newtinmpls wrote: »Summoner's Set (an alternate/expansion to the Necropotence Set)
2-max magicka bonus
3-max magicka bonus
4-max magicka bonus
5 X damage (or %) bonus
to damage done by Sorc summoned combat pets AND Storm Elemental AND warden bear AND summoned Monsters (via ANY monster helm)
Everybody, please be sure to read the whole thread andAwesome ideas you want the devs to notice.
I am adding all serious ideas that receive 10+ Awesomes to the OP for easy reference.
Earth-Shaker Vestments
(2) - Max Health
(3) - Healing Received
(4) - Physical & Spell Resist
(5) - Each time you jump, send a shock wave forward through the earth, dealing 3000 Physical Damage to any enemies hit. Additionally any time you take fall damage, deal an equal amount of Physical Damage to all enemies within a 5m radius of the point of impact.
How fun would this be during keep defense! It's like a poor man's Take Flight - Haha!
Mettaricana wrote: »Auriels eye
2pc wep crit
3pc wep crit
4pc max stamina
5pc increases all stamina based ranged abilities damage by 15% and gives 5% crit to said skills
Life After Maelstrom Armor Set
The 5th piece bonus gives the wearer a 20% chance to get a maelstrom weapon (any trait) from the final boss chest in Normal Mode, and in vet mode the weapon dropped after beating the final boss has 100% chance to be in any trait EXCEPT training and prosperous.
Yolokin_Swagonborn wrote: »Armor of the Clever Developer
2. Magicka
3. Stamina
4. Health
5. Using any ability has a 5% change to summon an Avatar of Wrobel that lags your opponent and locks their skill bars for 5 seconds
Yolokin_Swagonborn wrote: »Armor of the Clever Developer
2. Magicka
3. Stamina
4. Health
5. Using any ability has a 5% change to summon an Avatar of Wrobel that lags your opponent and locks their skill bars for 5 seconds
Lights Out (molag kena redesign)
(1) +129 wpd/spd
(2) After two consecutive light attacks you trigger Overkill gaining +2000 weapon/spell damage and reducing skill costs by 33%, but losing ability to regenerate main resource pool until it is below 20% which will end the overkill.
ComboBreaker88 wrote: »Lights Out (molag kena redesign)
(1) +129 wpd/spd
(2) After two consecutive light attacks you trigger Overkill gaining +2000 weapon/spell damage and reducing skill costs by 33%, but losing ability to regenerate main *resource pool(s) until it is below 20% which will end the overkill.
*resource pool here refers to stamina or magicka pool.
Change that 2 peice to all regen. So 0 regen while it's active.