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Yeah, I'll make items for the new lords eventually. Right now, I'm reorganising the mod's set up, so it will be easier to find problems if I have trouble updating the mod again. Then, I want to play the game some and see what the Pirates are like before making the new items :)
Armor seems a bit weak; maybe increase the leadership aura size to +50% and armor to +10
Melee attack on the weapon could maybe go from +5 to +10
Essence of the Maelstrom is a cool item, seems good as is I think
For his cape, maybe 10 ward save instead of the 10 magic resistance? I imagine a heavily enchanted cape with bits of sea would be fairly resistant to damage. Could also maybe remove the campaign movement, and add like a limited use conduit effect to it? something like Winds of the Deep, maybe just a more powerful arcane conduit with only 1 or 2 uses would be cool
edit: maybe 5 ward save not 10, if it had the conduit effect
1. You could give him just 60% more HP (=normal healing cap); same result, but compatible with the removal of the healing cap.
2. Change it to an active ability with long enough cooldown
3. Only active outside of combat
4. Higher level requirement for the item, so the AI will give him a mount before equipping the item, so you can use focus-fire against him