Stat Combos
For roaming regen rangers in wvw:
Major: Condi Dmg
Minor: Toughness
Minor: Healing Power
The Society [SCTY] on YB
First and more important: it’s not only about the stat combos themselves, but making it aviable to use in the first place. Various stat combos are much harder to get, and I belive restrictions and walls created by the market isn’t something that should be allowed.
This just came into my mind when I started my guardian (3rd “serious” character) and wanted to get a set (not sure about it’s name) that was only aviable during a specific Living World event, and each armor piece was over 100g in the trading post. I remember it had vitality as main stat, and power / toughness I think as secondary stats, not sure about it.
ALL stat combos should be equally be in a realistic, possible reach for everyone.
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
As an Ele, my decision pretty much entirely depends on what rune set I will be running.
Are we getting a boon duration set to compensate the fact Ele’s 2monk/2water/2traveller is getting the nerf stick?
If not I would guess Toughness/Power/BoonD
Although it would be very sad that we have to choose between being able to crit, or having boons, seeing as how important the latter is to giving Ele a chance with it’s natural armour/vitality deficiency.
(edited by GoodWithGravy.8019)
This is a gear set I’ve wanted for a very long time, which I’ll dub ‘Hybrid’ gear.
Power (Major)
Condition Damage (Minor)
Boon Duration (Minor)
When playing an Elementalist I’ve loved playing with Scepter/Dagger and Scepter/Focus builds, but my biggest problem is the spread between regular damage and condition damage. For example, Scepter Fire 1 is condition damage, while Scepter Fire 2 is regular damage. Since it’s incredibly hard to separate one from the other, I feel that this stat set would allow us to utilize both damage sources of these weapon sets, while also allowing for skilled Elementalists to make use of increased periods of time under the effects of boons such as Fury and Might for both increased damage and condition damage.
Blackgate | Knîghtmare [KnM] | Knights of the Temple [KnT] | Attuned [Att]
(edited by Slushey.8236)
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
Ferocity, Precision, Vitality.
I like to call it Seeker’s.
P.S. – Whatever you do, do not make Condition Duration, Condition Damage, Vitality/Toughness a thing. I hope to never see the day where Perplexity / condi-cheese roamers have access to main stat Condition Duration gear.
(edited by Flytrap.8075)
How useful can ferocity be as a main stat? Perhaps it could work well in builds that have maxed precision (in pve) or have enough precision from other sources (pvp) to maximize damage.
(Main) Ferocity, (Minor) Power, something else.
Unlike precision, which can also trigger condi/ boon procs, ferocity seems like something you’d want to complement with power, but not priotize it over power. But maybe someone can prove me wrong.
There could exist traits that convert ferocity to other stats, though, or that add additional effects to ferocity.
Maybe ferocity should affect some cc skills, so we could have a second stat for that after condition duration.
(edited by DiogoSilva.7089)
P.S. – Whatever you do, do not put condition duration as a stat on armor.
It already is – it’s called Giver’s.
Blackgate | Knîghtmare [KnM] | Knights of the Temple [KnT] | Attuned [Att]
Overview of our current stat Combos:
4 Power (Berserk, Soldier, Valkyrie, Zealot)
2 Precision (Assassin, Rampager)
3 Toughness (Cavalier, Knight, Settler)
2 Vitality (Sentinel, Shaman)
3 Condi Dmg (Carrion, Dire, Rabid)
3 Healing Power (Cleric, Apothecary, Magi) and
3 Special Combos ( Celestial, Givers)
When we look at it i think we could Need additional Stats for Vitality and Precision.
My ideas:
Vita, Precision, Power/Fero
Precision, Toughness,, Condi dmg (rabid with Pr as main)
And yes a stat Combo like Cavalier with Power as main would be nice, its already ingame with the PvP Valkyrie Amulett.
Other minds:
Ferocity should stay, just like Crit dmg actually, as secondary stat, i dont think a combination with Fero as main could work.
Please no stat combinations with X; Vitality, Healing Power.
That combination is awful in my opinion, they work against the other stat.
Healing Power is good for gaining a good percentage of HP back, but it Triggers in average 1:1 on our healskills. Vitality Triggers 1:10 on our health pool. So its a strange Investment of stats. So Shaman and Magi are less used, i think, i know less builds with Shaman and absolute Zero builds with Magi.
PS: it would be really interesting to hear from Izzy, or the Balance Team, or maybe John Smith, which Stat combo´s are the most less played in game, maybe on a Chart?
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
Ferocity, Precision, Vitality.
I like to call it Seeker’s.
P.S. – Whatever you do, do not put condition duration as a stat on armor.
Condition duration would have a very interesting benefit: it would allow the existence of squishy condition classes, especially in pvp.
Example:
Condition Damage > Condition Duration = Precision
Currently, most condition builds have innate healing, vitality and/ or toughness.
P.S. – Whatever you do, do not put condition duration as a stat on armor.
It already is – it’s called Giver’s.
Sorry, let me specify.
Do not give condition builds their holy grail armor set by making Condition Duration, Condition Damage, Toughness a thing.
He means Armor, not weapons
:)
(edited by Flytrap.8075)
First and more important: it’s not only about the stat combos themselves, but making it aviable to use in the first place. Various stat combos are much harder to get, and I belive restrictions and walls created by the market isn’t something that should be allowed.
This just came into my mind when I started my guardian (3rd “serious” character) and wanted to get a set (not sure about it’s name) that was only aviable during a specific Living World event, and each armor piece was over 100g in the trading post. I remember it had vitality as main stat, and power / toughness I think as secondary stats, not sure about it.
ALL stat combos should be equally be in a realistic, possible reach for everyone.
Its sentinel I think, but I agree that all stats ingame now should be more accessible, although I feel locking it behind a yearly event in which several drop per account is interesting as well.
I also agree with all the make your own stat combination ideas. That would be interesting.
For myself, I think Ferocity Power Vitality or Ferocity Precision Power would do nicely if we can only choose 1 type..
Although why not just make a spread sheet, see what they are missing, make giver’s armor the same as weapons and then fill all the gaps in one go. Hold a few back for yearly events, make some karma only, keep about three aside for a solo dungeon, rest crafting/drops (perhaps even some crafting specific?) This could replace a LS week perhaps? Heck, add new skins with it and you’d have a very happy population ^^
(Give the people the challenge with reward [new skin would be good here], make crafting become stronger, give more purpose to karma)
(edited by Snow.2048)
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
Indeed, but crit damage/ferocity is still something that heavily depends by both power and precision for its effectiveness. It isn’t exactly something i can see as a primary stat, seeing how the attack formula goes.
Unless we’re talking about a ferocity/power/precision set…but i doubt it would be much useful, seeing it would be a rehash of assassin and berserker.
Let’s think of the following main ferocity combo:
(Main) Ferocity, (Minor) Precision, Healing Power.
What could this set offer, that Zealot’s already can’t?
P.S. Zealot’s Amulet should exist in pvp. Would open new builds for earth/ water elementalists.
Let’s think of the following main ferocity combo:
(Main) Ferocity, (Minor) Precision, Healing Power.
What could this set offer, that Zealot’s already can’t?
P.S. Zealot’s Amulet should exist in pvp. Could be really great for earth/ water elementalists.
Could be too strong on Off-Guards
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
Insane new idea:
After the patch in april i will be very interested in this statcombo:
Power/Precision/Critdmg (not ferocity)
/discuss
(edited by Bratpirat.6137)
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
Unless having that as a primary stat will make a set that’s higher DPS than berserker, I don’t see it changing much.
…and if it does perform better than berserker, then that just means everyone will need to replace their armor.
Before we get into needing new stat combos, we need game balance that promotes using something other than berserker gear.
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
Unless having that as a primary stat will make a set that’s higher DPS than berserker, I don’t see it changing much.
…and if it does perform better than berserker, then that just means everyone will need to replace their armor.
Before we get into needing new stat combos, we need game balance that promotes using something other than berserker gear.
This line of reasoning is so misguided.
The only game-mode where Berserker gear is “promoted” is PvE. Further nerfing Berserker gear just so running other gear sets becomes viable in Fractals and Dungeons is a huge mistake; no matter how you balance this game, there will always be an optimal setup available for PvE.
Sure, you could make Condition builds acceptable in PvE, but this would have drastic consequences in WvW and potentially sPvP, and the only thing that would change is that you’d be kicked for not running the best Condition setup possible rather than the Berserker dilemma that we currently have.
(edited by Flytrap.8075)
Before we get into needing new stat combos, we need game balance that promotes using something other than berserker gear.
That’s what the whole change from Critical Damage to Ferocity is about.
Blackgate | Knîghtmare [KnM] | Knights of the Temple [KnT] | Attuned [Att]
Let’s think of the following main ferocity combo:
(Main) Ferocity, (Minor) Precision, Healing Power.
What could this set offer, that Zealot’s already can’t?
P.S. Zealot’s Amulet should exist in pvp. Could be really great for earth/ water elementalists.
Could be too strong on Off-Guards
Then, my version with main ferocity would work better than zealot in pvp – because it would be a nerf to the combo/ amulet due to the lack of innate power.
With the following combo: ferocity > precision/ healing, pvp off-guardians would deal less damage than with a main power investment, making them not as strong. Meanwhile, with elementalists having better access to fury than guardians, they wouldn’t suffer with this change as much too, fortunately.
This is a possible scenario where I can see main ferocity being a better idea than main power, at least for pvp’s balancing.
(edited by DiogoSilva.7089)
A lot of people seem to be asking for Power/Precision/Vitality. That one should be easy, as it’s already in the game in PVP mode with the Barbarian prefix. So seems that one should be a no-brainer.
I’d also like to see a couple more sets with Precision and Ferocity together, since they work in tandem but are only on two sets, Berserker and Assassin, both of which are already the most heavily used sets by far. Spreading this out might increase a bit of diversity.
Pre/Fero/Condi, Pre/Fero/Vit or Pre/Fero/Tough for example.
I would like to see
Condi damage (major) / power / precision
Power (major) / precision / condi damage
Ferocity (major) / power / precision
Condi damage (major) / precision / condi duration
Healing Power/toughness/vitality. Not because I’d want it to be used or anything. I just want to see funny dungeon forum posts about it.
In seriousness. I’d like to see a Laurel (or something) item, that lets us choose our stats
Pre/Fero/Vit
Pre/Fero/Tough
Fero/Pre/Vit
Fero/Pre/Tough
Any of the above would be welcome additions.
Also, between Apothecary and Settler’s, I personally would like to see one of those revamped for Condition damage as the major stat, as both sets share the same three attributes, with one of Healing Power as the major and the other as Toughness. Both of these have the defensive stat as the major and there’s nothing with the Offensive major. I’d rather see one of them revamped rather than add a third set, because it’s probably overkill having three sets with the same three attributes. Same reason I don’t think we need a set of Fero(Major)/Power/Precision.
Also, between Apothecary and Settler’s, I personally would like to see one of those revamped for Condition damage as the major stat, as both sets share the same three attributes, with one of Healing Power as the major and the other as Toughness. Both of these have the defensive stat as the major and there’s nothing with the Offensive major. I’d rather see one of them revamped rather than add a third set, because it’s probably overkill having three sets with the same three attributes. Same reason I don’t think we need a set of Fero(Major)/Power/Precision.
To get a stronger variant of dire? No, that would be a new way of playing condi tank, that would not be in favor of Balance. Settler and Apoth. are okay now
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
I hope one day literally ALL stat combos will be available in game.
And then I hope the crafting system is changed aswell so that instead of crafting an item with a certain stat combo, you choose the primary stat and the two secondary stats from all possibilities and then the required materials are determined by this choice.
Celesital-like stats except focused on certain things like damage-dealing or healing. As in, all of the stats would provide the same +10 or whatever bonus but be focused in certain areas as to create more focused kinds of balanced stats.
Like offensive or defensive celestial.
Defensive could be Vitality, Toughness, healing power, condition damage.
Offensive maybe Power, precision, crit damage (probably ferocity at this point) vitality/toughness
Power (primary) / precision (secondary) / toughness (secondary).
- opposite to knights, having power as the primary instead of toughness.
Power (primary) / ferocity (secondary) / toughness (secondary).
- opposite to cavaliers, again having power as the primary instead of toughness.
I would love to see
Major: Precision
Minor : Ferocity/Crit dmg
Minor Vitality
You could also flip that to be
Major: Ferocity/Crit dmg
Minor: Precision
Minor: Vitality
This would help classes like guardian that scale horribly with power and have to deal all of their damage through critical hits. Although this wouldn’t help much in PvP since you can’t use jewls anymore, so the only way you could get the small amount of power that you would need for this would be in traits, but everyone knows not to trait into zeal as a guard. :P cough Another way removing jewls hurts sPvP cough
Phoenix Ascendant [ASH] | Rank 80
power – vit – precision
Personally I would like to see Celestial but minus the healing and condi. With those 2 stats then being divide and added to the others.
Which would make a even balanced
-Vit
-Tough
-Power
-Prec
-Ferocity
How about a new type of gear called ‘Good’ thats 100% power.
And you could also have new ‘Bad’ gear thats 100% healing power.
Am I helping?
In all seriousness; Condi damage / precision / condi duration
As someone else said, a ‘zerker equiv’ for condi builds in PVE would be the first of many steps needed to help.
Sorry, let me specify.
Do not give condition builds their holy grail armor set by making Condition Duration, Condition Damage, Toughness a thing.
Honestly, this is worse than you think it is. This lacks all of the precision necessary for critical hit conditions, which are a major component in condition damage builds’ strength. Meanwhile, if you cut out toughness for precision, you’d result in a really glassy build that was easily smashed. I think Rabid as we have it now is genuinely the best all around for what a strong condition build wants especially with Undead rune synergy.
That said, I do think a:
[Major] Condition Duration
[Minor] Condition Damage
[Minor] Precision
stat combination would be really cool for a glass cannon condition dps build.
We have been mising the classic:
3 Toughness
3 Vitality
4 Precition
And
3 Vitality
3 Ferocity
4 Precition
Sorry, let me specify.
Do not give condition builds their holy grail armor set by making Condition Duration, Condition Damage, Toughness a thing.
Honestly, this is worse than you think it is. This lacks all of the precision necessary for critical hit conditions, which are a major component in condition damage builds’ strength. Meanwhile, if you cut out toughness for precision, you’d result in a really glassy build that was easily smashed. I think Rabid as we have it now is genuinely the best all around for what a strong condition build wants especially with Undead rune synergy.
That said, I do think a:
[Major] Condition Duration
[Minor] Condition Damage
[Minor] Precisionstat combination would be really cool for a glass cannon condition dps build.
If Precision is necessary in Condition builds, then please explain to me why Dire armor has become increasingly prevalent.
I’d be 100% ok with glass condition armor sets coming out. However, I don’t ever want to see another armor set that is catered to the already ridiculous condi-bunker builds that are out there.
I would love to see some amulets that give boon duration and condition duration in PvP. I think these are very forgotten stats and it would be cool to see things like:
Caretaker’s Amulet – Great for low vitality supporters
Boon Duration +30%
Healing Power +569
Vitality + 569
Monk’s Amulet – Great for high vitality supporters
Outgoing healing +20%
Healing Power + 569
Toughness + 569
Healer’s Amulet – Middle ground
Healing Power + 798
Boon Duration + 10%
Outgoing healing + 10%
Vitality + 300
Toughness + 300
Bleeder’s Amulet – For YOLO condi builds
Condition Damage + 798
Condition Duration + 20%
Precision + 569
I’d also love to see some more precision main combos. Assassin’s would be great to see in PvP!
It would also be great to see some runes that help the damaging supporter, sort of like power engis in PvE with elixir gun and healing turret:
Power + 798
Precision + 569
Healing Power + 300
Ferocity + (Crit damage + 5%)
Message me any time in game.
If Precision is necessary in Condition builds, then please explain to me why Dire armor has become increasingly prevalent.
Firstly, Dire is only relevant in a WvW context, and the reason it’s relevant is because of sustain. It does far less actual condition damage than rabid builds, but it makes up for it with incredible sustain. It also requires far less skill because you’re so tanky, and so the armor makes up for player mistakes, making it popular. If you replaced Vitality on Dire with Condition Duration, it’d be arguably worse than Dire and Rabid both because you can easily get +100% condition duration without having it as an armor stat.
I’d be 100% ok with glass condition armor sets coming out. However, I don’t ever want to see another armor set that is catered to the already ridiculous condi-bunker builds that are out there.
Dire would still be better for a condi-bunker, and Rabid would still be better for a more tanky-dps condi build.
I’d love this for my guardian:
Condi classes would be great with a set like:
Condi Duration
Condi Damage
and Vitality/Power/Precision/Toughness (one of these)
This should exist for condition users. I don’t get how power damage users get Power/Precision/Ferocity which all help towards maximizing power damage, but condi users get stuck with other stats whenever they go for condition damage.
1) Condition (major), Precision, Power : This one is obvious. Condition damage need a pure dps stats combinaison, like direct damage have.
2) Condition (major), Condition Duration, Power : Like the first, it give another option for a full DPS condition build. If the first work best for profession with a lot of condi on crit like Engineer, this one work better for the profession that don’t have that much condition on crit like an ele.
3) Power (major), precision, vitality and Power (major), Precision, toughness. That give good option for those who want to create an hybrid toon. Good DPS with just enough defense to survive if you need to practice or are just casual.
4) Power (major), boons duration, vitality and Power(major), boons duration, toughness : The current boons duration gear is pretty bad since it have no offensive stats at all. That would be a good option for a tanky WvW frontliner that give a lot of boons, like a guardian.
How about offensive “celestial-like” with an even bonus to power, precision, ferocity, condition dmg and condition duration for hybrid builds
and defensive “celestial-like” with vit, toughness, heal power and boon duration
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
What bugs me is, theres still no official explanation on why you’ve decided to rename Crit Damage to Ferocity… and jump with the same move onto your toes with the whole Personality System, where already Ferocity is existing.
I’d like to get finally an official answer about that decision, whats the reason behind all of this. Will we see perhaps in the near future some changes on the Personality System too, that Ferocity there gets also renamed to something new to clear all this confusion up ??
Vitality, Power, Healing Power
I suppose I’m a bunker power ranger. I’m all about regen so I need a high Healing Power, but in order to get power an healing my only other stat option is Toughness. If I go into anything that gives me Vitality I start wasting space on Precision or Condition Damage which I really can’t put enough into make them worthwhile, not that CD of any amount is useful to me. I would like an option with Vitality, instead of Toughness and I would really like Vitality to be the major stat.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
(edited by Kal Spiro.9745)
Toughness/vitality/Healingpower.
Toughness as major
Toughness/vitality/Healingpower.
Toughness as major
Now that’s a bunker.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
Power (Major), Precision, Vitality
Power (Major), Precision, Boon duration
Seeing Giver’s stats can have condition duration as the major stat, maybe boon duration can be a real possibility as minor stat with some balancing (5% instead of 10%?).
(edited by Kaien.2083)
-negative condition duration. As a defensive stat. Seems only fair since we have givers weapons. And power builds were just nerfed.
1. Precision Main stat
2. Toughness
3. -negative condition duration. (something meaningfull please no stupid stuff like the 1% boon duration)
For an offensive recommendation.
Power Main Stat
precision
Vitality.
warrior and we’re the best class” Eugene
(edited by Warlord.9074)
Healing Power/Boon Duration/Condition Duration seems like the penultimate “I want to support!” Armor, with a complete disregard for damage and living. Unfortunately, I can see this becoming the “dead weight” armor for inexperienced characters, even more so than Berserker’s armor, and waiting on that till the Support aspect of the game is expanded may be prudent.
Inexperienced players eventually become experienced players, and I honestly don’t see someone who’s just started the game looking at that combo and thinking “this is an appealing set of stats, I must use it immediately!” until they’ve already sorta figured out how to do support and also avoid dying. And if someone does pick it up early, well, the steep learning curve will just help them learn faster. By dying a lot.
Condition, Condition Duration, Vitality (here just the question, why do we have yet nothing, that increases Condition Duration ,but we have Stat Combo with Boon Duration???) -> prefix – Sanguinary
Condition, Condition Duration, Toughness -> prefix – Venomous
Seconding the request for “Sanguinary” and “Venomous,” or even with Vitality or Toughness as the primary stat and Condition Damage and Condition Duration as secondaries. Basically, for an “I will outlast you while you bleed to death” kind of a build. Although any combination of Condition Damage and Condition Duration would be nice. Granted, it would be less useful against world bosses and such where they reach max stacks of conditions quickly, but it could make for some interesting small-scale control- and battle-of-attrition-style play. (Of course I’m not at all good at number crunching, so maybe the idea wouldn’t actually end up playing out that way…)
As already mentioned, I’m not much good with numbers and numbers-related game balance, but as for my own two cents: I think Boon Duration (primary) and Toughness and Vit (secondary) might be interesting, calling it “Fortified/of Fortification;” kinda like the Knight in D&D 3.5, whose twofold purpose is “soak up damage and buff allies.”
Of course, this is all assuming that these would actually be decent values of boon/condition duration. It seems kind of silly for armor and weapons to give so little to duration when there’s food that gives +40% condition duration and also buffs condition damage, AND defensive food for -40% condition damage; and food that gives +20% boon duration.
Ascended Giver’s weapons. Why aren’t they available in ascended?
Because +Condition Duration is… Kinda crazy good.
And yet Koi Cakes exist. You could buy stacks and stacks of those for the price of crafting an Ascended Giver’s weapon.
What bugs me is, theres still no official explanation on why you’ve decided to rename Crit Damage to Ferocity… and jump with the same move onto your toes with the whole Personality System, where already Ferocity is existing.
Did you look at the preview of the new Hero tab UI? Next to the class symbol, there’s now no longer a Personality symbol (where there used to be a heart, fist, or crown.)
I think they’re changing it so there only WILL be one Ferocity, and that Ferocity will be crit damage. No more Personality. (They’ve already made the “if we don’t plan to develop this further, we’re just going to take it out of the game entirely” philosophy pretty clear with Town Clothes.)
…Hm… does this mean we’ll get stats called Charm and Dignity in the future too…? :P