Mods on Int-flavoured weapons
Wands, daggers, sceptres and staves are all interesting combat weapons, with high crit chance and other useful properties for attack builds. Wands especially are very powerful in this regard.
The Int-flavoured weapons also have good spellcsting potential, of course (although not so much staves, as they don't get enough bonuses to compensate for being 2-handers). Potentially, these are great weapons, but in practice they are very frustrating to roll because of the mod pool. What happens much of the time is that you roll both spell-only and attack-only mods. In practice, that means wasted mods for practically every build. This is not a problem that purely martial weapons face (you might get crap mods, but at least you know they won't be spell-only mods). Attack builds especially suffer, so that Int-flavoured weapon builds are dominant if you are rich and can afford the best gear, but very difficult to get into as a more casual player. Would it upset the game balance to have a few new base types of wands, daggers, sceptres and staves that are basically the same, but with a mod pool that excludes all the spell stuff? Or maybe a currency item that does something to this effect? I don't have a specific suggestion here, just thinking about what could be done. |
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I would really like this idea - it would make wanders happier and spell users happier. I also think they should add in some 'spell casting' versions of maces and rapiers, so spellcasters have more options for base weapons. (ie: stun and crit multiplier).
" Yes they do. They can be 5L/6L. That is a massive bonus, especially with the weapon-only "+2 to X gems" mods. Also, the best spellcasting uniques in the game are Searing Touch and Taryn's shiver - both staves. tl;dr? Staves are awesome. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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" The uniques are definitely good, but I was mainly thinking about rare staves. You're right that 6l + gem bonuses can be quite a big deal for certain spells though. |
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I think the best option is to remove most attack/spell specific modifiers from the pool on the Hybrid Int weapons (Staff/Sceptre) and instead have primarily global mod pools. That would overall be a pretty good shift, as these weapons have the best synergy with hybrid playstyles.
Wands are harder to figure out, they're not really intended to be a "weapon" weapon and really are focused on spells overall. Probably the most effective way to compensate is to have wands either Weapons or Caster Tools depending on base type (with the "weapon" wands not having a spell bonus). Would be effective at preventing mod overload. IGN - PlutoChthon, Talvathir
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