Dope item concept
Martyrdom. a little something to the more sacrificial tanks/juggernauts in the game.. upon death releasing a poison cloud or a bomb of some sorts for killing the wrong guy in the crowd. cough Sion cough
Martyrdom. a little something to the more sacrificial tanks/juggernauts in the game.. upon death releasing a poison cloud or a bomb of some sorts for killing the wrong guy in the crowd. cough Sion cough
Martyrdom:
+500 Health +55 Attack Damage +10% Cooldown Reduction UNIQUE Passive: For every 1% health you're missing, you take 0.4% reduced damage. UNIQUE Passive: Upon death, you release a toxic gas cloud in the area for 4 seconds. Enemies inside take 30(+5 per level) magic damage per second and are slowed by 20%.
Builds From:
and
Cost: 3100(550)
[{quoted}](name=Prospector Pete,realm=NA,application-id=3ErqAdtq,discussion-id=y1Eecqdr,comment-id=0000,timestamp=2015-08-23T00:18:58.637+0000)
Martyrdom:
+500 Health +55 Attack Damage +10% Cooldown Reduction UNIQUE Passive: For every 1% health you're missing, you take 0.4% reduced damage. UNIQUE Passive: Upon death, you release a toxic gas cloud in the area for 4 seconds. Enemies inside take 30(+5 per level) magic damage per second and are slowed by 20%.
Builds From:
and
Cost: 3100(550)
i like it already
OP
[{quoted}](name=Prospector Pete,realm=NA,application-id=3ErqAdtq,discussion-id=y1Eecqdr,comment-id=0000,timestamp=2015-08-23T00:18:58.637+0000)
Martyrdom:
+500 Health +55 Attack Damage +10% Cooldown Reduction UNIQUE Passive: For every 1% health you're missing, you take 0.4% reduced damage. UNIQUE Passive: Upon death, you release a toxic gas cloud in the area for 4 seconds. Enemies inside take 30(+5 per level) magic damage per second and are slowed by 20%.
Builds From:
and
Cost: 3100(550)
taking reduced damage for each point of health youre missing sounds like an interesting concept for a tank item.
imo instead of having the damage reduction based on missing health % it should be based on absolute values so full tanks actually get the most out of it.
like .5% damage reduction for every 100 health youre missing. making this much more effective on health stacking tanks instead of squishies and bruisers.
being close to missing 4000 health from your maximum health would make this 20% damage reduction.
if you have a health pool of 2000 you could get at maximum 10% out of it when youre close to death.
this could actually be a new passive for warmorgs.
warmorgs armor
+
+ 
+1000 health
unique passive:
for each 100 health you are missing from your maximum health, you gain 0.5% damage reduction.
boom, a core item for tanks. and making full build 5k health tanks not blow up because of a last whisper, bork and i.e. in the enemy carries inventory.
nice nice.
bump... look at that... 2 sweet item concepts off one.