about that though, A2 Might mercenary with Faith/Brand & this Shield is pretty bitchin'. Or even A2 Prayer + Defiance Shield is a bitchin' mercenary for classes who have little % defense buffs (Windy's come to mind)

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 24, 2011 12:48 am 
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15 range would work for the aura level a little bit better than a topaz helm and ya even the original concept was looking like a A3 Merc Shield so you could forgo a2 completely.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 24, 2011 1:07 am 
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updated 1st post. download available.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 24, 2011 2:21 pm 

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I'm wondering if the concentration aura on Vengeance should be toned down a bit. Possible to like 12-14 range intsead of 20 as is now. Gives a healer the ability to have rather good hammer damage without needing to select that aura. As is with only 1 point in conc and good +skills gear they can easily exceed that. Before patch was released there had been talk of adding lvl 20 conc to Desire rw but was changed using that same argument. Also as to Desire could it be changed to replace this "+90-99 to Maximum Damage (based on Character Level)" with perhaps a lvl 12-14 fanata aura on equip would make it more appealing. Haven't made one this patch, but last patch is sucked compared to BRC.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 24, 2011 4:45 pm 
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Vengence is in 2H weps tho so they lose... +7 skills the ability to block and a lot of defense. Level 20 Conc for a Zod is an ok deal. Zod runewords should be strong just not game breaking like Geddon and Valor were for certain builds.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Mon Jul 25, 2011 3:03 pm 
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I made all these shields, but after after the discussion about the holy auras, i looked at a few things. From the original stats, it looks like Madness and Deception should have been claws? What about Shadow of Doubt...it's stats could be taken to be either way...note that i am referring to the stats given by the runes.

Anybody clear this up.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Mon Jul 25, 2011 3:22 pm 
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these were proposed as mental sin claws rws.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Mon Jul 25, 2011 6:10 pm 
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Is the speed getting fixed / changed on vengance rw?


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Tue Jul 26, 2011 10:46 pm 
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Steel wrote:
these were proposed as mental sin claws rws.


ok i will change them before i crash out tonight, or first thing in the morning. will a post a new link, and send off a pm to baerk when it's done.

snakzz wrote:
Is the speed getting fixed / changed on vengance rw?

as noted at the bottom, it was changed from 70 to 90.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Tue Jul 26, 2011 11:39 pm 
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As I said in another topic I'd like to see some more Helm Runewords to make White Pelts and Primals actually worthwhile to pick up. I'll post up some ideas later when my imagination is working.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 8:31 am 
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Runewords Pious has approved of:

Enigma:
+2 to All Skills
+200-250% Enhanced Defense
+50 Life After Each Kill
+90% Increased Run Speed
+1 to Teleport (OSKILL)
+15 Strength
+30 Dexterity
20% Damage Taken Goes to Mana (From Ith)
Damage Reduced by 7% (From Ber)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)

Duress:
+150-200% Enhanced Defense
+100% Enhanced Damage
Indestructible
33% Chance of Open Wounds
Drain Stamina 20%
Resist All +20% (15% from Um, 5% modifier)
1% Chance of Crushing Blow
+20% Faster Hit Recovery (From Shael)
+20% Increased Run/Walk Speed (From Shael)
Cold Resist +20% (From Thul)

Duress had to be changed. Dropped FHR by 25%, and removed the cold damage to hit the 7 cap.

Darkness:
+3 to Assassin Skill Levels
+500% Enhanced Damage
+350% Enhanced Defense
+30% Increase Maximum Life
Level 5 Redemption Aura on Equip
+66% Increased Attack Speed
+25% Faster Hit Recovery
+25% Faster Block Rate
15% Chance of Deadly Strike (From Lo)
Adds 250-500 Cold Damage (From Lo)
Indestructible (From Zod)
2% Chance of Crushing Blow (From Ber)

((I will be coding a property called fhrfbr to merge FHR and FBR into one property so that the Darkness RW fits the 7 property limit))

Obedience:
30% Chance to Cast Level 25 Enchant when Killing
+50% Faster Hit Recovery
+400% Enhanced Damage
-25% to Enemy Fire Resistance
+200-400 Defense
Resist All +10-20%
Requirements -10% (From Hel)
+10 to Strength (From Fal)
+15 to Dexterity (From Ko)
Adds 16 Damage (From Ko/Fal)
Adds 30-40 Cold Damage (From Thul)
+8% to Cold Skill Damage (From Thul)
-25% to Target's Defense (From Eth)

Pillar of Faith:
+3 to All Skill Levels
+1 to Berserk (OSKILL)
+500% Enhanced Damage
+80% Increased Attack Speed
Damage Reduced by 10%
+250 to Attack Rating
-30% to Enemy Magic Resistance
Indestructible (From Zod)
Hit Freezes Target (From Cham)
Slows Target by 4% (From Cham)
15% Mana Stolen per Hit (From Vex)
250-500 Fire Damage (From Vex)


Last edited by Baerk on Wed Jul 27, 2011 8:40 am, edited 1 time in total.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 8:35 am 
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Baerk wrote:
Runewords Pious has approved of:

Enigma:
+2 to All Skills
+200-250% Enhanced Defense
+50 Life After Each Kill
+90% Increased Run Speed
+1 to Teleport (OSKILL)
+15 Strength
+30 Dexterity
20% Damage Taken Goes to Mana (From Ith)
Damage Reduced by 7% (From Ber)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)

Duress:
+150-200% Enhanced Defense
+100% Enhanced Damage
Indestructible
33% Chance of Open Wounds
Drain Stamina 20%
Resist All +20% (15% from Um, 5% modifier)
1% Chance of Crushing Blow
+20% Faster Hit Recovery (From Shael)
+20% Increased Run/Walk Speed (From Shael)
Cold Resist +20% (From Thul)

Duress had to be changed. Dropped FHR by 25%, and removed the cold damage to hit the 7 cap.

Darkness:
+3 to Assassin Skill Levels
+500% Enhanced Damage
+350% Enhanced Defense
+30% Increase Maximum Life
Level 5 Redemption Aura on Equip
+66% Increased Attack Speed
+25% Faster Hit Recovery
+25% Faster Block Rate
15% Chance of Deadly Strike (From Lo)
Adds 250-500 Cold Damage (From Lo)
Indestructible (From Zod)
2% Chance of Crushing Blow (From Ber)

((I will be coding a property called FHRFBR to merge FHR and FBR into one property so that the Darkness RW fits the 7 property limit))

Obedience:
30% Chance to Cast Level 25 Enchant when Killing
+50% Faster Hit Recovery
+400% Enhanced Damage
-25% to Enemy Fire Resistance
+200-400 Defense
Resist All +10-20%
Requirements -10% (From Hel)
+10 to Strength (From Fal)
+15 to Dexterity (From Ko)
Adds 16 Damage (From Ko/Fal)
Adds 30-40 Cold Damage (From Thul)
+8% to Cold Skill Damage (From Thul)
-25% to Target's Defense (From Eth)

Pillar of Faith:
+3 to All Skill Levels
+1 to Berserk (OSKILL)
+500% Enhanced Damage
+80% Increased Attack Speed
Damage Reduced by 10%
+250 to Attack Rating
-30% to Enemy Magic Resistance
Indestructible (From Zod)
Hit Freezes Target (From Cham)
Slows Target by 4% (From Cham)
15% Mana Stolen per Hit (From Vex)
250-500 Fire Damage (From Vex)


Thats all new runewords added / changed so far?

What about all the others mentioned, the new once and the once that was supposed to be changed a little :)

Is there a site where we can find all the info about rws added and changed?


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 8:42 am 
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What you just quoted is just simply the RWs kramuti didn't initially do on his own... These are further RW proposals. The rest are buried somewhere in the homemade forum and already coded...


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 8:43 am 
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aha, thanks for the answer baerk :)


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 10:02 am 
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Ragnarok
Jah-Cham-Shael
+2 All Skills
200%-300% Enhanced Defense
2.5 Maximum Damage (Based on Character Level)
+10-15 Strength
+10-15 Dexterity
15% Chance to Cast Level 5 Amplify Damage When Struck
100% Bonus Attack Rating
20%-25% Life Stolen Per Hit
+20% Faster Hit Recovery(From Shael)
+20% Increased Run/Walk Speed (From Shael)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)
Cannot be Frozen (From Cham)

More of an offensive orientated helm to make picking up Pelts and Primals worthwhile while the 95 Uniques stay more defensive and can get more PDR MDR from Diamonds and or Life from Blood Stones. IDK I just think more Helm Runewords are needed.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 10:27 am 
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Don't know about more purely offensive myself... The amp would give -40 phys resist with the soft level based new progression and the life leech makes a defensive mod itself especially when combined with all those offensive boosts. That helm RW would actually be better suited for solo fighting bosses without DOT attacks than a unique (good LL is more important than a little extra life bulb for sustaining a long fight).


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 10:31 am 

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for the rune cham does 4% really effect any monster movement/attack speeds


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 11:23 am 
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will make these today at some point.

edit:at snakzz, the ones in the first post have been added as well.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 11:35 am 
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blinky99 wrote:
for the rune cham does 4% really effect any monster movement/attack speeds


Slow is something with increasing returns. As a result its a mod that's harshly controlled (because too much can easily get out of hand). Combined with decrep and a high level holy freeze the slow from multiple chams in a weapon can take an already decently slowed down enemy and slam that enemy's speed into the lower limit global animation cap for speed penalty (-85% overall increased speeds which turns things to a snails pace).

If you are wondering why chams are so low its because there's already too much theoretical slow available in the first place.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 1:02 pm 
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Ragnarok
Jah-Cham-Shael
+2 All Skills
200%-250% Enhanced Defense
2.5 Maximum Damage (Based on Character Level)
+10-15 Strength
+10-15 Dexterity
100% Bonus Attack Rating
10% Deadly Strike
+10-20 Increased Attack Speed.
+20% Faster Hit Recovery(From Shael)
+20% Increased Run/Walk Speed (From Shael)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)
Cannot be Frozen (From Cham)

Fixed it a bit

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 1:28 pm 
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It's Druid and Barbarian helm only? If so just set Dru Bar in itypeX. I agree these 2 classes could get some new head rws. Mostly increase dmg/def. Switch +str/dex with +def (flat) and more ar. Remove IAS as it almost doesn't work for these 2 chars - Wolf uses wpn ias, Bear too, WW too, Frenzy is easily 5fpa - and get maybe +200hp or some res. It's hard to keep good res on melee these days :(


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 1:44 pm 
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new edit

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 1:49 pm 
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How about giving Oblivion some love that rw is sad for a zod rw..
I have made a post in the Dev teams thread area regarding this rw with differant mods .. Ya they maybe to much but we can work something out so the necro has his own Zod rw... 8-)

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 2:22 pm 
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Steel wrote:
It's Druid and Barbarian helm only? If so just set Dru Bar in itypeX. I agree these 2 classes could get some new head rws. Mostly increase dmg/def. Switch +str/dex with +def (flat) and more ar. Remove IAS as it almost doesn't work for these 2 chars - Wolf uses wpn ias, Bear too, WW too, Frenzy is easily 5fpa - and get maybe +200hp or some res. It's hard to keep good res on melee these days :(


Ya thinking for Barb Druid only.

Ragnarok
Jah-Cham-Shael
+2 All Skills
200%-250% Enhanced Defense
2.5 Maximum Damage (Based on Character Level)
+500 to Attack Rating
+400 Defense
10% Deadly Strike
+30-35 Resist All
+20% Faster Hit Recovery(From Shael)
+20% Increased Run/Walk Speed (From Shael)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)
Cannot be Frozen (From Cham)

Something like this more defensive but it Melee characters are the only ones using should be decent.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 2:41 pm 
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Asteroth, could you put the proposal in this thread? It needs the ok from pious and or baerk if I am to do the edits.

Lockdown. come to a final decision and pass it through the proper channels.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 3:34 pm 
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Ya this what I came up with ...
5 to necro skills
50% fcr
Lvl 6 to 12 Fana when equiped
50 to energy
20 to 30 res all
Drain life 10 to 20 %
5 % change to reanimate a Oblivion night or something to go with Oblivion ..
Just an idea ..

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 4:20 pm 
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Currently no %life drain property exists. Would be bit of a waste of a state to implement a state that does only that anyways.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 4:23 pm 
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He meant life leech.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Jul 27, 2011 5:57 pm 
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Ya sry it was life leech ... Maybe 25% to 50%... Did that fast the other week. 8-)

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Thu Jul 28, 2011 9:34 pm 

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ah cool about the slow, will radaments will have sockets?


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 11:57 am 
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Asteroth wrote:
Ya this what I came up with ...
*5 to necro skills
*50% fcr
Lvl 6 to 12 Fana when equiped
*50 to energy
20 to 30 res all
*Life steal 10 to 20 %
*5 % change to reanimate a Oblivion night or something to go with Oblivion ..
Just an idea ..


Oblivion (Zod Jah)
+3 to All Skill Levels (to +5)
+450-500% Enhanced Damage (to 20-30 all resists)
10% Chance to Cast Level 6 Fade when Striking (to something)
+99% Increased Attack Speed (to fcr 50%)
40% Life Stolen per Hit (to 10-20%)
40% Mana Stolen per Hit (to 50 energy)
+20 to Cyclone Armor (OSKILL) (to reaminate)
Indestructible (Zod)
Ignore Target's Defense (Jah)

I got a chance to think about this more today.
So, you would like this to be more of a caster/summoner wand rather than only melee driven, right?

I am a bit hesitant to put another source of fanat out there for a number of reasons. Is there something you would like to see instead?

Is there anybody opposed to this? I can make a few last runewords if they are okayed.
Any consensus on the barb helm idea?
Anything ever come of the discussion about the last shield runeword?

This is probably the last chance people have to speak up.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 12:02 pm 

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10% Chance to Cast Level 6 Fade when Striking (to something)
ctc Xlvl Lr on struck?
5% reanimate as frenzytaurs or moonlords something from that group of monsters etc they kick ass


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 12:12 pm 
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life leech is pointless if there's no ED. unearthed wand is 24-32dmg... I don't know what's the point of changing this zod rw for something that will be worse than 70lvl nec wand.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 12:30 pm 
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At high level, would the lower res proc be more of an annoyance than anything?

I agree with the LL. FHR or moderate -mag res?

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 12:49 pm 
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I always figured it would be more of a summoner wand because Teeth is Boneshade or bust and Poison is DWeb or Bust.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 1:00 pm 
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LockDown wrote:
I always figured it would be more of a summoner wand because Teeth is Boneshade or bust and Poison is DWeb or Bust.


Then what can you do minus fanat that would make it fill this niche?

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 1:01 pm 

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ya LR no good, reanimate as frenzy taurs /moon lords still great to have them has some nice offensive units with aggressive AI

life/mana regen instead of life steal% or life/mana/kill


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 1:18 pm 
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Faith off Javs has +3 Skills and Fant. I feel as a Zod runeword it should be at least comparable to a Ber and Lo, but if we're not rolling it with Fant I'd go with OSkill Heart of Wolverine or Spirit of the Barbs.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 5:31 pm 
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I'll start this with the statement that I am not the one to make decisions about balance for high levels.

If we are to change the role of this wand, it needs to fulfill the role people feel is lacking. At this point, the proposal just seems somewhat random.

Frenzytaurs and the like will proc life tap. which would seemingly also be an annoyance. Is this still acceptable?

As for oblivion knights, I forget how much AI really gets transferred on reanimate, seems like it could be kinda dangerous to have a lot of these guys around. I could be mistaken. I would suggest something like doom or abyss knights for theme, not sure about the useful factor.

I can understand the sentiments about faith. I am just vary wary about this skill in particular.

About HoW, how many + to skills can really be stacked by necs? I would rather give it a high level with charges since I imagine it could easily rival a melee druid with maxed HoW. How do people feel about this? (I am one of the few that would actually make an HoW in the present state, so I am probably a bit biased)

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 5:43 pm 
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How about this instead...

5 to necro skills
50% fcr
25% life after each kill
6 to 12 medi when equip
6% chance to reanimate as a BloodLord or DoomKnight
-10 to enemys magic res
+20 to psn skill dmg
(zod) indy
(cham) Cannot be frozen

Just another idea... Was thinking in contrast to BoneShade and Dweb.. Making this just as good for a Zod rw.. This is with caster in mind...

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 5:52 pm 
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There is no %life life on kill however... It's going to have to be a very large amount of flat life on kill (such as per say 500 if the current item stat can support it).

--Double Post--

Just took a look at the item stat limits. It's possible to give the RW bonus 127 life per kill outside of individual rune bonuses (without resetting the ladder).


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 5:59 pm 

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What would be the point of life per kill on a summoner?


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Fri Jul 29, 2011 6:08 pm 
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The idea of this wand is for casters Bone mancers and Psn nova casters..

Baerk sry m8 didn't know that .... Hmm change it to this then


5 to necro skills
50% fcr
50 to energy
6 to 12 medi when equip
6% chance to reanimate as a DoomKnight
-10 to enemys magic res
+20 to psn skill dmg
(zod) indy
(cham) Cannot be frozen

Also now thinking about it now BloodLord would be a pain in the ass with LT going off all the time .. 8-)

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 9:17 am 
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Thirst for Knowledge:
+5 sorc
maybe conv boost? mainly for +range as 10lvl conv is still like 29% -res.
TFK is not worth a zod in current state.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 9:20 am 
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Steel wrote:
Thirst for Knowledge:
+5 sorc
maybe conv boost? mainly for +range as 10lvl conv is still like 29% -res.
TFK is not worth a zod in current state.



It isn't at all Fathom blows it out of the water. The +20 Hurri also seems gimmicky to me. Maybe take that off and add +10-15% Damage or something.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 11:23 am 
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There is already a zod+cham (thirst from knowledge) runeword. We should probably stay away from that.

I will need to wrap these up at some point today, since it looks like the deadline will be soon.

Making a zodword to be able to replace dweb/boneshade is fine with me. What about making another one along what was mentioned for summoners?

I am not opposed to a change on thirst from knowledge, but it needs to be concrete...soon.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 11:27 am 

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I would personally love to see a remake of Thrist rw. It is so underwhelming compared to Fathom, and at the cost in runes / time it takes to find a good base, it really shouldnt be.

Imo take the 20 hurricane off, possibly bump the conv (as steel said) and look to add a decent mod in place of the cane. Even mana % increase would be more useful then the 20cane Oskill (could help out tk/cb sorcs or any es build)


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 11:49 am 
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kramuti wrote:
There is already a zod+cham (thirst from knowledge) runeword. We should probably stay away from that.

We know... but it sucks, Boost it +skills to at least +5 as now it's a waste of zod. Last ladder 5lvl conv was like 50%, Fathom with gems was -61, you had a choice, now it's fathom only...


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 11:52 am 
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Thirst for Knowledge
+5 to Sorceress Skill Levels
+50% Faster Cast Rate
Regenerate Mana 50%
Resist All +20-30%
Level 10 Conviction Aura When Equipped
+15% Lightning Skill Damage
+15% Fire Skill Damage
+15% Cold Skill Damage
Increase Maximum Mana 30%
Indestructible (From Zod)
Hit Freezes Target (From Cham)
+20 to Hurricane (OSKILL)

Oblivion
+5 to Necromancer Skills
50% Faster Cast Rate
+20% to Poison Skills
-10 to Enemy Magic Resistance
Level 6 to 12 Meditation Aura when Equipped
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah)
40% Life Stolen per Hit
40% Mana Stolen per Hit
+20 to Cyclone Armor (OSKILL)

+450-500% Enhanced Damage
10% Chance to Cast Level 6 Fade when Striking
+99% Increased Attack Speed


(From Asteroth's Post)

Summoner Zod Runeword

Beckon - ZodBer
+3 to All Skills
+3 to Summoning Skills (Necromancer only)
+35% Faster Cast Rate
Resist All +30-40%
+30 to Energy
+30 to Vitality
+5 to Fanaticism (OSkill)
2% Crushing Blow (From Ber)
Indestructible (From Zod)

Used Ber because ZodCham and ZodJah were both taken. If it's possible to use ZodCham in wands as a seperate runeword that would be fine to.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 11:56 am 
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Hint... ZodCham isn't ChamZod :)


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 11:57 am 
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LockDown wrote:
Thirst for Knowledge
+5 to Sorceress Skill Levels
+50% Faster Cast Rate
Regenerate Mana 50%
Resist All +20-30%
Level 10 Conviction Aura When Equipped
+15% Lightning Skill Damage
+15% Fire Skill Damage
+15% Cold Skill Damage
Increase Maximum Mana 30%
Indestructible (From Zod)
Hit Freezes Target (From Cham)
+20 to Hurricane (OSKILL)


15% is not much +%ele for a sorc especially when considering they get much larger amounts of the same mod from their element masteries. Also runewords have a 7 property limit (this new thirst for knowledge having 9 without property compression). This sorc orb RW could lose the +15% tri ele and it would hardly dent its power due to sorc masteries.

((sorc element masteries at level 55 grant 300+% of that very same kind of boost as that 15% tri ele on TFK))


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 12:00 pm 
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Steel wrote:
kramuti wrote:
There is already a zod+cham (thirst from knowledge) runeword. We should probably stay away from that.

We know... but it sucks, Boost it +skills to at least +5 as now it's a waste of zod. Last ladder 5lvl conv was like 50%, Fathom with gems was -61, you had a choice, now it's fathom only...


i was just saying that we should probably stay away from zod+cham in the wand. i am not quite sure how that part works

views on lockdown's post?

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 12:03 pm 
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Thirst for Knowledge
+5 to Sorceress Skill Levels
+50% Faster Cast Rate
Resist All +20-25%
Level 7 Holy Freeze Aura When Equipped
Increase Maximum Mana 30%
+20 Hurricane (oskill)
-30 cold res
Indestructible (From Zod)
Hit Freezes Target (From Cham)
Frost nova + Hurricane have the same range. holy freeze is -10. Fire/light/blizz sorcs don't use it anyway cuz range of conv is really low.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 12:13 pm 

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would it be possible to make a second conviction aura and only change its radius but leave the -% the same
ie just copy conviction name it something else, same display and just increase radius


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 12:19 pm 
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Hmm solid idea too on TfK only it limits what builds would use it to orb and fnova. Ya depending on what we go with the tri ele could be dropped. Any opinions on the summoner wand?

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 12:49 pm 
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I have a pierce-ele property new created in the property.txt... it combined fire, cold, and lightning pierce into one property. If you guys are really that worried about TFK's conviction not reaching far enough just simply have that tri-pierce property in its place instead.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 1:07 pm 

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Beckon - ZodBer
+3 to All Skills
+3 to Summoning Skills (Necromancer only)
+35% Faster Cast Rate
Resist All +30-40%
+30 to Energy
+30 to Vitality
+5 to Fanaticism (OSkill)
2% Crushing Blow (From Ber)
Indestructible (From Zod)

a summon mancer could just use an a2 merc with faith for fanta or such, or a3 beast i think? maybe defiance on equip would better suit summons

Maybe give it a unique monster summon ability? +1 to original reanimate skill? or are they all gone

maybe +1 o skill blade of arreat so his monsters hit more, or blessed aim on equip


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 1:46 pm 
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blinky99 wrote:
Beckon - ZodBer
+3 to All Skills
+3 to Summoning Skills (Necromancer only)
+35% Faster Cast Rate
Resist All +30-40%
+30 to Energy
+30 to Vitality
+5 to Fanaticism (OSkill)
2% Crushing Blow (From Ber)
Indestructible (From Zod)

a summon mancer could just use an a2 merc with faith for fanta or such, or a3 beast i think? maybe defiance on equip would better suit summons

Maybe give it a unique monster summon ability? +1 to original reanimate skill? or are they all gone

maybe +1 o skill blade of arreat so his monsters hit more, or blessed aim on equip


Trying to stay away from On Equip as much as possible for most items as it has been brought up that throwing auras around reduces the usefulness of pallys across the board. With the OSkill you can also get a pretty high level fant from all gear 15+ easily. Defiance wouldn't be too bad I'm sure but OSkill would be preferred for auras from now on.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 1:54 pm 
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Besides... the main balancing aspect of an aura oskill is that you can only run one aura oskill at a time just like paladins can only run one aura.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 2:26 pm 
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Baerk wrote:
Besides... the main balancing aspect of an aura oskill is that you can only run one aura oskill at a time just like paladins can only run one aura.


Exactly. Another thing would be to just use OSkill Heart of Wolverine in place of the Fant.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 2:30 pm 
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Designing time to and end. I'll be buffing TFK so it's at least zod worthy before I start compiling the patch.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 2:41 pm 
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My Thirst for Knowledge Update:


+5 to Sorceress Skill Levels
-50% enemy fire resist
-50% enemy cold resist
-50% enemy lightning resist
+20 to Hurricane (OSKILL)
+50% Faster Cast Rate
Regenerate Mana 50%
Resist All +20-30%
Level 6 Conviction Aura When Equipped
Indestructible
Hit Freezes Target

It has already been successfully tested and made in single player. The tri -enemy resists will replace the conviction. This should erase concerns about limited range of effect.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 2:44 pm 
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looks like fathom but nvm :D


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 2:46 pm 

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Quote:
Thirst for Knowledge
+5 to Sorceress Skill Levels
+50% Faster Cast Rate
Resist All +20-25%
Level 7 Holy Freeze Aura When Equipped
Increase Maximum Mana 30%
+20 Hurricane (oskill)
-30 cold res
Indestructible (From Zod)
Hit Freezes Target (From Cham)
Frost nova + Hurricane have the same range. holy freeze is -10. Fire/light/blizz sorcs don't use it anyway cuz range of conv is really low


Agree with Lockdown on this. Too focused on only 1-2 sorc builds to be viable for a zod runeword.

Thirst for Knowledge
+5 to Sorceress Skill Levels
+50% Faster Cast Rate
Resist All +20-25%
Increase Maximum Mana 30%
Indestructible (From Zod)
Hit Freezes Target (From Cham)


This as a working base looks great with the 30% mana bump. I also agree that adding 15% to the dmg on it really wouldnt add much with each elemental mastery available to sorcs.

Personally I would rather see some form of either:
1) conviction in a higher form than is currently on it (even though small radius/ effectivness as steel pointed out)
2) small amount of built in pierce (nothing too crazy as the choice to go fathom over TK is for the massive pierce it can provide)



Either way things look like they are shaping up great for this new patch.

Would just like to send out a big THANK YOU to those that have put in time developing/ creating/ moddifing all the items and rws. Great job guys.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 2:56 pm 
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+5 to Sorceress Skill Levels
-50% enemy fire resist
-50% enemy cold resist
-50% enemy lightning resist
Increase Max Mana 50%
+50% Faster Cast Rate
Regenerate Mana 100%
Resist All +20-30%
Level 6 Conviction Aura When Equipped
Indestructible
Hit Freezes Target

Could we do that? The OSkill Hurricane is cosmetic at best.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 3:00 pm 
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-20% all pierce when conv around. Not as powerful as Fathom but you have some chance to break immuns/lower guys def!


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 3:02 pm 
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+5 to Sorceress Skill Levels
-20% enemy fire resist
-20% enemy cold resist
-20% enemy lightning resist
Increase Max Mana 50%
+50% Faster Cast Rate
Regenerate Mana 100%
Resist All +20-30%
Level 6 Conviction When Equipped
Indestructible
Hit Freezes Target


or

+5 to Sorceress Skill Levels
-50% enemy fire resist
-50% enemy cold resist
-50% enemy lightning resist
Increase Max Mana 50%
+50% Faster Cast Rate
Regenerate Mana 100%
Resist All +20-30%
Indestructible
Hit Freezes Target


Both work for me.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 3:10 pm 
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Just coded it to:

+5 to Sorceress Skill Levels
-20% enemy fire resist
-20% enemy cold resist
-20% enemy lightning resist
Increase Max Mana 30%
+50% Faster Cast Rate
Regenerate Mana 100%
Resist All +20-30%
Level 7 Conviction When Equipped
Indestructible
Hit Freezes Target


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sat Jul 30, 2011 4:03 pm 
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Ya this looks nice...

Oblivion
+5 to Necromancer Skills
50% Faster Cast Rate
+20% to Poison Skills
-10 to Enemy Magic Resistance
Level 6 to 12 Meditation Aura when Equipped
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah


Great work guys ..

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 9:43 am 
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Did the wand and orb change get in Baerk? Yesterday was supposed to be a lunch and a movie. It turned into a 4 am ordeal.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:03 am 
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Edit, just so ya know, it may not go in seeing the messages from yesterday. people, eh?

I sent a modded file to baerk with oblivion changes made into a separate runeword instead...

http://dl.dropbox.com/u/1281266/Runes.rar
beware, this file has a different TfK than what will actually be done (i don't have the fire/light/cold stuff merged into one property like he must have done...mine just has fire pierce)

NightFall Jah Zod
+5 to Necromancer Skills
50% Faster Cast Rate
+20% to Poison Skills
-10 to Enemy Magic Resistance
Regenerage mana 100% ( rather thanLevel 6 to 12 Meditation Aura when Equipped)
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah)

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:12 am 
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A couple RW changes isn't important enough to be repacking and reuploading the entire mpq. Let's hold these RW changes for the lesser change phase that's to follow as the testing phase runs its course.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:23 am 
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Once this patch is released, I will add the ones that did not make it to my file. Maybe they can be implemented before the reset if we are lucky. The barb helm and other wand need consensus if that even stands a chance.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:30 am 
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you can add as many runewords as you like if they exist in runes.txt already. there are 170 runewords entries already with 1/3 being used so it's ok to add anything before we have servers updated.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:32 am 
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can the servers run a data folder is the question though? I'm not terribly familiar with the operation of the servers.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:37 am 
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yes, few server hosts used changed txt files to cheat before...


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:41 am 
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D2GS can run with a data folder? Are you sure? I'm pretty certain they need a .MPQ

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:49 am 

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for the necro item what about the reanimate +1 oskill idea or a unique summon for that item only


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 11:53 am 
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well I can't say. You should know as you were a host. If not then probably need new package for hosts only.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 12:18 pm 
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Summoner Zod Runeword

Beckon - ZodBer
+3 to All Skills
+3 to Summoning Skills (Necromancer only)
+35% Faster Cast Rate
Resist All +30-40%
+30 to Energy
+30 to Vitality
+5 to Fanaticism (OSkill)
2% Crushing Blow (From Ber)
Indestructible (From Zod)


Ragnarok (Primal and Pelt only)
Jah-Cham-Shael
+2 All Skills
1.5 Maximum Damage (Based on Character Level)
200%-250% Enhanced Defense
+500 to Attack Rating
+400 Defense
10% Deadly Strike
+30-35 Resist All
+20% Faster Hit Recovery(From Shael)
+20% Increased Run/Walk Speed (From Shael)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)
Cannot be Frozen (From Cham)


Can we get some ideas if we want to use these? Also I was running through earlier and it seems the one handers I did yesterday didn't make it.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 12:28 pm 
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Steel wrote:
well I can't say. You should know as you were a host. If not then probably need new package for hosts only.


As far as I now there is no way to run a data folder on D2GS, it must be an MPQ. Also the hosting files may differ from the client ones.

Ie. the hosting files may be using skills and missiles.txt from the client with a lower hitshift as a way to increase effective monster hp while still giving players pretty numbers to look at, who knows.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 12:30 pm 
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I mixed up the unique items txt versions as I working on compiling the patch last night. The proper one is in the current download links now (I got it in with the graphical bug fixes). The runeword discussion just wasn't going in a clean direction and then there was the matter of the deadline. If you guys had just simply carried these RW discussions out earlier and persued them till their was a good conclusion then they would of actually made it in before the deadline.

Keep in mind this was a somewhat hastily put together patch in the first place. Pious wanted this patch to be timely and that meant we couldn't be waiting potentially days just over arguments/discussions concerning a few not OP items when there were much more pressing matters with the overall balance.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 2:14 pm 
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Ah well I was away for a period of time before I could do the whole one handed unique thing :lol: sorry about that. Just would like people to discuss them and figure it out for either the reset and all that.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 3:27 pm 
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Actually it was a fault on my end concerning the unique txt file. Steel had sent the proper txt edits just it simply didn't make it in on accident. The reason the one handed uniques made it in on time was because people were much more cohesive and arguing a lot less over the one handed unique changes. Pious was actually prepared to have the patch made without the one handed unique changes if someone didn't quickly step up to do some quick work (which fortunately you did and did so mostly properly Lockdown).

That mess of discussion on the RWs just simply left me wondering WTH was going on with them so I just simply had the quick final edit to TFK to make it more zod worthy.

Concerning the RWs that did not make it in

Less than a month after Duff makes the test patch go life on the servers there will surely be an other round of modding. This is a major patch that just went down and some of the adjustments are probably going to end up either not quite right of there being a lack of adjustment which was an oversight (such as atmas scarab being left at lvl 1 amp which may be weaker than decrep phys debuff now). All the RWs that missed the deadline yesterday can go in once this round of modding actually starts.

My suggestion to those who want to submit a few further runewords... Do the designing, discussion, and refining now while there isn't a deadline looming. If you hold off on discussing till the last day again like what happened yesterday it will not bode well for the chances of your RW being successfully submitted. I would much rather prefer an unopposed agreed upon proposal cleanly before the deadline instead of talk going on what the RW should be going on till the last hour. The same applies to any further unique/set proposals.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 4:33 pm 
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So your saying Oblivion is still going to be worthless... I posted about this rw about 2 months ago in the Dev team area to get possitive feedback.. Kramati asked me to post it here we made the changes to it.. Worked out differances to make it worth while and worth making.. Now as it stands the sorc orb is the only one that gets the fix? ... Sad that the necro still don't have his own zod rw but every other class does...Sry i lmow you guys are working your ass's off for us it just sucks that i bean bitching about this rw for years to how worthless it is and no one wants to make it...

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 5:11 pm 

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reanimate oskill wouldn't work for beckon or some other summon necro item?


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 5:51 pm 
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Wand went in it's just called NightFall or something now it's a few pages back.


NightFall Jah Zod
+5 to Necromancer Skills
50% Faster Cast Rate
+20% to Poison Skills
-10 to Enemy Magic Resistance
Regenerage mana 100% ( rather thanLevel 6 to 12 Meditation Aura when Equipped)
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah)

Page 8

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Sun Jul 31, 2011 7:19 pm 
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Quote:
Wand went in it's just called NightFall or something now it's a few pages back.


The file was too late. It will make it into the last round that Baerk referred to.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Mon Aug 01, 2011 11:27 pm 

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LockDown wrote:
Wand went in it's just called NightFall or something now it's a few pages back.


NightFall Jah Zod
+5 to Necromancer Skills
50% Faster Cast Rate
+20% to Poison Skills
-10 to Enemy Magic Resistance
Regenerage mana 100% ( rather thanLevel 6 to 12 Meditation Aura when Equipped)
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah)

Page 8


I think for a zod rw this is quite underpowered, its inferior to the elite unique wands and just slightly better than White for a bonemancer.

So maybe change this into a poison rw, put the a3 merc poison aura on it and make it available for poizons and venomsins as well? Ofc it should be inferior to the elite uniques, since it would have the advantage of being able to break minorl immunities.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Tue Aug 02, 2011 9:03 am 

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do doom knights cast/do anything cool?


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Tue Aug 02, 2011 12:53 pm 
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blinky99 wrote:
do doom knights cast/do anything cool?


They cast LR and IM iirc.

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Tue Aug 02, 2011 1:05 pm 
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the cast moncurse. moncurse amp and lifetap ftw!

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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Aug 03, 2011 7:47 am 

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LockDown wrote:
blinky99 wrote:
do doom knights cast/do anything cool?


They cast LR and IM iirc.


Sure you aren't thinking of Oblivion and Death Knights there? Doom Knights are the ones with a melee attack and energy blasts.


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 Post subject: Re: Runeword proposals 1.3b
PostPosted: Wed Aug 03, 2011 9:07 am 
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SvF-Cagematch wrote:
LockDown wrote:
blinky99 wrote:
do doom knights cast/do anything cool?


They cast LR and IM iirc.


Sure you aren't thinking of Oblivion and Death Knights there? Doom Knights are the ones with a melee attack and energy blasts.



Ya I was.

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