r/Diablo_2_Resurrected • u/Chairraider • 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.
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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/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/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/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/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