Just want to give feedback on these amulets, after trying some build with it.
Here is the problem that i’ve found:
The slot placement
The way that these items take up the amulet slot making it a no go, as a lot of item sets also make use of the amulet slot.
I think it’s better to change it to medal, a lot of medal seems lackluster anyway (except some like: Myth Dire Crest, Mark of Dreadblade etc).
Some of the modifier make no sense
I found a lot of modifier make no sense on some classes.
Example: Chaos damage Phantasmal Blade, Aether damage Savagery, Vitality damage Firestrike etc.
At first i think these modifier are interesting, but the lack of support on those classes equipment that support the damage type make it rather meh.
My suggestion is, change those modifier to more “generic” one like Acid or Cold damage PB, Vitality damage Savagery.
This is just my opinion, i think that way the Conduit amulets can become a good equipment on all classes.
Some nerf might also needed here and there to make it not so overpowered.
Thats all i have to say.
Cheers.
I actually use Conduits if I need some more resists or a particular skill modifier. Else I rat her go for Beronath. I think these amulets could use a buff instead of being changed. I don’t know, I don’t mind their current state.
some of the modifiers don’t make sense for the class itself… but this is a dual class game. My vitality defiler is very happy that the vitality fire strike mod exists. I do think you have a point that lack of item support makes it hard to gear for these conversion mods, but I think a simple buff do the flat damage added on the modifier would suffice to make up for some of the gearing difficulty. An additional +2 skill points to the modified skill would also be extremely beneficial for the conversion mods in particular.
Most of them are designed to support odd (but workable) builds which aren’t currently supported by item sets. I’ve made 3 conduit builds so far and have been pleased with the results. Aether Shadow Strike and vitality fire strike in particular have made me quite happy, although they are notably weaker than their non-converted counterparts.
There are some conduit affixes which are really underwhelming because they’re neither interesting nor good enough to be build enabling, and I do think those could use some work. Examples I can think of include the tiny added health regen to Vindictive Flame and the tiny additional aether resist reduction to Olexra’s Flash Freeze.
Arcane whispers.
Good prefixes :
1)Phyz resist for Arcane will
2)%WD to AAR
3)TSS bonus dmg
4)Devastation conversion
Bad prefixes
1)unstackable OA reduction on nullification - this does absolutely nothing
2)Aether RR for OFF
3)panneti modifier, lol.
Weird stuff
1)Retaliation for Mirror
2)Chaos conversion on CT.
Destructive whispers.
Good stuff:
1)Mortar summon limit
2)Vitality dmg for BWC
3)Grenade modifier
Bad stuff:
everything else.
Eldrich
The best conduit in the game. Almost everything can work. The only bad prefix is BoD duration and energy cost reduction, lol.
Night:
Health regen for blade barrier is utterly useless. Blade trap modifier is bad cause blade trap is bad. WPS modifiers are weak.
Runic:
only Kalastor and Haggard modifiers are good. Every other affix is weak or useless.
Undying:
Most modifiers are usefull for someone. WPS ones are weak, but that seem like a trend
Wild:
Grasping vines modifier is a joke, I suggest to switch laugable 50 flat pierce to 18% WD.
Ptiro, you forgot warring lol. Though only Forcewave (good for both fire and phys) is really good, with War cry as an honorable mention for bleed builds that don’t have an ammy. Blitz is weird. Idk if it can work.
@Сhton.
Flat vitality is modified by transmuter, so its ~100 flat vitality per second per BWC on the ground. Its likely to have at least 3 BWC on the ground, so it could be a thing :roll:
Except you know Pierce Kalastor is weak as shit.
Not surprising, most Kalastor dmg is burning. And pierce builds tend to ignore DoTs @x1x1x1x2
I don`t play soldier, so didn’t even look at this :D/
Most of those are intended to be build enablers in some way, because it allows you to use different class combos and still let you use a certain skill that previously wasn’t good with those combos.
The above for example you can turn into a very strong Vit/Chaos cooldown PB Witch Hunter where you convert all the damage types to those two with a Blood Orb and supplement it with all the flat damage that class combo gives (Blood of Dreeg, Lethal Assault, Solael’s Witchfire, Possession, etc.)
That’s just one example but many of those skill modifiers are definitely a good thing because they improve build diversity.