Hey, I want to talk about items with stats that don't make any sense. What I mean by that is that they do have a potential, but on further thought there's no reason to actually use them as a player. Partly I'm talking about the items as a whole, and partly about only specific affixes on the items, so please note that.
The main reason I want to talk about it is the lack of decent variety in early game when it comes to items. I could complain about how every caster uses TU Ancient armor, but I don't think it would make much sense nerfing strong items but instead focus on the weak items so they can get buffed/changed.
Note though, that I will only talk about Tiered unique this time around, since I already mentioned at some point that runewords could use a rework as many of them are outdated and listing them would be far too much of a hassle
1)
Fangspear
Fangspear
Spetum (4)
Two-Hand Damage: (15 - 18) to (37 - 48)
Required Level: 7
Required Strength: 42
Required Dexterity: 63
Item Level: 19
Dexterity Damage Bonus: (0.15 per Dexterity)%
200% Bonus to Miasma Haunt Duration
10% Chance to cast level 5 Miasma on Melee Attack
15% Attack Speed
Adds (8 to 10)-(21 to 30) Damage
+75 to Attack Rating
+(30 to 46)% Enhanced Damage
+(0 to 100) to Life
+(11 to 15) Life after each Kill
Socketed (2)
Two-Hand Damage: (33 - 40) to (78 - 92)
Required Level: 25
Required Strength: 70
Required Dexterity: 97
Item Level: 36
Dexterity Damage Bonus: (0.15 per Dexterity)%
200% Bonus to Miasma Haunt Duration
15% Chance to cast level 11 Miasma on Melee Attack
30% Attack Speed
Adds (11 to 15)-(31 to 40) Damage
+100 to Attack Rating
+(64 to 80)% Enhanced Damage
+(0 to 150) to Life
+(21 to 25) Life after each Kill
Socketed (4)
Two-Hand Damage: (63 - 71) to (143 - 161)
Required Level: 44
Required Strength: 144
Required Dexterity: 193
Item Level: 51
Dexterity Damage Bonus: (0.15 per Dexterity)%
200% Bonus to Miasma Haunt Duration
20% Chance to cast level 18 Miasma on Melee Attack
45% Attack Speed
Adds (16 to 20)-(41 to 50) Damage
+125 to Attack Rating
+(98 to 114)% Enhanced Damage
+(0 to 200) to Life
+(31 to 35) Life after each Kill
Socketed (5)
Two-Hand Damage: (83 - 97) to (184 - 203)
Required Level: 53
Required Strength: 288
Required Dexterity: 382
Item Level: 85
Dexterity Damage Bonus: (0.15 per Dexterity)%
200% Bonus to Miasma Haunt Duration
25% Chance to cast level 25 Miasma on Melee Attack
60% Attack Speed
Adds (21 to 30)-(51 to 60) Damage
+150 to Attack Rating
+(115 to 132)% Enhanced Damage
+(0 to 250) to Life
+(36 to 40) Life after each Kill
Socketed (6)
Great item. The proc is definitely worth using on an act 2 merc if you want more crowd control for your build. However, that Daedalus skill on this item is somewhat misplaced. I tried building around it, but Barbarian has a really hard time actually making use of it. First of all, one issue is that all Daedalus gets as a bonus is +attack rating (flat) and +lightning damage. The weapon itself however is build around poison and physical damage. Another problem is the skills of the barbarian. Most of the skills you would like to use can't be used because of a weapon limitation. That leaves you with only 3 skills: Blood Hatred (which you only want to use as a buff and then proceed to use other skills), Earthquake (which is by far one of the worst skills in the game due to its cone being hard to aim at the right degree) and Shower of Rocks (which is okay, but has a cooldown). To sum it up: You can never actually make good use of it as a barbarian. As such you could as well just remove Daedalus from the item.
Solution: Either just remove it from the item, or put that affix on a sword, where you could center the theme around lightning damage. It would also serve well as a general oskill, not as a restricted oskill as it is, on literally any other weapon due to the +attack rating it provides. It could also serve well in its current form on a barbarian only axe, since two-hand axes of barbarians have thunderfury and thus complement well with the deadalus skill.
2)
Mendeln's Companion
Mendeln's Companion
Spirit Edge (4)
One-Hand Damage: (6 - 7) to (12 - 14)
(Necromancer Only)
Required Level: 4
Required Dexterity: 67
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
Level 1 Demon Blood Aura
15% Attack Speed
+(3 to 4) to Maximum Damage
Stun Attack
+(31 to 50)% Enhanced Damage
(3 to 5)% Chance of Crushing Blow
+(21 to 50) to Life
Socketed (1)
One-Hand Damage: (17 - 19) to (32 - 40)
(Necromancer Only)
Required Level: 24
Required Dexterity: 104
Item Level: 31
Dexterity Damage Bonus: (0.13 per Dexterity)%
Level 1 Demon Blood Aura
25% Attack Speed
+(5 to 10) to Maximum Damage
Stun Attack
+(61 to 80)% Enhanced Damage
(6 to 8)% Chance of Crushing Blow
+(81 to 110) to Life
Socketed (2)
One-Hand Damage: (28 - 31) to (67 - 80)
(Necromancer Only)
Required Level: 45
Required Dexterity: 207
Item Level: 51
Dexterity Damage Bonus: (0.13 per Dexterity)%
Level 1 Demon Blood Aura
35% Attack Speed
+(12 to 20) to Maximum Damage
Stun Attack
+(91 to 110)% Enhanced Damage
(9 to 10)% Chance of Crushing Blow
+(141 to 170) to Life
Socketed (3)
One-Hand Damage: (39 - 43) to (105 - 119)
(Necromancer Only)
Required Level: 55
Required Dexterity: 410
Item Level: 77
Dexterity Damage Bonus: (0.13 per Dexterity)%
Level 1 Demon Blood Aura
45% Attack Speed
+(30 to 38) to Maximum Damage
Stun Attack
+(121 to 140)% Enhanced Damage
(11 to 12)% Chance of Crushing Blow
+(171 to 200) to Life
Socketed (3)
On first glance it looks okay. The aura can be very helpful after all, especially when it's used with a Iron Golem. But seeing how easily the golem can die because of its low resistances, this seems okay only in full summon specs where you can be 100% sure that your golem won't die. But you can't be sure of that, unlike a
Terra Indiges
Terra Indiges
Maiden Pike (4)
Two-Hand Damage: (7 - 8) to (34 - 43)
(Amazon Only)
Required Level: 10
Required Strength: 43
Required Dexterity: 87
Item Level: 19
Dexterity Damage Bonus: (0.13 per Dexterity)%
Amazing Grace
10% Chance to cast level 10 Ember Spirit on Melee Attack
+6% Bonus Damage to Bloodlust
10% Hit Recovery
+(16 to 23) to Maximum Damage
+(41 to 60)% Enhanced Damage
Elemental Resists +(21 to 30)%
Physical Resist (4 to 6)%
(11 to 15)% Bonus to Defense
Socketed (2)
Two-Hand Damage: (20 - 23) to (78 - 92)
(Amazon Only)
Required Level: 29
Required Strength: 63
Required Dexterity: 126
Item Level: 40
Dexterity Damage Bonus: (0.15 per Dexterity)%
Amazing Grace
13% Chance to cast level 24 Ember Spirit on Melee Attack
+12% Bonus Damage to Bloodlust
15% Hit Recovery
+(29 to 37) to Maximum Damage
+(61 to 80)% Enhanced Damage
Elemental Resists +(41 to 50)%
Physical Resist (7 to 9)%
(21 to 25)% Bonus to Defense
Socketed (4)
Two-Hand Damage: (47 - 52) to (157 - 183)
(Amazon Only)
Required Level: 47
Required Strength: 123
Required Dexterity: 246
Item Level: 59
Dexterity Damage Bonus: (0.15 per Dexterity)%
Amazing Grace
16% Chance to cast level 33 Ember Spirit on Melee Attack
+18% Bonus Damage to Bloodlust
20% Hit Recovery
+(43 to 57) to Maximum Damage
+(81 to 100)% Enhanced Damage
Elemental Resists +(61 to 70)%
Physical Resist (10 to 12)%
(31 to 35)% Bonus to Defense
Socketed (5)
Two-Hand Damage: (66 - 72) to (210 - 237)
(Amazon Only)
Required Level: 55
Required Strength: 241
Required Dexterity: 483
Item Level: 85
Dexterity Damage Bonus: (0.15 per Dexterity)%
Amazing Grace
20% Chance to cast level 40 Ember Spirit on Melee Attack
+24% Bonus Damage to Bloodlust
20% Hit Recovery
+(60 to 72) to Maximum Damage
+(101 to 120)% Enhanced Damage
Elemental Resists +(71 to 80)%
Physical Resist (13 to 15)%
(36 to 40)% Bonus to Defense
Socketed (6)
, which gives enough resist for the golem to stay alive. That's the issue. Anyway, if providing an aura for the iron golem is the only purpose of that item, that's fine, too. But seeing how daggermancer doesn't have many options when it comes to uniques, it seems a little boring. (It actually only has 2 options,
Compass of Souls
Compass of Souls
Hexblade (4)
(Necromancer Only)
Required Level: 11
Required Dexterity: 27
Item Level: 19
Innate Fire Damage: (10.0% of Dexterity)
Adds 5-6 Fire Damage
Adds 5-8 Fire Damage
-(4 to 6)% to Enemy Fire Resistance
+20 to Strength
+20 to Dexterity
Regenerate Mana +(21 to 25)%
+1 Mana on Striking
Socketed (1)
(Necromancer Only)
Required Level: 30
Required Dexterity: 53
Item Level: 36
Innate Fire Damage: (15.0% of Dexterity)
Adds 14-20 Fire Damage
Adds 10-20 Fire Damage
-(7 to 9)% to Enemy Fire Resistance
+35 to Strength
+35 to Dexterity
Regenerate Mana +(31 to 35)%
+2 Mana on Striking
Socketed (2)
(Necromancer Only)
Required Level: 51
Required Dexterity: 114
Item Level: 59
Innate Fire Damage: (20.0% of Dexterity)
Adds 40-60 Fire Damage
Adds 40-60 Fire Damage
-(10 to 12)% to Enemy Fire Resistance
+50 to Strength
+50 to Dexterity
Regenerate Mana +(41 to 45)%
+3 Mana on Striking
Socketed (2)
(Necromancer Only)
Required Level: 59
Required Dexterity: 233
Item Level: 85
Innate Fire Damage: (25.0% of Dexterity)
Adds 120-160 Fire Damage
Adds 120-150 Fire Damage
-(13 to 15)% to Enemy Fire Resistance
+65 to Strength
+65 to Dexterity
Regenerate Mana +(46 to 50)%
+4 Mana on Striking
Socketed (3)
which has a strong focus on fire damage, and
Clawscratch
Clawscratch
Blade (4)
One-Hand Damage: (8 - 10) to (25 - 36)
Required Level: 10
Required Dexterity: 61
Item Level: 19
Dexterity Damage Bonus: (0.11 per Dexterity)%
+1 to Druid Skill Levels
+3% Bonus Damage to Mark of the Wild
(11 to 25)% Duration Bonus to Mark of the Wild
15% Attack Speed
15% Hit Recovery
+(16 to 25) to Maximum Damage
+(24 to 46)% Enhanced Damage
10% Chance of Crushing Blow
Socketed (1)
One-Hand Damage: (21 - 24) to (66 - 78)
Required Level: 28
Required Dexterity: 95
Item Level: 36
Dexterity Damage Bonus: (0.11 per Dexterity)%
+(1 to 2) to Druid Skill Levels
+6% Bonus Damage to Mark of the Wild
(41 to 55)% Duration Bonus to Mark of the Wild
25% Attack Speed
25% Hit Recovery
+(41 to 50) to Maximum Damage
+(69 to 92)% Enhanced Damage
15% Chance of Crushing Blow
Socketed (2)
One-Hand Damage: (40 - 45) to (106 - 119)
Required Level: 47
Required Dexterity: 188
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
+(2 to 3) to Druid Skill Levels
+9% Bonus Damage to Mark of the Wild
(71 to 85)% Duration Bonus to Mark of the Wild
35% Attack Speed
35% Hit Recovery
+(61 to 70) to Maximum Damage
+(115 to 137)% Enhanced Damage
20% Chance of Crushing Blow
Socketed (3)
One-Hand Damage: (52 - 57) to (132 - 147)
Required Level: 54
Required Dexterity: 373
Item Level: 85
Dexterity Damage Bonus: (0.11 per Dexterity)%
+(2 to 4) to Druid Skill Levels
+12% Bonus Damage to Mark of the Wild
(86 to 100)% Duration Bonus to Mark of the Wild
40% Attack Speed
40% Hit Recovery
+(71 to 80) to Maximum Damage
+(138 to 160)% Enhanced Damage
25% Chance of Crushing Blow
Socketed (3)
, which is meant for druid, but also quite strong for necromancer due to its strong focus on physical damage.) I would simply love to see more variety. All the other daggers are either not meant for melee or absolutely bad as the damage of daggers in general isn't that great.
Again, if the only purpose of this item is intended to be for an Iron Golem, ignore this. It's just that variety would be lovely to see.
Solution: I'd love to see the aura on some other item, like an underplayed TU armor.
3)
Deathwind
This is one of the items that I don't understand as a whole. Its purpose is obviously meant for a summoner necromancer. Using it as a main weapon as an xbow mancer is simply impossible because of its low damage. Using it for the proc also doesn't make sense, since the priestress merc can easily give you Vindicate all the time. Especially when it comes to summoner items though, it kind of looses its purpose since you lose out on far better stats, like +skills and +maximum minion count from
Lord of Thorns
Lord of Thorns
Marrow Staff (4)
Two-Hand Damage: 7 to 9
(Necromancer Only)
Required Level: 11
Required Strength: 37
Item Level: 10
Strength Damage Bonus: (0.06 per Strength)%
1% Chance to cast level 5 Spike Nova when Struck by a Missile
+1 to Necromancer Skill Levels
+(0 to 1) to Maximum Necromancer Minions
30% Cast Speed
+50% Damage to Undead
Hit Causes Monster to Flee +3%
+(21 to 25)% to Summoned Minion Life
+(11 to 13)% to Summoned Minion Damage
+(16 to 25) to Energy
Elemental Resists +(11 to 15)%
Socketed (2)
Two-Hand Damage: 15 to 19
(Necromancer Only)
Required Level: 31
Required Strength: 56
Item Level: 31
Strength Damage Bonus: (0.06 per Strength)%
2% Chance to cast level 9 Spike Nova when Struck by a Missile
+(2 to 3) to Necromancer Skill Levels
+(0 to 1) to Maximum Necromancer Minions
50% Cast Speed
+50% Damage to Undead
Hit Causes Monster to Flee +(6 to 7)%
+(31 to 35)% to Summoned Minion Life
+(16 to 18)% to Summoned Minion Damage
+(36 to 45) to Energy
Elemental Resists +(21 to 25)%
Socketed (4)
Two-Hand Damage: 25 to 32
(Necromancer Only)
Required Level: 51
Required Strength: 112
Item Level: 51
Strength Damage Bonus: (0.06 per Strength)%
3% Chance to cast level 13 Spike Nova when Struck by a Missile
+(4 to 5) to Necromancer Skill Levels
+1 to Maximum Necromancer Minions
70% Cast Speed
+50% Damage to Undead
Hit Causes Monster to Flee +(9 to 10)%
+(41 to 45)% to Summoned Minion Life
+(21 to 23)% to Summoned Minion Damage
+(56 to 65) to Energy
Elemental Resists +(31 to 35)%
Socketed (5)
Two-Hand Damage: 29 to 38
(Necromancer Only)
Required Level: 59
Required Strength: 222
Item Level: 77
Strength Damage Bonus: (0.06 per Strength)%
4% Chance to cast level 15 Spike Nova when Struck by a Missile
+(5 to 6) to Necromancer Skill Levels
+1 to Maximum Necromancer Minions
80% Cast Speed
+50% Damage to Undead
Hit Causes Monster to Flee +(10 to 11)%
+(46 to 50)% to Summoned Minion Life
+(24 to 25)% to Summoned Minion Damage
+(66 to 75) to Energy
Elemental Resists +(36 to 40)%
Socketed (6)
. The only thing this item is good for is the minion resistances. However since this is a class specific item, it doesn't make much sense for this item to have it, since you can get it from other standard summoner gear like
Fauztin's Visage
Fauztin's Visage
Field Plate (4)
Defense: 268 to 540
Required Level: 11
Required Strength: 32
Item Level: 19
+(11 to 20)% to Summoned Minion Life
+(6 to 10)% to Summoned Minion Resistances
+50% Enhanced Defense
+250 Defense vs. Melee
+50 to Life
Poison Length Reduced by (21 to 25)%
Physical Resist 1%
Socketed (2)
Defense: 890 to 1668
Required Level: 37
Required Strength: 63
Item Level: 36
+(21 to 30)% to Summoned Minion Life
+(11 to 15)% to Summoned Minion Resistances
+100% Enhanced Defense
+500 Defense vs. Melee
+100 to Life
Poison Length Reduced by (31 to 35)%
Physical Resist 2%
Socketed (4)
Defense: 2232 to 4107
Required Level: 61
Required Strength: 219
Item Level: 59
+(31 to 40)% to Summoned Minion Life
+(16 to 20)% to Summoned Minion Resistances
+150% Enhanced Defense
+750 Defense vs. Melee
+175 to Life
Poison Length Reduced by (41 to 45)%
Physical Resist 3%
Socketed (5)
Defense: 3642 to 6678
Required Level: 75
Required Strength: 438
Item Level: 85
+(41 to 50)% to Summoned Minion Life
+(21 to 25)% to Summoned Minion Resistances
+200% Enhanced Defense
+1000 Defense vs. Melee
+250 to Life
Poison Length Reduced by (46 to 50)%
Physical Resist 5%
Socketed (6)
or
Outlaw
Outlaw
Boots
'TalHel'
Runeword Level: 40
+1 to Necromancer Skill Levels
Attacker Flees after Striking 5%
+(16 to 20)% to Summoned Minion Damage
+(6 to 15)% to Summoned Minion Resistances
+(30 to 57)% Enhanced Defense
-1 Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Physical Damage Reduced by (1 to 5)
+(1 to 5) to Light Radius
. And using mystic orbs for the minion resistance is quite a common thing, since you can cap it so easily.
Honestly, I don't have any solution for this item, except a complete rework. You could turn this into an item that has the buckshot oskill so people can start with that oskill early on.