Diablo® III

New Legendary Ideas

How about instead of having hundreds of item ideas be written down and forgotten

you guys just go ahead and create some?


Kind of how I feel about this whole thing myself.....
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Death's Apprentice
Legendary Sickle

1240 - 1565 DPS

1.70 Attacks per Second

- +400-(500-600) Cold Damage
- +400-(500-600) Holy Damage

- +500-600 Strength
- +500-600 Vitality
- +000-000 (+50% slain Demon HP) as physical damage
- +60-70% Damage
-
- 50% Chance to call forth a shadow clone of a fallen comrade or demon
- Souls collected feed your destruction (can stack 6 times)
- Allows dual wielding 2 Death's Apprentice...off hand weapon becomes Death's Embrace an indestructible ethereal weapon
3 Empty Socket
Edited by warbuckaz#1718 on 10/1/2013 5:05 PM PDT
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Danov some of your ideas are pretty interesting, these two were some of my favourites.

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Tower of Talic
Legendary Shield
2000 - 2500 Armor

20 - 30% Chance to Block
5706 - 7006 Block Amount

- +940-1281 Armor
- +10-15% To All Resistances
- +10% Chance to Block
- +2000-2300 to Block Amount
- Increases Attack Speed by 10-15%
- Critical Hit Chance Increased by 8.0-10.0%
- 2.70-3.00% of Damage Dealt Is Converted to Life
O Empty Socket
O Empty Socket
O Empty Socket

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Vampire Gaze
Legendary Helm
797-957 Armor

- +400-500 Armor
- Adds 5-6% to Cold Damage
- 3.50-4.00% of Damage Dealt Is Converted to Life
- One of 5 Properties
------ Increase Fury Regeneration by 2-3 per Second (Barbarian Only)
------ Increase Discipline Regeneration by 1-2 per Second (Demon Hunter Only)
------ Increase Spirit Regeneration by 3-5 per Second (Monk Only)
------ Increase Mana Regeneration by 10-20 per Second (Witch Doctor Only)
------ Increase Arcane Power Regeneration by 10-20 per Second (Wizard Only)
- Reduces Damage from All Attacks by 15-20%
- 5.0-10.0% Chance to Freeze Targets on hit
O Empty Socket
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Good idea,

{Blood cultist set}

[name]
Blood Cultist Gaze

[Art]
A cultist head, mojo where the object is an actual hooded cultist from act 1 head held by the spine, with glowing red eyes and red hood.

[Stats]

Int (of course set class items MUST roll class stat, stupid if doesnt.]
Def stat
Movement stat
Secondary
Secondary


[Mojos should get def thing like resistance ward or something]

[Unique effects]

How bout a mojo that gives a chance for the defensive skills to instead charm/enrage enemies, if a zombie dog attacks them, are horrified, spirit walk touches or are in the area of a hexed creature. Depending on skill equipped

Also mojos and sources should give a resistance block, or absobsion, because without block they really lose alot of def utility.

and an effect that gives your life leech a chance to summon explosive corpses
that spawn when you hit x (like 25% of life leeched) that would be sick

What about

[name]
Blood Cultist Incensed Rage

[art]

Is the blood cultist hood with red glowing runes on it, and when equipped blood pours down your chest, shoulders and back.

[stats]

Int
def stat
3 randoms
resource boost (+200 mana)

[Unique effect]

When you cast a terror spell, for every soul harvested soul, exploded dog, or mass confused life regen is boosted by a straight X% of vit or life leech, or int.

And,

[name]

Blood Hounds Visage

[art]

The blood skull and face of the fallen hound... aka blood hound as epaulets/shoulder pads

[stats]

int
def stat
life regen (really high)
3 random

[unqiue effect]
For every primary cast, there is a blood hound spirit head (just like bone spirit in d2) cast that when hits aoes life regen/focuses target {meaning the more targets it spreads out the damage, versus one big hit on single enemy)

[name]
human heart

[art]
amulet with a human heart on it

[stats]
int
offensive stat
socket
life leech %
3 random

[unique effect]
The amount of enemies in the are increased your the hearts pumping, increasing your life regen per second

Set bonus spell.

2/3 set bonus gives periodic spurts of life regen, as a amplified % of total life regen, as mosquitos fly around you at a radius of gold pick up (so for every square foot of pick up radius you have 2 mosquitos in that SF) that bring back life.

3/3 Blood magic surrounds you, where your armor turns into life leech,

or we can do a barbs set:

{Arreats Granite Cliff}

[name]
Arreats Granite Boulder (mighty wep)

[art]
Mighty weapon with a huge granite boulder

[stats]
Str
Offensive stat
Vit
3 random
socket

[unique effect]
When hitting an enemy, first strike lays a tremor on the ground that does aoe damage, third strike puts a tremor down that does a tremor with slow, 10th strike forces the ground to emit a shockwave sending enemies in the air and upon landing stuns them.

[name]
Arreats Molten Core (mighty belt)

[Art]
A mighty belt with a glowing lava rock in the center

[stats]
str
def/armor
%fire dmg
+fire res
2 random

[unique effect]
Pulses lava that lands on the ground around you dealing fire damage in a radius expanded by gold pick up

[name]
arreats granite pillars (pants)

[art]
pants look like 2 granite pillars

[Stats]
str
+armor
3sockets
2 random

[unqiue effect]
When running through enemies knocks back small amount and slows with chance to stun

[name]
Arreats Rift Walkers

[art]
boots with granite art that have rifts down the middle akin to fault lines

[stats]
strength
+% weapon damage to might skills
reflect damage
3 random stats

[Unique effect]
when moving sends faults down the path of movement, along a straight access, that causes monsters along these faults be slowed and when walking on top of monsters does large damage and stuns

I get the assumption people forgot the devs were going more for skill/build changing items, not items that have been the status quo, where they are just stat sticks...
Edited by Cougnut#1720 on 10/2/2013 5:45 PM PDT
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The Four Winds

+25–75% Damage

+(174–302)–(367–897) Fire Damage
+(50–150)–(500–700) Lightning Damage
+(234–417)–(511–921) Poison Damage
+(67–124)–(238–597) Cold Damage

Adds 1–5% to Fire Damage
Adds 1–5% to Lightning Damage
Adds 1–5% to Poison Damage
Adds 1–5% to Cold Damage

One of 3 Magic Properties (varies)
+139–191 Intelligence
+139–191 Dexterity
+139–191 Strength

+1 Random Magic Property

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Balmung

1H Sword

+(145–326)–(714–1024) Lightning Damage

Adds 5–15% to Lightning Damage

Critical Hit Chance Increased by 3.0–8.0%

2.0%-7.0% Chance to Stun on Hit

+2 Random Magic Properties

Critical Hits have a chance to cast Lightning Arc that damages up to 3 enemies as Lightning

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Cloak of Winter

Chest Armor

390 - 705 Armor

+40–80 Resistance to All Elements

Increases Cold Damage Dealt by 1-5%

Reduces Cold Damage Received by 30%-55%

One of 3 Magic Properties (varies)
+90–205 Intelligence
+90–205 Dexterity
+90–205 Strength

+1 Random Magic Property

This Cloak chills the air around you slowing enemies attack and movement speeds by 40%

-------------------------------------------------

Silver Shield

Shield

895 - 1501 Armor

+7-13% Chance to Block

Reduces Melee Damage by 1-10%

One of 3 Magic Properties (varies)
Reduces Arcane Damage by 1-9%
Reduces Holy Damage by 1-9%
Reduces Cold Damage by 1-9%
Reduces Fire Damage by 1-9%

One of 3 Magic Properties (varies)
+125–200 Intelligence
+125–200 Dexterity
+125–200 Strength

8%-25% of damage blocked is returned as life

+2 Random Magic Properties

This shield reflects damage by 4% back to the enemy

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Shark's Eye

Helm

295 - 435 Armor

+(90–239)–(300–637) Damage

One of 3 Magic Properties (varies)
+191–282 Intelligence
+191–282 Dexterity
+191–282 Strength

+10.0–25.0% Chance to Blind on Hit

+2 Random Magic Properties

9%-24% Chance to fire a beam that pierces enemies for 15% Weapon Damage
Edited by Gorbulan#1175 on 10/2/2013 9:10 AM PDT
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I have some ideas for proc, stuff that would only occur rarely but have a big impact on gameplay/visuals/audio.

- Very low chance to stop time for everything in zone for a short time. Stops music and replaces with desolate sounding static. Stops ALL animations of everything except player. Smashing jars or breaking scenery would only animate for a fraction of a second before pausing again. Casting spells or attacking would place a frozen chrono copy of the player in place which upon time resuming would cast the spell then evaporate.

- Low chance proc to reduce vision/brightness of screen to a very low level for a short period of time, dim music and play some sort of space odyssey monolith terror sound. Add some sort of buff "blind rage" that I makes you do double or triple versions of cast spells.

- Very very low proc chance (or just an event?) to spawn a portal to Greed's lair for a short period of time where you can fight a pack of some sort of modified treasure goblins.

- Low proc chance to phase your character between dimensions, blurring the audio/graphics and doing stuff like half damage taken/dealt.

- Very Low proc chance to summon a special elite pack right on top of you.

- Upon death effect, your body explodes and you walk around at reduced speed as a mangled zombie version of your char with set zombie abilities for a period of time.

- On hit effect that teleports things randomly.

- Proc chance to repair some durability.

- Gear that speaks or makes its presence known. Evil, corrupted, haunted items.

- Items that you can level individually with their own small skill trees.

- On hit low proc chance to turn your target into an elite.
Edited by misty#1856 on 10/1/2013 9:15 PM PDT
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Seriously guys these ideas are awesome it's great that people put so much thought into it! :)

I still hope for the following, as with Inferno mode the affixed can become stupid. some of the best items in the game should at least possibly get the following:

*Immune to Frozen
*Immune to Jailer
*Immune to Poison
*Immune to Fire

just little things like that would be game changers at end game if they applied strictly to specific skills on legendary items. so on and so forth would be good, i know that elemental damage was taken away from weapons and monsters, but these things were the best items in D2. Game changers that could possibly be more important than Critical which is essentially the entire game right now.

perhaps in a future add-on bring back the monster resists/immunities too, at least consider it, immune to Critical perhaps? like say the current Critical damage / chance be modified so that it affects certain things only, like demons/skeletons or what not and certain weapons like maces/axes/staves/crossbows increase for all characters.

essentially what i am getting at is Legendary items with immune and defensive specialised things, when trying to bring the game away from the critical rules everything that it is now. If the aim like Wyatt said, is to bring skill back into it, you should really look at the attack and defense, not just the health pool. D2 had that part right with the resist and immunities affecting both players and monsters.

Also the weapons that summon things, but the things they summon 'fodder' are pretty crap it would be good if they received a buff when the weapons are buffed in loot 2.0 not huge but you could look at several things, perhaps them having a proper health pool that can heal, being able to buff them or something?
to me these items are the coolest in the game and deserve more detail, Legendaries definitely need those x-factor attributes and they should all have at least one affix that makes them legendary.
Edited by troyshaun#6994 on 10/1/2013 9:14 PM PDT
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I made a suggestion a while ago: very situational legendaries, but you have to keep them equipped all the time. Something like:

Warden´s Hunter
Legendary Ring

. + 30-40% magic find
. One of 3 magic properties(varies)
. . . + 50-69 Strenght
. . . + 50-69 Intelligence
. . . + 50-69 Dexterity
. + 3-4% damage vs. elites
. + 25-50% chance to drop keys from wardens
. When you equip this item, you loose your nephalem valor stacks

+ 2 random magic properties

Glacial Shroud
Legendary Chest Armor

. + 130-200 Vitality
. + 361-397 armor
. + 3 Sockets
. Immune to frozen effects
. + 60-80 Cold resistance
. When you equip this item, you loose your nephalem valor stacks

+ 2 random magic properties
Edited by Tubs#1911 on 10/2/2013 12:38 AM PDT
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Fang of FrozensteinLegendary Wand865.5-1028.9 DPS553.4-(683-916.4) Damage1.40Attacks per Second- +400-(500-600) Cold Damage- +30-40% Damage- Cold Skills Deal 20-25% more damage- +10-20 Maximum Arcane Power (Wizard Only)- +5-8 Arcane Power on hit (Wizard Only)- 30-50% Chance to Freeze targets for 2 seconds on hitO Empty Socket


This is a cool concept, but I think it will be overpowered - Think about how many times a wizard hits per second - That is going to be even easier to perma freeze than a CM wizard is right now heheh. Probably need to nerf the proc rate on the 2 second freeze some.
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Ruby Vest

Chest Armor

326 - 654 Armor

+51–80 Resistance to Fire

5%-20% of Fire Damage Heals you

One of 3 Magic Properties (varies)
+91–225 Armor
+3%-8% Reduced Melee Damage
+120–200 Vitality

One of 3 Magic Properties (varies)
+75–149 Intelligence
+75–149 Dexterity
+75–149 Strength

+1 Random Magic Property

This Vest absorbs 5% of Fire Damage received and reflects it back at the attacker.
Edited by Gorbulan#1175 on 10/3/2013 3:41 PM PDT
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Unique Affix = Bleeds now stack!
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Thorns damage also causes a bleed for 10 sec for 100% of the thorns damage done
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===========================================
Hachiko's Vigil
Legendary Voodoo Mask
500 - 600 Armor

  • Increases Mana Regeneration by 20–30 per Second (Witch Doctor Only)
  • +80-90 To All Resistances
  • Reduces cooldown of Summon Zombie Dogs by 20 seconds. (Witch Doctor Only)
  • Critical Hit Chance Increased by 3.5%
  • +1 Random Magic Properties
  • Empty Socket

After his master's death he stood vigil for many years waiting for him. One day they finally reunited.

===========================================

===========================================
The Magic Cube
Legendary Source


  • +(130)–(600) Damage
  • +250–400 Intelligence
  • Critical Hit Chance Increased by 9.0–10.0%
  • Critical Hits grant 10–15 Arcane Power (Wizard Only)
  • Chance to cast a nova of Arcane, Electric, Poison, Cold, Holy or Fire when struck
  • +1 Random Magic Properties
  • Empty Socket


This intrincated cube changes it's sides constantly. Rumors say there's a way to match it's sides correctly, althought it's still unkown how.

===========================================

===========================================
The Ban Hammer
Legendary Two-Handed Mace
2000 - 3000 Damage Per Second
1.25-1.85 attacks per second

  • 500-800 Cold Damage
  • Increases Attack Speed by 10–11%
  • One of 3 Magic Properties (varies)
    +200–300 Intelligence
    +200–300 Dexterity
    +200–300 Strength
  • Critical Hit Damage Increased by 50%
  • +1 Random Magic Properties
  • Empty Socket
  • Chance to summons a Hammer to smash your enemies!

This hammer is said to be used by the Great Masters to punish those foolish enough to not follow the rules

===========================================

===========================================
Frostmourne
Legendary Two-Handed Sword
2000 - 3000 Damage Per Second
1.25-1.85 attacks per second

  • 1000-1500 Cold Damage
  • Increases Attack Speed by 10–11%
  • One of 3 Magic Properties (varies)
    +200–300 Intelligence
    +200–300 Dexterity
    +200–300 Strength
  • Critical Hit Damage Increased by 50-70%
  • +1 Random Magic Properties
  • Frostmourne Hungers! *

Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit.

* Drains the life and soul of nearby enemies
===========================================
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10/02/2013 03:21 PMPosted by HungryHobo
Unique Affix = Bleeds now stack!


They did in D2 right? i remember an axe i had that made an awesome mess on screen, bleed was awesome.
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Wizard

Tarnhelm Fragment Wizard Helm - Each enemy killed adds 3% magic find up to a total of 100% extra magic find for 30 seconds. If you have max magic find this bonus is added as damage to your signature spell instead. (In-game graphic to look like Diablo 2's tarnhelm http://ss.d2img.com/tarnhelm1.jpg)

The Infinite Shard 1H Wand - 100% chance to spawn a 3 new arcane orbs in random directions when target is hit with arcane orb. These orbs can spawn more orbs losing 25% chance to spawn with each proc. (In-game graphic to look like a glow stick with lightning bolts shooting off of it)

The Inner-Reflection Mirror Off-hand - Mirror images become permanent until they die and do 10% more damage. (In game graphic to look like a hand held British 1800's mirror, http://us.123rf.com/400wm/400/400/ristoviita/ristoviita1112/ristoviita111200276/11697170-old-decorated-hand-held-mirror-isolated-on-white.jpg)

Enigma's Remnant Armor - Teleport no longer has a cooldown but costs 500% more mana. (In game graphic to look like a blue glowing and pulsating armor)

Barbarian

Eternal Gore 2h Axe - Rend lasts twice as long, stacks up to 3 times, and spreads to other enemies touched by effected enemies. (In-game graphic to cause a bleed effect of your character, new art only needs to be added to Barbs)

The Edge of the Abyss 1H Mace - Your Groundstomp ability no longer has cooldown but instead of generating rage it uses 20 rage (Add crackling spectral grand canyon effect?)

Worldslayer 2H Sword - Earthshake has no cooldown but uses all rage and roots you in place for 2 seconds (2h sword graphic ala The Grandfather, http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=46791&type=card)

Charsi Shield Shield - Your Bash ability does 200% more damage but reduces your attack speed by 5%. (Shield graphic has an emblem on it with an outline of Charsi's hammer, a throwback to D2)

Monk

Belt of the Blood Master Belt - Your Seven-Sided-Strike does area of effect damage and no longer has cooldown but costs 77% of your total life, this effect cannot take you below 1hp. (Add bleed graphical effect to splash blood 7 times when hitting enemies)

The Dishonored Disciple 1h Claw - Your Deadly Reach and Way of the Hundred Fists now apply Exploding Palm on the first hit (Random sound effect proc: "It's a Lie!")

The Beyond Sight Monk Helm - Your Mystic Ally now can cast all your spells and has all of your weapon and item procs and abilities. (Sound effect Skrillex wubwubwub dubsteb type of sound)
Edited by Worldslayer#1626 on 10/17/2013 3:34 PM PDT
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Did someone say build changing legendaries? ^
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I didn't bother reading through all the pages so this idea might already been brought up.

But D2 had a few legendary items that got stronger as your character leveled up.

I'm thinking of the chest itek Arcane Valor?

As you leveled it increased in stats for VIT and +life if i recall.

D3 could use things like this that go with paragon levels. So even though we hit paragon 800 and now all points start going into stats. That there could be a legendary that increase movement speed, or life on hit, or crit chance/damage.

Ya know, anything that could forever get stronger and stronger as you earned paragon.

This would help those long grinds have more reward than just stat points.
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