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 Post subject: Runeword Proposals Next Patch
PostPosted: Sun Jul 31, 2011 5:54 pm 
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This is for AFTER the testing phase which is currently underway. Use this thread to propose new runewords or items and propose new ones that are needed. We don't need 900 new runewords but some for things that are under utilized such as Barb Helms Sorc Orbs Shields Regular Helms need some to go along with them.

Here are the 2 I've done.

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)

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Sun Jul 31, 2011 6:05 pm 
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Looks like Lockdown has the right idea. Since his initial proposals got lost in the storm of disagreements just simply repropose them to make it in for the official patch at least.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Mon Aug 01, 2011 9:35 am 

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Rework of Whisper as a helm, motivated by the recent additions of magic sin claw rws:

Whisper DolTirMalIst Lvl53 (Helms)
+2 to Poison and Bone Skills (Necromancer Only)
+2 to Shadow Disciplines (Assassin Only)
+1-2 to Bone Spirit (Necromancer Only)
+1-2 to Psychic Hammer (Assassin Only)
+10-20% Faster Cast Rate
Resist All +10-20%
Magic Damage Reduced by 15 (Mal)
50% Better Chance of Finding Magic Items (Ist)
+16 Life After Each Kill (Dol)
+6 to Mana After Each Kill (Tir)
Level 5 Dim Vision (25 Charges)

Low level rw to socket low lvl items with:

Nightmare TirEld Lvl13 (Sorcesress orbs, wands, claws)
+10% Faster Cast Rate
Drain Life +10
+100 to Attack Rating Against Undead (Eld)
+100% Damage to Undead (Eld)
+12 to Mana After Each Kill (Tir)
+12 to Life After Each Kill
Reanimate Slain as: Skeleton Mage (5%)

Low lvl spear ama/a2merc rw:

Illumination EthEldEth Lvl15 (Spears)
80% Enhanced Damage (40% from 2*Eth)
-50% Target Defense (2*Eth)
+100 to Attack Rating Against Undead (Eld)
+100% Damage to Undead (Eld)
+10% Increased Attack Speed
+10% Increased Run/Walk Speed
15% Chance to Cast Level 9 Charged Bolt when Striking (11 bolts, 6-8 dmg)

Oh could some of the mid level sets be buffed?
Mainly Cow King's Leathers, Orphan's Call and Sander's folly (Especially the wand is awfull).

One more:
Masochism AmnPulPul lvl45 (Helms)
+1 to all skills
+200-300 to Life
+30% Faster Run Walk
+20% Faster Cast Rate (Amn)
-50 to Life After Each Kill
Replenish Life +66 (2*Pul)
+100% Damage to Demons (2*Pul)
500% Thorns Damage

For summoners/hydra sorc, a little risky to use for direct caster because of the -life/kill :P
Tested it and it behaves a little odd; the -life/kill does not display, and works only when the life bulb is not full.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Mon Aug 01, 2011 5:01 pm 
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I actually planned on using whisper when leveling my mentalsin lol. The helm change seems IDK honestly I like it but at the same time a +4 helm for a skill already getting massive buffs seems iffy to me (for cheap to!) When before you had to craft a few ame diadems to try and achieve that effect. I like the Nightmare idea and the spear as when I leveled finding something to use until Gorerod was dreadful. The helm reminds me of Dr.Mundo off LoL o.O. But I do like it. Except by that point I think better options are already available to them.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 1:26 pm 
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Invoke LumMalUm (Druid Pelts Only)
+1 to All Skills
+20% Fire Damage
-10-15% to Enemy Fire Resistance
+25 to Dexterity
+1 to Enchant (OSkill)
50% Faster Mana Regeneration
+2-3 Summon Dire Wolf
+2-3 Summon Spirit Wolf
+2-3 Summon Grizzly
+2-3 Heart of Wolverine
+15 to Energy (from Lum)
+30 to Mana (from Lum)
Magic Damage Reduced by 15 (from Mal)
All Resistances +20 (from Um) (Modified +14 from runeword)

Made to synergize well with Elvish for Summon Bow Druids also avoided making it a Prebuff oak Helm. (Can all those be linked to the same variable? If not it can get tweaked some)

Manifold NefLoShaelKoGul Bows or Crossbows
+1-2 to All Skills
300% Enhanced Damage (on top of extra 45% from runes) ~345%
+1 to Multiple Shot (OSkill)
30% Increased Attack Speed (on top of 20% from Shael) ~50%
Fires Freezing Arrows
Piercing Attack (25%)
+200 to Attack Rating
Knockback (from Nef)
20% Enhanced Damage (from Nef)
50% Bonus to Attack Rating (from Gul)
25% Enhanced Damage (from Gul)
+20% Increased Attack Speed (from Shael)
+20% Increased Run/Walk Speed (from Shael)
+15 to Dexterity (from Ko)
Adds 8 Damage (from Ko)
Adds 250-500 Cold Damage (from Lo)
15% Deadly Strike (from Lo)

Thrown in as a decent Wep for Bowsins Rangers of all Kinds and Enchant Sorcs.

Just let me know.

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Last edited by LockDown on Wed Aug 03, 2011 1:37 pm, edited 1 time in total.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 1:29 pm 
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Manifold:
maybe change the Vex to an Lo since it fires freezing arrows? The extra cold damage to the splash would be very handy.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 1:37 pm 
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PureRage-DoD wrote:
Manifold:
maybe change the Vex to an Lo since it fires freezing arrows? The extra cold damage to the splash would be very handy.


Oooh good idea updated with that.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 2:59 pm 
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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

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 3:04 pm 
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Asteroth wrote:
Oblivion
+5 to Necromancer Skills
50% Faster Cast Rate
+20% to Poison Skills
-10 to Enemy Magic Resistance
100% Faster Mana Regen
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah


This is in... I still think we can make this a tad bit stronger.

Oblivion
+5 to Necromancer Skills
50% Faster Cast Rate
+30% to Poison Skills
-30 to Enemy Magic Resistance
100% Faster Mana Regen
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah)

Or so to even compete with DWeb or Boneshade

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 3:25 pm 
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Thats fine with me just didn't want to make it op from the start...
Its allways better to start small and work from that. 8-)

Isn't - magic res capped at - 50 though?

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 3:36 pm 
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The current cap for +%element damage is 206% for items (but magic element version is broken in CLOD so its very weak here). The current cap for -enemy resist for a single item is -127% enemy resist for the given element. An item could actually easily go way above -50 without needing to alter the save bits.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 4:26 pm 
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It isn't 255% for +damage?

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 4:35 pm 
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With an 8 save bit argument yes it would normally be a 0 to 255% range. All the element masteries, however, have a save add of 50 making them actually range from -50% to 205% (yes I forgot to tack the -1 to the high end in my last post).


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 03, 2011 4:35 pm 
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Ah ok. Nice to know. Never need to go that high but still nice to know.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Thu Aug 04, 2011 1:18 pm 
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Hallow SurOhmVexLo (Helms Only)

+3 Offensive Auras (Paladin Only)
+300 to Attack Rating
+400 Defense
+20 to All Resistance
-8 to Enemy Magic Resists (2% extra 6% from runes)
-8 to Enemy Fire Resists (2% extra 6% from runes)
-8 to Enemy Lightning Resists (2% extra 6% from runes)
-8 to Enemy Cold Resists (2% extra 6% from runes)
25% Faster Hit Recovery
Adds 250-500 Fire Damage (from Vex)
-6% to Enemy Fire Resistance (from Vex)
Adds 250-500 Magic Damage (from Sur)
-6% to Enemy Magic Resistance (from Sur)
Adds 1-1000 Lightning Damage (from Ohm)
-6% to Enemy Lightning Resistance (from Ohm)
Adds 250-500 Cold Damage (from Lo)
-6% to Enemy Cold Resistance (from Lo)

Helm for either Holy Zealers (SancShockFreezeFire) or Vengeance A lot of stats from runes.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Thu Aug 04, 2011 10:38 pm 
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Lol I was refering to magic dmg ... Magic dmg isn't a element.. :?

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Thu Aug 04, 2011 11:42 pm 
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There's no cap for magic damage, if you like you can stack mag pierce to 199.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Sun Aug 07, 2011 11:03 pm 
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LockDown wrote:
Invoke LumMalUm (Druid Pelts Only)
+1 to All Skills
+20% Fire Damage
-10-15% to Enemy Fire Resistance
+25 to Dexterity
+1 to Enchant (OSkill)
50% Faster Mana Regeneration
+2-3 Summon Dire Wolf
+2-3 Summon Spirit Wolf
+2-3 Summon Grizzly
+2-3 Heart of Wolverine
+15 to Energy (from Lum)
+30 to Mana (from Lum)
Magic Damage Reduced by 15 (from Mal)
All Resistances +20 (from Um) (Modified +14 from runeword)

Made to synergize well with Elvish for Summon Bow Druids also avoided making it a Prebuff oak Helm. (Can all those be linked to the same variable? If not it can get tweaked some)


The 2-3 single skills can be merged and the 1 enchant and all skills might be mergable (would have to experiment). It's one property over for sure.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Mon Aug 08, 2011 12:02 am 
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LockDown wrote:
Invoke LumMalUm (Druid Pelts Only)
+20% Fire Damage
-10-15% to Enemy Fire Resistance
+25 to Dexterity
+1 to Enchant (OSkill)
+2-3 Summon Dire Wolf (Druid Only)
+2-3 Summon Spirit Wolf (Druid Only)
+2-3 Summon Grizzly (Druid Only)
+2-3 Heart of Wolverine (Druid Only)
+15 to Energy (from Lum)
+30 to Mana (from Lum)
Magic Damage Reduced by 15 (from Mal)
All Resistances +20 (from Um) (Modified +14 from runeword)

Made to synergize well with Elvish for Summon Bow Druids also avoided making it a Prebuff oak Helm. (Can all those be linked to the same variable? If not it can get tweaked some)


This may be a bit better thinking about it. Was thinking a +7 Grizzly pelt would be a bit insane so +6 seems better to me.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Tue Aug 09, 2011 11:00 am 

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How bout a Eth shield rw just so i can actually pick one up and use it once in awhile

"Restitution"
Zod cham ber shael
+3 all skills
20-30 res
indestructable from zod
cbf from cham
10% curse reduction (6from ber)
30% faster block rate from shael
10% faster run walk from shael
feel free to cut the skills as its more a tank pally shield or maybe add in some sneaky aura while wearing (but please not prayer everyone has prayer nowadays)

Or mid level
for all class
"Council's Pyre"
Gul Vex Lo Ohm
+1-2 all skills
10-25 res all
+6% psn skill damage from gul
+6% fire skill damage from vex
+6% cold skill damage from lo
+6% light skill damage from ohm
+ the elemental damage from the runes
this ones kinda like a spirit stepped up for nm

thats my two cents, feel free to ignore or use it.

We really do need a eth shield runeword though

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Tue Aug 09, 2011 11:56 am 
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Working on an Eth Pally shield with Convic on equip mainly for Avengers and Holy Zealers. Pain in the ass to come up with a balanced concept though.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Thu Aug 11, 2011 9:28 am 

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can we get better helm and sheild runewords for mid lvls? sorry cant give any suggestions becouse im normaly over the top. just wish there was more runewords for these in the mid lvl range


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Thu Aug 11, 2011 11:49 am 
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spamster7 wrote:
can we get better helm and sheild runewords for mid lvls? sorry cant give any suggestions becouse im normaly over the top. just wish there was more runewords for these in the mid lvl range


+1, there are plenty of high runewords with utility, and most of mid levels are unmakeable at the correct lvl, or just dont have some important use according the value of the runes and the level requeriment.

But even much more important is to make those runewords mid level, able to create at appropiate lvls, wich ive been discussing on other post with a runedrop system.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Aug 12, 2011 1:56 pm 

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I had a thread about eth shields a while back in the suggestions thread

"Restitution"
Zod cham ber shael
+3 all skills
20-30 res
indestructable from zod
cbf from cham
10% curse reduction (6from ber)
30% faster block rate from shael
10% faster run walk from shael

its decent, but dont really need res all modifiers as you can get max pretty easy by the time you find a zod etc

maybe if its paladin only lvl 3-5 defiance on equip? some pdr/mdr DR% if its a tanking shield dont need Faster block as with Holy shield i think you have max anyway, FHR could be good as well.
jah rune would be nice for life/mana instead of ber


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Aug 12, 2011 4:15 pm 
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Quote:
maybe if its paladin only lvl 3-5 defiance on equip


Aura on equip. woohoo. There is nothing unique about auras on equip any more. May aswell just give it more defence if you really want it to stand out. :lol:

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Sat Aug 13, 2011 1:15 am 
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Quote:
maybe if its paladin only lvl 3-5 defiance on equip
Exile has 12lvl defiance... and it's a good rw, other than ctc lifetap with current amp/dec requirements.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Sat Aug 13, 2011 2:11 pm 

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ok something like ctc 10% lvl 25 shock wave on struck or such


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Tue Aug 16, 2011 3:05 am 

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I would very much like it if the Dragon rw had higher lvl holy fire aura. Lvl 12 isnt that high I mean dream has lvl 20 holy shock wich at least is decent. So maybe a lvl 16 holy fire on Dragon, it would be really sweet.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 17, 2011 7:19 am 

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blinky99 wrote:
ok something like ctc 10% lvl 25 shock wave on struck or such

Yeah, ctc shock wave on struck is a sweet mod :).
Still ctc corpse explosion on kill is the sweetest 8-).
Liking Invoke rw a lot btw :D.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 17, 2011 10:51 am 

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Draped wrote:
blinky99 wrote:
ok something like ctc 10% lvl 25 shock wave on struck or such

Yeah, ctc shock wave on struck is a sweet mod :).
Still ctc corpse explosion on kill is the sweetest 8-).
Liking Invoke rw a lot btw :D.


Id be carefuly with CtC Corpse Explosion. it can alter your attack when it goes off. My pzon couldnt throw for a second after it went off as an example.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 17, 2011 12:38 pm 
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Actually that happens whenever a timered skill triggers as CTC. Since Corpse Explosion had its timer removed it will no longer do that.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Wed Aug 17, 2011 7:39 pm 

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Baerk wrote:
Actually that happens whenever a timered skill triggers as CTC. Since Corpse Explosion had its timer removed it will no longer do that.


Good to know :)


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Aug 26, 2011 3:03 pm 
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Need people to look at these and see about adding them in.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Aug 26, 2011 3:38 pm 
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there is another way to go with ctc CE items, ive tried it on sp. Its the "chance to reanimate death sentry" just add a percent chance to reanimate sentry and would be nice, instead of cast CE.

5% chance to reanimate lvl10 death sentry yes please!!!


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 1:13 am 
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hey, which, if any, of all these rws got implemented in the new patch?

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 3:31 am 
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The ones in this thread none. Not enough feedback from anyone. The ones added are in the other thread.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 4:49 am 

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Doesn't make much sense to me to start adding new runewords at this point when a lot of current ones are completely shitty.

I.E.

Infinity - 2 jah for Lvl3 convic??
CoH - +2 skills for ber?? Wyrmide owns it.

There are a lot of current runewords that could used tweakage and so many of them are never used because they aren't great or are too costly runewise for what they offer. Emphasis should be placed on fixing the current runewords atm and adding new ones later.

Just my two cents.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 6:34 am 
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yeah way too many rws unused to be adding new ones.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 10:12 am 
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:roll: Now you all respond.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 11:58 am 

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lol I'm not saying the new ones were bad and shouldn't be added. What I meant to say is just in the future should focus on the current ones.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 12:07 pm 
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Lockdown meant ppl start addressing problems/throw ideas after the patch... if they sucked before why no one said so ? :)

Maybe some extra automods(something like on din shields) to body/head armors could help these rws as uniques now offer more and free sockets.


Last edited by Steel on Fri Sep 30, 2011 12:13 pm, edited 2 times in total.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 12:09 pm 
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yea, this thread didn't get enough love, but there was a ton of work being done on this "hotfix" patch lol. So afaik the only ones implemented were the 3 new shields and claws?

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 1:13 pm 
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that and an update to thirst for knowledge for what I recall off hand. It would definitely be preferable that runewords were updated so that some of the more useless ones are no longer so useless.

Even so we are still going to have to be careful about how much the strength of the runeword is being tweaked. During the beta we already had a case of someone making a jah highest rune RW proposal that was almost too good to even be a zod RW.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 1:49 pm 
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Since it sounds like it has been corrected, which RW was it and what were its attributes?

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 2:18 pm 
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In particular I'm referring to the initial proposal of the Ragnarok RW for barb/druid helms only. While the later proposals were toned down for it it still does not change the fact it was created under a bad mind set...

The mind set up when I reach a certain level/area what I just designed will definitely get used for particular types of builds hands down. This sort of mind set just simply leads to either things getting nerfed or an arms race where most things get rendered obsolete.

The proper mind set for adjusting gear stats would be "what stat values would I adjust something to so it's either a toss up with the competition or whether or not I use it depends particularly on what I'm fighting?" Gear appropriately balanced for it's level/area should only be used for being suited to a particular area (such gear with high flat DR/MDR for DOT heavy bosses) or because you happened to find it before the rest of the competition.

Although some people argue that rare gear should be stronger I personally don't believe in that. Imba gear is imba gear regardless of how rare it is. Just because a particular equip option is rarer should only grant it a minor edge over the rest of the gear available at the same level/area. Basically an edge that will be nice to have but will not be a huge difference unless you happen to be a HCer where you need every edge you can get.


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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Fri Sep 30, 2011 10:48 pm 

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Agree with Baerk strongly here. of course the runewords still need balancing and not everyone is capable of suggesting balanced rws and we've seen previously but people like Abominae/Lockdown can be trusted... they did fairly well on previous items. Lockdowns fire druid wep was pretty balanced.

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 Post subject: Re: Runeword Proposals Next Patch
PostPosted: Sat Oct 01, 2011 9:32 pm 
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http://web.archive.org/web/201008240845 ... imyth.com/

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