I like the idea of giving enchanters additional utility during times where there are inadequate SB/AOD targets, I'm just not sure adding a single niche item to one contentious encounter is the way to do it! Tev had mentioned that this idea probably needs its own thread, and I am inclined to agree. That being said, his item does sound potentially interesting, and I have a few specific points I'd like to add here.
1) Is there a reason for negative resist all adjustment here? To me, it seems like this is perhaps not in line with the spirit of the item, and I'm not sure I'd want to do a ton of negative resistances, especially when you're going to be meleeing (and Bane of the Fallen God has +15/all and +5/in
2hs and
1hs, respectively). Perhaps a negative resist adjust to magic, with bonuses to the other resists or a larger boost to disease and poison might be more fitting with the tone I see with this item.
4) How should this compete tier-wise vs. meleeing with other popular enchanter melee setups? (Ex: Verdict, Spire of Destruction, Existing 4.3 Sword, Sphere of the Prime Enchanter - these are all 2 handers... this is a 1-hander, so what about 1-handed setups that might be OK for melee? I can think of Wand of the High Researcher and Will of the Mother, but I know there have got to be others that I'm missing). If you want to approach SB self dps \ through itemization, how should this item (and other potential melee weapons that might get altered in this case) be tuned with respect to DPS, stats, and other utility?
I honestly can't even remember the last time I've thought about resistances on any character I've played in the past few years at all. I didn't realize people even cared about resistances at 4.3 tier because they aren't really used for anything. It was entirely a flair thing. I also underestimated how much people cared about the stats on something designed to be used as a weapon. I might be be weird in the sense that I don't really care much about most stats on the items I use for weapons at all, especially after the 2.5 HP boost. You could In regards to how it should compete, it should probably be the best enchanter weapon that isn't verdict given its pretty significant downsides. I agree entirely that this is a crutch item because enchanters of the fundamental design issues with how enchanters deal damage/scale their damage (hey this sounds really familiar to another class). Adding a crutch item thats a guaranteed drop from an encounter is much easier than changing every single enchanter weapon from the ground up.
I did some parsing on grimstump and was pretty surprised with the results. Verdict only parsed around 640~ dps from the front over the course of a 446s fight. I ended the log because that was when I hit about 10% mana. Over the course of the fight I drained 4625 mana from myself and did 37k self inflicted damage. If I was attacking the mob from behind, I'd do 735~ dps. I don't know how much DPS I lose from being auxed by the mob hitting me. If I didn't boon myself, I'd do around 510dps from the front, 581 from behind. 55.4% of my damage was melee, the remainder was procs from boon/bond/verdict. With a bard or beastlord you'd sit at around 820-850ish dps in an exp group setting if you did nothing but melee and boon/bond yourself. I think 1k+ is obtainable in a raid setting if you just tunnelvision melee, but in a raid setting you'd just be blasting AoD anyways.
That being said, after more feedback and some parsing done myself, I present Razikol v3.0. Its hard to really pinpoint whats too strong or weak on a theoretical weapon without being able to parse it myself. Lots of high tier weapons had to be tweaked and tuned many times over after several people used them in different environments to land in their final state. With the devs as active as they are now its much easier to go "hey we think this new item is below where it should be" and get the item tuned compared to how it was in the past.
Razikol, Vessel of the Void
Primary
225 DMG | 75 Delay 1hb
Focus Effect: CE4
Hidden Effect: Lose 25% Mana on Equip
100% Proc: Gift of the Old Ones.
+225 HP | +285 Mana | 35 AC
+30 STR/DEX/STA | +50 AGI
-1 svAll
5% Critical Strike. -5% Mind Shield. -5% spell ward. -2 Aggro
Skill Mod: Double Attack +10
Identify Lore: Perfection is an illusion, there exists only sacrifice.
Gift of the Old Ones
4 tick duration self targeted detrimental
Effect 1: Increase ATK by 650
Effect 2: Increase Melee haste v2 by 50%
Effect 3: Decrease Current mana by 10 per tick
Effect 4: Reduce Spell Damage done by 15%
Cast on You: Your mind clouds as your limbs move with uncanny speed.