the legs have 20% magic crit on them, it wasn't stated in the tooltip before journey's end though
They do. Unfortunately, it still isn't enough. I'll quote
Jota's post again: "The 3 sentry slots and 30% Minion damage are still amazing, but the rest of this armor is not. Those stats are simply too low to be good. I don't know and I don't care about how much the Set Bonus improves Flameburst sentries because they are still worse than the Queen Spider and range is nothing significant when you use them again in Tier 3."
I've decided to go over all the Tavernkeep armors and propose changes to them.
Level 1 Armors
The current bonuses of the level 1 armors are as follows:
– All: +30% minion damage, +2 sentry slots, +20% movement speed
– Squire armor: +58 defense, +15% melee damage, +20% melee crit chance, +2 HP/sec
– Monk armor: +46 defense, +20% melee damage, +10% melee crit chance, +20% melee attack speed
– Huntress armor: +36 defense, +20% ranged damage, +10% ranged crit chance
– Apprentice armor: +32 defense, +10% magic damage, +20% magic crit chance, -10% mana usage
Apprentice armor's bonuses are rather low compared to the others, and it also has the lowest defence. I propose that it receive +10% magic damage in addition to its current bonuses (to have symmetry with the Dark Artist set).
I think Huntress armor could also use a buff, as it has no unique bonus like the others – perhaps a 20% chance not to consume ammo.
The Monk armor also has 12 less defense than the Squire armor, 10% less crit chance, and loses out on the Squire armor's health regen, in return for +5% damage and +20% attack speed. The Squire armor probably needs a minor stats nerf (such as reversing its 1.4 defence buff), and the Monk armor should get a moderate stats buff to make them equal alternatives.
Level 2 Armors
The level 2 armors:
– All: +60% minion damage, +3 sentry slots
– Valhalla Knight armor: +68 defence, +20% melee crit chance, +4 HP/sec, +30% movement speed
– Shinobi Infiltrator armor: +54 defence, +20% melee damage, +20% melee crit chance, +20% movement and melee attack speed
– Red Riding armor: +48 defence, +25% ranged damage, +10% ranged crit chance, +20% movement speed
– Dark Artist armor: +42 defence, +25% magic damage, +25% magic crit chance
For some reason, the Valhalla Knight set completely loses the Squire armor's boost to melee damage. It should have at least +15% melee damage, the amount granted by the Squire armor. I suggest moving 10% of the breastplate's minion damage to the helm, and having the helm provide +20% melee damage. To compensate, its 1.4 defence buff should be reversed, and its movement speed bonus should be reduced to 20% to match the other Tavernkeep armors.
If the Valhalla Knight set gains a damage bonus, the Shinobi Infiltrator set should also receive buffs to ensure it doesn't become outclassed. I suggest +5% melee damage and +5% movement and melee attack speed.
The Red Riding armor is a marginal upgrade over the Huntress armor. While it provides 8 more defence and +5% ranged damage, it's not powerful enough for where it sits in the progression, and it pales in comparison to Shroomite armor. I propose that it receive +10% crit chance, +10% movement speed, and a +25% chance not to consume ammo. Also, Explosive Traps really need to be made viable so that the armor can actually benefit from its set bonus.
Dark Artist armor is in a good place, but has no discount to mana usage like Apprentice armor, and is the only Tavernkeep armor not to have a movement speed boost. This seems like an oversight. I propose that +20% movement speed boost be added to the leggings, and that -10% mana usage be added to the hat.
Tavernkeep Sentries
All the Tavernkeep sentries could use buffs to increase their viability. I've already mentioned Explosive Traps. Lightning Aura is in need of it the least, but Ballistas and Flameburst sentries are currently mediocre and could both use some love.