#Modpack: Prominence 2 RPG Suggestion: Buff Fros...

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runic scarabBOT
stray halo
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are yo u testing the dps on a single target dummy?

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frostmourne is oriented towards AoE damage

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it has a nice single target option with the agonizing breath too, you can get 100ish dps with it if built correclty

half marten
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Buffs I have in mind are:

Double or triple the dmg output of its spells.

Give it a dmg ticking aura similar to Lichblade.

Make Agonizing Breath not disable when you walk away from a mob or reduce its CD.

25% Frost -> 50% Frost
10 Soul -> 14 Soul
Attack DMG 12 -> 16
Or
Attack Speed 1.4 -> 1.8

Adding: Pillar of Frost ability, that freezes every type of mob for 2~3 seconds, with a cd of 6. To more easily take advantage of it hitting harder when hitting frozen enemies.

Ultimate ability. An ultimate ability on such endgame type of weapons would be cool. Something with a 60sec CD, but deals massive dmg.

Another passive: The player counts as an undead, only gaining the positives from it and not the negatives: I.e: Poison Immunity.

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I love that weapons like Frostmourne, from WoW, is being made and added to the modpack

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Great job on their design and their looks!

half marten
# stray halo are yo u testing the dps on a single target dummy?

Ye, I did. Also against some bosses, like Obsidilith. Regardless, I personally think Frostmourne's dmg output should be higher. Since its currently comparable to non-artifact options, I'm personally not a fan of that.

Taking into consideration what you have to do to obtain it.

sly ether
half marten
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More suggestions for Frostmourne:

Curse of Agony Rework:
Whoever wields the Frostmourne will become the next Lich King, abilities will deal extra frost damage while on cold biomes ->

While on Cold Biomes, grant the status effect 'Aspiring Lich King' and the longer you remain in a cold biome, the further it upgrades or simply, making use of a status effect, to show when the passive is being applied.

Frostmourne Stat Change:

Soul Power -> Attack Damage gained as Soul Power %. Similar to what I suggested in the Buff A'zhar thread. This alone, would be a massive buff, for any spell-scaling weapons. Because currently, there isn't anything that gives +% Soul Spell Power. There will likely be in the future and even then, the flat Spell Power gain, will not be comparable to the AD gained as Spell power % variant. There isn't many ways to gain flat spell power. Outside of Skill Tree and so forth and even then, the best spell necklace, in any situation, is always Crystallised Omniscience. This is due to there being a lot of ways, to gain a lot of AD, but very very few, scarce and weak ways to gain spell power.

For spell scaling weapons, I suggest that the flat spell power, should be at the minimum: +20. You probably think: But that is too strong! No, it isn't.
I currently have 73% Attack Damage gained as Frost Power. I can hit 60+ AD, quite easily. That means +45-ish Frost Power. Thats a lot.
That Frost Power is amplified by Frost Spell Power. Which turns it into even more of it.

half marten
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@stray halo @sly ether Unrelated to this thread, but suggestion is on cooldown.

Ultimate Accessories:
Head.
Back.
Belt.
Necklace.

Ultimate Accessories are themed around their respective artifacts.
In example: Slot: [Head] Helm of Domination(Crown of the Lich King). Slot: [Necklace] Phylactery of the Lich King.

These thematic themed accessories, are mutually exclusive.
Every artifact, have two options for their thematic accessory. You can either Forge A or you can Forge B.
These accessories are immensely powerful and are solely meant to further amplify the wielder of the respective artifacts. They won't function if you aren't wielding said artifacts. In a similar way as to how spellbooks need Runes to use spells. These accessories would be checking if you have Frostmourne, for example. No idea how viable that is to code. Else there is the option, in FTB Quests, to make it a prerequisite to have the respective artifacts, else its impossible to get the Ultimate accessories.