Post by Deleted on Mar 11, 2016 6:01:48 GMT
Little idea I was toying with, though not sure how reasonable it would be - hence posting it here for discussion (as Funky mentioned earlier, there is a very fine line between useless and overpowered, which is quite difficult to define accurately).
Spell Resistance on Limbo mobs seems slated to be ridiculously high (~100 in many instances), the PoM Set Ring inspired me to consider multiple pieces of Paragon Set Loot with +1 Spell Penetration, but weak defensive bonuses.
This means a caster can choose to sacrifice significant benefits from various slots to augment their SP by the desired amount (to a point), ie: make moderate defensive sacrifices for a small SP boost, or gigantic defensive sacrifices for a moderate SP boost.
Most obvious inventory slots to me are the Ring (a modest upgrade to the PoM Ring, and comes at the sacrifice of significant immunities), Cloak (currently used on Tia for slots, some well-randomized/aug'd BUR, Shroud of the Demon Bat), Gloves (primarily used on a well-randomized + aug'd BUR), and Helm (would compete with Gaze into the Abyss/Mask of the Blood War).
These slots also tend to be common options for egos to be placed on casters, helping to create that nice element of sacrifice/choice.
Note that some of the XR options in these slots are pretty damn powerful, so while wearing all four of these at the same time gives you a very juicy +4 SP, the defensive hit is very significant compared to what you could be wearing instead - even a Cleric with Gate-soak (probably the most viable wearers of these) will feel the pain when getting shot at by 128 AB archers.
Again, these items simply add choice to the mix.
Ring: +1 SP, 7% Elements, 7% Exotics
Gloves: +1 SP, 7% Physical, +10 Concentration/Lore, Spell Immunity: Implosion, +5 to Saving Throws vs Spells
Cloak: +1 SP, 7% Physical, +10 Discipline/Lore, Spell Immunity: Power Word Kill, +5 to Saving Throws vs Good/Evil/Law/Chaos
Helm: +1 SP, 5% Esoterics, +10 Concentration/Discipline, Immunity: Blindness/Deafness, +5 to Saving Throws vs Acid/Cold/Electric/Fire/Sonic, Active Ability 1/day: [Swift Action, gain +3 SP for the next 3 rounds] <- Must have been worn since previous rest to activate!
Thoughts?
Edit: After some further thinking/private discussion, decided to add a Cloak option and buff the options (particularly non-Rings) to make them less detrimental defense-wise; I now believe the original Helm/Glove versions were way too weak (matched to compete more with BURs rather than XRs).
Spell Resistance on Limbo mobs seems slated to be ridiculously high (~100 in many instances), the PoM Set Ring inspired me to consider multiple pieces of Paragon Set Loot with +1 Spell Penetration, but weak defensive bonuses.
This means a caster can choose to sacrifice significant benefits from various slots to augment their SP by the desired amount (to a point), ie: make moderate defensive sacrifices for a small SP boost, or gigantic defensive sacrifices for a moderate SP boost.
Most obvious inventory slots to me are the Ring (a modest upgrade to the PoM Ring, and comes at the sacrifice of significant immunities), Cloak (currently used on Tia for slots, some well-randomized/aug'd BUR, Shroud of the Demon Bat), Gloves (primarily used on a well-randomized + aug'd BUR), and Helm (would compete with Gaze into the Abyss/Mask of the Blood War).
These slots also tend to be common options for egos to be placed on casters, helping to create that nice element of sacrifice/choice.
Note that some of the XR options in these slots are pretty damn powerful, so while wearing all four of these at the same time gives you a very juicy +4 SP, the defensive hit is very significant compared to what you could be wearing instead - even a Cleric with Gate-soak (probably the most viable wearers of these) will feel the pain when getting shot at by 128 AB archers.
Again, these items simply add choice to the mix.
Ring: +1 SP, 7% Elements, 7% Exotics
Gloves: +1 SP, 7% Physical, +10 Concentration/Lore, Spell Immunity: Implosion, +5 to Saving Throws vs Spells
Cloak: +1 SP, 7% Physical, +10 Discipline/Lore, Spell Immunity: Power Word Kill, +5 to Saving Throws vs Good/Evil/Law/Chaos
Helm: +1 SP, 5% Esoterics, +10 Concentration/Discipline, Immunity: Blindness/Deafness, +5 to Saving Throws vs Acid/Cold/Electric/Fire/Sonic, Active Ability 1/day: [Swift Action, gain +3 SP for the next 3 rounds] <- Must have been worn since previous rest to activate!
Thoughts?
Edit: After some further thinking/private discussion, decided to add a Cloak option and buff the options (particularly non-Rings) to make them less detrimental defense-wise; I now believe the original Helm/Glove versions were way too weak (matched to compete more with BURs rather than XRs).