Stat Types You Would Like To See
Power, Toughness and Condition Damage. Maybe swap Vitality with Toughness.
Boon Duration, Vitality, Toughness.
I’d actually just like to see more stat combos that utilize Boon Duration and Healing Power.
Yeah, I’d love to see more use of Boon Duration and Condition Duration, as they’re really nice stats to play around with.
Add haste or lower cd timers on attacks
I don’t think that giving players acesss to a stat that offers CD reduction would be easy to balance. Though it is an interesting concept.
I also would like to see new Effects
Endurance Regeneration % Increase (1-5% )
So with 6 superior versions of that in armory, its +30% Endurance Regeneration Increase – Suffix = of the Runner
It should replace agony resistance as attribute.
Agony Resistance is such a situational attribute only for Fractals, it shouldn’t count as an attribute, thats shown among all others.
Agony Resistance should be just an additional effect, that is on every kind of ascendent equipment" and which should be raisable through “Essences of Courage”, that could be gainable by salvaging items of rare/exotic quality.
So raising the overall AR for ascendant equipment should basically work like raising luck for the account, that Agony Resistance for your ascendent equipment raises character individually by using essecnes of courage onto ascendent equipment that you are wearing.
I’d find that a much better and more comfortable QoL improvement for the game, than this whole crap around infusions which make out of the game only much morte of an unneccessary grindfest for equipment just to get the equipment together to be able to survive in the higher fractal levels if you ever plan onto going into them with that players could also receive more of the feeling of slowly progressing their equipment to more powerful defensive states against agony so that you can earlier try on reaching the higher fractals without having to go through thain oain in the * of grind to collect first all the stuff thats needed to get your AR stuff together to get enough AR for the fraktals past level 10+ which become quickly undoable with no AR in your equipment.
Endurance Regeneration on the other hand truly feels like a real Attribute as it also gets supproted already from the begin on in the game through boons, traits as also buff food and wasn’t somethign like AR, that just found later its way into the game >.>
Interrogator
Toughnesss/Power/Condition damage.
Rune of the interrogator:
- 1. +25 power
- 2. -15% condition duration
- 3. +50 power
- 4. -20% condition duration
- 5. +90 power
- 6. Cures a condition every seven seconds. 50%
chance to blind target on critical hit.
Managing conditions on a D/D elementalist is a nightmare. The utilities are impossible to work around without sacrificing something meaningful for an absurd cool down. A nice defensive rune is the cure.
Power/Healing Power/Toughness
This is more of an offensive version of Cleric’s gear, which in my opinion would be a nice alternative for people who still want to be offensive while have survivability.
Power/Precision/Vitality
Power/Precision/Toughness
Rune of the interrogator:
1. +25 power
2. -15% condition duration
3. +50 power
4. -20% condition duration
5. +90 power
6. Cures a condition every seven seconds. 50%
chance to blind target on critical hit.
Managing conditions on a D/D elementalist is a nightmare. The utilities are impossible to work around without sacrificing something meaningful for an absurd cool down. A nice defensive rune is the cure.
Man, talk about OP rune right there. Rune of Melandru is only -25% condition duration, and it doesn’t give Power. And that 6th rune effect would be crazy. You could make it something like “Cures 1 condition” with a 20s ICD. The blind would also have to have like a 10s+ ICD.
Not to mention that you could take 4 of this rune and 2 Melandru for -45% condition duration.
(edited by Olba.5376)
Interrogator
Toughnesss/Power/Condition damage.
Rune of the interrogator:
- 1. +25 power
- 2. -15% condition duration
- 3. +50 power
- 4. -20% condition duration
- 5. +90 power
- 6. Cures a condition every seven seconds. 50%
chance to blind target on critical hit.Managing conditions on a D/D elementalist is a nightmare. The utilities are impossible to work around without sacrificing something meaningful for an absurd cool down. A nice defensive rune is the cure.
OP rune. Waaaaaay too OP