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Thread: [Spirit] Death Ward

  1. #1
    Administrator yerkyerk's Avatar
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    [Spirit] Death Ward

    A onepoint wonder. Well, wonder's a big word with this skill, the life return you get from it is pathetic and it has a huge cooldown. My proposal is to let it start out with 300 health and give 100 health per skillpoint invested in it, as well as giving a 10 second 20%damage absorption, which increases by 2% per skillpoint invested in it.

    Either that, or a more interesting way, like someone on tqitfanpatch proposed: Make it do some form of lifedrain attack on low health.
    That's much cooler, imo, and very fitting for Spirit, but I'm not sure if this will work out all that well though. How would that work against undead, ranged attackers, bosses, etc..?

  2. #2

    Re: [Spirit] Death Ward

    Quote Originally Posted by yerkyerk View Post
    A onepoint wonder. Well, wonder's a big word with this skill, the life return you get from it is pathetic and it has a huge cooldown. My proposal is to let it start out with 300 health and give 100 health per skillpoint invested in it, as well as giving a 10 second 20%damage absorption, which increases by 2% per skillpoint invested in it.

    so, at level 12 (+4 skills) it would give the player 10 secs of 42% dmg absorption, as well a HP recovery of 1400, right? isn't it a little high? add to that a pot or two, and possibly the character becomes immortal.

    but, if the damage absorption increases by 2% every other level, i guess it would be a little better.

    i don't know.....it's just a thought.

  3. #3
    Administrator yerkyerk's Avatar
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    Re: [Spirit] Death Ward

    Hm, I dunno. Those are just random numbers, but 42% damage absorption for only 10 seconds doesn't sound that immortal to me, especially with the long cooldown. The 1400 HP recovery is rather low, btw. The skill will be more about the %damage absorption than the relatively little amount of health recovered.

  4. #4

    Re: [Spirit] Death Ward

    42% damage absorption+1400 HP recovered+time to chug a pot or two+enough time given by the above to flee the crime scene .....


    and, how much health would a high level character have? let's say an average of, roughly 5000HP. well, 1400 is like a third of that, so....

  5. #5
    Administrator yerkyerk's Avatar
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    Re: [Spirit] Death Ward

    Well, it should be useful.

    And if you're willing to sink so much skillpoints in it for a potential lifesaver, well, you should get something for it. 1400 health is definetely not much. Btw, the problem I often face when dying, is that I get hit hard and stunned from all sides. 1400 health is probably like 2 hits from an Act 4 mob
    Anyway,

  6. #6

    Re: [Spirit] Death Ward

    yes, i see what you mean.


    "Anyway," what?

  7. #7
    Administrator yerkyerk's Avatar
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    Re: [Spirit] Death Ward

    Oh, heh yea. Forgot that.

    We could do the +100 per skillpoint health regen and combine it with a passive life leeching attack..

  8. #8
    Super Moderator Poinas's Avatar
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    Re: [Spirit] Death Ward

    +100 HP regen per skillpoint could translate into huge gains..you mean regeneration, not instaboost, right?

    I like the idea of life leech, even if it doesn't work against all monsters. I'd add that and increase the amount of HP regained, 100 at lvl 1, and increasing with 100-150 per level. Maybe increase the triggering threshold to 20%.
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  9. #9
    Delayomancer Munderbunny's Avatar
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    Re: [Spirit] Death Ward

    Yes, I proposed the life-leech on low health. There were like 3 ******* people throwing out ideas, lol, HOW DO YOU NOT REMEMBER IT WAS ME?!?!?!?!?

    Anyway, I tried to get it to work with my mod, but it's messy, and doesn't work the way that would be nice, which is to like cast life drain on surrounding enemies. There's a way to do it with some retaliation, but it's not reliable, and it sucks.

    But, I have my *** saved by deathward all the time. It's not marduk's tablet, but it's worth the skill point investment. I max it out for the extra health, and it makes a big difference. I agree that it's only worth 1 point early on, but later in the game, when you have more points to spend, it's worth the investment. I would like to see the flat amount boosted some though, but not to like 1400. The big problem with that large a boost is that with high cooldown, you could become near immortal as it takes you out of the low-health zone, which means it can get triggered again immediately.

  10. #10

    Re: [Spirit] Death Ward

    I would like to see the flat amount boosted some though, but not to like 1400. The big problem with that large a boost is that with high cooldown, you could become near immortal as it takes you out of the low-health zone, which means it can get triggered again immediately.
    it seems to me that someone suggested that already, in the second post in this thread D:

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