Original Post — Direct link

Hey all, I have been designing a new gearing system that (hopefully) rewards unique gameplay styles while also promoting team diversity. Please remember, all of this is not 100% balanced and would need some tuning. However the point was to show potential changes that could be made to gearing.

Step 1: Remove "limited" defense bonuses from gear perks and add them to Set bonuses and affinity bonuses. For example: Fireproof, Nine Lives, and Evasion would all be removed from perks and added as unique set bonuses where their effects do not take away from power.

Step 2: Set bonuses. Yes you heard me right, We add set bonuses for 1-4 pieces. Yep you even get a bonus for only having 1 piece. There are 5 parts of a set (and only 4 bonuses) Weapon, Head, Body, Arms, and Legs.

Step 3: Add a secondary set bonus called Affinity. These affinity are meant to be gameplay defining. They will grant players unique effects while also (hopefully) changing how players play a fire build vs frost build.

Tips on how to read this content. Set bonuses grant all effects for current number of parts. You do not add previous bonuses. I will post the affinity followed by the behemoth sets for each element. #pc is the number of pieces you need to get that bonus. For example 3pc is 3 pieces. Note: This list does not include legendary behemoths as I wasn't sure how I wanted to treat them.

Final Note: If you read through all of this, try making a build and telling me how your stats came out (including perks.) Let me know what kind of cool builds you can come up with.

Example: 6 Overpower, 6 Rage..... 4 Blaze, 3 Charrogg, 1 Embermane.... and so on.

Neutral Affinity

2pc - Ranged swings and missiles can interrupt and Immune to Wound

3pc - Aethervent healing grants 200 healing over 10 seconds and 20% damage reduction to all slayers.

4pc - Dodging through an attack makes your next attack deal 300 bonus damage and wound damage. This effect is doubled when hitting an enraged behemoth.

Neutral Behemoth

Gnasher

1pc - 100 Health

2pc - 150 Health, +5% damage vs enraged behemoths.

3pc - 200 Health, +10% damage vs enraged behemoths

4pc - 300 Health, +15% damage vs enraged behemoths, and Interrupting a behemoth grants +20% damage for 10 seconds.

Shrike

1pc - +20 Stagger damage

2pc - +30 Stagger damage, Dodge invulnerability window increased by 30%

3pc - +40 Stagger damage, Dodge invulnerability window increased by 40%

4pc - +50 Stagger damage, Dodge invulnerability window increased by 50% , Interrupting a behemoth fully recharges your lantern and your next lantern hold within 5 seconds summons a tornado that deals damage to behemoths it passes through.

Quillshot

1pc - Gain 5% of damage as extra wound damage.

2pc - Gain 6% of damage as extra wound damage. Shellshock reduced by 40%

3pc - Gain 7% of damage as extra wound damage. Shellshock reduced by 60%

4pc - Gain 8% of damage as extra wound damage. Shellshock reduced by 80%. Damaging a wounded part grants +10% damage to all slayers for 3 seconds.

Blaze Affinity

2pc - While under 50% health, attacks have a chance enter Elemental Form Blaze for 10 seconds, granting Bonus fire damage to attacks for 3 seconds after dodging. Burning damage reduced by 60%.

3pc - While in Elemental Form Blaze, the slayers is considered burning.

4pc - After breaking a part explode dealing fire damage based on missing health.

Blaze Behemoths

Embermane

1pc - Dodging through an attack grants 3% attack speed for 15 seconds. Stacks 2 times.

2pc - Dodge Attack Speed Stacks 3 times. While burning Stamina costs are reduced by 30%.

3pc - Dodge attack speed stacks 4 times. Burning stamina cost reduced by 40%

4pc - Dodge attack speed stacks 5 times. Burning stamina cost reduced by 50%, and Interrupting a behemoth grants 10% attack speed to all slayers for 8 seconds.

Charrogg

1pc - +15 Max Stamina

2pc - +30 Max Stamina, Dodging deals fire damage in a small area. Stamina costs increased by 10%.

3pc - +45 Max Stamina, Dodging deals more fire damage in a small area. Stamina costs increased by 15%.

4pc - +60 Max Stamina, Dodging deals more fire damage in a larger area. Stamina costs increased by 20%. While burning damage taken is reduced by 20%.

Hellion

1pc - While shielded gain 5% attack speed.

2pc - While shielded gain 8% attack speed. Increases molten buff duration by 30%.

3pc - While shielded gain 11 % attack speed. Increases molten buff duration by 60%.

4pc - While shielded gain 15 % attack speed. Molten buff always active. Picking up a molten orb grants your next attack 100 bonus blaze damage.

Frost Affinity

2pc - While above 50% stamina dodging leaves behind an ice spike that deals delayed damage and while below 50% stamina +20% movement speed. Immune to chilled.

3pc - Dodging through an attack causes active shields to explode. Removing the shield and dealing damage based on shield amount. Max 500.

4pc - Lantern tap reduces stamina costs to 0 but prevents stamina regeneration for 8 seconds.

Frost Behemoths

Boreus

1pc - 5 Stamina Regeneration

2pc - 10 Stamina Regeneration, Dodging through an attack generates a frost sprite.

3pc - 15 Stamina Regeneration, Dodging through an attack generates 2 frost sprites.

4pc - 20 Stamina Regeneration, Dodging through an attack generates 3 frost sprites. While frozen damage taken is reduced by 60%.

Skraev

1pc - +20 Max Stamina, Stamina is limited to 50% of max stamina

2pc - +40 Max Stamina, Stamina is limited to 50% of max stamina. +5% damage vs Frost and chilled behemoths.

3pc - +60 Max Stamina, Stamina is limited to 50% of max stamina. +10% damage vs Frost and chilled behemoths.

4pc - +80 Max Stamina, Stamina is limited to 50% of max stamina. +15% damage vs Frost and chilled behemoths. Gain 50% of bonus movement speed as attack speed.

Pangar

1pc - +10% Stagger Damage

2pc - +15% Stagger Damage, Freeze duration reduced by 30%

3pc - +20% Stagger Damage, Freeze duration reduced by 60%

4pc - +30% Stagger Damage, Immune to Freeze. Every 15 seconds your next attack deals +70% damage and shields for 200 for 10 seconds.

Shock Affinity

2pc - Dodging at full lantern charge grants 100 shock damage to your next attack. Lasts 3 seconds. Immune to shock.

3pc - Gain 2% critical strike chance per second until you critical strike.

4pc - Lantern hold has 100% crit chance and +30% critical damage.

Shock Behemoths

Drask

1pc - +5% critical strike chance vs behemoth head and tail.

2pc - +8% critical strike chance vs behemoth head and tail. Dodging through an attack grants 100 lantern charge.

3pc - +12% critical strike chance vs behemoth head and tail. Dodging through an attack grants 200 lantern charge.

4pc - +15% critical strike chance vs behemoth head and tail. Dodging through an attack grants 300 lantern charge. Lantern hold casts twice.

Nayzaga

1pc - Reviving an ally grants you and them 10% increased lantern generation for 10 seconds.

2pc - Reviving an ally grants you and them 20% increased lantern generation for 10 seconds. Lantern hold summons a pillar that attacks nearby behemoths for 5 seconds.

3pc - Reviving an ally grants you and them 30% increased lantern generation for 10 seconds. Lantern hold summons a pillar that attacks nearby behemoths for 5 seconds. Grants allies in the area the lantern bonus.

4pc - Reviving an ally grants you and them 40% increased lantern generation for 10 seconds. Prevents Knockback and damage from hitting electrified shields. Lantern hold summons a pillar that attacks nearby behemoths for 5 seconds. Grants allies in the area the lantern bonus. Revives downed allies at the end of its duration.

Stormclaw

1pc - While at max weapon charge, attacks restore 5% health. 5 second cooldown.

2pc - While at max weapon charge, attacks restore 7% health. 5 second cooldown. Spending weapon charge grants 10% increased movement speed and damage for 15 seconds. 30 second cooldown.

3pc - While at max weapon charge, attacks restore 1% health. 5 second cooldown. Spending weapon charge grants 15% increased movement speed and damage for 15 seconds. 30 second cooldown.

4pc - While at max weapon charge, attacks restore 15% health. 5 second cooldown. Spending weapon charge grants 15% increased movement speed and damage for 15 seconds. 30 second cooldown. Lantern hold grants attacks 5% attack speed on hit. Stacks 5 times. Lasts 5 seconds.

Terra Affinity

2pc - While at max health you gain 15% damage reduction.

3pc - After not taking damage for 15 seconds attacks have a chance to spawn a healing orb. 10 second cooldown.

4pc - Breaking a part grants damage equal to your damage reduction for 10 seconds.

Terra Behemoths

Skarn

1pc - While Shielded reduce damage taken by 5%

2pc - While Shielded reduce damage taken by 8% shielded allies gain 5% reduced damage taken. Does not stack.

3pc - While Shielded reduce damage taken by 11% shielded allies gain 7% reduced damage taken. Does not stack.

4pc - While Shielded reduce damage taken by 15% shielded allies gain 10% reduced damage taken. Does not stack. Gain sturdy while shielded.

Kharabak

1pc - +20 Part Damage

2pc - +30 Part Damage, breaking a part grants 10% attack speed for 8 seconds.

3pc - +40 Part Damage, breaking a part grants 15% attack speed for 8 seconds.

4pc - +50 Part Damage, breaking a part grants 20% attack speed for 8 seconds. Become surrounded by a swarm reducing stamina regen by 30 and dealing 30 terra damage around you every 1 second. Immune to swarm negative effects.

Koshai

1pc - Dodging through an attack increases damage by 10% for 4 seconds.

2pc - Dodging through an attack increases damage by 15% for 4 seconds. After not taking damage for 15 seconds, attacks shoot out 3 thorn that deal 10 terra damage.

3pc - Dodging through an attack increases damage by 20% for 4 seconds. After not taking damage for 15 seconds, attacks shoot out 3 thorns that deal 15 terra damage.

4pc - Dodging through an attack or breaking a part increases damage by 25% for 4 seconds. After not taking damage for 15 seconds, attacks shoot out 3 thorns that deal 20 terra damage.

Radiant Affinity

2pc - Each unique buff grants 1% chance for attacks to hit twice.

3pc - Lantern Hold summons 3 orbs that surround you. Exploding for 50 radiant damage when they contact an enemy.

4pc - Dodging through an attack causes a blinding light that interrupts behemoths.

Radiant Behemoths

Valomyr

1pc - Attacking an aether-charged behemoth has a chance to summon a laser drone. 10 second cooldown.

2pc - Attacking an aether-charged behemoth has a chance to summon a laser drone. 8 second cooldown. While at 0 flasks gain a drop of light every 20 seconds. Heals for 100.

3pc - Attacking an aether-charged behemoth has a chance to summon a laser drone. 6 second cooldown. While at 0 flasks gain a drop of light every 20 seconds. Heals for 150.

4pc - Attacking an aether-charged behemoth has a chance to summon a laser drone. 4 second cooldown. While at 0 flasks gain a drop of light every 20 seconds. Heals for 200. Lantern hold summons a radiant crystal nearby.

Rezakiri

1pc - Dodging though an attack grants 3% crit chance for 15 seconds. Stacks 2 times.

2pc - Dodging though an attack grants 3% crit chance for 15 seconds. Stacks 3 times. Reduces the duration of blind by 50%.

3pc - Dodging though an attack grants 3% crit chance for 15 seconds. Stacks 4 times. Reduces the duration of blind by 70%.

4pc - Dodging though an attack grants 3% crit chance for 15 seconds. Stacks 5 times. Immune to blind. Lantern hold shields all slayers for 300 for 8 seconds.

Umbral Affinity

2pc - The first time you would be knocked out, heal to 20% max health. Gain Elemental Form Umbral for 20 seconds.

3pc - While below 50% health you are immune to corruption.

4pc - Lantern hold sacrifices 50% of current health, after 10 seconds heal to 50% health.

Umbral Behemoths

Shrowd

1pc - Reviving an ally grants them Elemental Form Umbral for 10 seconds.

2pc - Reviving an ally grants them Elemental Form Umbral for 12 seconds. Deal +30% damage to objects created by behemoths.

3pc - Reviving an ally grants them Elemental Form Umbral for 14 seconds. Deal +50% damage to objects created by behemoths..

4pc - Reviving an ally grants them Elemental Form Umbral for 16 seconds. Deal +70% damage to objects created by behemoths. Breaking a part or destroying an object grants 3% critical strike chance 5% critical strike damage for 15 seconds. Stacks 3 times.

Riftstalker

1pc - Interrupting a behemoth grants +10% lantern charge rate to all slayers for 10 seconds.

2pc - Interrupting a behemoth grants +20% lantern charge rate to all slayers for 10 seconds. Gain 5% of lantern charge rate as bonus attack speed.

3pc - Interrupting a behemoth grants +30% lantern charge rate to all slayers for 10 seconds. Gain 7% of lantern charge rate as bonus attack speed.

4pc - Interrupting a behemoth grants +40% lantern charge rate to all slayers for 10 seconds. Gain 10% of lantern charge rate as bonus attack speed. Lantern hold summons a portal that shoots void orbs dealing 300 damage over 6 seconds.

External link →
over 3 years ago - /u/Proteus505 - Direct link

Originally posted by DerSchamane

So what would the Slayers Path include for example? Do we know that?

The Slayer’s Path is going to unlock most systems and content in the game and also include a lot of progression upgrades. We are going to be moving most gameplay bonuses out of Mastery and into the Slayer’s Path so it’s easier to grasp for most players. Those Mastery rewards will be replaced with various new currency rewards.

Mastery will also no longer gate any gear upgrades and we are reworking the way gear upgrades work to simplify the system.