Love this motion, specially 2nd and 3rd point.
Skills that need loving / suggestion.
NecromancerBonewallThis skill belong to a tree that should be an independant build since its a 60pt tree. Ive had a "boner" necro (aka true boner not magic one that the people call boner, teeth etc), along with blades+CE or amp + CE makes a playable fun build. But lacks everywhere on its function.
Suggestion for the skill.
Its a summon, if not make it, (i believe it is), increase its health GREATLY on last tier of skill to allow survive vs bosses if maxed, and ALSO add an 1yard aura damage to the wall, not thorn because would make cheese the skill... 1yard aura damage 1sec pulse damage, with a decent damage maxed, synergized and raised with gear because its a spiky wall.
- Expectation life endgame around lvl50 full synergised=80k-100k (last tier skills increase mostly the hp)
- Expectation of physical damage around lvl50 full synergized=8-13k
- Bonus +15all resistances from boneprison hardpoints
- Bonus +2% dr from bonearmor hardpoints
- Unsummonable [(like all the summons) very important]
Boneprisonmostly like the other skill. Always wanted to replace this one with bonecage but dunno if possible, if it can be made, then endgame cast 5 bonecage at a time with huge life much much more than wall but no dmg and high cooldown... mostly crowd control skill not usable to bosses or big guys.
If cannot be replace with bonecage then
- Expecation life around lvl50 full synergized 100k
- Bonus +15all resistances from bonewall hardpoints
- Bonus +2% dr from bonearmor hardpoints
- Unsummonable [(like all the summons) very important]
- 4 seconds cooldown
PaladinConversionwhy do a skill need to exist if its stupid to max it? the army doesnt kill a shit even if maxed, fanatized plus amp... the idea for this skill is to give some soul or barin damage to the converteds, so this would just need to add the mod, and IMO this could work like ce damage progresion.
-Expectation of damage endgame 20 hardpoints 25% foe's life (not sure how this can be made tho) when the effect of conversion ends
-If last option not possible, then make it like poison damage proggresion but it would be magic damage not poison... then would be lvl50conversion 15-20k magic damage over 60 seconds
- 100% chance of conversion since lvl1
- Damage increase along with duration at a max of 60 seconds when maxed (20 hardpoints) starting at 20 seconds on lvl1
- Duration only increases with hardpoints and damage greatly increases with hardpoints, but softpoint just increases damage not duration and add less damage than hardpòints
- The rest of the skills stay at it is
AssassinCobra strikemake it cobra chargeup skill like druid maul/rage, reduce the amount of leech at the benefit of been able to keep it up, give it a small % of leech vs undead and demons like life-tap
-Expectation of leech when maxed (20 hardpoints) 25% life and mana
-Expectation of leech versus undead when maxed (20 hardpoints) 10% life and mana
-Expectation of leech versus demon when maxed (20 hardpoints) 10% life and mana
-Skill bonuses proggresion just affected by hardpoints
-Remove requirement from tiger strike
-Move down the skill 1 block on table and make it lvl20 requirement or 28 like spirit blades
-Change name to cobra Charge
Shadows and shadow disciplinesShadow warrior sucks so badly and the master does his job just decent. So here is the idea again, move up the master to the warrior spot, so yeah delete warrior, and instead of the shadow master at lvl36 we got this new skill
SHADOW MASTERY and this mastery increase the amount of shadow max summon to 2 at lvl10 and 3 to lvl20 harpoints compensanting the shadow warrior, so this requires to nerf a bit the shadow and that amount of whatever that got removed added to the mastery to add on the skill like a bonus. So:
-Shadow mastery add bonus life "x%" per level to shadowmaster
-Shadow mastery add bonus equipment of "x" to shadowmaster
-Shadow mastery increase max summon to 3 to shadowmaster (when maxed)
-Shadow mastery add defense bonus of x% to shadowmaster
-Shadow mastery add 1% poison pierce to venom
-Shadow mastery add -1% enemy defense to cloak of shadows per 2 points
Dragon flightThis skill its a good one but w/o a charge lack on dmg badly till lvl90ish, when you want to charge up tiger strike come to mind, but still makes a 1 target skill, if you opt to a elemental chargeup to get aoe you need to choose wich pierce you want, so if you go with fire fist by example and you go with fire pierce for a good aoe (or phoenix strike w/e) your dragonflight's pierce reduced affect your magic dmg output leaving you with a disadvantage versus the other skills like dragonclaw wich gives stun and dragontail wich knockbacks and also has huge dmg... So the idea mainly is:
-Add a high stun chance
-Great stun duration
-2% increased walk and attack speed during 10 seconds per point [(after attacking obviously) or something like the frenzy charge aura, to load speed and chargeup faster]
And many other ideas ill take a break from pc for now...
-------------EDIT-------------BarbarianStun"stun the enmy for a short time and increase your attack rating"... just the first part of the quite os right, and also, the attack rating of this skill sucks, its lowest of the attack ratings on barb skills. This skill its weaker than the other melee, and bring no more benefit than a small stun, Warcry has the same stun progression but its an aoe attack. This skill should at least have the double of attack rating and the double of stun time to at least make it useful to the tree. Lets better make it a "strong smash that stuns enemy for a big while". So:
-Expectation of stun lenght for level 50 skill= 20seconds (10 more than the actual)
-Expectation attack rating for level 50 skill= 80k (8k more than concentrate)
-Increase mana cost of the skill from 1.5 mana to 150 at least
Combat masteriesNot sure about the others, but i remember when HU first started my first char was a crazy barby, not insane on damage but skilled on everything, it was a mastery barb, his damage was just regular but he was pretty decently given of the rest of the stats. Right now we cant think on this its just not... "correct" but we still can make the mastry worth the skills to spend, also we could make a "pure tank" barb based on masteries and it would be an entire sucess on party play; I would be the first to make a tank barb with maxed leap, stamina, speed, resist, and ironskin/bo
. Lets bring back the masteries to the game(this would maybe just need an adjust on the items that give mastery):
Iron skin (real ironskin like monsters not just increased defense)
-1% dr per hardpoint
Natural resistances -1% to each absorb per hardpoint
Increased speed (speed increased in all senses)
-3% faster hit recovery per hardpoint
-3% faster block rate per hardpoint
-3% faster cast rate per hardpoint
LeapIncrease the radius at least 50%, at level 50 (and no living barb would raise it so high) it does perfectly. so:
-Increase radius progresion 50-75%
AmazonValkyrie and his synergiesNot sure if im the only man on HU than go making strange functional builds, but have you ever tried to make an amazon wich maxes valkyrie's synergies? i did and the valkyrie doesnt seem to get enough power ffrom them if you dont fill with +skill the amazon... this make some trouble since in my case i went full multishot as main attack and then full valkyrie, +skill gear is not a good option for the physical amazon. So the idea goes like this, give to the synergie the % of lacking +skill bonus and a bit damage boost.
-10% bonus life and damage from strategy (15% would be good IMO)
-10% bonus life and damage from perfection (15% would be good IMO)
(not including decoy and CS because it would affect other build's valkyrie, and this setup just slightly affect jabber's valkyrie to good)
PaladinSacrificeIt doesnt is an atractive skill, when you focus on the sacrifice, you find out that zeal its more likely to use most of the time since is from the tree... IMO it could use a little bit more damage buff since its a one target skill or a big one with a "reduce weapon durability" mod like impale, it already sacrifice the paladin's health for a decent damage but doesnt really feel like the real sacrifice.
- 15-25% or25-50% more damage??
- Reduce weapon durability??
----------BOSS FIGHTS----------Ive always said, enviroment should play more with the game! but no one ever hear me, and again this would enhance much more the gaming experience, buff the traps damage and make barrels targetable, also make all traps affect monsters too; This would give such a great strategy playing.
On the other hand, why not giving more love to turrets? Thrack the duke of below its a great boss but the turrets damage sucks and doesnt even worth dodging, also the summoner is great and both on act2 (summoner dynamic its fine)... besides these 2 the rest are very simply. Diablo and White Dragon give some fun when solo but thats it.
Spike traps and fire on the ground need great love, so in place where there is a lot of fire like andariels lair, bigger patches and lanes of spikes alternating would give some more action, also this would need adjustment on the boss damage or speed tho, but more fun, and fire-traps champion stone skin inmune to phys and inmune to everything on each corner. This is a paint drawing just to give an example (im not da vinci using paint
) this just need to add impaled rogues and some dead bodies etc
Uploaded with
ImageShack.usAnd this is my small apport, i could say more but dont wanna make it longer... i will be pleased to read comments if there are, and everything related.
EDITthe drawing labels xD
red is fire
orange is firetraps
gray is spiketraps
white is free to walk area
and just need impaled rogues dead bodies etcs like always