I would have designed an unique for summons or pets =)
Would make unique with arrow forrk effect and cast on crit oe cast on death percentage…
1.) Ice Cut
→ Relikt (Runic Tome — plus (1-10) Adaptive Spell Damage)
- You gain 1 % Base Spell Critical Strike Chance for each enemy hit with cold Spells recently.
- Your Critical Multiplier is plus (150-250) and cannot be changed any more.
- Your maximum Mana is halfed.
- You can’t Freeze any more. Your Freeze Rate becomes Adaptive Cold Spell Damage (Rate: 1/10) [Example: 100 Freeze Rate = 10 Adaptive Cold Spell Damage)
- plus (1-11) Vitality
2.) Mana Cauldron [looks like a big magic cauldron]
→ Off-Hand Catalyst (plus 100-300 Mana)
- If Damage is Dealt to your Mana Before Health recently your Mana Regeneration Rate becomes plus (100-300)% for 10 seconds.
- plus (3-100) Intelligence
---------- Mage only ----------
3.) Old Fortress (very old armor plate armor, clearly broken and covered with some visible holes).
→ Body Armour (plus 4000-7000 Armour)
- All resistances are lowered to 0 and cannot go above 0 but can still go below 0.
- All damage from all sources is converted to physical damage [plus any damage over time is converted to bleed].
- Plus (1-2) to Level of Skills
- Minus (5-15) % Movement Speed
---------- Primalist only ----------
Void Battery - Unread Scroll (8_12 Int - +2%_+6% spell critical strike chance)
- 10-20% increased maximum mana.
- 15-30% of maximum mana gained as ward per second.
- Gain ward retention equal to your void resistance.
- Gain elemental damage equal do your void resistance.
- Take void damage from mana before ward.
- You have 1 maximum life.
His body long decayed, all that was left, his boundless mind and unwavering spirit. - Someone, probably.
Maybe something to make “Shield Bash” more playable?
4.) **Scourge belt [A steel thorn belt armed with towards them to the wearer, well known among the most fanatical of the paladins].
→ Plated Belt (plus (50-100) Armor; plus 3 Potion Slots)
- Mana cost of Shield Bash is doubled and costs Health now instead. [ so no more mana cost here]
- Plus (1-3) to Level of Shield Bash.
- All sources of (Added) Melee are trasformed to (Added) Melee Fire Damage.**
- Minus (50-25) % Mana regeneration.
Should it not also drain a % of max mana per sec (like a mana based Exsanguinous/Last steps of the living)? Otherwise it sounds incredibly powerful. And would the void resist effects be based on capped or (my pref) uncapped?
Combined with an Exsanguinous/Last steps of the living it would give a phenomenal amount of stable ward (8k with achievable amounts of mana/hp/ward retention for a Sorcerer). It might be quite interesting for a ward-based Sentinel though.
I have a few ideas:
- a unique that rerolls the definition of recently (normally 4s) 6-3s
- an upgraded gambler’s fallacy that adds you next attack cannot miss if you haven’t hit recently
- a weapon (raider axe) that letter Tempest strike scale with attack speed but you need to use 2 axes
- a dragon themed unique that makes rotating through different elemental nuking skills better. It would look something like increases to fire/ice/lightning apply to the other elements if you used x element recently and gives a lot of each.
the flavor text sold me
no because it sets you MAX hp to 1, its basically going CI to use poe terms.
- +1% attack speed per character level.
- +1 physical damage per 2 character levels. (Maybe exclude this?)
- +1% Poison, bleed, and ignite chance per character level.
I’m not aware of all types of uniques and their combinations in LE, but my objective would be having at least 1,5k constant ward with a peak 3k max ward. It would be a good compromise for not having life. Also, void resist could be for uncapped, but the overall power would have to be balanced so it’s not TOO powerful, so it would probably be capped void resist.
Draining mana would also be a good balancing tool for the unique. Maybe “Drain 1% of mana each second” or something like that.
Although it would be good to not overload the item, maybe take the % mana portion out and keep the rest.
I have/had [have rebuilt them, but items still available] a Mage and Acolyte, each with over 10.000 Ward [it was a goal for me, twice].
EDIT:
5.) Immanent Rebuke
→ Ring (Gold Ring — plus (5-18)% Elemental Resistance)
- Rebuke becomes permanent [toggle] and is no longer a channel ability.
- You take (7,5-30) % more [no more damage reduction] damage while Rebuke is permanent activated.
- All Rebuke enhancements within the skill tree only work at half strength [half values].
- Plus (1-5) to Level of Rebuke
- Minus (1-2] to Level of all other Skills
---------- Sentinel only ----------
6.) Arrow Grabber
→ Glove (Outcast Gloves — plus 21 Armor; plus (13-28)% Necrotic Resistance)
- All arrows from the Dark Quiver ability are automatically picked up.
- Plus (20-40)% mana regeneration.
- Plus (3-7) Vitality
- Plus (1-3) to Level of Dark Quiver
7.) Tower Defense
→ Boots (Shrine Boots — plus 8 Armor and plus (10-13)% increased Movement Speed; 10% reduced Duration of Stuns Received.
- Ballista lasts twice as long.
- After each (5-10) Ballista, it automatically casts Decoy to the nearest enemy in range.
- Ballista summon limit plus (1-2)
- Plus (1-3) to Level of Ballista
- Plus (15-25) % increased Movement Speed
---------- Rogue only ----------
wow such a awesome title and so many cool responses.
i was always wanting a unique that could reduce wraith health decay but that’s all going away next patch with wraith rework. no more boardman 500 wraiths,
lemme see,
as the game goes i think the most awesome unique most useful for everyone would be doesnt matter what gear piece theyd make it as.
a item that give a 10 - 50 percent as rolled effect of gain stability per empowered echo completed and or a second one that does the same for corruption gained in empowered echoes.
other alternative would be a unqiue that gave you 6 blessing reward choices per final echo boss completion or 25 percent boosted chance for their hardest to get unique item.
neat ideas but EHG’s philosophy avoids (so far) make you choose between power and magic find effects.
what do you mean by this?
the item would give you a 10 - 50 percent bonus to the stability you earn from completeing echoes.
the first boss give a base unique bonus drop rate
i figured the last boss in empowered could give a similar empowered mon boss unique drop rate boost
oh, i thought it was item instability. I see it now but I dont like the idea. It would feel too mandatory to use for follow up characters.
I kinda like this idea though…
true so maybe it could also be a new blessing wed have to farm then
heres another idea.
a off hand that gives necromancers 1 - 10 ward generated per active minion.
another one would be a helmet that gives 1 - 25 percent of necromancers active ward and or resisatnces to all minions.
this would be my favorite one.
a 3 set for necromancer.
well theres 2 sets.
first set
each piece would give your minions 25 percent damage reduction move speed attack speed damage for not having either skele skele mage or wraiths as active skills you cant equip those skills 1 for each set piece
the second set would would give the same bonuses tot he necromancer. but only 1 set can be used at a time if both were created