Time for another armour bump/remaster; Barrows Equipment
Barrows is an iconic piece of equipment. However, many of its effects are harshly predated. Verac's is only situationally usable since Protection Prayers work different now (except for Kalphite Queen), Ahrim and Karil don't work anymore due to how insanely high stats are on later stage monsters, Akrisae just never popped off, and Torag is just... Torag.
What's stranger was that upon the release of the EoC, many of these 'power bump' armours suddenly became... Tank armour? Time to get cracking. Here's my draft, centric around Powerful Abilities.
One slight change on the Amulet of the Forsaken;
- Rather than amplifying the Barrows Set effects, it instead counts as a wildcard equiment piece to gain a barrow's set effect while using a different weapon (or any other equipment piece). Its relic power remains unchanged.
Dharok
- Becomes t70 Melee Power Armour
- (3) Increases the damage of Powerful Melee Abilities by 5% for each 10% max health missing.
- (4) Increases the damage of Powerful Melee Abilities by 5% and the critical strike damage of Powerful Melee Abilities by 1% for each 10% max health missing.
Verac
- Becomes t70 Melee Power Armour
- (3) Powerful Melee Abilities deal full damage against enemies with less than 100% Damage Potential
- (4) Powerful Melee Abilities deal full damage as though you had 100% damage potential, and cannot be deflected, reduced or blocked by prayers or abilities.
Torag
- Stays t70 Melee Tank Armour
- (3) Powerful Abilities reduce the adrenaline of its target by 5% for each hit.
- (4) Powerful Abilities reduce the adrenaline of its target by 5% for each hit. If the target had Adrenaline left or uses no Adrenaline, instead returns 5% Adrenaline to you.
Guthan
- Stays t70 Melee Tank Armour
- (3) Damage from Powerful Abilities restore health equal to 5% of the dealt amount.
- (4) Damage from Powerful Abilities restore health (5%) and prayer (0.5%) based on the dealt.
Akrisae
- Becomes t70 Necromancy Tank Armour
- (3) Powerful Necromancy Abilities increases the damage reduction of your Protection prayers by 10% for 5s.
- (4) Powerful Necromancy Abilities increases the damage reduction of your Protection and Deflect prayers by 10%, and deflects 10% more damage for 5s.
- Akrisae's Warmace becomes changed and turns into an Akrisae's Rung (mainhand) and Akrisae's Censer (offhand)
Ahrim
- Becomes t70 Magic Power Armour
- (3) Powerful Magic Abilities curse a target, making them take 5% additional Magic fDamage for 5s.
- (4) Powerful Magic Abilities curse a target, making them take 5% additional Typal Damage for 5s.
Karil
- Becomes t70 Ranged Power Armour
- (3) Powerful Ranged Abilities refund a small portion of all Ranged Ultimate abilities currently on cooldown.
- (4) Powerful Ranged Abilities refund a small portion of all Ultimate abilities currently on cooldown.