Sets CommentaryAldur's Watchtower1) This set has -10%FireRes and -10%ColdRes for wearing 3 peices, but has -20%PoisRes for wearing 2 peices. Is this imbalance (getting more for less) justified by more than the fact that monsters have higher pois res on average?
2) Consider replacing the Full Set bonus +33%IAS with 10%, 15%, or 20% SlowTarget. I understand that Druids which attack (shapeshifters) do not benefit from IAS. Alternatively, consider swapping this mod to the 2-piece partial set bonus and +30ReplenishLife to the Full Set bonus (this way non-druids could use a couple Aldur's pieces for IAS).
3) Consider adding 30%ResPois to the gloves (there is no pois res before completing the set)
Bul-Kathos' Children1) Consider adding 2 or 3 sockets to each sword. Currently they look alright if a player were looking for a fast, non-eth, 450%ED sword without the mods available on crafts, but these lack the 4 sockets available to rares and crafts.
2) The Colosus Sword gains +50ARating for 2 pieces, was this intended, or was it meant to be 500?
3) With consideration of (2) above, consider removing that mod on the colossus sword, as well as the Full Set Bonus +100%ARating, and add Full Set Bonus +500ARating. This way the large +%ARating of all barb skills will combine with the full-set bonus and help both swords.
Elemental Set1) Odd situation, Critter's site and your Patch Site show this set as having +1AllSkills as a full set bonus, but in HUv1.21z this set has +2AllSkills as a full set bonus. I can't tell if you intend to reduce this (it's not written in red text), but I can't see a reason to do so.
2) Thanks for Nova onAttack. For anyone curious, with 5% onAttack, there's a 50% chance of casting within 13 attacks, which seems fine to me.
Griswold's Legacy1) Consider changing the Shield 3-piece bonus from 5% lvl3 FArmor onStruck to either +200 ARating or +100% ARating. Level 3 FArmor is +150% EDef, while the paladin probably has around +1000% EDef from HShield already (so less than 14% change with FArmor).
2) The weapon requirements should be 143Str and 0Dex.
Heaven's Brethren1) Weapon damage and dex requirement are incorrect. With full set equipped on a lvl 100 character, the weapon damage should be 94-310. For a level 68 character, this weapon does 47-191, at lvl 82 (full set) it does 94-274. The weapon requires zero dex. The damage is relatively low, but that might be a benefit in IM areas (consider redesigning the weapon around this).
2) This set has 4 pieces, yet some partial set bonuses are for 4 and 5 pieces being worn. These should be changed to "Full Set Equipped" or "Full Set Bonus"
3) Consider reducing the shield from level 82 (A5NM) to level 60(A5Norm) or68(A2NM). The shield is the only item above level 68, but does not have any mods that justify the high level.
4) Consider adding 3 sockets and Indistructible to the weapon, it seems pretty fast so might be used by elemental melee builds.
5) Consider changing the Full Set Bonus +100%EDef to +300%EDef. The defence of the armor, shield, and helm of this set are low as it is, so this change won't overpower it around level 60 (assuming point (3) is implemented). For comparison, Saphire-Craft armor around level 60 has lvl 12 FArmor (+375%EDef and 6dr/mdr).
Hwanin's Majesty1) The armor has 3% cast lvl 30 StaticField onStruck (50% chance of casting within 23 hits and does about 160 dmg). Consider raising to 3% cast lvl 70 StaticField onStruck (does about 500 dmg). I think the only class that could abuse this is StaticSorc builds, but they probably don't want to take 23 hits just for a 50% chance of casting a high level StaticField.
2) On the weapon, consider replacing 10% lvl 10 IceBlast (90dmg, 5sec Freeze) onAttack with lvl 10 GlacialSpike (110dmg, 3sec Freeze). For anyone curious, at 10% onAttack, this is a 50% chance of freezing a group within 7 attacks.
3) Consider reducing the level of the hat from 64 to about 50 or 55 (this hat is basically the same as Naj's circlet, but 20 levels higher). That way this set could be worn around A5 norm.
Immortal King1) On the Boots, consider replacing the 2-piece bonus or 50%MF with +20Str. The justification is that the player already had 208Str to use the boots (no other items below this give strength), while +20 on the boots allows them to use the Weapon, and an additional +4Str will let them use the armor). Even with 3xEtherStone (45Str) in the hat, the barb still needs 176Str to wear the set.
2) On the Belt, consider replacing 25%ED with either 40DR (to match the Full Set Bonus 40MDR) or 25DR (since this bonus doesn't require the full set it would be smaller). Currently this set has no DR, and the 12%LLeach doesn't occur until 4 pieces are worn.
3) I was going to mention that about 90%ResAll seemed low for a level 88 set with 6 pieces (7 slots), but I guess the +Masteries going to NaturalResistances should make it alright.
M'avina's Battle Hymn1) On the belt, consider setting the Partial Set bonus to 10%Slow (2-piece), 25%ResAll (3-piece), +20%PoisDmg (4-piece). Justification is that the armor now has +20%LitDmg (4-piece), but nothing has +20%PoisDmg.
2) Consider one of the following: adding a 3rd socket to the Bow (presumably for a -%Res Gem), adding a 3rd socket to the armor (for a facet), or giving the bow -20%FireRes and -20%ColdRes instead of -10% of each. Justification is that -40%Res is relatively low for what is essentially a caster-build, especially considering the average elemental resistance of Hell critters is around
80%.
3) On the Partial Set Bonus, consider replacing +33%RegenMana (4-piece) with +15ManaPerKill (4-piece). For comparison, FreezingArrow costs 15 mana at lvl 28, and ImmoArrow at lvl 30. Mana per Kill is nice for undead areas.
Naj's Ancient1) Consider swapping the base items for Naj's hat (would now be a grand crown) and Hwannin's Hat (would now be a circlet). This allows the set piece's level requirements to be more consistent with their sets.
2) If point (1) is implemented, and Naj's hat becomes around level 64-70, then consider giving it +2AllSkills instead of +1 (the full set would now give +7AllSkills, which to me seems fine for 4 gear slots and a level 80 set)
3) If I forget, please remind me to review this set once you have made changes to the staff. I understand that Elite staves will be changed with either high strength requirements, or low damage suitable for zero strength requirements (hopefully a bit of both).
Natalya's Odium1) This set has 4 pieces, yet some Partial Set Bonuses are for 4 pieces. These should be changed to "Full Set Bonus"
2) On the weapon, consider replacing ITDefence with -50%EnemyDef. Alternatively, on any off-weapon piece, consider adding +200ARating (4-pieces). Justification is that MArts Assassins shouldn't have trouble hitting trash (CoShadows could be used), but the set has very little to help them hit bosses (+100%ARating as Full Set Bonus won't make a large impact compared to their skill +%ARating)
Orphan's Call1) This set used to be remembered as "the set with lots of Crushing Blow", but currently it doesn't seem to emphasize anything. I think it should be redesigned to emphasize something. Since the shield slot is taken, this set might be used to emphasize javazons, low-dmg melee (e.g. FClaws), or perhaps DeadlyStrike (so this set would convert a low-dmg 1-H weapon into a high-dmg melee).
2) For any design from (1), I would add 3 or 4 sockets to the helm (balances it with Naj and Hwannin hat).
3) For DeadlyStrike theme I would do the following:
3.1) Remove 5% DeadlyStrike from hat
3.2) Change gloves from 20%IAS to 30%IAS or 40%IAS
3.3) Change gloves from 20%FRWalk (3-pieces) to 30%FRW or 40%FRW (3-pieces)
3.4) Remove Partial Set Bonuses (thorns and defence)
3.5) Add 100%DeadlyStrike to Full Set Bonuses
3.6) Convert the Belt to a lvl 45 Amulet, so that Atma's Ammy can't be worn with the set (Amp OnStrike is possible with the weapon, but not trivially-possible as with Atma). Since Deadly Strike is just 2xDamage, it's the same as reducing a 50%ResPhys monster to 0%ResPhys which players do all the time currently via AtmaAmmy. That is why I don't consider the set overpowered.
Sazabi's Grand Tribute1) On the Helm, consider +2AllSkills, since most unique hats of this level have that with their other mods. Lack of skills on the weapon and armor are made up for with +3 in the Full Set Bonus.
Soulmancer's Set1) For the helm, consider 3 sockets rather than 2. I was going to mention +2Skills, but considering the set gives 7 skills and uses equipment slots where skills aren't normally received, I think it's fine.
2) Since +50AllStats has been removed to promote stat distribution by players, consider adding back some of the other values the stats had, such as:
2.1) In the Partial Set Bonuses, replace +50%ED (2-pieces) with +200%ED (2-pieces)
2.2) On the belt, consider adding +50%RegenMana
Tal Rasha's Wrappings1) When completed, this set gives 70%ResFire, 70%ResCold, 103%ResLit, and 40%ResPois. Even with a high-Res shield, this seems pretty low for a 5-piece set, particularly for poison (the main weakness of sorcs since their Energy Shield offers no defence). On the Ammy, consider changing +33%ResLit to +33%ResPois. Alternatively or in addition to that change, consider adding 50%PoisLengthReduced to the belt.
2) On the Armor, consider adding a 3rd socket. Alternatively, consider replacing 5%dr with 25DR or 33DR (to go with the 33MDR)
The Disciple1) When completed, this set gives 130%ResFire, 70%ResCold, 100%ResLit, and 100%ResPois. On the gloves, consider changing 60%ResFire to 30%ResFire, and on the armor consider adding +30%ResCold (4-pieces).
2) On the Boots, consider adding +1AllSkills (4-pieces). Justification is that a 5-piece level 70 set with +5Skill seems relatively low. Using (4-piece) for this mod forces the use of one of the level 70 peices (armor or gloves), so will be +3Skills with 4 pieces at level 70 before set completion.
Trang-Oul's Avatar1) When completed, this set gives 60%ResFire, 110%ResCold, 90%ResLit, and 90%ResPois. On the belt, consider reducing +50%ColdRes (3-pieces) to +30%ColdRes (3-pieces) and on the hat, consider removing +500%Thorns (3-pieces) and adding +30%FireRes (3-pieces).
2) On the shield, consider swapping two mods since +4SkillTab on a shield slot is relatively high at level 65 (Norm Baal or A1NM), but better at lvl 73 (A3NM):
2.1) Change +2P&BoneSkills to +2P&BoneSkills (2-pieces)
2.2) Change +20%FCRate (2-pieces) to +20%FCRate
3) I was going to comment that +11Skills seems relatively low compared to Tal's Set (+13 or +15 with standard caster shields), but it seems easy to get +4 or more skills from a wand.
<edit>Added Orphan's Call point (3.6)</edit>