Ideas for new items
- Bloodline1x9
- Posts: 204
- Location: Ukraine
- Contact:
Re: Ideas for new items
This Item must satisfy two purposes:
1. Control item that requires Alchemy. A challenge for engineering. How it works? It's throws the enemy knock back 20 yards away. But at the same time, the owner of the item will be struck by lightning and he will lose 20% of his health.
2. To make it requires useless [Ligntining Eels] for "Sparkling Potions". And 4 these potions plus Azeriotian Dimond as a core and plus new turtle engeniering item "Battery" all together create an alchemical active item for neck.
[Orb of Lightning]
+5% dodge chance
+10 nature resist
Use: knock enemy target back (20 yards) but you lose 20% of current hp. Also daze enemy during 2 seconds.
5 min cooldown.
Re: Ideas for new items
I'm a big fan of seeing warcraft 3 references in WoW, so many of you will immediately understand these. For those who don't, just look up a list of warcraft 3 hero items and it won't take long to make the connections.
New Item
Editor Link
(unique, optionally duplicate the spell and assign it as a party aura)
Editor Link
(unique, optionally duplicate the spell and assign it as a party aura)
Editor Link
(unique)
Editor Link
Editor Link
(5 minute cooldown, unique)
*Remake/Update* Item
Editor Link
(unique)
New Item
Editor Link
(unique, optionally duplicate the spell and assign it as a party aura)
Editor Link
(unique, optionally duplicate the spell and assign it as a party aura)
Editor Link
(unique)
Editor Link
Editor Link
(5 minute cooldown, unique)
*Remake/Update* Item
Editor Link
(unique)
Re: Ideas for new items
[Weapon]: Privateer's Cutlass
Some STV or Gilijim's Island/Lapidis Isle, or Tanaris level sword, uses that Cutlass model from Revilgaz's cutlass in cata if possible.
Agi sword, BOE from the pirates in these zones
[Trinket] : Duelist's Pistol
A trinket that's a flintlock pistol?
Since pistols aren't a weapon type, maybe making one into a usable trinket? That way it's like a single shot pistol that the CD is people reloading it. When used, use the "shoot a gun animation." and it does Fire Damage? Or can a trinket deal physical?
It'd be high level, dropping off Dark Iron Dwarves maybe? or humanoids level 45+? Or a reward for some duelist quest chain, maybe House of Nobles quest in SW where there's some petty disagreement and this was a reward, for the Horde it could be Forsaken or Goblins in a dispute.
[Off-hand held item]: Tome of [Holy adjective here]
Various tomes that can be held and when used grant blessings ala paladin or priest but low to mid rank effects or provide heals?
These would be held by Scarlet Crusade NPCs in SM or EPL/WPL for higher level ones. BOE? It'd be great for RP to have books that look normal and for paladins to have their tomes from WC3 in game in some form. there's plenty of corrupted books, but next to none for normal books.
Some STV or Gilijim's Island/Lapidis Isle, or Tanaris level sword, uses that Cutlass model from Revilgaz's cutlass in cata if possible.
Agi sword, BOE from the pirates in these zones
[Trinket] : Duelist's Pistol
A trinket that's a flintlock pistol?
Since pistols aren't a weapon type, maybe making one into a usable trinket? That way it's like a single shot pistol that the CD is people reloading it. When used, use the "shoot a gun animation." and it does Fire Damage? Or can a trinket deal physical?
It'd be high level, dropping off Dark Iron Dwarves maybe? or humanoids level 45+? Or a reward for some duelist quest chain, maybe House of Nobles quest in SW where there's some petty disagreement and this was a reward, for the Horde it could be Forsaken or Goblins in a dispute.
[Off-hand held item]: Tome of [Holy adjective here]
Various tomes that can be held and when used grant blessings ala paladin or priest but low to mid rank effects or provide heals?
These would be held by Scarlet Crusade NPCs in SM or EPL/WPL for higher level ones. BOE? It'd be great for RP to have books that look normal and for paladins to have their tomes from WC3 in game in some form. there's plenty of corrupted books, but next to none for normal books.
Re: Ideas for new items
Considering you can get 150 enchanting at what, lv 10? this would compeltely destroy 2h wep progression until 25-30 or so. the wep damage you put on this is like 20% worse than whirlwind axe lol
having the ability to grant a reusable maybe crappy int buff on people is cool + having it replace an otherwise useless item in your bag is cool
Zaas - 60 High Elf Warrior
Saere - 60 Night Elf Priest
Splendra - 59 Inferno Mode Warlock
I play a few other classes on my friends' accounts.
Slowly leveling a Resto Dryad and a dorf pally with my buddy.
Saere - 60 Night Elf Priest
Splendra - 59 Inferno Mode Warlock
I play a few other classes on my friends' accounts.
Slowly leveling a Resto Dryad and a dorf pally with my buddy.
Re: Ideas for new items
The damage stat can be balanced, or maybe you learn it at 175 enchanting while being boe (like some of the engi googles).Ugoboom wrote: ↑Tue Oct 18, 2022 6:57 pmConsidering you can get 150 enchanting at what, lv 10? this would compeltely destroy 2h wep progression until 25-30 or so. the wep damage you put on this is like 20% worse than whirlwind axe lol
having the ability to grant a reusable maybe crappy int buff on people is cool + having it replace an otherwise useless item in your bag is cool
It could also be a formula dropping off of bloodmage thalnos or arcanist doan.
At second/third glance it does seem overpowered idd, also it can have 0 int bcs of the buff.
You did get the idea tho.
Re: Ideas for new items
and soon all ranged classes will have this item. Ye its cool) for me also . but what about other players? warriors, rogues, shamans, paladins. Its antimeleeclass itemBloodline1x9 wrote: ↑Mon Oct 17, 2022 10:36 pmThis Item must satisfy two purposes:
1. Control item that requires Alchemy. A challenge for engineering. How it works? It's throws the enemy knock back 20 yards away. But at the same time, the owner of the item will be struck by lightning and he will lose 20% of his health.
2. To make it requires useless [Ligntining Eels] for "Sparkling Potions". And 4 these potions plus Azeriotian Dimond as a core and plus new turtle engeniering item "Battery" all together create an alchemical active item for neck.[Orb of Lightning]
+5% dodge chance
+10 nature resist
Use: knock enemy target back (20 yards) but you lose 20% of current hp. Also daze enemy during 2 seconds.
5 min cooldown.
Re: Ideas for new items
Editor Link
(15 second cooldown)
Editor Link
(5 second cooldown)
Editor Link
Some of these are taken from my profession overhaul suggestion post at viewtopic.php?f=14&t=4485 if you are interested in similar things.
- Bloodline1x9
- Posts: 204
- Location: Ukraine
- Contact:
Re: Ideas for new items
This will not happen, because requires Alchemy to equip it.Akarui wrote: ↑Tue Oct 18, 2022 8:43 pmand soon all ranged classes will have this item. Ye its cool) for me also . but what about other players? warriors, rogues, shamans, paladins. Its antimeleeclass itemBloodline1x9 wrote: ↑Mon Oct 17, 2022 10:36 pmThis Item must satisfy two purposes:
1. Control item that requires Alchemy. A challenge for engineering. How it works? It's throws the enemy knock back 20 yards away. But at the same time, the owner of the item will be struck by lightning and he will lose 20% of his health.
2. To make it requires useless [Ligntining Eels] for "Sparkling Potions". And 4 these potions plus Azeriotian Dimond as a core and plus new turtle engeniering item "Battery" all together create an alchemical active item for neck.[Orb of Lightning]
+5% dodge chance
+10 nature resist
Use: knock enemy target back (20 yards) but you lose 20% of current hp. Also daze enemy during 2 seconds.
5 min cooldown.
This item is balanced by:
1. The owner loses 20% of his health for use.
2. This item gives almost no useful bonus stats.
3. It has high competition with a lot of useful control and mobility items from engineering. To use "Orb of Lightning" requires alchemy, thus few would give up engineering to have it.
Re: Ideas for new items
Alterac bridge, blackrock mountain bridge, karazhan and deadwing pass, Arati basign, 20 yard knock back is instant kill there. too powerfull. And u know all engineering things has unsuccessfull chance. What about same chance but daze 2s -20%hp and no knockback.Bloodline1x9 wrote: ↑Wed Oct 19, 2022 7:44 amThis will not happen, because requires Alchemy to equip it.
This item is balanced by:
1. The owner loses 20% of his health for use.
2. This item gives almost no useful bonus stats.
3. It has high competition with a lot of useful control and mobility items from engineering. To use "Orb of Lightning" requires alchemy, thus few would give up engineering to have it.
and u can have one character for pvp with engineering and alchemy. And other char for gathering and mining.
10y - with daze - ok. but no more. Think about melee classes
Re: Ideas for new items
5% dodge on one item will never happen. That's naxx-level trinket even without the active.
- Bloodline1x9
- Posts: 204
- Location: Ukraine
- Contact:
Re: Ideas for new items
Engi things is too good for melee. For example Gnomish Net-o-Matic Projector when it unsuccessfull it throws to the enemy and catches. It's not so bad for melee. Because he doesn't need to run, he gets a jump, still has time to melee strikes.
Goblin Rocket Helmet very nice especially for melee. So that's is counter Orb of lighttenting effect, isn't it? Just one item and without losing hp
this neck is not just for range classes. Look:
Warrior's charge in vanilla 8-25 yards. He has 8 yards as dead zone and this item help's him when he got kited.
It is very usefull for rogue to re-stealth. He can knock back the enemy and then run away.
Yes it is. Same as you can do it now. The problem is not that "OoL" will boost alchemy too much, but that the engineer is too strong. The engineer will not be nerfed, on the contrary, new recipes will be added to it. New recipes added to all professions. Alchemy, Blacksmith and Letherworking need unique pvp advantages to compete with engineering. Orb of Lightening is the one item which should give alchemy that advantage. Because alchemy is now in a worse position than herb. If herbalism making gold then alchemy should give the owner a unique bonus.
But there are no other bonus stats. Therefore, this neck will be very useful for tanks.
and it should be a factor for funny turtle-wow movies
you can hold intercept/intervene or goblin rocket helmet or slow fall for that situation. Btw, goblin mind-control helmet is already doing the same. But it is not removed from the game.
And there somewhere near BRD chain after level 60 pvp mode will be turned off.
- Reploidrocsa
- Posts: 498
Re: Ideas for new items
General Plate with defensive stats and slight spell damage increase scattered around lv 20-60
More weapons like Fishbringer, both one and two handed, doing Holy damage either partially or entirely with the penalty of inferior damage spread across all levels
Either an enchant for any weapon/shield or several Weapons/Shields with a similar effect of Lost Crusader artifact or Torch of Holy Flame.
General Leather armor with nature spell damage and chance to restore a fixed amount of mana on spell hit scattered around lv 30-60
Weapons, both 1h and 2h with HUGE negative stat bonuses on Str, Agi, etc. and a chance of hit of draining life/healing the wielder with a high internal PPM, scattered across lv 20-60
More weapons like Fishbringer, both one and two handed, doing Holy damage either partially or entirely with the penalty of inferior damage spread across all levels
Either an enchant for any weapon/shield or several Weapons/Shields with a similar effect of Lost Crusader artifact or Torch of Holy Flame.
General Leather armor with nature spell damage and chance to restore a fixed amount of mana on spell hit scattered around lv 30-60
Weapons, both 1h and 2h with HUGE negative stat bonuses on Str, Agi, etc. and a chance of hit of draining life/healing the wielder with a high internal PPM, scattered across lv 20-60
Re: Ideas for new items
"But there are no other bonus stats. Therefore, this neck will be very useful for tanks."
I dont understand the first argument. It will be too useful and too powerful. 5% dodge is too much. Look at this item from Dire Maul for comparison https://database.turtle-wow.org/?item=18370
I dont understand the first argument. It will be too useful and too powerful. 5% dodge is too much. Look at this item from Dire Maul for comparison https://database.turtle-wow.org/?item=18370
Re: Ideas for new items
i'd like to have more dimensions to gear.
there are custom items, lets call them uniques. and those are fine.
then there are "of the" types of gear. and those are also fine.
i think there should be more "of the" types of gearing.
for example, lets say that there are different levels of spell power.
already there is spell damage and healing, lets expand it to spell affinity to a single school which is stronger, and gives related resistence.
then with these different scalar amounts you can give the affix names.
for shadow:
hint of shadow
suggestion of shadow
hope of shadow
subversion of shadow
redemption of shadow
essence of shadow
corruption of shadow
... etc... you take the int value of how much specific spell school boost it gives, and convert it into a name which is appended as part of the item name.
the seccond thing which i think would be really cool is having class and spec quests which are a bit short like the warlock mount quests and require social coordination and which give specific spell items like druid totems. a druid totem just dropping is fine, but there is no buildup. it would be better if there was a quest associated with it.
here is an example, in feral there is a spell ability called tiger's fury. having an item which cases it for free upon an honorable kill and it lasting for 45 secconds without capacity to stack, is strong but idt it is OP. make it so it requires the completition of a windfury like quest, like killing all the green dragon world bosses, and then it creates more demand and goals for players.
the ways to boost player power are to change the costs or outputs of spells. and a less disballancing way used by many is to spread buffs over time. so having some follow up items to the thorns totem which increase the duration of thorns by 1 aditional minute, or a pally version which boosts blessings by 5 min per rank. it does buff, but buffing a buff duration doesn't upset game ballance as much as a power spike.
i'd also like more intermediate gear options. like +gathering enchants which can be put on anything. skinning, mining, and herbing all could use a bit more of a boost. it is a bit difficult to get groups to UBRS, in part cause of lft. so being able to boost skinning would reduce the need for fincles skinner. it could be another similar knife which gives +3 skinning around level 30. or an enchant.
the last thing is more epics. specifically more epics with fun and weird effects. some item which when used can temporarily tame a demon, and while you are using it to try to tame it you take damage. and item which converts heals into hots occationally. an item which converts dot types. bleeds are undispellable, have somethign which makes bleeds something else, but doesn't completely resolve the problem
there are custom items, lets call them uniques. and those are fine.
then there are "of the" types of gear. and those are also fine.
i think there should be more "of the" types of gearing.
for example, lets say that there are different levels of spell power.
already there is spell damage and healing, lets expand it to spell affinity to a single school which is stronger, and gives related resistence.
then with these different scalar amounts you can give the affix names.
for shadow:
hint of shadow
suggestion of shadow
hope of shadow
subversion of shadow
redemption of shadow
essence of shadow
corruption of shadow
... etc... you take the int value of how much specific spell school boost it gives, and convert it into a name which is appended as part of the item name.
the seccond thing which i think would be really cool is having class and spec quests which are a bit short like the warlock mount quests and require social coordination and which give specific spell items like druid totems. a druid totem just dropping is fine, but there is no buildup. it would be better if there was a quest associated with it.
here is an example, in feral there is a spell ability called tiger's fury. having an item which cases it for free upon an honorable kill and it lasting for 45 secconds without capacity to stack, is strong but idt it is OP. make it so it requires the completition of a windfury like quest, like killing all the green dragon world bosses, and then it creates more demand and goals for players.
the ways to boost player power are to change the costs or outputs of spells. and a less disballancing way used by many is to spread buffs over time. so having some follow up items to the thorns totem which increase the duration of thorns by 1 aditional minute, or a pally version which boosts blessings by 5 min per rank. it does buff, but buffing a buff duration doesn't upset game ballance as much as a power spike.
i'd also like more intermediate gear options. like +gathering enchants which can be put on anything. skinning, mining, and herbing all could use a bit more of a boost. it is a bit difficult to get groups to UBRS, in part cause of lft. so being able to boost skinning would reduce the need for fincles skinner. it could be another similar knife which gives +3 skinning around level 30. or an enchant.
the last thing is more epics. specifically more epics with fun and weird effects. some item which when used can temporarily tame a demon, and while you are using it to try to tame it you take damage. and item which converts heals into hots occationally. an item which converts dot types. bleeds are undispellable, have somethign which makes bleeds something else, but doesn't completely resolve the problem
Re: Ideas for new items
I really want more accesible alternative to Eline's Lantern
It allows to create consumables which are used to create beam of light on the ground.
It allows to create consumables which are used to create beam of light on the ground.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
Re: Ideas for new items
Leatherworking crafted armor kits.
elemental- Winds grace armor kit +1% spell hit
Fires fury armor kit +1%spell crit
Pure waters armor kit + 6mp/5
Nurishing Earth armor kit +10 hp/5
Tribal- Chimeras cunning armor kit +1% hit
Devilsaurs grin armor kit + attacks ignore 25 armor
Warbears deftness armor kit +1% dodge
Wolfs howl armor kit +14 ap
Dragonscale- Emerald scale armor kit +2.5% mana regen while casting +100 armor
Ebon Scale armor kit + 1% threat generated, +100 armor
Crimson Scale armor kit +15 healing sp, +100 armor
Azure Scale armor kit + 8 mana when striking an enemy, + 10 spell damage
Blacksmith crafted armor kits
Armorsmith- Verdent plate kit +200 Armor, Attackers take 4 nature damage
Shieldmaster plate kit +100 armor, 1% block chance
Shieldwall plate kit +100 armor, +8 block value
Spiked Bulwark Plate kit +100 armor, 5-10 damage on successful block.
Dragonbreathe plate kit + 2% chance to breathe flames on all enemies infront of the
player. 100-150 damage
I didnt think of any material costs...... use common trade goods that follow the name and proffession that uses them.
EDIT: This kind of adddition will help us flesh out some builds that are weak on somethings like ret and enhance shaman mana issues, shaman tank lack of defences and needed threat generation, crazy hard to get hit and crit that gear just doesnt have until the very end of the game.
elemental- Winds grace armor kit +1% spell hit
Fires fury armor kit +1%spell crit
Pure waters armor kit + 6mp/5
Nurishing Earth armor kit +10 hp/5
Tribal- Chimeras cunning armor kit +1% hit
Devilsaurs grin armor kit + attacks ignore 25 armor
Warbears deftness armor kit +1% dodge
Wolfs howl armor kit +14 ap
Dragonscale- Emerald scale armor kit +2.5% mana regen while casting +100 armor
Ebon Scale armor kit + 1% threat generated, +100 armor
Crimson Scale armor kit +15 healing sp, +100 armor
Azure Scale armor kit + 8 mana when striking an enemy, + 10 spell damage
Blacksmith crafted armor kits
Armorsmith- Verdent plate kit +200 Armor, Attackers take 4 nature damage
Shieldmaster plate kit +100 armor, 1% block chance
Shieldwall plate kit +100 armor, +8 block value
Spiked Bulwark Plate kit +100 armor, 5-10 damage on successful block.
Dragonbreathe plate kit + 2% chance to breathe flames on all enemies infront of the
player. 100-150 damage
I didnt think of any material costs...... use common trade goods that follow the name and proffession that uses them.
EDIT: This kind of adddition will help us flesh out some builds that are weak on somethings like ret and enhance shaman mana issues, shaman tank lack of defences and needed threat generation, crazy hard to get hit and crit that gear just doesnt have until the very end of the game.
Re: Ideas for new items
I got bored so I started turning people's ideas into concept pictures. Don't mind me.
Last edited by Zeyla on Tue Oct 25, 2022 3:23 am, edited 2 times in total.
Re: Ideas for new items
i think professions need to have their gear reworked a ton.
the server has been around for quite a while, and a large portion of the user base is geared up. this means that inferior types of gear get less play.
for example, in leatherworking there is a variety of gear which use 'cured rugged hide' and those in turn use refined deep rock salt.
the best gear in teh game using a time gated item like refined deeprock salt is fine and reasonable, but that also causes the reagents to go up in price for those items. but there are other pieces of gear which aren't worth one of the time gated items at all. the refined deeprock salt is worth not just more but around 10x the value of the made good.
so i think that items produced by professions should be ballanced so that all choices are vallid. either make the gear as good as teh resources required, which would involve really boosting the resist amount on chimeric gear, or use reagents which are as uncommon as the gear is good. one option is to reduce teh quality of the hide needed to only thick hide.
another option would be to fast patch an even higher level hide like 'corehound hide' or 'hydraxian hide' for best in slot pieces like cloak of the wild.
another underused option in gear design i've noticed is a lack of profession created limited use items. alchemy having consumables is reasonable, but why not have something from blacksmithing which is like "dark iron anhk" trinket which will rez oneself occationally, and will have a few charges of battle rez which can be used on a target. if you rez five times, the item breaks. and have the item have a 30 min cooldown so players have to choose to equip it, and take a penalty of in effect having one fewer trinket, for getting a couple ooc perks.
another related black smithing object is a nefarious ring. it has no stats and two effects, 1 can keep your worldbuffs on death, and sometimes it will act as a a soulstone on death. have it be part of weapon smithing.
tribal leather working (which is my spec) seems okay with the devilsaur stuff and hide of wild.
dragon scale leatherworking needs a better gimick for dragon scale gear, same with elemental.
either could have better resist than current, and either could have the following theme. chance on hit and being hit.
the five dragon colors, and five main elemental schools represent one another. so either could fit this theme.
chance on attack, restore health/mana/energy/rage.
chance on being hit, restore health....
on being crit, absorb damage of the same school up to x. (this fits elemental better imo)
chance on being dodged, restore double the resources used.
what creates a more interesting gear option is to have different things fit the same slot or purpose, but achieve the ends differently. if %hit is boring, then make misses more interesting. sorta like revenge. if people want crit too much, then have stuff which reduces crit and changes play.
for example, affliction locks have a bunch of dots they put on the target. but those dots could be reconciled into a single debuffslot of 'demonic influence', instead of trying to keep dots up, the casting could impact how much demonic influence ticks for.
another example for class design, since rogues aren't particularly popular with warriors doing better dps, is to increase the ramp for rogues. have rogues able to push combo points onto a stack for the target which acts as a debuff dot or self buff, and have rogues able to consume that buff/debuff inorder to continuously ramp up into being more powerful. for example, slice and dice when you cast it check if you already have it. if so it increases a counter on it, and refreshes a timer.
another option is to have gear which ties directly into it. like you can store combo points into a piece of gear. then have a finisher which takes into account both how many combo points are on the target and across all gear.
maybe another option is to have items which use resources like buffs on self, as well as mana or health, and debuffs on targets to get specific effects.
druid has the 'consume hot for instant heal' spell. why not have a trinket "gauze of wisdom" which allows you to convert energy, and a target with 'recently bandaged' into a hot.
why not have "gyrating chewtoy" hunter pets get bonus crit when behind a target.
the server has been around for quite a while, and a large portion of the user base is geared up. this means that inferior types of gear get less play.
for example, in leatherworking there is a variety of gear which use 'cured rugged hide' and those in turn use refined deep rock salt.
the best gear in teh game using a time gated item like refined deeprock salt is fine and reasonable, but that also causes the reagents to go up in price for those items. but there are other pieces of gear which aren't worth one of the time gated items at all. the refined deeprock salt is worth not just more but around 10x the value of the made good.
so i think that items produced by professions should be ballanced so that all choices are vallid. either make the gear as good as teh resources required, which would involve really boosting the resist amount on chimeric gear, or use reagents which are as uncommon as the gear is good. one option is to reduce teh quality of the hide needed to only thick hide.
another option would be to fast patch an even higher level hide like 'corehound hide' or 'hydraxian hide' for best in slot pieces like cloak of the wild.
another underused option in gear design i've noticed is a lack of profession created limited use items. alchemy having consumables is reasonable, but why not have something from blacksmithing which is like "dark iron anhk" trinket which will rez oneself occationally, and will have a few charges of battle rez which can be used on a target. if you rez five times, the item breaks. and have the item have a 30 min cooldown so players have to choose to equip it, and take a penalty of in effect having one fewer trinket, for getting a couple ooc perks.
another related black smithing object is a nefarious ring. it has no stats and two effects, 1 can keep your worldbuffs on death, and sometimes it will act as a a soulstone on death. have it be part of weapon smithing.
tribal leather working (which is my spec) seems okay with the devilsaur stuff and hide of wild.
dragon scale leatherworking needs a better gimick for dragon scale gear, same with elemental.
either could have better resist than current, and either could have the following theme. chance on hit and being hit.
the five dragon colors, and five main elemental schools represent one another. so either could fit this theme.
chance on attack, restore health/mana/energy/rage.
chance on being hit, restore health....
on being crit, absorb damage of the same school up to x. (this fits elemental better imo)
chance on being dodged, restore double the resources used.
what creates a more interesting gear option is to have different things fit the same slot or purpose, but achieve the ends differently. if %hit is boring, then make misses more interesting. sorta like revenge. if people want crit too much, then have stuff which reduces crit and changes play.
for example, affliction locks have a bunch of dots they put on the target. but those dots could be reconciled into a single debuffslot of 'demonic influence', instead of trying to keep dots up, the casting could impact how much demonic influence ticks for.
another example for class design, since rogues aren't particularly popular with warriors doing better dps, is to increase the ramp for rogues. have rogues able to push combo points onto a stack for the target which acts as a debuff dot or self buff, and have rogues able to consume that buff/debuff inorder to continuously ramp up into being more powerful. for example, slice and dice when you cast it check if you already have it. if so it increases a counter on it, and refreshes a timer.
another option is to have gear which ties directly into it. like you can store combo points into a piece of gear. then have a finisher which takes into account both how many combo points are on the target and across all gear.
maybe another option is to have items which use resources like buffs on self, as well as mana or health, and debuffs on targets to get specific effects.
druid has the 'consume hot for instant heal' spell. why not have a trinket "gauze of wisdom" which allows you to convert energy, and a target with 'recently bandaged' into a hot.
why not have "gyrating chewtoy" hunter pets get bonus crit when behind a target.
Re: Ideas for new items
A few more item ideas. The few paladin off-hands below are actual misc off-hands and not actual weapons, but would have the model of various swords for the sake of "Looking" like a dual wield paladin, while encouraging the use of a high dps 1h weapon in the main hand for that playstyle. I also tinkered with the idea of making each of them increase the proc rate of Seal of Command with an equip bonus, but not sure if it would be needed with the flurry proc. Perhaps an equip bonus that reduces the cooldown of holy strike by 50% while equipped, to account for the low-hitting holy strikes compared to 2h. Another interesting way to make them would be as shields with block value but 0 armor and still modeled as weapons in that hand, though I'm not sure how the weapon model would interact with the fact that the item would be considered a shield at that point.
(lvl 17 quest reward: enter deadmines and retrieve a stolen holy tome from Smite, then return it to the Cathedral)
(lvl 39 quest reward: enter Razorfen Downs and retrieve the Lich's Phylactery which is held by Glutton and the Phylactery Protection Charm which is held by Mordesh Fire Eye before defeating Amnennar the Coldbringer. Has the same model as Vanquisher's Sword.)
(Raid level: I leave the source up to your imagination.)
Crafted caster tank gear, using wool/silk & copper bars around 125 Tailoring. A green lvl 20 set, a partial green/blue lvl 40 set called Bronzeweave (6pc set with gloves/boots and a 6/6 bonus to reduce chance to be crit by 5%), and a re-work of Ironweave set at lvl 60 to include threat generation set bonus, some small amount of spell damage, and a way to mitigate incoming crits from mobs like def skill or flat 5% reduced chance. 5.6% for lvl 63 targets without any defense skill would be too excessive.
Made by enchanters between the levels of magic and mystic wands, using astral essence and copper bars. The chance-on-hit proc is triggering the rank 3 hunter pet "Growl" ability, not an actual taunt. Could make a mid and high lvl version using Bronze Bars/Nether Essence around lvl 40 req and Iron Bars/Eternal Essence around lvl 55 req, with appropriate ranks of growl procs for each. Also tinkered with the idea of adding an on-use actual hard taunt ability to the wand that replicates a warrior taunt with a 15 second cooldown, but I think that would be going too far. Perhaps a lvl 60 version would have it.
(lvl 17 quest reward: enter deadmines and retrieve a stolen holy tome from Smite, then return it to the Cathedral)
(lvl 39 quest reward: enter Razorfen Downs and retrieve the Lich's Phylactery which is held by Glutton and the Phylactery Protection Charm which is held by Mordesh Fire Eye before defeating Amnennar the Coldbringer. Has the same model as Vanquisher's Sword.)
(Raid level: I leave the source up to your imagination.)
Crafted caster tank gear, using wool/silk & copper bars around 125 Tailoring. A green lvl 20 set, a partial green/blue lvl 40 set called Bronzeweave (6pc set with gloves/boots and a 6/6 bonus to reduce chance to be crit by 5%), and a re-work of Ironweave set at lvl 60 to include threat generation set bonus, some small amount of spell damage, and a way to mitigate incoming crits from mobs like def skill or flat 5% reduced chance. 5.6% for lvl 63 targets without any defense skill would be too excessive.
Made by enchanters between the levels of magic and mystic wands, using astral essence and copper bars. The chance-on-hit proc is triggering the rank 3 hunter pet "Growl" ability, not an actual taunt. Could make a mid and high lvl version using Bronze Bars/Nether Essence around lvl 40 req and Iron Bars/Eternal Essence around lvl 55 req, with appropriate ranks of growl procs for each. Also tinkered with the idea of adding an on-use actual hard taunt ability to the wand that replicates a warrior taunt with a 15 second cooldown, but I think that would be going too far. Perhaps a lvl 60 version would have it.
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Re: Ideas for new items
Special boots that will make BS more popular in PvP. When the wearer of this becomes half hit pointed he gets +10% MS (works until his health below 50%). And below 25% wearer become fear immune berserker
But the best thing is the active use of this boots. Self dot 500 dmg over 5 sec. This means that when a warrior or paladin sees someone cast at him, something from what is canceled when receiving damage (sheep for example) then he could use boots and periodical dmg will break control.
- Littlebirdd
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Re: Ideas for new items
Weapon for Darkspear Quartermaster and is a good transmog especially for Trolls.
This is a Main-Hand Axe
Must be Revered with Darkspear Trolls
https://dev.turtle-wow.org/#!/itemcreat ... wiTlVMTCJd
Here's an example of how it looks in-game, the SS is taken in TurtleWoW, i've replaced my weapon model through mywarcraftstudio.
The model name is Glave_1H_DualBlade_B_03.m2
The texture name is Glave_1H_DualBlade_B_03Red.blp
I have the MPQ-patch file of it prepared which contains the weapon's model and texture prepared, If accepted and needed.
This is a Main-Hand Axe
Must be Revered with Darkspear Trolls
https://dev.turtle-wow.org/#!/itemcreat ... wiTlVMTCJd
Here's an example of how it looks in-game, the SS is taken in TurtleWoW, i've replaced my weapon model through mywarcraftstudio.
The model name is Glave_1H_DualBlade_B_03.m2
The texture name is Glave_1H_DualBlade_B_03Red.blp
I have the MPQ-patch file of it prepared which contains the weapon's model and texture prepared, If accepted and needed.
Last edited by Littlebirdd on Mon Oct 31, 2022 5:59 am, edited 3 times in total.
Headhunter Jasta of the Darkspear Tribe and Horde
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Re: Ideas for new items
--- Delete ---
Last edited by Unchallenged on Fri Oct 28, 2022 8:47 pm, edited 1 time in total.
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Re: Ideas for new items
Used a Few Ideas From: ThelorasDragunovi wrote: ↑Wed Sep 23, 2020 10:59 pmHello there. As you may know I'm the main item maker for custom content and a standalone loottable update encompassing all levels. I made around 150 items and started to run out of ideas for new items. Tell me your crazy (or tame, anything works) ideas and I'll make them reality. Even cool names work for me.
(Technically challenging, innappropriate and overpowered item ideas will be turned down.)
I think there should be a mixture of Librams from ~lv 30's tossed into the game with a bit more options at level 60 to aim for, for all specs.
These of course can be tuned down if anything is deemed to powerful etc.
https://discord.com/channels/4666224558 ... 8884190208
Libram of Lawbringer
Item Level 70
Binds when picked up
Unique
Relic Libram
Requires Level 60
Equip: Your melee critical strikes create a flash of blinding energy, healing party members within 15 yards by 190 to 211. (Proc chance: 6%, 2s cooldown)
------------------------------------
Libram of Blessings
Item Level 70
Binds when picked up
Unique
Relic Libram
Requires Level 60
Equip: Infuses placed Blessings on friendly targets increased to 1,200 sec and Greater Blessings to 3,600 sec.
------------------------------------
Libram of Devotion
Item Level 68
Binds when picked up
Unique
Relic Libram
Requires Level 60
Equip: Devotion Aura decreases damage taken by 5% and Holy Shield damage caused by 10%.
------------------------------------
Libram of the Zealot
Item Level 68
Binds when picked up
Unique
Relic Libram
Requires Level 60
Equip: Your melee critical strikes energize your party members within 15 yards, granting them 2% increased melee haste for 7 seconds".
------------------------------------
Libram of Consecrated
Item Level 55
Binds when picked up
Unique
Relic Libram
Requires Level 48
Equip: Your Consecration spell now heals friendly targets within its range for the same amount of damage it does.
------------------------------------ ST/ZF/ST DROPS ------------------------------------
Libram of Retribution
Item Level 45
Binds when picked up
Unique
Relic Libram
Requires Level 42
Equip: Seal of Command now causes holy damage equal to 20% of your weapon damage to an enemy and nearest allies, affecting up to 3 targets.
------------------------------------
Libram of Recovery
Item Level 50
Binds when picked up
Unique
Relic Libram
Requires Level 44
Equip: Restores 4 mana over 5 sec.
------------------------------------
Libram of Blocking
Item Level 50
Binds when picked up
Unique
Relic Libram
Requires Level 44
Equip: Reduces the cooldown of Holy Shield by 1 sec.
------------------------------------
Libram of Fists of Heaven
Item Level 48
Binds when picked up
Unique
Relic Libram
Requires Level 42
Use: Smite an enemy for 13 to 18 Holy damage.
[Similiar to https://database.turtle-wow.org/?item=51743]
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Re: Ideas for new items
Just my submission, but I really don't have much of a clue how these things work (:
The Chance on Hit effect is supposed to be to cast Moonfire, rank 7
There aren't enough fun bows in the game so I wanted to make something weird: The Crescent!
The Chance on Hit effect is supposed to be to cast Moonfire, rank 7
There aren't enough fun bows in the game so I wanted to make something weird: The Crescent!
Re: Ideas for new items
Explosive Arrow, Item from DB. Just make it real in game pls)
Re: Ideas for new items
So maybe update it to something like and activate the engineering recipe to be learnable? Or make it a recipe drop from somewhere like ZF or BRD maybe.
Re: Ideas for new items
New items... As for me its s huge area of opportunities.
Quick example - turtle challange send blue torch at 20. But it do nothing. Just glow. Its description say - help dont miss any treasure. You can to add(on active) same effect as dwarf race ability see treasures.
Quick example - turtle challange send blue torch at 20. But it do nothing. Just glow. Its description say - help dont miss any treasure. You can to add(on active) same effect as dwarf race ability see treasures.
Re: Ideas for new items
Next...
- Portable cauldron for cooking as bob reward, no need any wood. Wow.. it just voodoo magic man. This could be useful on any level, and for anyone.
- add to vendors ingenears limited unique bob items, without profession requirements. With lower effect and with charges. Use and its gone. Engeneers can sell fun and usufull items.
- redesign the cloaks view and animation. Most of them just ugly.. you may tray to change only all quests reward cloaks. But still a lot of work i guess)
- Portable cauldron for cooking as bob reward, no need any wood. Wow.. it just voodoo magic man. This could be useful on any level, and for anyone.
- add to vendors ingenears limited unique bob items, without profession requirements. With lower effect and with charges. Use and its gone. Engeneers can sell fun and usufull items.
- redesign the cloaks view and animation. Most of them just ugly.. you may tray to change only all quests reward cloaks. But still a lot of work i guess)
Re: Ideas for new items
yes. thx it could be awesome, recipe from brs/brd drop. Absolute aggre with additional effects (maybe in cost of physical dmg). Arrows, bullet concept looks unfinished. Maybe thats why in next updates blizzard removed that)
Last edited by Akarui on Wed Nov 02, 2022 6:35 pm, edited 1 time in total.
Re: Ideas for new items
Just a quick overhaul of the DM trinkets. Bump all of them to 18 FR across the board, only making images for ones that need seem love. <3
maybe carbon copy the shaman one to the priest, so that shadow/smite can get some love from it too
and i'll just throw a couple extra things in here at the end for consideration
(this one would requires you to already have thunderfury, and a quest would open for paladins at Uther's tomb after completing "Rise, Thunderfury!" quest in silithus, which would involve retrieving sanctifying tools and ingredients from various raids/dungeons to re-bless thunderfury with the light)
maybe carbon copy the shaman one to the priest, so that shadow/smite can get some love from it too
and i'll just throw a couple extra things in here at the end for consideration
(this one would requires you to already have thunderfury, and a quest would open for paladins at Uther's tomb after completing "Rise, Thunderfury!" quest in silithus, which would involve retrieving sanctifying tools and ingredients from various raids/dungeons to re-bless thunderfury with the light)