New unique suggestion: Wrath of Nature
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Introduction
This is just an idea, because I can't support that much to this game. Sadly, I didn't make it in time to enter EpsilonWhale unique contest (http://www.pathofexile.com/forum/view-thread/671335/page/1), but who knows, if a lot of people like it... :P The Item Wrath of Nature Sadist Garb Requires Level 68 -------------------- Evasion: (668 to 760) Energy Shield: (209 to 237) -------------------- (120 to 150)% increased Evasion and Energy Shield +(10 to 15)% to all elemental Resistances All your damage is converted to a random elemental type each 5 seconds You gain +3% to maximum Resistance of your current damage type (10 to 15)% chance to inflict the status ailment of your current damage type on hit 20% less damage Cannot deal Critical Strikes -------------------- ~ Asleep all this time Holding your selfishness It time to wake up It's time for revenge ~ Mods explained (120 to 150)% increased Evasion and Energy Shield Because noone wants to have low statistics on an end-game armour ;). The choice of the base item is intended to be used with EB (or Life/ES, or CI with low ES), so that ES is good, but not better than a well rolled mixed rare. +(10 to 15)% to all elemental Resistances You don't have life on this item, a big drawback. Also, usually good rare chest armours have 30-40 to at least 2 resistances, so I think is not unbalanced to give some resistances here, and it fits the nature/elemental aspect of it. I choose these numbers to make them balanced as I saw GGG lowered Rainbowstrides resistances on release. All your damage is converted to a random elemental type each 5 seconds The core of the item. As Avatar of Fire, this item would convert all your damage (after all modifications) to a random choosen elemental type each 5 seconds. This timer could be adjusted to make it more interesting. If its lowered to change elemental type each 2, or even 1 seconds, it would allow to apply multiple status ailments simultaneously, but maybe is too overpowered. With higher time you have more control about the elemental type you currently have, so I'm not sure which one is better. Note that I talk about just damage, so it should work with attacks and spells. The current damage type has to be noticeable, check "Design" at down. You gain +3% to maximum Resistance of your current damage type Since its an EV/ES chest, its designed to be used for evasion chars mainly. Elemental Adaptation is a huge bump for those able to go on marauder side, but if you choose to build around evasion you cant go that far in the tree. Increasing the resistances cap helps a lot when you deal with elemental reflect (something painful for builds around this item) and I think it also fits on the nature aspect of it. Initially I thought on a plain "+2% to max resistances", but this way is more interesting to counter reflect (my initial intentions) and dont make RF builds easier to sustain. (10 to 15)% chance to inflict the status ailment of your current damage type on hit So, if your current damage type is fire, you have a 10-15% chance to inflict ignite. It seems a bit OP until you see those 2 drawbacks at the end of the mod list (explained later). Maybe 10-15 is a bit high and 5-10 fits better, so it should be tested properly. This make an interesting combination with those new rings, specially with "The Taming" and "Berek's Grip". 20% less damage As Avatar of Fire, the final damage should be lowered so elemental damage is not abused, specially on never ending status ailments. Not sure if this drawback its a bit high or too low, so it should be adjusted. I choice much less reduction than AoF since you cannot specialize just on fire/burning damage modifiers. Cannot deal Critical Strikes Since you have an inherited chance to inflict status ailments, and those % can be extended with certain uniques and curses, not allowing you to deal critical strikes puts weight on the other side of the balance. There are 2 good things: Reflect wont insta-kill you by a random critical hit, so its hardcore-viable, and you don't need to invest a lot of passive points on critical nodes, so you can use them for more damage or survability. The bad: your dps tooltip wont be so insane. My thoughts My intention when thinking about this unique is to make something special to make a build around it, allowing you to choose the attack or spell you want to use to maximize results with a lot of possibilites. Its boring to make an item like a weapon with just high dps, and more dps, and more dps. That randomness make your attacks more interesting, like "hei I'm making fire damage, and now ice, and now..", and it adds some variation to base skills. You can choose freely what kind of curse you use, if its an offensive one, Elemental Weakness will give you a huge bump in dps, but using frostbite will allow you to freeze much more. Maybe Projectile Weakness is better for bow builds, or vulnerability for DoT. Not sure if it could be a break-game item, but in my opinion is not a "meh" unique. Design It should have a cloak. Something large, from the neck to the feet. It should feel light, and something that a druid or ranger would wear. I dont see anything that fits perfectly what I have on my mind, but found these images as inspiration:
Spoiler
![]() ![]() ![]() ![]() There is something important here. The cloak has to have a glowing effect surrounding it, and the color should match the current damage type. So if it has a red glow, you are dealing fire damage; blue lightning and green ice. That way you know what kind of damage are you doing. Let me know what do you think about it! ♠RaGoN♦ Last edited by RaGoNXIII#1248 on Dec 3, 2013, 7:21:44 AM
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I thought it could be interesting, but it seems I'm wrong xD
♠RaGoN♦
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