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Ladder Season 1 Runewords in Diablo II: Resurrected Patch 2.4 Analyzed - Best New Runewords, Recommendations
Diablo II
Geposted
28.04.2022 um 14:40
von
RenataKane
Ladder Season 1, which launches April 28, 2022, will also introduce seven new Runewords -- two Helms and five Weapons.
These can only be used by characters playing Ladder during this first Ladder Season of Diablo II: Resurrected.
When Ladder Season 1 is over, these Runewords will be available to everyone playing the Expansion version of Patch 2.4.
These are the first new Runewords released in many years, although these won't be the last. Blizzard has stated that they plan to release new Runewords with other Ladder Seasons (though not every Ladder season), which will follow the same pattern: first only available on that Ladder, then available to all after its conclusion.
Let's take a look at the new Runewords and do a quick analysis of each, determining which Runewords fit certain classes, builds, or mercenaries. Are they worth making? How do they stand up against existing gear?
Each Runeword links to a specific guide detailing more about the guide, including strengths, weaknesses, recommended builds, mercenaries, and specific base items.
For further information about Runewords and leveling Runewords, please see these guides:
Runewords in Diablo II: Resurrected Top Leveling Runewords
Helm Runewords
There are two new Helm Runewords for Ladder 2.4: Wisdom (level 45) and Flickering Flame (level 55).
Wisdom
BiS for Bowazons and some Javazon builds; a great alternative for Throw Barbs who can't get Arreat's Face.
Wisdom is one of the strongest Runeword offerings among this new batch.
Wisdom Guide
Wisdom
Head Armor
'PulIthEld'
Ladder Season 1 Only
Required Level: 45
+33% Piercing Attack
+15-25% Bonus to Attack Rating (varies)
4-8% Mana Stolen Per Hit (varies)
+30% Enhanced Defense
+10 Energy
15% Slower Stamina Drain
Cannot Be Frozen
+5 Mana After Each Kill
15% Damage Taken Goes to Mana
Socketed (3)
This is clearly built for a ranged DPS class in mind for the 33% Piercing Attack -- Bowazon/Javazon Amazons come naturally to mind, but it's also a great pick for the newly-improved Throw Barbarian as well, since Piercing will apply to Double Throw. This is the same amount of Piercing afforded by the Razortail belt, so having this can free up the belt slot for a more DPS-focused belt, or added to it so only 1 point in Pierce for Amazons is necessary.
Elemental Bowazons/Javazons don't benefit as much from the Mana Steal, but Mana Per Kill is great for those plowing through large numbers of mobs. Having Cannot Be Frozen on this helm can free up a ring slot normally taken up by Raven Frost. This would also be a good choice for an Act I Rogue mercenary. With only 3 sockets required and accessible runes, even on Ladder, this is a no-brainer.
Flickering Flame
Good for Fire builds, though there are arguably better choices.
Flickering Flame is a good choice for fire-based caster classes such as Fire Druid or any of the flavors of Fire Sorceress, although both may prefer bonuses to all skills, not just fire-based ones.
Flickering Flame Guide
Flickering Flame
Head Armor
'NefPulVex'
Ladder Season 1 Only
Required Level: 55
Level 4-8 Resist Fire Aura When Equipped (varies)
+3 To Fire Skills
-10-15% to Enemy Fire Resistance (varies)
+30% Enhanced Defense
+30 Defense Vs. Missile
+50-75 To Mana (varies)
Half Freeze Duration
+5% To Maximum Fire Resist
Poison Length Reduced by 50%
Socketed (3)
With a mix of good defensive abilities and the reduction to enemy fire resistance, Flickering Flame is a solid choice for fire-based casters, though there may be better choices depending on the build.
Fire Druids will probably prefer Ravenlore, which can give a higher reduction to enemy fire resist (10-20%) plus all resistances, not just a boost to maximum fire resistance.
Fire-based Sorceresses are often built for Magic Find and may prefer the Harlequin Crest for this reason, though it gives +2 to all skills instead of +3 just to Fire.
The biggest drawback of Flickering Flame is that it also uses the Vex rune, which competes with the Phoenix shield (which gives higher -28% Fire Resist) and Heart of the Oak, a common caster primary weapon. If it's a choice between making HotO and Flickering Flame, pick HotO every time.
The Resist Fire aura does not give additional Maximum Fire Resist bonus beyond the 5% Maximum Fire Bonus given by the helm. The helm's Resist Fire aura also does not synergize with Holy Fire. These two statements apply to all classes, including Paladins who have hard points in Resist Fire. A Mercenary wearing this will emanate the extra Resist Fire protection to other party members, but the 5% Maximum Fire Resist passive only goes to the Mercenary wearing it.
New Weapon Runewords in Patch 2.4
Five new Weapon runewords have been introduced, with one low-level Runeword (23), one midgame (41), and three endgame (67-69).
Pattern (Claw)
Low level Claw Runeword hampered by limited appeal.
Attractive for the low level requirement, Pattern nonetheless suffers from being limited only to 3-socketed Claws, which only Assassins can use.
Pattern Guide
Pattern
Claw
'TalOrtThul'
Ladder Season 1 Only
Required Level: 23
+30% Faster Block Rate
+40-80% Enhanced Damage (varies)
10% Bonus to Attack Rating
Adds 17-62 Fire Damage
Adds 1-50 Lightning Damage
Adds 3-14 Cold Damage
+75 Poison Damage Over 5 Seconds
+6 to Strength
+6 to Dexterity
All Resistances +15
Socketed (3)
This is the only weapon currently in D2:R which features Faster Block Rate as a property. To take full advantage of this Claw requires investment in the Martial Arts skill Weapon Block, which allows Martial Arts assassins to block attacks with their claws. What's really interesting about this ability is that it blocks not only Physical attacks, but also Elemental attacks.
Traditionally, Martial Arts assassins are not a high-tier build and unpopular for Ladder, with most people favoring builds such as the Lightning Trapsin. Certainly an Assassin using a single claw will have the block rate applied to their shield. Also, since no Mercenaries can use Claws, this is clearly not a Mercenary weapon.
The one thing going in its favor is the low level requirement and lack of competition, among Claws at least. The other Claw runewords in this level range, Malice (15) and Strength (25), are weaker than Pattern. However, for Assassin specs not using Claw Mastery and/or Weapon Block, there are plenty of better one-handed options both among Runewords and Uniques, particularly the Spirit Runeword sword at level 25.
Undying Will (Sword)
Budget version of a desirable, higher-level Sword Runeword; however, it has a stronger 2-handed competitor and is limited by availability of 6-slot base items.
Clearly geared toward Barbarians with the +3 to Combat Skills, this has solid properties for a sword this level.
Unbending Will Guide
Unbending Will
Sword
'FalIoIthEldElHel'
Ladder Season 1 Only
Required Level: 41
18% Chance to cast Level 18 Taunt on striking
+3 To Combat Skills (Barbarian Only)
+20-30% Increased Attack Speed (varies)
+300-350% Enhanced Damage (varies)
+9 To Maximum Damage
+50 To Attack Rating
+75% Damage to Undead
+50 Attack Rating Against Undead
8-10% Life Stolen Per Hit (varies)
Prevent Monster Heal
+10 To Strength
+10 To Vitality
Damage Reduced By 8
+1 Light Radius
Requirements -20%
Socketed (6)
Often compared to the level 59 Runeword Oath, Undying Will is a great Barbarian weapon. With good IAS, strong enhanced damage (though hope for a high roll).
The major drawback of this weapon is the lack of base items, due to it being limited to a six-socket Sword. For a one-handed weapon, you can only use the "glass" swords -- Crystal, Dimensional, and Phase. Crystal and Dimensional both have low durability, meaning that these will be needing frequent repair in the hands of a player (Mercenary gear does not lose durability). Phase Blade is Indestructible, but by the time you can acquire and use the Phase Blade (level 54), you'll want to build a different sword. Two-handers can use Great, Executioner, or Colossus Blade, the last of which is available at level 63.
It's also an okay choice as a weapon for an Act V Barbarian, either as a main one-hander for the Dual Wield Frenzy version, or as a two-hander for the other varieties. Using the "glass" sword isn't a problem since Mercenary weapons don't lose durability. Depending on the player's build, Lawbringer is a better offhand choice for breaking Physical immunity, but Undying Will could be a good main hand weapon, although it would be nice if it could be applied to a sword base with higher native DPS to take better advantage of the enhanced 300-350% damage. The +3 to Combat Skills will apply to the Mercenary's Frenzy, the Life Steal helps keep him upright, and Prevent Monster Heal is good, although it lacks some of the real punch of properties such as Deadly Strike and Crushing Blow.
This is best built on a two-handed Sword base due to the modifications to base damage, although the same-level Polearm Runeword Obedience is a stronger weapon to consider for two-handed use.
Mist (Bow)
Primarily an alternative for an Act I Mercenary for the Act II's Mercenary Pride runeword.
Mist introduces a Missile Weapon runeword that offers Concentration and many other good qualities; whether this bow is a competitor to the similar-level runeword Faith is another story.
Mist Guide
Mist
Missile Weapons
'ChamShaelGulThulIth'
Ladder Season 1 Only
Required Level: 67
Level 8-12 Concentration Aura When Equipped (varies)
+3 To All Skills
20% Increased Attack Speed
+100% Piercing Attack
+325-375% Enhanced Damage (varies)
+9 To Maximum Damage
20% Bonus to Attack Rating
Adds 3-14 Cold Damage
All Resistances +40
Freeze Target +3
+24 Vitality
Socketed (5)
This is a bow that needs to be slotted in carefully, depending on the use combination. Truthfully, it's not a bow you can look at easily in isolation, and it's a bit trickier to determine how it fits into the larger picture of Amazon weapons.
By the numbers, Mist actually beats the standard BiS Bowazon Faith bow on raw attributes, if you remove the two auras from the equation. Faith is just a superb Runeword bow with the level 12-15 Fanaticism aura, so an Amazon using that will want to look to her Mercenary to provide the Concentration aura. Mist is clearly an Act I Mercenary competitor to the Pride Polearm Runeword for the Act II Mercenary. When comparing Mist to Pride as Mercenary weapons (both use Cham with similar level runes), Pride will win for two reasons: it offers more damage through a higher-level Concentration aura (8-12 for Mist or 16-20 for Pride), and gives one more emanating aura from the Act II Desert Wolf that the Act I Rogue cannot provide.
The question becomes murkier if you have a Bowazon who
really
wants to use an Act I Mercenary. Mist and Faith together is a powerful combination, but which should carry which? This may depend on other gearing and shortcomings. Mist has more +All Skills, higher resists, and 100% Piercing that would negate the need for the Razortail belt and/or the Wisdom helm (if using), possibly freeing up the helm or belt slot for a more powerful choices, such as Nosferatu's Coil. However, Faith's Fanaticism aura offers a much higher bonus to personal damage (not just party damage) that may not be offset by other factors. The best way to determine who uses which is to equip both and see what it does to your attributes and stats.
Faith probably still wins for player characters for the Fanaticism aura, especially since Beast's base weapon limitations means it cannot be used by Mercenaries.
Plague (Claw, Dagger, Sword)
Making Poison Fun Again
Plague may be the sleeper hit of the new Ladder Runewords, adding a never-before-seen chance to cast Lower Resist and an emanating Cleansing aura.
Plague Guide
Plague
Claws, Dagger, Sword
'ChamShaelUm'
Ladder Season 1 Only
Required Level: 67
20% Chance to cast level 12 Lower Resist when struck
25% Chance to cast level 15 Poison Nova on striking
Level 13-17 Cleansing Aura When Equipped (varies)
+1-2 All Skills
+20% Increased Attack Speed
+220-320% Enhanced Damage (varies)
-23% To Enemy Poison Resistance
0.3% (0-29.7) Deadly Strike (Based on Character Level)
+25% Chance of Open Wounds
Freezes Target +3
Socketed (3)
The classic problem with Infinity for breaking immunities through Conviction is that Poison casters were left out in the cold. While various Poison Necromancer builds could deal with this by casting Lower Resist, other Poison builds such as Poison Javazons or Rabies-focused Werewolves had no way to break Poison immunities. With Plague's 20% chance to cast level 12 Lower Resist when struck, Poison builds are much more viable again.
While this could be wielded by a Poison Necromancer, Plague is probably best in the hands (or in the case, offhand) of an Act V dual-wield Mercenary. Lower Resist plus the minus to Poison Resistance plus the 25% chance to cast level 15 Poison Nova on striking is plain simple fun. There are also many places, particularly in Hell, where the emanated Cleansing Aura can be a godsend as well.
Obsession (Staff)
Someone has to come in last.
Obsession doesn't put up much of a fight against the obvious competition, especially given the inexplicable Zod rune requirement.
Obsession Guide
Obsession
Staff
'ZodIstLemLumIoNef'
Ladder Season 1 Only
Required Level: 69
Indestructible
24% Chance to cast level 10 Weaken when struck
+4 To All Skills
+65% Faster Cast Rate
+60% Faster Hit Recovery
Knockback
+10 To Vitality
+10 To Energy
Increase Maximum Life 15-25% (varies)
Regenerate Mana 15-30% (varies)
All Resistances +60-70 (varies)
75% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
Socketed (6)
The big problem with Obsession is the competition -- Heart of the Oak + Spirit shield. There are some minor advantages here and there, but Heart of the Oak + Spirit are much easier to obtain, and you get more protection from the shield. Obsession is arguably an amazing staff, but the Zod rune just doesn't make a lot of sense here. Zod imparts Indestructibility, which for a non-melee weapon just doesn't make a lot of sense. Some players play for years and never see a single Zod.
It's a runeword everyone really wants to like, but nobody can come up with a really compelling argument as to why you wouldn't just stick with HotO/Spirit, which is far cheaper to make (even across two items).
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