Σ 1.7 Bugs&Feedback

Discuss Median XL!
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Jampula
Shadowgate Totem
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Scalewinged wrote:and you can even have indestructible staff!

So you can cast extra-hard :twisted:
But I agree. Although crafting a staff is maybe the stupidest thing, you have rw's and easy to get SU's all over the mod that beat even the best of crafts. Which is sad.
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Scalewinged
Blood Golem
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Jampula wrote:
Scalewinged wrote:and you can even have indestructible staff!

So you can cast extra-hard :twisted:
But I agree. Although crafting a staff is maybe the stupidest thing, you have rw's and easy to get SU's all over the mod that beat even the best of crafts. Which is sad.


That depends :D I wanted to beat
Narlant Dream
Narlant Dream
Smoked Sphere (4)

One-Hand Damage: 5 to 6
(Sorceress Only)
Required Level: 4
Required Dexterity: 15
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
+1 to Sorceress Skill Levels
15% Cast Speed
Slows Attacker by (3 to 5)%
+(200 to 300) Defense vs. Melee
Maximum Mana +(3 to 5)%
Regenerate Mana +10%
Socketed (1)
One-Hand Damage: 11 to 12
(Sorceress Only)
Required Level: 23
Required Dexterity: 36
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
+2 to Sorceress Skill Levels
30% Cast Speed
Slows Attacker by (9 to 11)%
+(450 to 500) Defense vs. Melee
Maximum Mana +(9 to 11)%
Regenerate Mana +20%
Socketed (2)
One-Hand Damage: 15 to 18
(Sorceress Only)
Required Level: 42
Required Dexterity: 81
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
+3 to Sorceress Skill Levels
45% Cast Speed
Slows Attacker by (15 to 17)%
+(700 to 750) Defense vs. Melee
Maximum Mana +(15 to 17)%
Regenerate Mana +30%
Socketed (2)
One-Hand Damage: 18 to 21
(Sorceress Only)
Required Level: 50
Required Dexterity: 167
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
+4 to Sorceress Skill Levels
60% Cast Speed
Slows Attacker by (18 to 20)%
+(900 to 1000) Defense vs. Melee
Maximum Mana +(18 to 20)%
Regenerate Mana +40%
Socketed (2)
+
The Ivory Tower
The Ivory Tower
Tower Shield (4)

Defense: (205 - 233) to (404 - 459)
Chance to Block: Class%
Required Level: 7
Required Strength:
17
Required Dexterity: 43
Item Level: 19
+1 to All Skills
+(4 to 5)% Bonus to Spell Focus
5% Cast Speed
+(11 to 15)% to Fire Spell Damage
+(11 to 15)% to Lightning Spell Damage
+(41 to 60)% Enhanced Defense
Maximum Mana +(3 to 5)%
Requirements -40%
Socketed (1)
Defense: (678 - 712) to (1219 - 1280)
Chance to Block: Class%
Required Level: 25
Required Strength:
31
Required Dexterity: 58
Item Level: 36
+(1 to 2) to All Skills
+(8 to 9)% Bonus to Spell Focus
10% Cast Speed
+(16 to 20)% to Fire Spell Damage
+(16 to 20)% to Lightning Spell Damage
+(81 to 90)% Enhanced Defense
Maximum Mana +(9 to 11)%
Requirements -45%
Socketed (3)
Defense: (1525 - 1593) to (2685 - 2805)
Chance to Block: Class%
Required Level: 42
Required Strength:
101
Required Dexterity: 113
Item Level: 59
+2 to All Skills
+(12 to 13)% Bonus to Spell Focus
15% Cast Speed
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Lightning Spell Damage
+(101 to 110)% Enhanced Defense
Maximum Mana +(15 to 17)%
Requirements -50%
Socketed (4)
Defense: (2278 - 2371) to (4002 - 4165)
Chance to Block: Class%
Required Level: 51
Required Strength:
181
Required Dexterity: 210
Item Level: 85
+2 to All Skills
+(14 to 15)% Bonus to Spell Focus
15% Cast Speed
+(26 to 30)% to Fire Spell Damage
+(26 to 30)% to Lightning Spell Damage
+(121 to 130)% Enhanced Defense
Maximum Mana +(18 to 20)%
Requirements -55%
Socketed (4)
combo at lvl 125 manasorc... but seems there's no chance and i simply must overfarm dunc again-again-again-again until
Glowing Vertigo
Glowing Vertigo
Smoked Sphere (Sacred)

One-Hand Damage: 37 to 39
(Sorceress Only)
Required Level: 100
Required Dexterity: 183
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
(80 to 100)% Cast Speed
+(20 to 25)% to Spell Damage
+(10 to 15) to Psicrown
+(100 to 150) to Energy
+(450 to 600) to Mana
Maximum Mana +40%
Elemental Resists -10%
10% Chance to Avoid Damage
+80 Life after each Kill
8% Weapon Damage Taken Restores Mana
Socketed (2)
drop XD
Still single-element casters can have alot more powerful staff via crafting (like 9-10 skills, 50+ spd and 30+ pierce).. but these garbage affixes rolling so frequently that 9 of 10 results have at least 2 of them on places making ou say "f**k it!" and just use
Elverfolk


Elverfolk
Staves

'ChamIstVex'
Runeword Level: 83
+(7 to 8) to All Skills
+(60 to 80) Spell Focus
35% Cast Speed
-(27 to 33)% to Enemy Elemental Resistances
+750 Defense vs. Missile
(21 to 30)% to Energy
Maximum Life and Mana +5%
Elemental Resists +(35 to 45)%
(31 to 40)% Bonus to Defense
10% Magic Find
. It's sad.
Istaryu
Harpylisk
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Scalewinged wrote: but these garbage affixes rolling so frequently that 9 of 10 results have at least 2 of them on places making ou say "f**k it!" and just use
Elverfolk


Elverfolk
Staves

'ChamIstVex'
Runeword Level: 83
+(7 to 8) to All Skills
+(60 to 80) Spell Focus
35% Cast Speed
-(27 to 33)% to Enemy Elemental Resistances
+750 Defense vs. Missile
(21 to 30)% to Energy
Maximum Life and Mana +5%
Elemental Resists +(35 to 45)%
(31 to 40)% Bonus to Defense
10% Magic Find
. It's sad.


I can relate to that so much!
Bliyadolubov
Grubber
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Istaryu wrote:
Scalewinged wrote: but these garbage affixes rolling so frequently that 9 of 10 results have at least 2 of them on places making ou say "f**k it!" and just use
Elverfolk


Elverfolk
Staves

'ChamIstVex'
Runeword Level: 83
+(7 to 8) to All Skills
+(60 to 80) Spell Focus
35% Cast Speed
-(27 to 33)% to Enemy Elemental Resistances
+750 Defense vs. Missile
(21 to 30)% to Energy
Maximum Life and Mana +5%
Elemental Resists +(35 to 45)%
(31 to 40)% Bonus to Defense
10% Magic Find
. It's sad.


I can relate to that so much!

Elverfolk is a beast, for sure
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baiming
Skeleton
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Hi, the same bug we had earlier about the Veil King
Now it is better than before, but it will not last long. After I created the game, the first call will have an existence of about 80s, and then after the second call, the duration will gradually decrease. After 12 tests, the duration will be reduced to under 30s, making it impossible for me to fight difficult battles
Is there any other solution? thanks
titan015
Stone Warrior
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R.I.P modifier clashes with Druid passive pagan rite. When I have RIP modifier in my item pagan rites animation would still show but the corpses are not consumed and the heal stops working. Removing the item with RIP resolves it.
Semigloss
Onyx Knight
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titan015 wrote:R.I.P modifier clashes with Druid passive pagan rite. When I have RIP modifier in my item pagan rites animation would still show but the corpses are not consumed and the heal stops working. Removing the item with RIP resolves it.

The point of the RIP modifier is to not leave corpses behind, which prevents reanimates. However, no corpses also means you have nothing to consume. It's intended, but unfortunate.
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Mangler
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A QoL feedback re the icons in the top left of the screen.

When the icon contains a number (eg number of summons, like Scourges) it can be hard to see how many are up unless the background behind the icon contrasts with the icon colour because the number in the icon is really small and a sort of pale washed-out colour, it needs a contrasting dark background to see what it says.

If it's possible within d2 engine constraints, would it be possible to have a Preferences setting to change the size and/or colour of the number in the icon? Or maybe there's some other solution that lets people see how many of something they have in all situations, like change the icon to be text and number like barb summoner seeing something like this:

Guardian
. 5

I can't show it easily on here cos the site kills off multiple white space characters, but say Protector Spirits could have green text and the other Spirit type (forget the name) could be some other text colour so you can see at a glance how many of each spirit. Or it could just say G and P in different colours (or Guard / Prot, whatever).

I'm making up one possible solution btw, hopefully it gets the idea across - probably lots of way to skin this particular cat. Basic thing is to get something readable in combat, preferably something that's understandable at-a-glance.
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archon256
Cog
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The explanation for Spell Focus has an incorrect line:
https://docs.median-xl.com/doc/concepts/spellfocus
Spell focus is particularly effective for high level characters with most or all points into energy.


This was true for Energy Factor, but is no longer the case.
New synergy bonus% with 0 energy and spell factor = 5.2%
New synergy bonus% with infinite energy and 0 spell factor = 130%

With 0 energy getting 50 spell factor would nearly double the synergy from this bonus (and be a net 4.8% multiplier to your damage)
With infinite energy getting 50 spell factor would only be a 3.8% increase to the bonus (and be only a net 2.2% multiplier to your damage)
So spell factor is in fact less effective the more energy you have (in the same way that getting additional spell damage is less effective when you already have a lot than when you have none).

I suggest just removing that line.
ParticuLarry
Ice Clan
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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 :D

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)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
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)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
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)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
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)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
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
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
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
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
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.