unique items *no longer updated*
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Are there any offhand/shield uniques? I highly doubt it considering there hasn't been any found yet out of 40+ items...
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Thanks Rollo
"Nope. If you want the list of undiscovered items, just look here: http://www.pathofexile.com/forum/view-thread/18571/page/1 Last edited by FaceLicker#6894 on Feb 12, 2012, 9:09:05 PM
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Unavailable And as it is such so also as such is it unto you
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Thanks IMD. Haha, I've been trying to roll one of those with Orbs of Chance for a few days now. That and the Regal Greaves.
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The uniques so far have been incredibly disappointing :(
The one exception perhaps being the +1000 hp chest, which I'm sure can be used for some pretty interesting builds. |
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I Dont know what ou expect but overall they are FAR BETTER designed that low/mid range uniques in Diablo 2/Titan Quest.
Also we dont see any of the endgame uniqes yet and probably we dont see them soon. BTW. The +1k HP chest is the worst unique from them. :) I hope that they dont cater more to this kind of cheap item design (one extremely OP modificator and one big drawback, dont mention thast unique with one mod = FAIL). Only build that you can do with this armor is: "look i have 4 times Hp than you with 5 times more HP regen - im immortal lol". Last edited by Kabraxis#1526 on Feb 13, 2012, 8:02:09 AM
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" No, not really. Most of the uniques either straight up just gives a couple of mods, all of which can be found on rares and in higher quantities. Some gives an effect when low on life, all of which are to low ( 100% rarity when low on life is not enough to warrant the low life for example ). Others gives a keystone effect, none of the really good keystones have an item so far however, save for the ring which existed in the last patch that gives 1 extra curse. The chest gives possibility of a huge trade off for glass canons, where you can more or less sacrifice the chest slot to more than double survivability. |
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maybe ask the devs about their plans on "endgame uniques" ;)
I don´t see this game beeing "get x in slot y and a in slot b" and be game over itemwise. They want to give uniques some abilities/mods that can´t be obtained otherwise or you would have to spend passives for them .. All "Endgame Uniques" will come with a drawback .. as they should not just be the one and only valid item for that equipment-slot. You will not run arround with 10 uniques equipped (unless you are willing to use lower level ones) and have no negative effect at all. Look at the weapons : a lvl 19 Mace with 200% ed is nice and no "drawback" there .. but don´t expect the same mods on a lvl 60 item showing up as an unique without a negative stat that may prevent you from using it or seeing it as "good". Rares should have the chance to be the best item available in a given slot. Uniques may be nice but not beat them except for the stats that rares can´t provide with pre/suffixes. This is closer to D2 classic where uniques and rarely setitem were used here and there but not in 80% of the slots in endgame. That´s most likely why they did no things like" % quantity per charlevel" or "+% enhanced damage per charlevel". They scale too good and would be hard to "balance" unless you give them the same system as a malus like "-1 HP per charlevel" as a drawback.... cya Deathtiny
level fast, die young and leave a nice looking corpse! Tinyshideouts: https://www.pathofexile.com/forum/view-thread/3260135 |
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" This thing's insanely powerful and just further boosts AOF. Garrison - Closed beta Elemental Cleave DW Duelist
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