Stakhanov
Member
While melee items are handy early game , they tend to fall off as weapon and ability damage scales faster. This upgrade might help with that :
Eagle punch - 6300 souls vitality item , requires lifestrike
+2 stamina
+300% melee damage
+100% heavy melee distance (stacks with melee charge)
+25% heavy melee charge duration
+50% stun duration on being parried
Inherits lifestrike's passives , possibly with higher lifesteal %
On unparried heavy melee hit , stun (and thus interrupt) the target for 1 second. 5s cooldown.
Conditional : enemies currently stunned by your parry lose 50% of their max health from your next heavy melee hit on top of the melee damage.
This high risk , high reward item will help swing duels or teamfights by interrupting channeled abilities and dealing preposterous damage on whoever you parried (they'll be more vulnerable to melee , remember) ; the cost is that the longer charge duration makes it easier to parry , and being parried exposes you for longer.
Just a rough concept of how this item would work , numbers to be tweaked as needed if selected.
Eagle punch - 6300 souls vitality item , requires lifestrike
+2 stamina
+300% melee damage
+100% heavy melee distance (stacks with melee charge)
+25% heavy melee charge duration
+50% stun duration on being parried
Inherits lifestrike's passives , possibly with higher lifesteal %
On unparried heavy melee hit , stun (and thus interrupt) the target for 1 second. 5s cooldown.
Conditional : enemies currently stunned by your parry lose 50% of their max health from your next heavy melee hit on top of the melee damage.
This high risk , high reward item will help swing duels or teamfights by interrupting channeled abilities and dealing preposterous damage on whoever you parried (they'll be more vulnerable to melee , remember) ; the cost is that the longer charge duration makes it easier to parry , and being parried exposes you for longer.
Just a rough concept of how this item would work , numbers to be tweaked as needed if selected.