Remove Sets from game

Agree.

Ring of Royal Grandeur, huh? :smirk:
I’m against the ring, but I see the purpose:

  • make all sets work from very first item! That’s what we talk about from the start of this topic. That will make set items a type of uniques.

  • make possible upgrading set items and uniques and problem with their viability will be solved.

  • unique and set bonuses should have stable merits: scalable values with character level, based on something that players scale themselves, or something that generally does not scales.

  • Every next set bonus must improve previous ones but shouldn’t be mandatory.

  • All this means that set items should have 1 affix less than regular or unique items. Or 1 affix reserved for some… set marker? Otherwise set items can become to strong.

My suggestions / examples:


The Last Bear → Might of Bear Kings

  • 1 item: 50% Increased health regen if you have stunned an enemy recently. This bonus may stack up to 3 times. Stacks expire simultaneously. (overall bonus is grater than from a single item and chance to get it scales with player’s chance to stun).
  • 2 items: +3% chance to stun for every 1 VIT (scales with player’s VIT. Also all / most items of this set should have VIT bonus by default).
  • 3 items: +25% multiplicative bonus to Stun Duration and Critical Strike Multiplier (+100% → +125%, +300% → +375%. Good for stun builds and crit builds which obviously are able to stun).

Isadora → Isadora’s blazing wan

  • 1 item: +15% Mana Efficiency of Necrotic Spells at 100% health. This bonus may be lowered to 5% at 20% health. Also this bonus it doubled if you have no ward.
  • 2 items: Every time you hit an enemy with Necrotic spell you gain a stack of Blazing wan. Each stack has 4 sec independent duration and grants you 1 spell necrotic damage and 10 dodge. Taking a hit removes first half of all stacks.
  • 3 items: Killing an enemy also grants a stack of Blazing wan. Killing an elite or boss type enemy grants 10 more stacks and prolongs all stacks by 20 sec.

Boardman → Boardman tools

(is it correct that “boardman” word means some kind of advisor or analyst?)

  • 1 item: +50% companion revive speed. While reviving you take 20% less damage. Necromancer’s Skeletal Archmage and Bone Golem, Rogue’s Decoy and Ballista, Sentinel’s manifests become Companion skills (this makes them revivable. Non Primalist classes gain companion limit of 1) .
  • 2 items: You’re limited to one Active Companion, but all your companion skills gain +30% cooldown recovery speed and mana efficiency for every companion you could summon starting from the first one. (so, if your maximum was 3, you can summon 1 companion while all companion skills gain 90% increased cooldown recovery speed and 90% increased mana efficiency)
  • 3 items: Your companions’ active abilities have their effects powered up by 100% (damage, heal, duration). Also every 21 seconds you gain a 3 second buff that increases your skill usage speed by 40%. This bonus is tripled for minion skills.

Sunforged → Sunforged plates

  • 1 item: Every time you suffer from stun, emit a large wave of light that blinds or stuns enemies around. (100% to blind. But the stun chance is based on the damage you took and your bonuses to stun in melee)
  • 2 items: +50% stun chance with melee attacks. Also, every time you stun an enemy in melee you emit a wave of light. This effect cannot occur oftener than every 4 seconds (wave’s stun power equals to power of a hit you’ve just made).
  • 3 items: Every time you stun or blind an enemy you gain a stack of Sunlord’s blessing up to a maximum of 5 stacks. Each stack has individual duration of 4 seconds and increases your armor by 10% and cooldown recovery speed by 5%.

Zerrick → Zerrick’s poisons

Every item of this set should have hidden unique ability: they may be rolled / crafted with affixes: more potion slots and healing from potions.

  • 1 item: Healing from potions is doubled, but every time you use a potion you gain a stack of poison. Every +1 to healing from potions bonus gives 1% to gain an additional stack of poison.
  • 2 items: If you have used a potion recently you gain multiplicative bonus: +40% to all poison and necrotic damage.
  • 3 items: Your poisons have 30% increased duration. If you kill a poisoned enemy you have 2% chance to replenish 1 potion for every poison stack on that enemy.

Pebble → Master Collector

  • 1 item: When your Golem hits the enemy you have +5% chance to replenish one potion. Also your Golem has 50% increased attack and cast speed if you have used a potion recently.
  • 2 items: Every time you detonate corpse or sacrifice non expiring minion you have 20% chance to replenish one potion (sacrifice of skeletal mage or any other also counts).
  • 3 items: Your Golems gain the ability to detonate corpses every 10 seconds. If you cast “Detonate corpse” and “Sacrifice” spells on your own and have at least one potion, you spend that potion (counts for bonus 1) and have those spells’ damage increased by your bonus to health from potions (+90 to health from potions means 90 added damage to a used spell. And it still may be increased via other bonuses to spell damage. Also in this case a potion still may be replenished via bonus 2).
  • 4 items: Sacrificing a minion won’t destroy that minion instantly. Minion gains +15 fire, cold and lightning damage to all its attacks and spells and explodes only 4 seconds later. While in this state minion can’t be a target to Sacrifice spell. (imagine chaining Sacrifice that explodes a minion every 4 seconds but you summon a new one in between)

Harvald → March of Harvald

  • 1 item: every second that Avalanche effect is active you gain a stack of Harvald’s Favor that increases cold spell damage by 5. Maximum stacks is 3, they last for 4 seconds and expire one by one.
  • 2 items: Doubles mana / channel cost of Avalanche spell. When you finish casting Avalanche spell the second spell is cast. It has tripled area, same duration and follows you, but its damage is halved. (Note: larger area means that Avalanche boulders spread more, so they deal less overall damage to a lesser amount of targets. Also if you have Wild Path node (instant cast), second cast gains same duration. Also you may cast Avalanche several times and get several simultaneous secondary Avalanches)
  • 3 items: Maximum stacks of Harvald’s Favor is increased to 10. While Avalanche effect is active you may gain a stack when dealing critical strike with cold spells except Avalanche.

The Forgotten Knight

  • 1 item: void damage you deal is increased by your void resistance (overcap included, not multiplicative).
  • 2 items: Time Rot effect has its non damaging attributes powered up by 50%. Any your direct void damage has 30% chance to apply Time Rot effect.
  • 3 items: Enemies moved in time by Anomaly spell take tripled damage from Time Rot effect (if they were affected and if they’re really moved, because Immediacy node can turn this effect off). If they return with less than 20% of their maximum health they instantly die. Also enemies always return to you after Anomaly ends (by default they return to a place they were affected by Anomaly).

Shattered Lance

  • 1 item: +1 health regenerated per second per 3 points of Strength.
  • 2 items: +5 strength. +30% all attributes for 20 seconds after killing rare or boss type enemy.

The Invoker → Invoker’s proficiency

  • 1 item: Casting fire, cold or lightning spell respectively increases next single Cold, Lightning or Fire spell damage by 40% (multiplicative) but also decreases all damage from the element you’ve just used by 20%. After using all 3 elements you gain “End of Invocation” buff that increases mana regen by 50% for 5 seconds. When this buff expires you also lose elements damage reduction.
  • 2 items: “End of Invocation” buff expires when your mana pool reaches maximum.
  • 3 items: “End of Invocation” buff also increases all resistances by 15% and maximum of all resistances by 5%.
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