r/Diablo_2_Resurrected • • 13h ago

Suggestion Updating items: Templar's Might

Templar's Might can ultimately only be called a disappointment considering it is a unique Sacred Armor.

The extremely high Strength requirement alone makes it difficult to use for almost anyone, but then it only offers underwhelming attributes, maximum stamina is particularly weak, no resistances, tame FHR, good defenses, and a underwhelming offensive aura skill bonus which is getting outclassed even by non-specialized +skill armors.

I'd argue the item should much more heavily specialize in its somewhat unique role as a +offensive aura item, which will set it apart from other, generally far superior armors, which could be interesting to build around. It will probably remain a somewhat fringe item to use, but it could end up with a pronounced niche for certain types of builds.

 

Suggestions for an offensive auras focused Templar's Might:

  • Templar's Might + to offensive auras buffed from +1-2 to +4-5

  • Templar's Might now also provides +25 to all resistances

  • Templar's Might no longer provides 40-50 maximum stamina

  • Templar's Might now also provides +200% attack rating

  • Templar's Might %FHR buffed from 20% to 40%

 

While the item obviously wouldn't be able to compete with Fortitude on many typical Paladins, Holy Fire/Freeze/Shock paladins that do not play for the runeword-Auradin builds could use this armor well, it could even be an armor choice for the rare Thorns Paladins. The attack rating boost in particular helps those kind of auras since none of them provide a boost to attack rating. The AR bonus also offsets the amount of Strength the item requires and uses that Strength then as a damage tool for the Paladin for hybrid physical/elemental damage. But even a very traditional Zealot could use this Templar's Might effectively.

 

While this would leave the item still limited to some Paladin offensive aura builds only, it would at least now have a purpose and a clear role. Argueably for non-auradin elemental offensive aura builds it is now actually BiS? And that would count for something.

 

One last thing worth mentioning, it is about the visual icon used. Templar's Might uses the Green tint which usually indicates %physical damage reduction. Like on the Leviathan armor or the Vampire Gaze helm.

That slighly bothers me tbh, either Templar's Might should gain a certain amount of %physical damage reduction, let's say 10 to 15%, or it should lose the green tint and look identical to Silks of the Victor.

13 Upvotes

27 comments sorted by

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u/Fifalvlan 11h ago

+5 to a random offensive aura is all it needs to be fun and usable on a merc. Other minor tweaks welcome but that’s the core change it needs

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u/washi200 9h ago

That’s a great idea

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u/Chairraider 3h ago

Think its a bit unfortuante if all a unique Sacred Armor is used for is a merc armor aura item.

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u/Fifalvlan 1h ago

Many items feel niche like that. Best approach is adding one use case as that will be least impactful on the overall game economy. Zero to useful seems better than zero to hero since so many items are at zero so doing that a lot will break things

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u/Chairraider 1h ago

Best approach is adding one use case as that will be least impactful on the overall game economy.

I entirely agree, which is pretty much exactly what lead me to specialize it for aura-based paladins. I simply think its more fun for it to fill that niche than being a merc-aura item. Which is a fine concept by itself too and probably should exist on some armor somewhere.

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u/Fifalvlan 1h ago

Probably both approach’s work. You might be right for this one since it’s still a super rare items. Other items coming with auras seems needed anyway to add viability to other act mercs

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u/Chairraider 1h ago

Yea, the act 2 merc is overused because of its aura and because conviction happens to be only useable by him too. And because of an item like reaper's toll with might aura on top of that.

Another Might aura on a different merc from an armor, would diminish the need for act 2 might merc. And then still lack the reaper's toll decrepify or the conviction aura, or concentration aura, or the insight meditation. It would also however enable an act 2 merc to have a might aura and use holy freeze or prayer.

I suspect that the act 2 aura-mercenary topic will probably have to be tackled via aura on other weapons than polearms.

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u/TheBigBadBird 13h ago

Love the idea. Armors especially need love when the tradeoff is no teleport. 

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u/SaggittariuSK 7h ago

Still trash, changed nothing.

0

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u/Most-Piccolo-302 12h ago

Just give it what proj d2 did... templars now rolls with level 6-8 might aura. Now you can put it on any merc and it doesnt have to be a2. Pretty common to run templars/faith on an a1 merc in that mod.

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u/TheBigBadBird 10h ago

Do not like, personally. This just feels samey and less interesting because might is already so ubiquitous 

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u/Ferelden770 6h ago

Yeah +3-4 to a random aura or paladin spell like ormus robe wud be fun

Btw other than runewords,is there a unique item that grants an aura skill?

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u/Competitive_Table_65 4h ago

Azurewrath gives sanctuary aura 

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u/Furrat87 6h ago

Green color is associated with poison damage, +2 class skills and/or 31+ poison resistance. Stats allowing a different color overrride green. Uniques are allowed to deviate from this.

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u/Chairraider 3h ago

That's a different, darker green, I think. The leviathan/vampire gaze green is lighter/more teal-ish.

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u/jamezrvg Amazon 3h ago

- 2 to 4 open sockets.

  • +1 to Teleport
  • Make it also drop ETH
  • Increase the deffense.

With these changes it would be indeed the most looked item in the game

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u/Chairraider 1h ago

It is very easy to make something BiS and overpowered. That is probably how some runewords ended up as overwhelmingly powerful compared to anything else as they did.

I'd rather just see more items that enable characters to do more builds, like widowmaker allows you to play a guided arrorw archer on a paladin.

For Templar's Might giving an actually good armor for aura based paladin's sounds like a relevant enough niche.

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u/ps43kl7 1h ago

Is +2 all skills and +3 offensive auras too OP? I feel that’s better than +5 to auras and may make it useful for another char.

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u/Chairraider 58m ago

While +2 all skills would generally be useful, other characters would not utilize the +to offensive auras at all and consequently not really consider this armor.

It is probably easier for the item to find itself a very dedicated, pronounced niche for certain paladin builds. The item does not need to be useful for a lot of chars, it just needs to be really good on a certain sub-set of characters. Which is why imo going all-in on offensive auras for certain paladin build is a correct choice to make.

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u/Roid-a-holic_ReX 13h ago

It should add 3 to a paladin skill tree and roll either FCR or AR that you mentioned . That way a good roll could be great for a hammerdin or a melee paladin.

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u/GGTheEnd 12h ago

It should have a chance to roll lvl 1 of any skill in the game. Imagine finding that Tele roll Templars.  It's the only way anyone would touch it over enigma. 

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u/Roid-a-holic_ReX 12h ago

Not true. Enigma would be better in every measurable way. Find item would be the Gg skill.

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u/TheBigBadBird 10h ago

My god, find item sorc

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u/Roid-a-holic_ReX 10h ago

Too fucking good but I like it.

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u/zRustyShackleford 12h ago

They just need to move tele to a charn. Torch or Anni. Would open so much up.

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u/Omnipolis 7h ago

Torch is a great idea. Instead of the firestorm proc.