Improving MOST unused Passives and Skills

General Discussion
Hi there,

So what's your thoughts regarding most unused skills and passives, and what would you do to improve them? Tired of Ruthless and Weapon master on every barb? I'm against "nerfing" type of adjustments, as it is easier and more frustrating way to make things in balance again, so i'd prefer to buff useless stuff.

i'm not a wd nor demon hunter specialist, but from what I know about monk, everyone uses breath of heaven with blazing wrath rune, overawe and sweeping wind with cyclone - other runes on those skills should be buffed immensely; please provide feedback. I'll focus on wizard and little on barb:

wizard

most used passives: critical mass, glass cannon, blur, evocation and galvanizing ward
most useless: paralysis, temporal flux, power hungry

http://us.battle.net/d3/en/class/wizard/passive/paralysis
paralysis - in addition to chance to Stun the target, all attacks cause lightning to arc to 3 nearby enemies, slowing them by 20% for 3 seconds and dealing 12% weapon damage as Lightning.

http://us.battle.net/d3/en/class/wizard/passive/temporal-flux
temporal flux - in addition to slowing enemies by 30% for 2 seconds by using arcane damage, temporal flux now also grants 50% reduction to all control impairing effects.

http://us.battle.net/d3/en/class/wizard/passive/power-hungry
power hungry - removed bonus to Arcane Power whenever you are healed by a health globe - now Critical hits grants 5 arcane power (see life steal passive on Barbarian - powerful affixes on items should have at least one decent alternative on skills/passives).

skills

http://us.battle.net/d3/en/class/wizard/active/ray-of-frost
ray of frost - even after buff a while ago, still noone uses it because of better options. while dmg is ok, needs to proc APOC even after the initial cast. single target runes need to have some sort of minimum AoE affect at the target location, so stuff around the target get hit and slowed as well.

http://us.battle.net/d3/en/class/wizard/active/hydra
hydra - need a little more base dmg (fe. from 28% to 42%), or faster attack speed; such a nice skill and still waste of slot on most occasions (pvp only).

http://us.battle.net/d3/en/class/wizard/active/ice-armor
ice armor is still inferior to storm armor and energy armor which was hugely nerfed after the patch. don't nerf them, just a little boost to ice armor could balance things a bit more.

ice armor now reduces melee dmg by 15% (from 12%), runes:

frozen storm - 30% dmg over 3 sec is useless, 20% dmg over 6 sec could be useable,
chilling aura - enemies slowed by 40% now (from 30%).

http://us.battle.net/d3/en/class/wizard/active/storm-armor
storm armor, runes:
scramble - now increases movement speed by 15% for 7 sec (from 25% and 3 sec).

http://us.battle.net/d3/en/class/wizard/active/magic-weapon
magic weapon; only force weapon and blood magic are useable, let's buff the rest:

electrify - dmg increased to 14% (from 10%)
conduit - 2 arcane power on hit
venom - 20% dmg over 7 sec

http://us.battle.net/d3/en/class/wizard/active/familiar
familiar - only arcanot and sparkflint useable

vigoron - increases life by 10%
ancient guardian - now absorbs 1 attack every 4 sec (from 6)
cannoneer - 20% weapon dmg to enemies within 9 yards now (from 6)

http://us.battle.net/d3/en/class/wizard/active/archon
archon

pure power: never used; reduce the damage of all archon abilities by 20% and reduce cooldown from 100 seconds to 65
slow time: now active all the time, when player is in the archon form

barb

most used passives: ruthless, weapon master, superstition, bloodthirst, unforgiving
most useless: pound of flesh, juggernaut

http://us.battle.net/d3/en/class/barbarian/passive/pound-of-flesh
pound of flesh - now also increases health pickup radius by 10 yards.

http://us.battle.net/d3/en/class/barbarian/passive/juggernaut
juggernaut - duration of control impairing effects on you is reduced by 30% (increase from 20%), and whenever a Stun, Fear, Immobilize or Charm is cast on you, now you don't have only a chance - you always recover 15% of your maximum life.

skills

http://us.battle.net/d3/en/class/barbarian/active/battle-rage
Battle Rage - only Into the Fray and Marauder's Rage are considered as a useable rune, buff the rest:

Swords to Ploughshares - Critical Hits now have up to a 10% chance to cause enemies to drop additional health globes (increase from 5%, can be combined with pound of flesh).
Bloodshed - Critical Hits have a chance to cause an explosion of blood dealing 35% of the damage done to all other nearby enemies (increase from 20%)

rage skills - most people only uses Wrath of the Berserker

http://us.battle.net/d3/en/class/barbarian/active/earthquake
Earthquake - Critical Hits have a chance to reduce the cooldown by 0.5 second.

http://us.battle.net/d3/en/class/barbarian/active/call-of-the-ancients
Call of the Ancients - Critical Hits have a chance to reduce the cooldown by 0.5 second.

edit: also, if you're interested in fixing item diversity problem:

http://us.battle.net/d3/en/forum/topic/7415515028

game changing legendaries:
http://us.battle.net/d3/en/forum/topic/8480728506

Thanks!
any ideas? bump for more attention.
juggernaut - duration of control impairing effects on you is reduced by 30% (increase from 20%), and whenever a Stun, Fear, Immobilize or Charm is cast on you, now you don't have only a chance - you always recover 15% of your maximum life


you probably dont play hardcore but some hardcore use it
and the chance is 100%, u should try it :)
12/10/2012 03:38 AMPosted by marco0814
juggernaut - duration of control impairing effects on you is reduced by 30% (increase from 20%), and whenever a Stun, Fear, Immobilize or Charm is cast on you, now you don't have only a chance - you always recover 15% of your maximum life


you probably dont play hardcore but some hardcore use it
and the chance is 100%, u should try it :)


i admit - in hc this passive is better, but it should still be a viable option in softcore. it's not a 100% for sure :)
What Blizzard should do, is just re-instate the skill tree system and allow players to build their own character. Seeing as they will never do this:

Take the current skill system and add levels to them based on how much you use them (almost like paragon), the more you use, the higher level they become, and the more strong they become.

Then add actual synergies with skills and level those up based on how much you use them.. for example:

Take the DH, I think they have 3 or 4 skills that have life steal capabilities. Well lets say if all of those life steal abilities are in your skill bar at once, they all synergize together to create new effects. Like perhaps a life steal aura, or a chance to summon a blood golem on hit, or nether tentacles actually multi-hits like it used to.

Another example.. take their lightning based abilities. Add all those in the bar at once, and perhaps a holy shock aura is born. The lightning ball becomes larger and damages a wider area. Regular attacks against mobs have a chance to produce a static cling effect which sucks all mobs to that one area.

The options are limitless this way.
Monks need most of their skills and passives buffed so they are on par with barbs. Only OWE should be nerfed so it's not mandatory, but with other passives buffed, they should be equal to the "new" OWE anyway so you have a choice now.
They first have to seee if you will spend golds in the AH before making buffs/nerfs so they make mroe money.
Guiding light has to work in single player....
regarding monk, there really should be a passive skill or a rune, that would give him a life steal ability. i don't see how barb can have so many options regarding leeching, yet monk as a second melee class, has none.
Most useless skill in the game : Monk's inner sanctuary.
What it should have do is split the monsters, some inside the circle stuck with you and some out side. Prevent projectiles and any dmg from arcane/desecrator etc. You should also receive 30% dmg reduction while fighting the mobs within the circle.


quite interesting idea, but the purpose of this skill is to rest from the fight - what about huge increase of life and spirit regen while you're within the circle, and redesigning runes to give something to you for a short time after the effect of inner sanctuary is over?
I think critical hit chance/damage is the most useless item affix. It hardly affects your DPS and plays pretty much no factor in the majority of builds.

I think it should be buffed...
12/10/2012 10:35 AMPosted by Ace
Monks need most of their skills and passives buffed so they are on par with barbs. Only OWE should be nerfed so it's not mandatory, but with other passives buffed, they should be equal to the "new" OWE anyway so you have a choice now.


Why nerf a perfectly good passive? I hate the way how they nerf good skills to try and push for build diversity.... I mean the other skills and passives are not used because they just suck. What they should be looking at is buffing or chaning those useless skills and passive to new ones or buffing them in a way where it makes people reconsider when choosing skills and passive.

Take Fleeted Foot. + 10% movement speed. What the heck of a passive is that? why would you even bother with that when you can get a pair of boots with 12% movment speed. By bother use that passive if there is a movement speed cap at 25%?

Main Point is... stop nerfing good skills to force people to use those crappy skills and then calling it "build diversity". Every Skill and Every Passive should make the player choose carefully or think twice about it or want to try/test it out. Thats Build Diverstiy!

Ask yourself, Once you hit 60 and respec you skills, you only have about 3 or 4 to choose from out of all the current skills.
Wizard:
Evocation - Cooldowns reduced by 15%

Why would anyone use this after unlocking CM?
Even if Evocation reduced by 50% it would be a dead passive.
Unless I'm to believe that there are endgame wizard builds that don't use CHC.

The skill needs to be completely reworked (or CM nerfed heavily).
Evocation: Increase elemental damage types by 10%, ignore 10% of your opponents elemental resistances.

Glass cannon boosts all damage, this boosts elemental only.
Wizard:
Evocation - Cooldowns reduced by 15%

Why would anyone use this after unlocking CM?
Even if Evocation reduced by 50% it would be a dead passive.
Unless I'm to believe that there are endgame wizard builds that don't use CHC.

The skill needs to be completely reworked (or CM nerfed heavily).
Evocation: Increase elemental damage types by 10%, ignore 10% of your opponents elemental resistances.

Glass cannon boosts all damage, this boosts elemental only.


can't agree with evocation being useless - it's a perfect combo to cm, many people uses this. selecting only cm as a passive isn't enough to perma freeze for many wizards.
bump for fresh, new ideas.
12/13/2012 08:56 AMPosted by fhantomPL
Why would anyone use this after unlocking CM?


If your attack speed is > 3attk/s and has like > 60% crit % then yeah you don't need Evocation.. if not.. you might wanna keep it around
12/18/2012 01:05 AMPosted by ZOMGWTFBBQ
Why would anyone use this after unlocking CM?


If your attack speed is > 3attk/s and has like > 60% crit % then yeah you don't need Evocation.. if not.. you might wanna keep it around


you're quoting babinro, not me. i agree with you - its useful :).

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