Turn in dragons call + higher item level 1HS and get an upgraded Dragons call with more DMG, Stats, sockets as appropriate ....... you could give a slight increase to the welp duration or proc chance with better versions or something ...... I would also love to see this kind of thing for other unique proc effect weapons ... weapon procs have always been a fun mechanic and I could see REs that increase the proc rate of weapon effects/buffs/enchants as a cool effect for quick attacking single handed weapon builds ....
Posts made by Felgrim
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Dragons Call - upgradable weapon
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2 epics ( 1 for martial crescendo, and 1 for tools of war)
Martial crescendo:
Epic: Sudden Impact - Slam cast time benefits from melee haste, slam now has a 4-6 second cool down, slam now gains additional scaling based on melee hast % ( what fraction of the % or if it only effects the extra damage based from slam based on balancing) Idea is to give MC a big hitTools of war:
Epic: Brutal blades - Rupture dose (15% with daggers, 12% with 1h weapon, 8% with 2H ) of weapon dmg per combo point on hit. Increase the proc chance of serrated blades by 10% ( requires 3 points ) when the proc is consumed do 75/60/40% of weapon dmg dagger/1H/2H and the bonus dmg from lethality is applied as a bleed over 5 seconds ( requires 3 points ) turning tools of war into a mostly rogue bleed build ( this could also be played under MC but only rend benefits from haste ) -
Ascension Classless? Not sure anymore. Also RE bloat
I love all of the class fantasy REs, I have been here since when you dropped all your gear on death and REs were glorified talent points. While the new RE system is fun we have replaced classes with Legendary REs that create a class and as a general suggestion more generic Legendary REs and more epics that alter abilities. So generic legionaries could be crafted in a way that your weapon/stance/primary attribute keys different effects .... ( we have a lot of dead REs )
Example (Rogue + Paladin + Arcane no TG )
Single 2H: crits have a % chance to generate an extra auto attack
2 1H: your Crusader Strike, and rogue combo point generating attacks cause an additional off hand attack ( reduced dmg to bring it in line )Arcane weapon buff: double effect on two handed W
Strength: generate a cleave or AOE arcane effect from CS
Agility: CS applies a debuff that triggers extra arcane damage on every auto attack
Gain 30% of either as spell powerMage armor is a stance .... grants a minor mana shield like effect
Battle stance is BM stance .... grants spell and armor pen
Combo points: gain 1% base mana per combo point spent and gain a buff dealing 5% weapon dmg as arcane for 2 sec + 2 per combo point spent
cause 2% weapon dmg as Arcane per combo point on the target
Finishing moves gain an additional dmg based on 10% of SP per combo point
Divine Storm is Arcane Storm ... AOE dmg + mana recovery
I am not sure if this is as generic as I would like .... Keying in of melee defined by Rage/Mana/Energy that gain differing effects ...... basically wanting more room to theory craft
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Deadly Combo, stop consuming both sudden death procs RE+talent
Deadly Combo: Make execute stop consuming 2 sudden death procs. As it is you can end up with 2 procs of sudden death, one from the talent and one from the Epic RE and a single execute consumes both. Otherwise change Deadly combo to add some additional effect when it consumes 2 like a bleed or increase its damage/crit/armor pen/heal reduction or something. It feels bad and it would be nice to run 3x sudden death REs so you could pull off a E every 3 sec and 1 from each 5stack finisher.