I have reworked every endgame Unique weapon in Path of Exile.
In this post, I intend to go through every single Unique weapon in Path of Exile that could be considered “endgame” and make them useful and build-defining, if they aren’t already. GGG has stated their desire for Rare items to always be ultimate in their power with investment, which I think is fine. But I believe there ought to be many builds where the weapon is the build’s defining feature.
I will not be reworking weapons that were reworked in the Lake of Kalandra expansion unless the weapon is still obviously weak. A couple of core philosophies here: 1. Because of the change to Divine Orbs, Unique items with good rolls are supposed to be more valuable. In this document, I increase the roll variance for almost every single instance where there is a roll. This means that most of the weapons will be worse at their minimum roll, and significantly better at their maximum rolls. 2. There is a minimum level of damage that is acceptable for Unique weapons. If it’s lower than that, the weapon is typically not worth using, and therefore for most of the weapons that already have a good build-defining feature, I will “modernize” the weapon’s damage. I typically try to go by ear when I do this, but if you plug the numbers into Path of Building you’ll notice some patterns. Weapons that have been changed since the original post: Razor of the Seventh Sun Tremor Rod Kongor's Undying Rage Replica Kongor's Undying Rage Ichimonji Soul Taker Replica Soul Taker Soulwrest Nebuloch Shimmeron Hopeshredder The Hidden Blade The Gluttonous Tide Reach of the Council Voltaxic Rift Piscator's Vigil Weapons that have been added since the original post: Tidebreaker Doomfletch The Rippling Thoughts The Surging Thoughts The Enmity Divine The Yielding Mortality Kingmaker ONE-HANDED SWORDS
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RAZOR OF THE SEVENTH SUN Original: Adds (90-110) to (145-170) Physical Damage 30% of Physical Damage Converted to Fire Damage 25% chance to Ignite 100% increased Burning Damage if you've Ignited an Enemy Recently Recover 1% of Life when you Ignite an Enemy 100% increased Melee Physical Damage against Ignited Enemies New: Adds (70-120) to (145-210) Physical Damage 50% of Physical Damage Converted to Fire Damage 25% chance to Ignite 10% more Damage with Ignite with this Weapon for each time you’ve Ignited an Enemy Recently, up to 200% Recover 1% of Life when you Ignite an Enemy Explanation: This weapon’s unique recovery mod allows players to get a large amount of recovery if they can ignite enemies many times per second. I changed the damage modifier to also multiply the player’s ignite damage for building into igniting enemies many times per second. RIGWALD’S COMMAND Original: +10% Chance to Block Attack Damage while Dual Wielding Adds (60-80) to (150-180) Physical Damage +(350-400) to Accuracy Rating +1% to Damage over Time Multiplier for Bleeding per Rage while wielding an Axe New: +10% Chance to Block Attack Damage while Dual Wielding Adds (40-100) to (130-210) Physical Damage +(250-500) to Accuracy Rating +2% to Damage over Time Multiplier for Bleeding per Rage while wielding an Axe Explanation: A simple alteration that should make bleed builds with a traditionally difficult setup (different weapon types) to get damage out of a bit easier to make. BELTIMBER BLADE Original: (185-215)% increased Physical Damage (15-20)% increased Attack Speed 80% increased Evasion Rating while moving Skills fire 2 additional Projectiles if you've used a Movement Skill Recently Far Shot New: (145-255)% increased Physical Damage (10-25)% increased Attack Speed 100% increased Evasion Rating while moving Skills fire 2 additional Projectiles if you've used a Movement Skill Recently Far Shot Arrow Dancing while moving Explanation: Added Arrow Dancing since the Keystone was recently buffed and to counterpart Grelwood Shank a bit more closely. Damage increase gives it a bit more use. GRELWOOD SHANK Original: (185-215)% increased Physical Damage (15-20)% increased Attack Speed 80% increased Armour while stationary Skills fire 2 additional Projectiles if you've been Hit Recently Point Blank Iron Reflexes while stationary New: (145-255)% increased Physical Damage (10-25)% increased Attack Speed 100% increased Armour while stationary Skills fire 2 additional Projectiles if you've been Hit Recently Point Blank Iron Reflexes while stationary Explanation: See Beltimber Blade. DREAMFEATHER Original: Adds (30-50) to (65-80) Physical Damage (20-25)% increased Attack Speed +(180-200) to Evasion Rating 3% increased Movement Speed +(280-300) to Accuracy Rating 1% increased Attack Damage per 450 Evasion Rating New: Adds (20-55) to (75-105) Physical Damage (15-30)% increased Attack Speed +(180-200) to Evasion Rating 3% increased Movement Speed +(280-300) to Accuracy Rating 1% increased Attack Damage with this Weapon per 200 Evasion Rating Explanation: Typically, Dreamfeather builds require you to dual-wield the weapon. In my opinion, it would be cool if the build was more efficient to use an evasion shield with. Since a lot of people seem to be confused about this rework: Going from "Attack Damage" to "Attack Damage with this Weapon" means that the modifiers no longer stack if you dual-wield them. REPLICA DREAMFEATHER Original: Adds (40-65) to (70-100) Physical Damage (0-15)% increased Attack Speed +(180-200) to Armour 3% reduced Movement Speed +(280-300) to Accuracy Rating 1% increased Attack Damage per 450 Armour New: Adds (30-70) to (80-125) Physical Damage (5-15)% increased Attack Speed +(180-200) to Armour 3% reduced Movement Speed +(280-300) to Accuracy Rating 1% increased Attack Damage with this Weapon per 200 Armour Explanation: See Dreamfeather. VARUNASTRA Original: (40-60)% increased Physical Damage Adds (30-45) to (80-100) Physical Damage +(2-3) Mana gained for each Enemy hit by Attacks Counts as all One Handed Melee Weapon Types New: (150-300)% increased Physical Damage Allocates [Random One Handed Melee Weapon Notable] Allocates [Random One Handed Melee Weapon Notable] Allocates [Random One Handed Melee Weapon Notable] Counts as all One Handed Melee Weapon Types Explanation: A lot of the difficulty of building with this weapon is which damage nodes should be taken, so I’ve made that part of making builds that use this much more interesting, combined with a more “all or nothing” physical damage roll. Note: the notables can be rerolled with a Divine Orb. HYAON’S FURY Original: Adds 1 to (550-650) Lightning Damage (7-10)% increased Attack Speed 1% increased Damage taken per Frenzy Charge (15-20)% increased Lightning Damage per Frenzy Charge +20 Life gained on Kill per Frenzy Charge New: Adds 1 to (400-800) Lightning Damage (5-15)% increased Attack Speed +2 Life gained for each Enemy hit by your Attacks per Frenzy Charge Gain a Frenzy Charge if an Attack Shocks an Enemy Explanation: Increased damage taken is never worth taking when the benefits of using the weapon are so low. Additionally, life gained on kill is rarely useful except in contexts where your recovery is likely already fine. Finally, some charge generation ties up this weapon into a proper build quite nicely. SCAEVA Original: Adds (75-92) to (125-154) Physical Damage (15-25)% increased Critical Strike Chance 0.3% of Physical Attack Damage Leeched as Life per Red Socket +10% to Global Critical Strike Multiplier per Green Socket 0.3% of Physical Attack Damage Leeched as Mana per Blue Socket 8% increased Global Defences per White Socket (60-80)% increased Global Critical Strike Chance when in Main Hand +8% Chance to Block Attack Damage when in Off Hand New: Adds (70-100) to (120-170) Physical Damage Strike Skills target 1 additional nearby Enemy per Red Socket +15% to Global Critical Strike Multiplier per Green Socket 0.5% of Attack Damage Leeched as Mana per Blue Socket 15% increased Global Defenses per White Socket PRISMATIC ECLIPSE Original: +8% Chance to Block Attack Damage while Dual Wielding Adds (60-70) to (71-80) Physical Damage 25% increased Global Physical Damage with Weapons per Red Socket 12% increased Global Attack Speed per Green Socket 0.4% of Physical Attack Damage Leeched as Mana per Blue Socket +2 to Melee Strike Range per White Socket New: Changed Base Type from Twilight Blade to Gladius Adds (70-100) to (120-170) Physical Damage 25% increased Area of Effect per Red Socket 20% increased Global Attack Speed per Green Socket 0.5% of Attack Damage Leeched as Life per Blue Socket +30 to all Attributes per White Socket Explanation: In these changes I solidify Prismatic Eclipse and Scaeva as counterparts, weapons with equal damage but different bonuses for different socket colors, each with a lot of utility. ICHIMONJI Original: (80-95)% increased Physical Damage Adds (5-10) to (13-20) Physical Damage (20-25)% increased Attack Speed 10% increased Effect of Buffs on you 10% increased Mana Reservation Efficiency of Skills Allies' Aura Buffs do not affect you Your Aura Buffs do not affect allies New: (50-100)% increased Physical Damage Adds (5-15) to (20-40) Physical Damage (10-20)% increased Attack Speed (0-25)% increased Effect of Buffs on you (-25-25)% increased Mana Reservation Efficiency of Skills Allies' Aura Buffs do not affect you Your Aura Buffs do not affect allies Explanation: Currently, Ichimonji’s identity is too weak. This rework seeks to make that identity the point of the weapon’s usage. Additionally, the possibility of reduced mana reservation efficiency has interesting implications when combined with Supreme Ego. FATE OF THE VAAL Original: (180-210)% increased Physical Damage (10-15)% increased Attack Speed 100% of Physical Damage from Hits with this Weapon is Converted to a random Element Hits with this Weapon always Ignite, Freeze, and Shock Hits with this Weapon deal (30-60)% increased Damage to Ignited Enemies Hits with this Weapon deal (30-60)% increased Damage to Frozen Enemies Hits with this Weapon deal (30-60)% increased Damage to Shocked Enemies New: (150-250)% increased Physical Damage (10-20)% increased Attack Speed 100% of Physical Damage from Hits with this Weapon is Converted to a random Element Hits with this Weapon always Ignite, Freeze, and Shock Hits with this Weapon deal (0-100)% increased Damage to Ignited Enemies Hits with this Weapon deal (0-100)% increased Damage to Frozen Enemies Hits with this Weapon deal (0-100)% increased Damage to Shocked Enemies Explanation: This weapon’s identity needs no changes, in my opinion, but its numbers should be far more variable and have the possibility of being significantly more powerful. DARESSO’S PASSION Original: Adds (30-38) to (40-50) Physical Damage Adds (30-38) to (40-50) Cold Damage 20% reduced Frenzy Charge Duration 25% chance to gain a Frenzy Charge on Kill (60-80)% increased Damage while you have no Frenzy Charges New: Adds (50-75) to (80-105) Physical Damage Gain 10% of Physical Damage as Cold Damage per Maximum Frenzy Charge 50% reduced Frenzy Charge Duration 25% chance to gain a Frenzy Charge on Kill (25-50)% increased Damage per Maximum Frenzy Charge while you have no Frenzy Charges Explanation: Community request. The build-defining feature of this weapon (bonuses for not having frenzy charges, a feature normally used with the Pacifism jewel) is quite interesting, so I made a rework for this weapon. Should probably have its level requirement increased somewhat. THE RIPPLING THOUGHTS Original: Grants Summon Harbinger of the Arcane Skill Trigger Level 20 Storm Cascade when you Attack (75-90)% increased Spell Damage (140-160)% increased Physical Damage Adds 1 to (60-70) Lightning Damage Adds 1 to (60-70) Lightning Damage to Spells 10% increased Area of Effect New: Grants Summon Harbinger of the Arcane Skill Trigger Level 20 Storm Cascade when you Attack (150-250)% increased Physical Damage Adds 1 to (60-120) Lightning Damage Battlemage Explanation: For a hybrid Spell/Attack weapon like this, I'm surprised Battlemage wasn't added sooner. THE SURGING THOUGHTS Original: Grants Summon Greater Harbinger of the Arcane Skill Trigger Level 20 Storm Cascade when you Attack (75-90)% increased Spell Damage (140-160)% increased Physical Damage Adds 1 to (60-70) Lightning Damage Adds 1 to (60-70) Lightning Damage to Spells 10% increased Area of Effect New: Grants Summon Greater Harbinger of the Arcane Skill Trigger Level 20 Storm Cascade when you Attack (200-250)% increased Physical Damage Adds 1 to (90-120) Lightning Damage Battlemage Explanation: See The Rippling Thoughts. I also had this idea that upgraded Harbinger uniques could have tighter roll variances as a part of their upgrade. TWO-HANDED SWORDS
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ORO’S SACRIFICE Original: No Physical Damage Adds (425-475) to (550-600) Fire Damage (10-15)% increased Attack Speed 20% chance to Ignite 10% increased Physical Damage taken 10% increased Fire Damage taken Culling Strike against Burning Enemies Gain a Frenzy Charge if an Attack Ignites an Enemy New: No Physical Damage Adds (350-500) to (550-700) Fire Damage (5-20)% increased Attack Speed 25% chance to Ignite Gain a Frenzy Charge if an Attack Ignites an Enemy Explanation: Similar to Hyaon’s Fury, increased damage taken mods are never fun to have on a build-defining unique. Similar to that unique, I’ve greatly increased the elemental damage range as well as the attack speed range. I’ve also removed the culling strike mod to make up for the high damage possibility of the weapon’s new max rolls. REPLICA ORO’S SACRIFICE Original: No Physical Damage Adds (385-440) to (490-545) Cold Damage (10-15)% increased Attack Speed 1% of Damage against Frozen Enemies Leeched as Life 20% chance to Freeze 10% increased Physical Damage taken 10% increased Cold Damage taken Gain an Endurance Charge if an Attack Freezes an Enemy New: No Physical Damage Adds (320-450) to (500-640) Cold Damage (5-20)% increased Attack Speed 1% of Damage against Frozen Enemies Leeched as Life 20% chance to Freeze Gain an Endurance Charge if an Attack Freezes an Enemy Explanation: See Oro’s Sacrifice. STARFORGE Original: (200-300)% increased Physical Damage (5-8)% increased Attack Speed +(90-100) to maximum Life Your Physical Damage can Shock 20% increased Area of Effect for Attacks Deal no Elemental Damage New: (150-350)% increased Physical Damage (0-15)% increased Attack Speed Your Physical Damage can Shock Your Physical Damage always Shocks 10% increased Area of Effect for each Shock you have applied Recently, up to 100% Deal no Elemental Damage Explanation: Ever since the nerf to Starforge back in Harvest, the weapon has been in sore need of an identity. I’ve given it back some of the damage it missed, as well as a way to scale its area quite significantly, at the cost of the life it has. VOIDFORGE Original: (30-60)% increased Physical Damage (5-8)% increased Attack Speed +(90-100) to maximum Life Your Elemental Damage can Shock Gain 300% of Weapon Physical Damage as Extra Damage of a random Element 20% increased Area of Effect for Attacks Deal no Non-Elemental Damage New: (25-75)% increased Physical Damage (0-15)% increased Attack Speed Your Elemental Damage can Shock Your Elemental Damage always Shocks Gain 300% of Weapon Physical Damage as Extra Damage of a random Element 10% increased Area of Effect for each Shock you have applied Recently, up to 100% Deal no Non-Elemental Damage Explanation: See Starforge. DOOMSOWER Original: Socketed Melee Gems have 15% increased Area of Effect (30-50)% increased Physical Damage Adds (65-75) to (100-110) Physical Damage (6-12)% increased Attack Speed Attack Skills gain 5% of Physical Damage as Extra Fire Damage per Socketed Red Gem You have Vaal Pact while all Socketed Gems are Red New: (150-300)% increased Physical Damage Socketed Skills gain 10% of Physical Damage as Extra Fire Damage per Socketed Red Gem Explanation: This change simplifies its stats while making it stronger, with a clear identity. The change from “Attack Skills gain” to “Socketed Skills gain” opens up some opportunities for usage with Battlemage. KONDO’S PRIDE Original: (220-250)% increased Physical Damage 0.6% of Physical Attack Damage Leeched as Life 50% increased Melee Damage against Bleeding Enemies Cannot Leech Life from Critical Strikes 30% chance to Blind Enemies on Critical Strike 50% chance to cause Bleeding on Critical Strike New: (150-250)% increased Physical Damage (15-25)% increased Attack Speed Attacks against Blinded Enemies cause Bleeding Increases and Reductions to Blind Effect also apply to Damage with Bleeding Increases and Reductions to Blind Duration also apply to Bleeding Duration Explanation: This weapon now has a clear identity – simultaneous blind and bleed scaling. The problem to solve with this weapon will be causing consistent Blinds. HILTLESS Original: Socketed Gems are Supported by Level 1 Lifetap Adds (90-115) to (230-260) Physical Damage (40-50)% increased Critical Strike Chance Enemies you Attack Reflect 100 Physical Damage to you +2 to Weapon Range New: Socketed Gems are Supported by Level 20 Lifetap Adds (75-125) to (215-270) Physical Damage (30-60)% increased Critical Strike Chance Enemies you Attack Reflect 100 Physical Damage to you +4 to Weapon Range Explanation: All this really needed was a buff to its Lifetap gem, and a little more damage. EDGE OF MADNESS Original: +1 to Level of Socketed Active Skill Gems (40-60)% increased Physical Damage Adds (60-68) to (90-102) Chaos Damage 1% increased Chaos Damage per Level Adds 1 to 2 Physical Damage to Attacks per Level New: 100% of Physical Damage Converted to Chaos Damage Adds 3 to 6 Physical Damage to Attacks per Level Explanation: Instead of being a leveling unique that quickly becomes useless, it is now a weapon that starts strong and stays strong through the endgame. ONE-HANDED AXES
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DYADUS Original: Adds (255-285) to (300-330) Fire Damage in Main Hand Adds (255-285) to (300-330) Cold Damage in Off Hand (10-15)% increased Attack Speed 25% chance to Ignite when in Main Hand 100% increased Damage with Ignite inflicted on Chilled Enemies Chill Enemies for 1 second on Hit with this Weapon when in Off Hand New: Adds (50-100) to (125-175) Physical Damage 100% of Physical Damage with this Weapon Converted to Fire Damage in Main Hand 100% of Physical Damage with this Weapon Converted to Cold Damage in Off Hand (10-20)% increased Attack Speed All Damage with Hits Ignite in Main Hand Chill Enemies for 1 second on Hit with this Weapon when in Off Hand 25% more Damage with Ignite inflicted on Chilled Enemies Explanation: The identity of this weapon is wrapped around dual-wielding with two of them, and this rework should make that much easier to build into. RIGWALD’S SAVAGERY Original: Adds (50-70) to (135-165) Physical Damage 40% increased Physical Attack Damage while Dual Wielding (10-15)% increased Attack Speed +25 to Maximum Rage while wielding a Sword New: Adds (50-75) to (125-175) Physical Damage 50% increased Physical Attack Damage while Dual Wielding (10-20)% increased Attack Speed +25 to Maximum Rage while wielding a Sword Explanation: A simple buff, combined with the buff to Rigwald’s Command, should make it useful. JACK, THE AXE Original: Grants Level 20 Thirst for Blood Skill (130-150)% increased Physical Damage Adds (11-14) to (18-23) Physical Damage 25% chance to cause Bleeding on Hit +(25-35)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon New: Grants Level 20 Thirst for Blood Skill (100-300)% increased Physical Damage 25% chance to cause Bleeding on Hit +(20-40)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon Explanation: When the weapon was buffed in Harvest, it went mostly ignored. It has quite heavy potential for a bleed build, it just needs to be pushed a little further. ACTUM Original: Has no Sockets (200-250)% increased Physical Damage You have no Intelligence Critical Strike Chance is (20-30)% for Hits with this Weapon New: Has no Sockets (150-300)% increased Physical Damage 75% reduced Intelligence Critical Strike Chance is (25-50)% for Hits with this Weapon Explanation: Another weapon that just needs a little push to be useful. SOUL TAKER Original: (100-140)% increased Physical Damage Adds 10 to 20 Physical Damage (20-25)% increased Attack Speed +(20-25)% to Cold Resistance Insufficient Mana doesn't prevent your Melee Attacks Your Physical Damage can Chill New: (120-240)% increased Physical Damage (15-30)% increased Attack Speed +(15-30)% to Cold Resistance Insufficient Mana doesn't prevent your Melee Attacks Your Physical Damage can Chill 20% increased Chill Effect per 10% of missing Unreserved maximum Mana Explanation: Another small push in damage, and added a more build-defining unique stat. REPLICA SOUL TAKER Original: (100-140)% increased Physical Damage Adds 10 to 20 Physical Damage (60-80)% increased Critical Strike Chance +(20-25)% to Cold Resistance Your Physical Damage can Freeze Eldritch Battery New: (120-240)% increased Physical Damage (40-80)% increased Critical Strike Chance +(15-30)% to Cold Resistance Your Physical Damage can Freeze Eldritch Battery 20% increased Freeze Duration per 10% of missing Unreserved maximum Energy Shield Explanation: See Soul Taker. TWO-HANDED AXES
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ATZIRI’S DISFAVOR Original: +2 to Level of Socketed Support Gems Adds (205-220) to (250-270) Physical Damage (12-16)% increased Attack Speed 25% chance to cause Bleeding on Hit +2 to Weapon Range New: +2 to Level of Socketed Support Gems Adds (175-275) to (300-400) Physical Damage 25% chance to cause Bleeding on Hit +2 to Weapon Range Bleeding you inflict deals Damage (0-50)% faster Your Hits that cause Bleeding Leech as if dealing 500% more Damage Explanation: Atziri really likes blood, if you accept her many divination cards as canon lore. In exchange for a lower attack speed, you get bigger hits, bleeds that deal their damage faster, and you get to leech properly on a build with usually weaker hits. KITAVA’S FEAST Original: Socketed Gems are supported by Level 25 Melee Splash (200-240)% increased Physical Damage 1% of Physical Attack Damage Leeched as Life 1% of Physical Attack Damage Leeched as Mana Recover 5% of Life on Kill Enemies Killed by your Hits are destroyed New: Socketed Gems are supported by Level (1-40) Melee Splash (150-300)% increased Physical Damage 1% of Physical Attack Damage Leeched as Life 1% of Physical Attack Damage Leeched as Mana Recover 5% of Life on Kill Enemies Killed by your Hits are destroyed Explanation: This rework intends to give Kitava’s Feast the ability to enhance strike skills more than it already does, by enhancing the upper end of both its damage and aoe via the Melee Splash support. DEBEON’S DIRGE Original: Adds (310-350) to (460-500) Cold Damage 15% increased Movement Speed if you've used a Warcry Recently 150% increased Elemental Damage if you've used a Warcry Recently Warcries Knock Back and Interrupt Enemies in a smaller Area New: Adds (300-360) to (440-520) Cold Damage 20% increased Movement Speed if you've used a Warcry Recently 200% increased Elemental Damage if you've used a Warcry Recently (25-50)% increased Warcry Cooldown Recovery Rate Warcries Knock Back and Interrupt Enemies in a smaller Area Explanation: Increased warcry cooldown recovery rate is what this weapon really needs, as well as a number boost. HEZMANA’S BLOODLUST Original: (100-125)% increased Physical Damage Adds (7-10) to (15-25) Physical Damage 1% of Physical Attack Damage Leeched as Life 40% increased Attack Speed if you've taken a Savage Hit Recently Attacks Cost Life instead of Mana New: (75-150)% increased Physical Damage Adds (10-20) to (35-55) Physical Damage 1% of Physical Attack Damage Leeched as Life 20% increased Attack Speed per 10% of missing Unreserved maximum Life Attacks Cost Life instead of Mana Explanation: Savage hit bonuses are too risky to build into. Therefore, I’ve given this unique a mechanic based off of Manabond that achieves the same thing: extra attack speed when you’re hurt. The difference is that this also interacts with Petrified Blood to make for a powerful build. UUL-NETOL’S EMBRACE Original: Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy (280-320)% increased Physical Damage (30-25)% reduced Attack Speed Attacks have 25% chance to inflict Bleeding when Hitting Cursed Enemies New: Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy (250-350)% increased Physical Damage (30-15)% reduced Attack Speed Attacks have 25% chance to inflict Bleeding Explanation: The requirement for an enemy to be cursed to get the extra bleeding chance just makes this weapon needlessly difficult to build into. WINGS OF ENTROPY Original: (7-10)% Chance to Block Spell Damage +(8-12)% Chance to Block Attack Damage while Dual Wielding (60-80)% increased Physical Damage Adds (75-100) to (165-200) Fire Damage in Main Hand Adds (75-100) to (165-200) Chaos Damage in Off Hand Counts as Dual Wielding New: (7-10)% Chance to Block Spell Damage +(8-12)% Chance to Block Attack Damage while Dual Wielding Adds (60-140) to (145-240) Fire Damage in Main Hand Adds (60-140) to (145-240) Chaos Damage in Off Hand Enemies take 1% increased Fire Damage for each Off Hand Hit inflicted Recently Enemies take 1% increased Chaos Damage for each Main Hand Hit inflicted Recently Counts as Dual Wielding Explanation: This weapon has always been weak without a way to properly scale its damage. This new version allows for the weapon to ramp up in damage based on high attack speed. REPLICA WINGS OF ENTROPY Original: (7-10)% Chance to Block Spell Damage +(8-12)% Chance to Block Attack Damage while Dual Wielding (60-80)% increased Physical Damage Counts as Dual Wielding +(8-10)% to Off Hand Critical Strike Chance (50-70)% more Main Hand Attack Speed New: (7-10)% Chance to Block Spell Damage +(8-12)% Chance to Block Attack Damage while Dual Wielding (50-100)% increased Physical Damage Counts as Dual Wielding +(8-10)% to Off Hand Critical Strike Chance (50-70)% more Main Hand Attack Speed Explanation: This weapon is fine, I believe it just needs a small number boost. SINVICTA’S METTLE Original: (140-152)% increased Physical Damage (8-12)% increased Attack Speed 2% increased Area of Effect per 25 Rampage Kills Gain a Frenzy Charge on every 50th Rampage Kill Rampage New: (100-200)% increased Physical Damage (5-15)% increased Attack Speed 2% increased Area of Effect per 10 Rampage Kills Gain a Power, Frenzy, or Endurance Charge on every 25th Rampage Kill Rampage Explanation: A little extra damage, a far more significant area of effect rampup, and every kind of charge instead of just frenzies should make this weapon far more considered in clearspeed setups. KAOM’S PRIMACY Original: (100-140)% increased Physical Damage +20 Life gained on Kill +(150-250) to Accuracy Rating Culling Strike Gain 1 Rage on Critical Hit with attacks, no more than once every 0.5 seconds Gain 1% of Physical Damage as Extra Fire Damage per 1 Rage New: (100-200)% increased Physical Damage +(100-300) to Accuracy Rating Gain 1 Rage on Critical Hit with attacks, no more than once every 0.5 seconds Gain 1% of Physical Damage as Extra Fire Damage per 1 Rage +2 Life gained on Kill per 1 Rage Explanation: A damage boost as well as actual scaling for its life gained on kill modifier should make this weapon useful. NGAMAHU’S FLAME Original: 20% chance to Trigger Level 16 Molten Burst on Melee Hit (170-190)% increased Physical Damage (8-12)% increased Attack Speed 60% of Physical Damage Converted to Fire Damage Damage Penetrates 20% Fire Resistance New: Trigger Level 16 Molten Burst on Melee Hit, with a 0.25 second Cooldown (150-250)% increased Physical Damage 100% of Physical Damage Converted to Fire Damage Explanation: By increasing the base physical damage of the weapon, Molten Burst becomes stronger. By making it always trigger on hit, with a cooldown, it becomes usable for skills other than Cyclone. This makes builds that use the weapon more diverse in their skill options while also buffing every skill that uses it. KINGMAKER Original: (190-240)% increased Physical Damage (7-12)% increased Attack Speed (30-40)% increased Critical Strike Chance Nearby Allies have 30% increased Item Rarity Nearby Allies have Culling Strike Insufficient Mana doesn't prevent your Melee Attacks Nearby Allies have +50% to Critical Strike Multiplier Nearby Allies have +10 Fortification New: (125-250)% increased Physical Damage (5-15)% increased Attack Speed (20-40)% increased Critical Strike Chance Insufficient Mana doesn't prevent your Melee Attacks Nearby Allies have Transfiguration of Body Nearby Allies have +(25-75)% to Critical Strike Multiplier Nearby Allies have +10 Fortification Explanation: A modernization of damage for the people who used the weapon not on an Animated Guardian, as well as giving the weapon a mechanic (transfiguration of body) similar to Heartbreaker's new mechanics. ONE-HANDED MACES
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NEBULOCH Original: Adds (45-60) to (100-120) Physical Damage Gain (30-40)% of Physical Attack Damage as Extra Fire Damage +4% to Chaos Resistance per Endurance Charge 1% reduced Elemental Damage taken from Hits per Endurance Charge Adds 5 to 8 Physical Damage per Endurance Charge +500 to Armour per Endurance Charge 200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently New: Adds (40-65) to (95-125) Physical Damage Gain (25-50)% of Physical Attack Damage as Extra Fire Damage +5% to Chaos Resistance per Endurance Charge 1% reduced Elemental Damage taken per Endurance Charge Adds 6 to 12 Physical Damage per Endurance Charge +500 to Armour per Endurance Charge 200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently Explanation: A small number boost to its base damage, and more significant bonuses from its charge effect. CALLINELLUS MALLEUS Original: (150-200)% increased Physical Damage Adds (5-10) to (15-23) Physical Damage (15-25)% reduced Enemy Stun Threshold with this Weapon Cannot Knock Enemies Back All Attack Damage Chills when you Stun New: (150-250)% increased Physical Damage Adds (5-10) to (20-30) Physical Damage Deal 10% more Damage for each second you are stationary, up to 100% All Attack Damage Freezes if you have not moved Recently Cannot Knock Enemies Back Explanation: The flavor text of the unique reads “unshifting and unshifted”. This weapon fleshes out that flavor text into an item that heavily rewards standing still. Additionally, the current version is quite out of date with its chill mod, given that all maces can chill by taking a single mastery point. The change to this new version upgrades that to freeze, providing a needed defensive bonus for standing still. TWO-HANDED MACES
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KONGOR’S UNDYING RAGE Original: Adds (43-56) to (330-400) Physical Damage (30-40)% increased Critical Strike Chance +(15-20)% to all Elemental Resistances Hits can't be Evaded Your Critical Strikes do not deal extra Damage You gain Onslaught for 4 seconds on Critical Strike New: Adds (25-100) to (300-500) Physical Damage (25-50)% increased Critical Strike Chance Hits can't be Evaded Your Critical Strikes do not deal extra Damage You gain Onslaught for 4 seconds on Critical Strike Modifiers to Critical Strike Multiplier instead apply to Onslaught Effect Multiplier at 20% of their value Explanation: This weapon has always been awkward to use because scaling its critical strike chance to get consistent Onslaught means picking up useless critical strike multiplier modifiers. This change makes builds using this weapon much easier to make. REPLICA KONGOR’S UNDYING RAGE Original: Adds (43-56) to (330-400) Physical Damage (30-40)% increased Critical Strike Chance +(15-20)% to all Elemental Resistances Hits can't be Evaded Your Critical Strikes do not deal extra Damage Regenerate 20% of Energy Shield per second if you've dealt a Critical Strike with this weapon Recently New: Adds (25-100) to (300-500) Physical Damage (25-50)% increased Critical Strike Chance Hits can't be Evaded Your Critical Strikes do not deal extra Damage Regenerate 20% of Energy Shield per second if you've dealt a Critical Strike with this weapon Recently Modifiers to Critical Strike Multiplier instead apply to Energy Shield Regeneration Rate Multiplier at 20% of their value Explanation: See Kongor’s Undying Rage. BRAIN RATTLER Original: Adds (60-80) to (270-320) Physical Damage 50% of Physical Damage Converted to Lightning Damage 50% chance to Shock Hits with this Weapon Shock Enemies as though dealing 300% more Damage Damage Penetrates 20% Lightning Resistance Enemies you Shock have 30% reduced Cast Speed Enemies you Shock have 20% reduced Movement Speed New: Adds (50-100) to (200-400) Physical Damage 50% of Physical Damage Converted to Lightning Damage 50% chance to Shock Hits with this Weapon Shock Enemies as though dealing 500% more Damage Hits that inflict Shock also inflict an equivalent Chill Damage Penetrates 20% Lightning Resistance Explanation: A small damage boost to modernize the weapon, as well as turning its unique shock effect (reduced cast and movement speed) into an effect that makes more sense (reduced action speed) and also likely enables some fun interactions, such as being able to use Hypothermia. TRYPANON Original: 50% reduced Attack Speed This Weapon's Critical Strike Chance is 100% New: 50% reduced Attack Speed This Weapon's Critical Strike Chance is 100% Modifiers to Critical Strike Chance instead apply to Attack Speed at 50% of their value Explanation: Trypanon has been useless since it came out, although what it allows the player to do is quite interesting. Making it so critical strike chance modifiers aren’t useless as you pick up critical strike multiplier seems like a good way to fix its issues. REPLICA TRYPANON Original: -5000 to Accuracy Rating This Weapon's Critical Strike Chance is 100% New: -5000 to Accuracy Rating This Weapon's Critical Strike Chance is 100% Modifiers to Critical Strike Chance instead apply to Accuracy Rating at 50% of their value Explanation: See Trypanon. JORRHAST’S BLACKSTEEL Original: 25% chance to Trigger Level 20 Animate Weapon on Kill (150-200)% increased Physical Damage (8-12)% increased Attack Speed (8-12)% increased Cast Speed 30% less Animate Weapon Duration Weapons you Animate create an additional copy New: (150-300)% increased Physical Damage (5-15)% increased Attack Speed Enemies leave a Lingering Blade in the ground when they are Hit, no more than once every Second Trigger Level 20 Animate Weapon on Hit, with a 0.25 second Cooldown Weapons you Animate have a 40% chance to Impale Enemies Explanation: This weapon has a cool concept: a magnetic hammer that makes all the nearby scrap metal follow it (or something like that). And now it actually fulfills that function against bosses, where it was never able to originally. CHOBER CHABER Original: +1 to Level of Socketed Melee Gems +1 to Level of Socketed Minion Gems 20% reduced Strength Requirement (200-220)% increased Physical Damage 25% increased maximum Mana Minions have (20-40)% increased maximum Life 15% increased Skill Effect Duration New: +1 to Level of Socketed Melee Gems +2 to Level of Socketed Minion Gems (75-150)% increased Physical Damage Adds (5-25) to (30-150) Physical Damage Minions have (25-50)% increased maximum Life 50% increased Skill Effect Duration Explanation: In this rework I’m giving Chaber Cairn back to the game, while making the weapon’s damage stronger than Chaber Cairn at its highest roll, and weaker than Chober Chaber at its worst. GEOFRI’S BAPTISM Original: 200% increased Physical Damage Adds 11 to 23 Cold Damage (10-20)% increased Stun Duration on Enemies Never deal Critical Strikes New: Trigger Level 20 Elemental Warding on Melee Hit while Cursed (125-250)% increased Physical Damage Adds (32-57) to (66-81) Physical Damage Never deal Critical Strikes Explanation: I’ve given this weapon its power from Geofri’s Devotion, plus a little extra. Similar philosophy in the Chober Chaber rework. TIDEBREAKER Original: Socketed Gems are Supported by Level 20 Endurance Charge on Melee Stun +40 to Intelligence Adds (70-80) to (340-375) Physical Damage 10% increased Physical Damage per Endurance Charge (20-30)% reduced Enemy Stun Threshold with this Weapon New: Socketed Gems are Supported by Level 30 Endurance Charge on Melee Stun Adds (50-100) to (225-450) Physical Damage 5% reduced Enemy Stun Threshold with this Weapon per Endurance Charge Explanation: I had actually meant to add this earlier, not sure why I didn't. Simplification of stats, and better stunning. SCEPTRES
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DORYANI’S CATALYST Original: Socketed Gems are Supported by Level 20 Elemental Proliferation Adds (65-85) to (100-160) Physical Damage (11-15)% increased Attack Speed (6-10)% increased Cast Speed (30-40)% increased Global Critical Strike Chance 0.2% of Elemental Damage Leeched as Life (80-100)% increased Elemental Damage New: Elemental Ailments you inflict spread to other enemies in a Radius of 15 (5-15)% increased Cast Speed (25-50)% increased Global Critical Strike Chance 0.2% of Elemental Damage Leeched as Life (50-100)% increased Elemental Damage Explanation: For this weapon’s weak elemental damage boost, the weapon deserves a much stronger, build-defining bonus (elemental proliferation) than just its leech modifier. AUGYRE Original: (180-220)% increased Physical Damage (10-15)% increased Attack Speed (80-100)% increased Critical Strike Chance 50% of Physical Damage Converted to Lightning Damage Every 16 seconds you gain Elemental Overload for 8 seconds You have Resolute Technique while you do not have Elemental Overload 100% increased Physical Damage while you have Resolute Technique New: (175-250)% increased Physical Damage (10-20)% increased Attack Speed (50-100)% increased Critical Strike Chance 50% of Physical Damage Converted to Lightning Damage Hits can’t be Evaded Elemental Overload Explanation: Rotating buffs are annoying to deal with unless there is a clear visual or audio indicator of the rotation. This change gives the weapon a clear purpose: enabling lightning attack builds without requiring investment in crit or accuracy. BREATH OF THE COUNCIL Original: (260-310)% increased Physical Damage (80-100)% increased Chaos Damage 10% increased Area of Effect Chaos Skills have 40% increased Skill Effect Duration New: (100-200)% increased Chaos Damage Chaos Skills have 50% increased Skill Effect Duration Enemies Killed by your Chaos Damage over Time are destroyed Explanation: Currently, the weapon can’t really be used for anything; Cane of Unraveling beats it out for chaos spells, and almost every other weapon beats it for chaos attacks. In this new identity, based on the flavor text, enemies breathe in your chaos damage, then give themselves to eternity. I’d imagine the destroy animation would be enemies vanishing into thin air. DOON CUEBIYARI Original: Socketed Gems are Supported by Level 30 Iron Will +(50-70) to Strength (15-18)% increased Cast Speed +(20-30) to maximum Mana 1% increased Damage per 8 Strength when in Main Hand 1% increased Armour per 16 Strength when in Off Hand New: Iron Will +(25-100) to Strength (1-4)% increased Spell Damage per 25 Strength (1-4)% increased Armour per 50 Strength (1-4)% increased Cast Speed per 100 Strength Explanation: With this rework, I greatly increase the potential power of builds that could make use of the item, as you can now dual-wield them and get all of their bonuses. A perfect Doon Cuebiyari, however, will be extremely expensive due to the rolls. BALEFIRE Original: Grants Level 25 Scorching Ray Skill (12-20)% increased Cast Speed Recover (1-3)% of Life on Kill Recover (1-3)% of Mana on Kill 10% increased Scorching Ray beam length New: Grants Level (20-30) Scorching Ray Skill Increases and Reductions to Cast Speed also apply to Scorching Ray beam length at 50% of their value Cannot use Righteous Fire Explanation: This weapon enables a pure Scorching Ray build, that doesn’t make use of Righteous Fire for its extra damage. DEATH’S HAND Original: Adds (35-46) to (85-128) Physical Damage (25-50)% increased Critical Strike Chance 30% chance to gain a Power Charge when you Stun Gain Unholy Might for 4 seconds on Critical Strike New: Adds (40-80) to (90-180) Physical Damage (50-100)% increased Critical Strike Chance Gain Unholy Might for 4 seconds on Critical Strike 20% increased Effect of Unholy Might per Power Charge Explanation: This unique is, more or less, completely useless, so this rework intends to strengthen its identity (power charges and unholy might), and bring it to a level where it might see some use. If the identity of an item is too weak for a build to be made out of it, the identity should be made stronger. CLAWS
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RIVE Original: (60-80)% increased Physical Damage Adds (25-35) to (50-65) Physical Damage 25% chance to cause Bleeding on Hit 2% increased Physical Damage Over Time per 10 Dexterity 1% increased Bleeding Duration per 12 Intelligence 30% Chance to cause Bleeding Enemies to Flee on hit New: (50-100)% increased Physical Damage Adds (25-35) to (50-65) Physical Damage (0-25)% reduced Attack Speed 25% chance to cause Bleeding on Hit +1% to Physical Damage Over Time Multiplier per 10 Dexterity 2% increased Bleeding Duration per 10 Intelligence 50% Chance to Terrify Enemies for 4 seconds on Hit (Terrify causes Normal and Magic Enemies to Flee, and causes Rare and Unique Enemies to count as moving) Explanation: The big change to this item is the Terrify debuff, which allows builds that use the weapon to deal with rare and unique enemies without having to weapon swap to a bow to use Ensnaring Arrow. The rest of the changes are there only to modernize the weapon’s damage. THE SCOURGE Original: Adds (35-50) to (100-125) Physical Damage (10-15)% increased Attack Speed Minions have (10-15)% increased Attack Speed Increases and Reductions to Minion Damage also affect you at 150% of their value Minions deal 70% increased Damage if you've Hit Recently New: Adds (25-75) to (100-175) Physical Damage (10-20)% increased Attack Speed Minions have (10-20)% increased Attack Speed Increases and Reductions to Minion Damage also affect you at 150% of their value Minions deal 70% increased Damage if you've Hit Recently Explanation: This weapon is useful for a few niche builds, this buff to its damage should make it more useful for the build it’s supposed to make: hybrid attack/minion builds, such as Dominating Blow. TOUCH OF ANGUISH Original: Adds (40-50) to (130-150) Physical Damage 30% increased Cold Damage (30-40)% increased Critical Strike Chance 20% chance to gain a Frenzy Charge on Killing a Frozen Enemy Skills Chain an additional time while at maximum Frenzy Charges 10% chance to Freeze Critical Strikes do not inherently Freeze New: Adds (20-60) to (70-210) Physical Damage 40% of Physical Damage Converted to Cold Damage (25-50)% increased Critical Strike Chance Gain a Frenzy Charge if an Attack Freezes an Enemy Skills Chain an additional time while at maximum Frenzy Charges Critical Strikes do not inherently Freeze Explanation: This change modernizes its damage and also gives significantly more consistency to its Frenzy Charge generation, at the cost of freeze chance. ALLURE Original: (110-130)% increased Physical Damage Adds (15-20) to (30-40) Physical Damage (8-12)% increased Attack Speed 15% increased Movement Speed while Phasing You gain Phasing for 10 seconds on using a Vaal Skill New: (75-150)% increased Physical Damage Adds (5-20) to (25-50) Physical Damage (10-20)% increased Attack Speed Kills grant an additional Vaal Soul while Phasing You gain Phasing for 10 seconds on using a Vaal Skill 20% increased Movement Speed during Soul Gain Prevention Explanation: With this change, I modernize the weapon’s damage and flesh out further this weapon’s vaal soul/phasing theme with an upside/downside related to Vaal skills. REPLICA ALLURE Original: (110-130)% increased Physical Damage Adds (15-20) to (30-40) Physical Damage (8-12)% increased Attack Speed Gain +50 Life when you Taunt an Enemy You gain Onslaught for 1 seconds on Killing Taunted Enemies Enemies Taunted by you take 10% increased Damage New: (75-150)% increased Physical Damage Adds (5-20) to (25-50) Physical Damage (10-20)% increased Attack Speed Gain +50 Life when you Taunt an Enemy You gain Onslaught for 1 seconds on Killing Taunted Enemies Enemies Taunted by you take 10% increased Damage Explanation: Did the same modernization of damage I did to Allure. The rest of its stats are fine. BLOODSEEKER Original: (150-170)% increased Physical Damage Adds 10 to 12 Physical Damage 5% increased Attack Speed 1.2% of Physical Attack Damage Leeched as Life 5% increased Movement Speed Life Leech from Hits with this Weapon is instant New: (100-200)% increased Physical Damage Adds (5-15) to (20-30) Physical Damage (5-10)% increased Attack Speed 1% of Attack Damage Leeched as Life You count as Leeching if you’ve Killed an Enemy with this Weapon Recently Life Leech from Hits with this Weapon is instant Explanation: I’ve modernized the weapon’s damage, as well as given the weapon a very interesting stat that might make some builds that use this opt for nodes on the passive tree they otherwise would not have taken. Last edited by diarmuidtherat#0334 on Oct 5, 2022, 11:52:31 AM Last bumped on Mar 12, 2023, 4:58:28 PM
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DAGGERS
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GOBLINEDGE Original: (200-250)% increased Physical Damage (20-25)% increased Attack Speed if you haven't gained a Frenzy Charge Recently (60-80)% increased Critical Strike Chance if you haven't gained a Power Charge Recently +3 seconds to Duration of Frenzy and Power Charges on Culling Strike Gain (120-150) Life on Culling Strike Gain (10-20) Mana on Culling Strike New: (150-300)% increased Physical Damage (10-20)% increased Attack Speed per Frenzy Charge if you haven't gained a Frenzy Charge Recently (25-50)% increased Critical Strike Chance per Power Charge if you haven't gained a Power Charge Recently +3 seconds to Duration of Frenzy and Power Charges on Culling Strike Gain (100-150) Life on Culling Strike Gain (10-20) Mana on Culling Strike Explanation: This weapon has a clear identity: Gain a bunch of Power and Frenzy Charges, then stop gaining them while infinitely extending their lifetime if you can. The problem of gaining them then not gaining them is not solved with this change, but the power of solving that problem is enhanced significantly. TAPROOT Original: (180-200)% increased Physical Damage (10-15)% increased Attack Speed (15-20)% increased Poison Duration 0.5% of Attack Damage Leeched as Mana against Poisoned Enemies 0.5% of Attack Damage Leeched as Life against Maimed Enemies (15-20)% chance to Maim on Hit 20% chance to Poison on Hit New: (100-300)% increased Physical Damage (25-50)% increased Poison Duration against Maimed Enemies (25-50)% chance to Maim on Hit Hits with this Weapon always Poison Maimed Enemies 0.5% of Attack Damage Leeched as Mana against Poisoned Enemies 0.5% of Attack Damage Leeched as Life against Maimed Enemies Explanation: With this rework I flesh out Taproot’s Maim/Poison niche. THE HIDDEN BLADE Original: Trigger Level 20 Unseen Strike every 0.5 seconds while Phasing +(20-40) to Dexterity (230-260)% increased Physical Damage 30% reduced Attack Speed while Phasing New: Trigger Level 20 Unseen Strike every 0.25 seconds while Phasing (200-300)% increased Physical Damage 50% reduced Attack Speed while Phasing Explanation: With this change I dig deeper into what makes the unique interesting: Unseen Strike. I double its trigger rate, increase the base damage of the weapon, and make it more difficult to use the weapon on its own while triggering Unseen Strike. VULCONUS Original: Adds (85-110) to (135-150) Physical Damage Adds (130-160) to (220-240) Fire Damage 50% chance to cause Bleeding on Hit (70-100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies (70-100)% increased Physical Damage with Hits and Ailments against Ignited Enemies Every 8 seconds, gain Avatar of Fire for 4 seconds (160-200)% increased Critical Strike Chance while you have Avatar of Fire 50% of Physical Damage Converted to Fire while you have Avatar of Fire +2000 Armour while you do not have Avatar of Fire New: Adds (60-120) to (120-160) Physical Damage Adds (100-175) to (200-250) Fire Damage Avatar of Fire 50% of Physical Damage Converted to Fire 50% chance to cause Bleeding on Hit All Damage with Hits from this Weapon can cause Bleeding (50-100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies (50-100)% increased Physical Damage with Hits and Ailments against Ignited Enemies (100-200)% increased Global Critical Strike Chance Explanation: Cycling buffs are not fun to play with. Given that anyone who used this item took Avatar of Fire to keep its buffs from this weapon forever, I feel as though this rework is the most appropriate. DIVINARIUS Original: (50-70)% increased Spell Damage +30 Life gained on Kill +10 Mana gained on Kill 10% increased Area of Effect (125-175)% increased Critical Strike Chance for Spells if you've Killed Recently +(40-60)% to Critical Strike Multiplier for Spells if you haven't Killed Recently New: Spells which can gain Intensity do not lose Intensity when you teleport Skills fire 1 additional Projectile (25-50)% increased Area of Effect (25-50)% increased Cast Speed Explanation: Divinarius is competing with many other unique weapons that are good for spells: Cold Iron Point, Agnerod West, Searing Touch, and several others. On-kill effects don’t cut it as build-defining features in the current balance of Path of Exile. Therefore, this weapon needs something unique to itself. The flavor text begs for the item to make self-casting better, so that’s what it does now. BINO’S KITCHEN KNIFE Original: 30% increased Damage over Time Adds (50-60) to (120-140) Physical Damage (40-50)% increased Critical Strike Chance +(15-25)% to Global Critical Strike Multiplier +(8-12)% to Chaos Resistance On Killing a Poisoned Enemy, nearby Enemies are Poisoned and nearby Allies Regenerate 200 Life per second New: Adds (40-80) to (85-170) Physical Damage (50-100)% increased Critical Strike Chance +(5-15)% to Chaos Resistance On Killing a Poisoned Enemy, nearby Enemies are Poisoned Explanation: Modernizing its damage, as well as simplifying its stats. Overall, it should be a buff, and make it easier to build into it as a poison crit build. MARK OF THE DOUBTING KNIGHT Original: +5% Chance to Block Attack Damage while Dual Wielding (250-270)% increased Physical Damage 10% reduced Attack Speed +(6-10)% to all Elemental Resistances 50% chance to Cause Bleeding on Critical Strike 50% chance to Cause Poison on Critical Strike New: (200-300)% increased Physical Damage 50% chance to Cause Bleeding on Critical Strike 50% chance to Cause Poison on Critical Strike Bleeding you inflict on Poisoned Enemies deals damage (15-30)% faster Poison you inflict on Bleeding Enemies has (15-30)% increased Duration Explanation: This rework enhances the weapon’s poison/bleed niche. THE CONSUMING DARK Original: +1 to Level of all Fire Spell Skill Gems +(20-40) to Intelligence (40-60)% increased Fire Damage 30% of Fire Damage Converted to Chaos Damage Your Chaos Damage has 60% chance to Poison Enemies New: +1 to Level of all Fire Spell Skill Gems 50% of Fire Damage Converted to Chaos Damage Your Chaos Damage has 50% chance to Poison Enemies Explanation: This rework makes creating builds out of this weapon incredibly easy. HEARTBREAKER Original: (60-70)% increased Spell Damage (40-80)% faster start of Energy Shield Recharge +(60-100) to maximum Mana Your Spells have Culling Strike New: (40-80)% faster start of Energy Shield Recharge if Energy Shield is greater than Mana (15-30)% of Damage taken Recouped as Mana if Mana is greater than Energy Shield Increases and Reductions to Energy Shield apply to Spell Damage at (35-70)% of their value if Energy Shield is greater than Mana Increases and Reductions to Mana apply to Spell Damage at (35-70)% of their value if Mana is greater than Energy Shield Explanation: This rework intends to fully embrace the spirit of the unique’s flavor text: attacking with your mind. It can be built as a full Mana or full Energy Shield weapon, so it’s useful for many builds. REPLICA HEARTBREAKER Original: (60-70)% increased Spell Damage (40-80)% faster start of Energy Shield Recharge +(30-50) to maximum Life 20% increased Impale Effect 20% chance to Impale on Spell Hit New: (40-80)% faster start of Energy Shield Recharge if Energy Shield is greater than Life (15-30)% of Damage taken Recouped as Life if Life is greater than Energy Shield Increases and Reductions to Energy Shield apply to Impale Effect at (25-50)% of their value if Energy Shield is greater than Life Increases and Reductions to Life apply to Impale Effect at (25-50)% of their value if Life is greater than Energy Shield Your Spell Hits Impale 100% reduced Impale Effect Explanation: This rework creates a clear niche: making your life or energy shield pool big so your impales deal full damage or more. STAVES
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WITCHHUNTER’S JUDGEMENT Original: Grants Level 20 Brandsurge Skill Brand Skills have (50-100)% increased Duration New: Grants Level 20 Brandsurge Skill Brand Skills have (0-200)% increased Duration Explanation: This slight change allows people who want to make use of Brandsurge’s increased brand power and people who want only Brandsurge’s flat damage to both use the weapon effectively. FEMURS OF THE SAINTS Original: +2 to Level of Socketed Minion Gems Minions deal (60-80)% increased Damage +1% Chance to Block Attack Damage per Summoned Skeleton 2% increased Attack and Cast Speed per Summoned Raging Spirit Regenerate 0.6% of Life per second for each Raised Zombie 30% increased Mana Regeneration Rate per Raised Spectre New: +(1-3) to Level of Socketed Minion Gems Minions deal (5-10)% increased Damage per Summoned Minion Explanation: This change simplifies the weapon while making it more powerful for minion builds that summon as many as possible, such as Summon Raging Spirits builds. HEGEMONY’S ERA Original: +6% Chance to Block Attack Damage while wielding a Staff Adds (135-145) to (160-175) Physical Damage (12-16)% increased Attack Speed (10-20)% increased Critical Strike Chance +1 to Maximum Power Charges 10% chance to gain a Power Charge if you Knock an Enemy Back with Melee Damage New: Adds (100-140) to (150-200) Physical Damage (10-20)% increased Attack Speed (15-30)% increased Critical Strike Chance +1 to Maximum Power Charges Gain a Power Charge if you Knock an Enemy Back with Melee Damage Explanation: A simple modernization of damage as well as leaning into the weapon’s charge generation feature. THE GREY SPIRE Original: Has no Sockets (250-300)% increased Global Damage (20-30)% increased Attack Speed +(1-4)% to all maximum Resistances New: Has no Sockets (100-500)% increased Global Damage +(1-5)% to all maximum Resistances Explanation: This change creates a weapon that can be used for all sorts of builds, but good luck finding a good one. PILLAR OF THE CAGED GOD Original: 1% increased Area of Effect per 20 Intelligence 1% increased Attack Speed per 10 Dexterity 16% increased Physical Weapon Damage per 10 Strength New: (5-10)% increased Area of Effect per 50 Intelligence (5-10)% increased Attack Speed per 50 Dexterity (15-25)% increased Physical Weapon Damage per 10 Strength Explanation: All this weapon needs is a soft number bump (and a reason to care about its rolls). Since builds that use this weapon are primarily strength stackers, the area of effect modifier can be buffed significantly (and it definitely deserves it). XIRGIL’S CRANK Original: +15% Chance to Block Attack Damage while wielding a Staff (60-80)% increased Spell Damage +(70-100) to maximum Energy Shield +1 to Level of all Spell Skill Gems Reflects 1 to 150 Lightning Damage to Melee Attackers 20% chance for Energy Shield Recharge to start when you Block New: +15% Chance to Block Attack Damage while wielding a Staff (50-100)% increased Spell Damage +(50-100) to maximum Energy Shield +1 to Level of all Spell Skill Gems Trigger Socketed Spells when you Block, with a 0.5 second Cooldown 50% chance for Energy Shield Recharge to start when you Block Explanation: This weapon isn’t necessarily supposed to be “endgame”, however, its build-defining feature is so interesting that I felt it deserved a rework that would make it worthy of being an endgame item. TARYN’S SHIVER Original: (50-60)% increased Spell Damage (40-50)% increased Cold Damage (10-20)% increased Cast Speed +2 to Level of all Cold Spell Skill Gems 8% chance to Freeze Enemies Frozen by you take 20% increased Damage New: (50-100)% increased Cold Damage (15-30)% increased Cast Speed +2 to Level of all Cold Spell Skill Gems Enemies Frozen by you take (10-30)% increased Damage Explanation: Stat simplification, as well as slightly higher power with good rolls. I will be doing this with all of the +2 staves. CANE OF UNRAVELLING Original: +(40-55)% to Chaos Damage over Time Multiplier (20-30)% increased Chaos Damage 2% increased Cast Speed per Power Charge +2 to Level of all Chaos Spell Skill Gems Gain a Power Charge after Spending a total of 200 Mana Regenerate 2 Mana per Second per Power Charge New: +(30-60)% to Chaos Damage over Time Multiplier +2 to Level of all Chaos Spell Skill Gems Gain a Power Charge after Spending a total of 200 Mana 10% increased Cast Speed per Power Charge Explanation: Chaos skills such as Essence Drain often don’t have good cast speed, so providing an easier way to get cast speed seems appropriate. THE SEARING TOUCH Original: +(40-60)% to Fire Damage over Time Multiplier (70-90)% increased Fire Damage 10% increased Cast Speed +2 to Level of all Fire Spell Skill Gems New: +(50-100)% to Fire Damage over Time Multiplier (10-20)% increased Cast Speed +2 to Level of all Fire Spell Skill Gems Explanation: Since Martyr of Innocence has pretty solidly taken up the niche of “staff that makes fire hit spells powerful”, making this weapon more solidly into a fire damage over time weapon made sense. AGNEROD EAST Original: 40% increased Strength Requirement +(80-120) to Intelligence (30-50)% increased Lightning Damage +2 to Level of all Lightning Spell Skill Gems Damage Penetrates 20% Lightning Resistance 100% increased Duration of Lightning Ailments New: 40% increased Strength Requirement +(50-100) to Intelligence +2 to Level of all Lightning Spell Skill Gems 2% of Lightning Damage Leeched as Life Damage Penetrates (15-30)% Lightning Resistance Explanation: Any build that applies lightning ailments is doing so nigh-permanently. Increased duration of ailments is nigh-useless on non-damaging ailments. Given that two of the Agnerod staves have an offensive stat, I figured giving this one a defensive stat difficult to find on spell builds would be good. AGNEROD NORTH Original: 40% increased Strength Requirement +(80-120) to Intelligence (30-50)% increased Lightning Damage +2 to Level of all Lightning Spell Skill Gems 15% chance to Shock Damage Penetrates 20% Lightning Resistance New: 40% increased Strength Requirement +(50-100) to Intelligence +2 to Level of all Lightning Spell Skill Gems Your Lightning Damage always Shocks Damage Penetrates (15-30)% Lightning Resistance Explanation: To be competitive with the power of Agnerod West, this staff needed to be significantly more powerful. AGNEROD SOUTH Original: 40% increased Strength Requirement +(80-120) to Intelligence (30-50)% increased Lightning Damage +2 to Level of all Lightning Spell Skill Gems +5% to maximum Lightning Resistance Damage Penetrates 20% Lightning Resistance New: 40% increased Strength Requirement +(50-100) to Intelligence +2 to Level of all Lightning Spell Skill Gems +10% to maximum Lightning Resistance Damage Penetrates (15-30)% Lightning Resistance Explanation: I like this rework because it would be a cheap way to get high power from Melding of the Flesh while on its own being a pretty weak weapon damage-wise. AGNEROD WEST Original: 40% increased Strength Requirement +(80-120) to Intelligence (30-50)% increased Lightning Damage Adds (5-15) to (100-140) Lightning Damage to Spells +2 to Level of all Lightning Spell Skill Gems Damage Penetrates 20% Lightning Resistance New: 40% increased Strength Requirement +(50-100) to Intelligence +2 to Level of all Lightning Spell Skill Gems Adds (1-15) to (100-150) Lightning Damage to Spells Damage Penetrates (15-30)% Lightning Resistance Explanation: This weapon needs very little changing. TREMOR ROD Original: +2 to Level of Socketed Spell Gems Socketed Gems are Supported by Level 10 Blastchain Mine (40-60)% increased Spell Damage (15-20)% reduced Enemy Stun Threshold Mines can be Detonated an additional time New: +2 to Level of Socketed Spell Gems Socketed Gems are Supported by Level 20 Blastchain Mine Mines Rearm an additional time Mines Rearm (0-30)% faster Explanation: An easy simplification. SIRE OF SHARDS Original: Socketed Gems fire 4 additional Projectiles Socketed Gems fire Projectiles in a circle +(15-20) to all Attributes +(5-7)% to all Elemental Resistances (60-100)% increased Projectile Damage 20% increased Light Radius New: Socketed Gems fire 4 additional Projectiles Socketed Gems fire Projectiles in a circle (75-150)% increased Projectile Damage (25-50)% increased Light Radius Explanation: Still doesn’t compare to the damage of any of the +2 staves, but it’s not supposed to; its best use is as a clearspeed weapon swap. The buffed light radius has some interesting implications for Wreath of Phrecia. SOULWREST Original: Trigger Level 20 Summon Phantasm Skill when you Consume a corpse (100-140)% increased Spell Damage (25-30)% increased Cast Speed (80-100)% increased Mana Regeneration Rate Minions deal (45-51) to (66-78) additional Physical Damage If you Consumed a corpse Recently, you and nearby Allies Regenerate 5% of Life per second New: Trigger Level 20 Summon Phantasm Skill when you Consume a corpse Increases and Reductions to Spell Damage instead apply to Minion Damage If you Consumed a corpse Recently, you and nearby Allies Regenerate 5% of Life per second Explanation: This rework instantly creates many new interesting ways to interact with the Passive Tree. THE ENMITY DIVINE Original: Socketed Gems are supported by Level 1 Chance to Bleed Grants Summon Harbinger of Brutality Skill +5% Chance to Block Attack Damage while wielding a Staff +(30-40)% to Damage over Time Multiplier for Bleeding from Critical Strikes Adds (160-185) to (200-225) Physical Damage (30-40)% increased Critical Strike Chance New: Socketed Gems are supported by Level 20 Chance to Bleed Grants Summon Harbinger of Brutality Skill +(20-50)% to Damage over Time Multiplier for Bleeding from Critical Strikes Adds (150-200) to (205-305) Physical Damage (30-60)% increased Critical Strike Chance Explanation: This one needed a pretty large number boost. THE YIELDING MORTALITY Original: Socketed Gems are supported by Level 1 Chance to Bleed Grants Summon Greater Harbinger of Brutality Skill +5% Chance to Block Attack Damage while wielding a Staff +(30-40)% to Damage over Time Multiplier for Bleeding from Critical Strikes Adds (160-185) to (200-225) Physical Damage (30-40)% increased Critical Strike Chance New: Socketed Gems are supported by Level 20 Chance to Bleed Grants Summon Greater Harbinger of Brutality Skill +(35-50)% to Damage over Time Multiplier for Bleeding from Critical Strikes Adds (175-200) to (255-305) Physical Damage (45-60)% increased Critical Strike Chance Explanation: See the Surging Thoughts/The Enmity Divine. WANDS
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PISCATOR’S VIGIL Original: No Physical Damage (10-18)% increased Attack Speed (20-30)% increased Critical Strike Chance +(340-400) to Accuracy Rating Attacks with this Weapon have (100-115)% increased Elemental Damage Damage with Weapons Penetrates 5% Elemental Resistance New: No Physical Damage (10-20)% increased Attack Speed Attacks with this Weapon have (75-150)% increased Elemental Damage Damage with Weapons Penetrates (10-20)% Elemental Resistance (20-40)% increased Critical Strike Chance +(250-500) to Accuracy Rating Explanation: A number boost is all this weapon needs. APEP’S RAGE Original: Adds (90-130) to (140-190) Chaos Damage to Spells (25-30)% increased Cast Speed +(5-10)% to Chaos Resistance Lose 40 Mana when you use a Skill Poisons you inflict deal Damage (30-50)% faster New: Adds (75-135) to (140-200) Chaos Damage to Spells (20-40)% increased Cast Speed (10-20)% Chance to Poison on Hit with Spell Damage Lose 40 Mana when you use a Skill Poisons you inflict deal Damage (25-50)% faster Explanation: I think leaning into the weapon’s niche as a poison spell wand would make it more likely to be used. MOONSORROW Original: Socketed Gems are supported by Level 20 Blind +10 to Intelligence (30-40)% increased Spell Damage (250-275)% increased Physical Damage (20-30)% increased Lightning Damage 10% increased Cast Speed 10% chance to Blind Enemies on hit New: (150-300)% increased Physical Damage (5-15)% increased Attack Speed The Effect of Blind on you is reversed Curse Enemies with a random Hex on Hit while Blinded Explanation: Fun blind mechanics are in short supply. Here, I modernize the weapon’s damage, remove the clutter that is its spell damage, lightning damage, and cast speed, and add two fun mechanics that make self-blind into a (possibly) powerful build. ECLIPSE SOLARIS Original: Adds (30-45) to (60-80) Fire Damage (6-10)% increased Attack Speed +(27-33)% to Global Critical Strike Multiplier 20% increased Light Radius Nearby Enemies are Blinded (120-140)% increased Critical Strike Chance against Blinded Enemies New: Nearby Enemies are Blinded Adds (150-200) to (250-300) Fire Damage to Hits with this Weapon against Blinded Enemies (5-15)% increased Attack Speed Increases and Reductions to Light Radius also apply to Accuracy 50% increased Light Radius +(25-35)% to Global Critical Strike Multiplier (100-150)% increased Critical Strike Chance against Blinded Enemies Explanation: With this rework I bring back the power of Corona Solaris, and enhance it even more. MIDNIGHT BARGAIN Original: +(10-20) to Intelligence Minions have (20-30)% increased Movement Speed Minions deal (50-70)% increased Damage +1 to maximum number of Raised Zombies +1 to maximum number of Skeletons +1 to maximum number of Spectres Reserves 30% of Life Cannot be used with Chaos Inoculation New: Minions have (25-50)% increased Movement Speed Minions deal (50-100)% increased Damage +1 to maximum number of Raised Zombies +1 to maximum number of Skeletons +1 to maximum number of Spectres Has no Sockets Explanation: Given how socket-deprived minion builds typically are, I figured removing the sockets from Midnight Bargain was a better downside than the awkward reservation downside. REPLICA MIDNIGHT BARGAIN Original: +(10-20) to Intelligence Minions have (40-50)% increased Movement Speed Minions deal (50-70)% increased Damage +6 to maximum number of Raging Spirits +3 to maximum number of Summoned Phantasms Reserves 30% of Life Cannot be used with Chaos Inoculation New: Minions have (50-100)% increased Movement Speed Minions deal (25-50)% increased Damage +6 to maximum number of Raging Spirits +3 to maximum number of Summoned Phantasms Has no Sockets Explanation: See Midnight Bargain. THE POET’S PEN Original: +1 to Level of Socketed Active Skill Gems per 25 Player Levels Trigger a Socketed Spell when you Attack with this Weapon, with a 0.25 second Cooldown Adds 3 to 5 Physical Damage to Attacks with this Weapon per 3 Player Levels (8-12)% increased Attack Speed New: +1 to Level of Socketed Active Skill Gems per (23-30) Player Levels Grants Level (1-20) Spellslinger Skill Socketed Spells do not Reserve Mana when Triggered by Spellslinger (5-15)% increased Attack Speed Explanation: Currently, this weapon is only really used for Exsanguinate builds. This change gives it some of its original “cast many spells with your wand attacks” identity, but with the limitations of Spellslinger. TULFALL Original: (10-15)% increased Cast Speed Gain a Power Charge on Killing a Frozen Enemy Adds 15 to 25 Cold Damage to Spells per Power Charge Lose all Power Charges on reaching Maximum Power Charges Gain a Frenzy Charge on reaching Maximum Power Charges (15-20)% increased Cold Damage per Frenzy Charge New: Deal no Non-Cold Damage (10-20)% increased Cast Speed 10% chance to Gain a Power Charge on Critical Strike Adds 20 to 30 Cold Damage to Spells per Power Charge Lose all Power Charges on reaching Maximum Power Charges Gain a Frenzy Charge on reaching Maximum Power Charges (15-30)% increased Cold Damage per Frenzy Charge Explanation: A number boost, plus an easier method of gaining charges, should make this unique much easier to build into. REPLICA TULFALL Original: (15-25)% increased Cast Speed Lose all Power Charges on reaching Maximum Power Charges Gain a Frenzy Charge on reaching Maximum Power Charges (15-20)% increased Cold Damage per Frenzy Charge Gain a Power Charge on Killing a Frozen Enemy Take 500 Cold Damage on reaching Maximum Power Charges New: Deal no Non-Cold Damage (15-30)% increased Cast Speed 10% chance to Gain a Power Charge on Critical Strike Lose all Power Charges on reaching Maximum Power Charges Take 500 Cold Damage on reaching Maximum Power Charges Gain a Frenzy Charge on reaching Maximum Power Charges (15-30)% increased Cold Damage per Frenzy Charge Explanation: See Tulfall. SHIMMERON Original: (30-40)% increased Spell Damage Adds (26-35) to (95-105) Lightning Damage to Spells +(6-10)% to Critical Strike Multiplier per Power Charge +0.3% Critical Strike Chance per Power Charge +2% Chance to Block Spell Damage per Power Charge Adds 3 to 9 Lightning Damage to Spells per Power Charge 200 Lightning Damage taken per second per Power Charge if your Skills have dealt a Critical Strike Recently New: (25-50)% increased Spell Damage Adds (20-40) to (90-110) Lightning Damage to Spells +(5-10)% to Critical Strike Multiplier per Power Charge +0.4% Critical Strike Chance per Power Charge +2% Chance to Block Spell Damage per Power Charge Adds 5 to 12 Lightning Damage to Spells per Power Charge 200 Lightning Damage taken per second per Power Charge if your Skills have dealt a Critical Strike Recently Explanation: A small number boost to its base damage, and more significant bonuses from its charge effect. BOWS
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NURO’S HARP Original: No Physical Damage Adds (120-140) to (180-210) Cold Damage (10-15)% increased Attack Speed (10-30)% increased Light Radius 15% chance to create Chilled Ground when you Freeze an Enemy Create Consecrated Ground when you Shatter an Enemy 40% increased Effect of Chilled Ground New: No Physical Damage Adds (80-160) to (220-440) Cold Damage (10-20)% increased Attack Speed (15-30)% increased Light Radius Enemies standing on your Consecrated Ground are Chilled 15% chance to create Create Consecrated Ground when you Freeze an Enemy (25-50)% increased Effect of Consecrated Ground Explanation: This rework shifts the power of the unique more sharply into its consecrated ground features, as well as giving it usable damage. SLIVERTONGUE Original: Adds (80-95) to (220-240) Physical Damage (150-200)% increased Critical Strike Chance with arrows that Fork Arrows Pierce all Targets after Forking Arrows that Pierce have +50% to Critical Strike Multiplier New: Adds (75-100) to (225-250) Physical Damage Arrows Fork before they Pierce Arrows cannot Pierce before Forking (150-300)% increased Critical Strike Chance with arrows that Fork Arrows that Pierce have +100% to Critical Strike Multiplier Explanation: With this rework, the unique modifiers of the weapon are strengthened, but the player must find a way to make their arrows both Fork and Pierce to get the most out of the weapon. LIONEYE’S GLARE Original: (90-105)% increased Physical Damage Adds (6-12) to (20-32) Physical Damage (10-20)% increased Attack Speed +(80-100) to maximum Mana Hits can't be Evaded Far Shot New: (100-200)% increased Physical Damage (15-30)% increased Attack Speed +(50-100) to maximum Mana Hits can't be Evaded Sword Dancing (Evasion Rating is Doubled against Melee Attacks 25% less Evasion Rating against Projectile Attacks) Cannot be used with Arrow Dancing Explanation: With this rework, I strengthened the bow’s base damage, removed its Far Shot feature (as it can be obtained elsewhere) and added a completely new Keystone modifier, Sword Dancing, to emulate the lore of Marceus Lioneye in the game itself. He fought the Karui thinking they would only use melee attacks against his army, when the Karui women decimated them with arrows. This rework, therefore, is quite fitting. REPLICA WINDRIPPER Original: Adds (48-60) to (72-90) Cold Damage Adds 1 to (120-150) Lightning Damage (10-15)% increased Attack Speed (30-40)% increased Critical Strike Chance Enemies Frozen by you take 20% increased Damage +(90-120) Energy Shield gained on Killing a Shocked Enemy New: Adds (78-90) to (102-120) Cold Damage Adds 1 to (200-250) Lightning Damage (10-20)% increased Attack Speed (25-50)% increased Critical Strike Chance Enemies Frozen by you take (10-20)% increased Damage +(60-120) Energy Shield gained on Killing a Shocked Enemy Explanation: Gave it a bunch of extra damage. It makes sense for Replica Windripper to be the bow that actually deals damage, while Windripper remains weak damage-wise but has heavy magic find. REACH OF THE COUNCIL Original: Socketed Gems are Supported by Level 20 Greater Volley (50-75)% increased Physical Damage Adds (10-16) to (45-60) Physical Damage (8-12)% increased Attack Speed 20% reduced Projectile Speed Arrows fired from the first firing points always Pierce Arrows fired from the second firing points Fork Arrows fired from the third firing points Return to you Arrows fired from the fourth firing points Chain +2 times New: Socketed Gems are Supported by Level 20 Greater Volley (50-100)% increased Physical Damage Adds (10-25) to (30-65) Physical Damage (10-20)% increased Attack Speed 5% less Projectile Speed with Bow Attacks per Arrow 5% more Damage per Arrow Explanation: The weapon's current setup doesn't make a whole lot of sense. This rework changes it into a much more consistent "scale arrows to get more damage at the expense of clearspeed" feature. VOLTAXIC RIFT Original: Adds 1 to (275-325) Lightning Damage (10-15)% increased Attack Speed 60% of Lightning Damage Converted to Chaos Damage 10% chance to Shock Your Chaos Damage can Shock Hits with this Weapon Shock Enemies as though dealing 300% more Damage +40% to Maximum Effect of Shock New: Adds 1 to (250-500) Lightning Damage (5-15)% increased Attack Speed 100% of Lightning Damage Converted to Chaos Damage Your Chaos Damage can Shock Hits with this Weapon Shock Enemies as though dealing 300% more Damage +40% to Maximum Effect of Shock Explanation: Voltaxic Rift has deserved full chaos conversion for a long time now. XOPH’S NURTURE Original: Socketed Gems are Supported by Level 20 Ignite Proliferation (165-195)% increased Physical Damage 50% of Physical Damage Converted to Fire Damage 10% chance to Ignite Recover (40-60) Life when you Ignite an Enemy New: Socketed Gems are Supported by Level 20 Ignite Proliferation (180-260)% increased Physical Damage 50% of Physical Damage Converted to Fire Damage Recover (30-60) Life when you Ignite an Enemy Explanation: Needed only a simple number boost. ARBORIX Original: Grants Level 30 Dash Skill Adds (80-100) to (200-225) Physical Damage Bow Attacks fire 2 additional Arrows if you haven't Cast Dash recently (20-30)% increased Attack Speed if you haven't Cast Dash recently (100-160)% increased Evasion Rating if you've Cast Dash recently (20-30)% increased Movement Speed if you've Cast Dash recently Travel Skills other than Dash are Disabled Iron Reflexes New: Grants Level (20-40) Dash Skill Adds (75-150) to (175-250) Physical Damage Dash has (-25-25)% increased Cooldown Recovery Rate (25-50)% increased Attack Speed if Dash has maximum Cooldown Uses Bow Attacks fire 2 additional Arrows if Dash has maximum Cooldown Uses (100-200)% increased Evasion Rating if Dash does not have maximum Cooldown Uses (15-30)% increased Movement Speed if Dash does not have maximum Cooldown Uses Travel Skills other than Dash are Disabled Explanation: Instead of needing to wait an entire 4 seconds, the buffs of this weapon depend on whether or not your Dash has finished its cooldown. In addition, the damage of this weapon has been modernized, and the Dash you get from the weapon can be better or worse depending on roll luck. CHIN SOL Original: +(10-20) to Dexterity (100-140)% increased Physical Damage Adds 25 to 50 Fire Damage (10-14)% increased Attack Speed 50% More Damage with Arrow Hits at Close Range Bow Knockback at Close Range New: (150-300)% increased Physical Damage (0-10)% reduced Attack Speed 50% More Damage with Arrow Hits at Close Range Bow Knockback at Close Range Explanation: Modernized its damage, and changed its flavor slightly to “high draw-weight bow that would instantly kill you at close range”, with the higher base damage and reduced attack speed. HOPESHREDDER Original: Adds (130-150) to (270-300) Cold Damage 4% increased Movement Speed per Frenzy Charge +(400-500) to Accuracy Rating (15-25)% increased Attack Speed 12 to 14 Added Cold Damage per Frenzy Charge 2% chance to Avoid Elemental Damage from Hits per Frenzy Charge 0.5% of Attack Damage Leeched as Life per Frenzy Charge 200 Cold Damage taken per second per Frenzy Charge while moving New: Adds (120-160) to (250-320) Cold Damage (15-30)% increased Attack Speed 5% increased Movement Speed per Frenzy Charge 14 to 18 Added Cold Damage per Frenzy Charge 2% chance to Avoid Elemental Damage from Hits per Frenzy Charge +100 to Accuracy Rating per Frenzy Charge 200 Cold Damage taken per second per Frenzy Charge while moving Explanation: A small number boost to its base damage, and more significant bonuses from its charge effect. NULL’S INCLINATION Original: Adds (50-80) to (130-180) Chaos Damage (7-12)% increased Attack Speed +(7-11)% to Chaos Resistance +212 Intelligence Requirement Minions deal 1% increased Damage per 5 Dexterity Trigger Socketed Minion Spells on Kill with this Weapon Minion Spells Triggered by this Item have a 0.25 second Cooldown with 5 Uses New: Adds (40-80) to (90-180) Chaos Damage (5-15)% increased Attack Speed +(6-12)% to Chaos Resistance +212 Intelligence Requirement Minions deal 1% increased Damage per 5 Dexterity Minions have 1% increased maximum Life per 10 Strength Minions have 1% increased Movement Speed per 15 Intelligence Trigger Socketed Minion Spells when you Attack with this Weapon, with a 0.25 second Cooldown Explanation: This weapon’s trigger effect always needed to be either on-attack or on-hit. I figured it would be nicer for the weapon to be consistent with an on-attack trigger effect. Adding additional stat-stacking effects solidifies the weapon’s identity. THE GLUTTONOUS TIDE Original: (120-160)% increased Physical Damage (16-20)% increased Attack Speed Lose all Frenzy Charges on reaching Maximum Frenzy Charges to make the next Bow Attack you perform fire that many additional Arrows +(30-50)% Global Critical Strike Multiplier while you have a Frenzy Charge (20-40)% chance to gain a Frenzy Charge for each Enemy you hit with a Critical Strike New: (100-200)% increased Physical Damage (10-20)% increased Attack Speed (15-30)% chance to gain a Frenzy Charge for each Enemy you hit Lose all Frenzy Charges on reaching Maximum Frenzy Charges to make the next Bow Attack you perform fire that many additional Arrows Gain 50 Life or Energy Shield when you lose a Frenzy Charge, whichever is higher Explanation: This rework makes building the weapon much simpler (not requiring crit investment), as well as modernizing its damage and adding a strong recovery mechanic. THE CRIMSON STORM Original: (60-80)% increased Physical Damage (25-35)% increased Critical Strike Chance 50% chance to inflict Bleeding on Critical Strike with Attacks Enemies you inflict Bleeding on grant (60-100)% increased Flask Charges Adds (100-120) to (150-165) Physical Damage against Bleeding Enemies 50% chance to Maim Enemies on Critical Strike with Attacks Veiled Suffix New: (50-100)% increased Physical Damage (25-50)% increased Critical Strike Chance 50% chance to inflict Bleeding on Critical Strike with Attacks 50% chance to Maim Enemies on Critical Strike with Attacks Maimed Enemies grant (50-100)% increased Flask Charges Adds (80-130) to (140-185) Physical Damage against Bleeding Enemies Veiled Suffix Explanation: A simple modernization of damage. DEATH’S HARP Original: (90-105)% increased Physical Damage 10% increased Attack Speed +50% to Global Critical Strike Multiplier Bow Attacks fire 2 additional Arrows New: (120-240)% increased Physical Damage Adds (5-15) to (20-40) Physical Damage Socketed Bow Skills gain a Seal every second, to a maximum of 3 Seals Socketed Bow Skills are Unsealed on Bow Attack, and their effects Reoccur for each Seal lost Socketed Bow Skills deal 50% less Damage when Reoccuring Explanation: Instead of bringing back Death’s Opus, I decided to make this weapon far more unique with an Unleash-like mechanic for bow attacks. DOOMFLETCH Original: Adds (12-16) to (20-24) Physical Damage (10-14)% increased Attack Speed 60% increased Mana Regeneration Rate Gain 100% of Weapon Physical Damage as Extra Damage of each Element New: Adds (14-20) to (24-30) Physical Damage (10-20)% increased Attack Speed 60% increased Mana Regeneration Rate Gain (75-150)% of Weapon Physical Damage as Extra Damage of each Element Explanation: This weapon also needed a number boost. Last edited by diarmuidtherat#0334 on Oct 5, 2022, 11:52:16 AM
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So cool
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first, i absolutely loved what you did to varunastra. i liked what you did to rive and i think you can do better at the hidden blade.
well after i saw what you did to varunastra i really really think you can do something great with the hidden blade. the concept of the original blade itself its so cool but the dagger underperforms at all situations. even with squire shield. about edge of madness, i think it early access would trivialize leveling a little to much so i guess they gonna need to upgrade the rarity tier of the sword if they listen to you. i like what you did with doon cuebiyari and trypanon. as i was reading your post i noticed that if ggg thinks its too much, maybe they can add the concept of "Awakened uniques" so the original version of the unique stays and they can add something like "awakened ancient orb" that upgrades a unique into a random awakened unique version. also despite i support almost all of your ideas, i just got really bored of the bow section, sorry maybe its just me or maybe the bow section needs a heavier rework to catch my eye. anyways i always support these "rework uniques" posts, they are really fun in general. thanks for your post! |
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All of this is very well-done, and the effort is appreciated.
However, ultimately, what makes weapons (and especially two handed weapons) good is having the "T1" level rolls of BOTH flat and % increased damage. Any weapon lacking both will be inferior to true endgame rares. That is just the math, and when you throw in that late-game damage is usually crit-based, and most of these weapons have a 5% base...not good. The few exceptions are things like Paradoxica, whose double damage and attack speed play very well with flat damage items like Rylatha's Coil and Abyssus. But most endgame items are T1/T1 rares. |
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Crazy idea - private league with these custom values for uniques implemented???? how cool would that be? I'd love to try these out in game to -feel- the differences. such a cool post. thank you!
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prize for top 10 all time forum feedback posts.
You did what multiple developers and designers couldn't do after years of feedback on useless or underused uniques. I scanned most of them and the vast majority seem totally viable and WAY better than they are currently. |
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I don't think Balefire "can't use RF" is the way to go, it's too specific and obvious. Also, just having a level 30 SR won't make it awesome. On top of that, the recover life and mana on kill is a direct reference to the Wheel of Time Balefire, so that needs to stay. I'd say something like this is the way to go:
L20-30 SR (unchanged from your rework) Recover life/mana on kill (same as regular) 75% Less damage while not channeling (5-20)% More damage while channeling |
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Vulconus needs Battlemage
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Some feedback on your feedback : I think most of the uniques should have a top end that would make them competitive with rares in certain cases and that would give SSF players something to do with divines outside of craft.
I have a feedback post on that : https://www.pathofexile.com/forum/view-thread/3299063/page/1 IGN : Reamus
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