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  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Necrotic Warrior (Ring)

    I designed this ring to allow for a knife wielding Antipaladin sort of build for the Wizard, I toyed around with enhancement tree action point distribution and found a fun build that would be possible if there were more points to spend in the trees while said build would not be overpowered......... I then narrowed down problems that could lead to an overpowered build and from there came up with a ring that would lock someone's choices into a specific direction. Basically, this ring allows you to adequately divide your action points between the Vistani Knife Fighter tree, The Pale Master Tree, and the Eldritch Knight Tree but it only offers enough leeway for a few combinations each of which would focus more on one of three trees.

    Legendary Necrotic Warrior Ring
    • Minimum Level: 29
    • Necrotic Warrior: While undead and equipped with a dagger, you gain full BAB and are able to use your intelligence Modifier to determine bonus to hit and damage.
    • Bloodrage Stoic: While under the effects of Rage or Bloodrage you are able to cast spells, additionally rage and bloodrage grants you +8 to intelligence rather than strength.
    • True Vampirism:While undead your melee attacks gain 1D6 Vampirism per hit (This effect scales with negative healing amplification).
    • +20 Quality Negative healing Amplification
    • Green Augment Slot

    Necrotic Warrior Ring
    • Minimum Level: 15
    • Necrotic Warrior: While undead and equipped with a dagger, you gain full BAB and are able to use your intelligence Modifier to determine bonus to hit and damage.
    • Stoic: While under the effects of rage you are able to cast spells, additionally rage grants you +8 to intelligence rather than strength.
    • True Vampirism:While undead your melee attacks gain 1D3 Vampirism per hit (This effect scales with negative healing amplification).
    • +10 Quality Negative healing Amplification
    • Green Augment Slot
    Last edited by Lokeal_The_Flame; 07-16-2018 at 04:03 PM. Reason: Description Update

  2. #2
    Community Member Questdoer's Avatar
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    could be cool, but instead of stoic I would call the effect "cold rage"

  3. #3
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Questdoer View Post
    could be cool, but instead of stoic I would call the effect "cold rage"
    I also think it should restrict spells to only necromancy spells, dimension door, and teleport.......

    In reality though, this ring is worthless if the Eldritch Knight tree gets the right improvements during a pass.

  4. #4
    Community Member Valerianus's Avatar
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    no
    storage solution suggestion: Collection

    omni-cosmetic system suggestion: Arbiter d'Phiarlan, the Weaver of Guises

  5. #5
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    Why are you trying to give a Wizard so much melee capability? Without doublestrike, melee power and/or crit profile changes, Wizards will never be on par with classes designed for melee. I understand that that's the purpose of VKF, but you'll get a lot more damage out of a VKF melee or hybrid class. The purpose of Wizard is to cast spells - EK can be used to support other melee builds, but especially in it's current state it's rarely used for that. If you want an Int-based melee, you have other options.

    Might I suggest you try a Wraith Swashbuckler, which is reasonably supported by existing items, rather than create ? 12 Wiz / 6 Bard / 2 Rogue gets evasion, PM auras for free healing, SWF with daggers and a buckler. Sink a few points into VKF and Harper for dagger and Int support, respectively.

    The items:

    Undead form is only available to Wizards with at least 3 levels (effectively 6, because nobody in their right mind uses zombie for melee). If you're using any or all of your other 14 levels for other classes, those trees will have more to offer than a Wizard, except for Sorc. So you're describing items you've designed explicitly for dagger-wielding PMs, which is a very specific, suboptimal start

    The other Int-to-hit/damage options are Harper (~10 points for those and KTA), Swashbuckler, Rogue and Artificer. Besides Wizard, there aren't any other classes that specialize in Int that don't have Int to hit and damage. I understand that argument, but if you're running Int for hit and damage, you're going to want KTA anyway. So you've got slight AP reduction for one build and no benefit for other folks.

    Full BAB is functionally a stacking accuracy bonus with a minor attack speed boost. Wizards and anyone with a good UMD already have access to that via Tenser's, which has some other benefits like a built-in Master's Touch. Warchanters get it with their 5th core, and any build can run in Divine Crusader to get that benefit - a destiny that already provides in-combat healing benefits, but with positive energy so the vast majority of builds can benefit from it

    Your vampirism effect would have to be negative energy to work, which again would only help Pale Masters. A few items that specific exist, but not in melee because even with that kind of benefit, PM melee will be suboptimal. Similarly, the negative healing amp only helps PMs, though it's a bit more reasonable than the vampirism

    Casting spells under the effects of rage is probably the most reasonable thing on this item. I don't know where you're pulling the +8 from for the Int bonus, but that rage power is unique to Barbarians - even Druids don't get that much to a particular stat. Warchanters are the other class that can rage without a spell, but their boost is dwarfed by this item's.

    TL;DR: It's an item specifically designed for a rarely-used interpretation of one enhancement tree in a single class. It provides significantly fewer benefits to anything outside this niche build. It's redundant with slight variations in this interpretation that you claim are allowed for (T5 EK) and is eclipsed by Harper's most-used feature

    TL;DR was TL;DR:
    Quote Originally Posted by Valerianus View Post
    no

  6. #6
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Discpsycho View Post
    Why are you trying to give a Wizard so much melee capability? Without doublestrike, melee power and/or crit profile changes, Wizards will never be on par with classes designed for melee. I understand that that's the purpose of VKF, but you'll get a lot more damage out of a VKF melee or hybrid class. The purpose of Wizard is to cast spells - EK can be used to support other melee builds, but especially in it's current state it's rarely used for that. If you want an Int-based melee, you have other options.

    Might I suggest you try a Wraith Swashbuckler, which is reasonably supported by existing items, rather than create ? 12 Wiz / 6 Bard / 2 Rogue gets evasion, PM auras for free healing, SWF with daggers and a buckler. Sink a few points into VKF and Harper for dagger and Int support, respectively.

    The items:

    Undead form is only available to Wizards with at least 3 levels (effectively 6, because nobody in their right mind uses zombie for melee). If you're using any or all of your other 14 levels for other classes, those trees will have more to offer than a Wizard, except for Sorc. So you're describing items you've designed explicitly for dagger-wielding PMs, which is a very specific, suboptimal start

    The other Int-to-hit/damage options are Harper (~10 points for those and KTA), Swashbuckler, Rogue and Artificer. Besides Wizard, there aren't any other classes that specialize in Int that don't have Int to hit and damage. I understand that argument, but if you're running Int for hit and damage, you're going to want KTA anyway. So you've got slight AP reduction for one build and no benefit for other folks.

    Full BAB is functionally a stacking accuracy bonus with a minor attack speed boost. Wizards and anyone with a good UMD already have access to that via Tenser's, which has some other benefits like a built-in Master's Touch. Warchanters get it with their 5th core, and any build can run in Divine Crusader to get that benefit - a destiny that already provides in-combat healing benefits, but with positive energy so the vast majority of builds can benefit from it

    Your vampirism effect would have to be negative energy to work, which again would only help Pale Masters. A few items that specific exist, but not in melee because even with that kind of benefit, PM melee will be suboptimal. Similarly, the negative healing amp only helps PMs, though it's a bit more reasonable than the vampirism

    Casting spells under the effects of rage is probably the most reasonable thing on this item. I don't know where you're pulling the +8 from for the Int bonus, but that rage power is unique to Barbarians - even Druids don't get that much to a particular stat. Warchanters are the other class that can rage without a spell, but their boost is dwarfed by this item's.

    TL;DR: It's an item specifically designed for a rarely-used interpretation of one enhancement tree in a single class. It provides significantly fewer benefits to anything outside this niche build. It's redundant with slight variations in this interpretation that you claim are allowed for (T5 EK) and is eclipsed by Harper's most-used feature

    TL;DR was TL;DR:
    It's about past lives acquisition and avoiding multiclassing due to the lack of ability for one to farm lesser hearts of wood, I have a multiclassed character that badly needs a lesser heart of wood +20 due to updates and changes that made his build break, other multiclassed characters have been deleted in response to the same updates breaking their builds, only the multiclassed character that took heavy armor training came out somewhat unscathed and such has turned me into a class purist.

    Since the character banks won't be getting expanded anytime soon I have to recycle my gear for each build with an exception to the gear that is bound to account thrown into the mix as I am not getting rid of pieces I spent so long farming for that still have purpose. I don't much enjoy spellcasting builds unless there is a gain such as collecting soulgems, dimension door, teleport, or self-healing however artificer is my favorite class and I always take him in the direction of Melee. In other words the ring is a concept item targeted at players who don't like spellcasting centric builds but need to get the wizard past lives out of the way and want to have fun in the process without needing to multiclass.

    Ideally, an equivalent to these effects would be included when the wizard trees gain a pass.

  7. #7
    Community Member Domince's Avatar
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    Quote Originally Posted by Lokeal_The_Flame View Post
    I designed this ring to allow for a knife wielding Antipaladin sort of build for the Wizard, I toyed around with enhancement tree action point distribution and found a fun build that would be possible if there were more points to spend in the trees while said build would not be overpowered......... I then narrowed down problems that could lead to an overpowered build and from there came up with a ring that would lock someone's choices into a specific direction. Basically, this ring allows you to adequately divide your action points between the Vistani Knife Fighter tree, The Pale Master Tree, and the Eldritch Knight Tree but it only offers enough leeway for a few combinations each of which would focus more on one of three trees.

    Legendary Necrotic Warrior Ring
    • Minimum Level: 29
    • Necrotic Warrior: While undead and equipped with a dagger, you gain full BAB and are able to use your intelligence Modifier to determine bonus to hit and damage.
    • Bloodrage Stoic: While under the effects of Rage or Bloodrage you are able to cast spells, additionally rage and bloodrage grants you +8 to intelligence rather than strength.
    • True Vampirism:While undead your melee attacks gain 1D6 Vampirism per hit (This effect scales with negative healing amplification).
    • +20 Quality Negative healing Amplification
    • Green Augment Slot

    Necrotic Warrior Ring
    • Minimum Level: 15
    • Necrotic Warrior: While undead and equipped with a dagger, you gain full BAB and are able to use your intelligence Modifier to determine bonus to hit and damage.
    • Stoic: While under the effects of rage you are able to cast spells, additionally rage grants you +8 to intelligence rather than strength.
    • True Vampirism:While undead your melee attacks gain 1D3 Vampirism per hit (This effect scales with negative healing amplification).
    • +10 Quality Negative healing Amplification
    • Green Augment Slot
    Vampirism becomes useless in reaper

  8. #8
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by MrTrolol View Post
    Vampirism becomes useless in reaper
    Lokeal 101-Does not care about reaper.

  9. #9
    Community Member Domince's Avatar
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    Quote Originally Posted by Lokeal_The_Flame View Post
    Lokeal 101-Does not care about reaper.
    So it's an item thats meant for builds you play? When making an item it shouldnt be so centralized, it should be more flexible.

  10. #10
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by MrTrolol View Post
    So it's an item thats meant for builds you play? When making an item it shouldnt be so centralized, it should be more flexible.
    So you want an item to be centralized for reaper use?

  11. #11
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    Quote Originally Posted by Lokeal_The_Flame View Post
    So you want an item to be centralized for reaper use?
    An item viable in reaper is of use in any difficulty setting. An item tailormade for your magical BS builds from the future is of no use for anyone but you.

  12. #12
    Community Member Domince's Avatar
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    Quote Originally Posted by Lokeal_The_Flame View Post
    So you want an item to be centralized for reaper use?
    No i want an item that doesnt support your one build that you play because melee casters arent that good.

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