Stat Combos
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
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.
Ferocity is the only stat that relies completely on two other stats; Power & Precision. This limits the variations to just the order of these three stats. Since there is already Assassins and Berserker the only combination left is Ferocity/Power/Precision. This new reordering would just do less damage than either Berserker or Assassins.
Unless the way Ferocity works was radically changed to effect conditions, boons or even another stat I don’t see how useful it would ever be to group it with any other stats besides Power & Precision.
Of course if conditions or healing could crit that would make Ferocity a more flexible stat as well, but that’s a whole other discussion.
(edited by Wasbunny.6531)
Are there options for new, more exotic stats (similar to runes or sigils)?
I.e. power, precision, 1% lifesteal
condi, vit, x class specific points (based on the per-class stat bonuses available via traits)
power, vit, 2-4% movementspeed (self stacking, 20-25% max).
How about weapon specific stats, like +range?
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
Ohhh… then there’s a clear one:
Sniper’s: Ferocity, power, precision.
But who would pick ferocity without precision?
Wanderer’s: Ferocity, vitality, toughness.
To mix with others? So there’s something to salvage?
What about putting the class attributes on armor? This would solve the problems so many class-mechanic dependent classes have, that they have no choice but to go into a single tree with every build.
Examples
Power/Toughness/Attunement Recharge
Power/Healing/Pet Attribute
Critical Damage/Power/Toolbelt Recharge
If necessary, these could still be capped where they are currently, giving players the choice between these armors or their respective trait trees. Especially in the case of cooldown and resource control mechanics, that could really get out of hand.
The only justification I can see for ferocity as a main stat, is for the purpose of a nerf. Especially in pvp.
- Power + Precision/ Healing might be too strong for pvp’s off-guards, so Ferocity + Precision/ Healing could be an alternative. This also does not hurts eles builds (as much) that would wish for zealot there, because eles have easier access to fury than guardians.
- Ferocity + Condition Damage/ Precision: this might be a good opportunity to make squishy hybrid damage builds in pvp, without making them too overpowered, thus why power is not there.
Outside of stat sets that can potentially be too strong, ferocity is not worth being a main stat unless it gains a new functionality.
Now, if conditions could crit or something, ferocity (and precision) would create a new type of squishy condition builds, and anet would be able to balance them better by making their players force between condi-burst or survival (instead of getting both).
Alternatively, if ferocity affected CC, and if healing power affected retaliation/ reflection/ evasion/ stealth/ etc etc, then we could get a new stat for control builds, and an improved stat for support builds, which coupled with condition/ boon duration (and precision), would open completely new roles and new role stat setups. Not only that, but anet would fix another issue with this game, which is the many active defenses and the many cc skills that require no stat to be viable, which is currently allowing full-burst, full-condi or full-bunker builds to fully utilize them.
Something to think about.
(edited by DiogoSilva.7089)
I would most like to see more stats in ascended like some SHAMAN, theres a lot of missing stat combos MISSING in the ascended branch.
Considering anything in-game that doesn’t have primary-stat power, with the exception of some triple-offense stat-sets (and even some of those leave something to be desired), hits with the ferocity of a wet flannel, more primary power-stat combinations are really needed to increase the viability of support and control builds.
The only exception would be if you are running a hardcore condition-based build, in which case you want condition damage as your primary stat, and there’s no triple-offense stat sets which offer than either. More on that after.
As far as main-stream build possibilities were concerned, the Zealot’s set (Primary Power, Precision, Healing) was a good step in the right direction here, but we need more. As a result of this, I would suggest the following:
Power (Primary), Precision, Toughness
Power (Primary), Precision, Vitality
Power (Primary), Healing Power, Toughness
Power (Primary), Healing Power, Boon Duration
Power (Primary), Precision, Boon Duration
Power (Primary), Vitality, Boon Duration
Boon Duration (Primary), Healing Power, Power (for hard-core supporters)
Of course, more combinations would be nice, but these would seem like the most useful to me.
As for the condition side of things, as mentioned, Conditon-based builds suffer to compete with Power-based builds in part due to their being no primary triple-offense-stat Condition Damage sets, as a result, to improve the viability of Condition Damage builds when compared to Power-based offense builds, we need the following:
Condition Damage (Primary), Power, Precision
Power (Primary), Condition Damage, Precision
Condition Damage (Primary), Precision, Condition Duration
Condition Damage (Primary), Power, Condition Duration
Condition Damage (Primary), Power, Healing Power
Condition Damage (Primary), Condition Duration, Toughness
Condition Damage (Primary), Condition Duration, Vitality
Condition Damage (Primary), Healing Power, Boon Duration
Condition Damage (Primary), Toughness, Vitality
These would seem like options which would help triple-offense stat builds able to compete more against the typical Berzerker sets when focusing on Condition Damage instead of Power Damage, and also provide a Condition-based primary offense alternative to Power for more balanced and support-orientated builds.
Is there a reason that Celestial lacks boon duration? Instead of boosting the stats on Celestial by a measly 6%, why not just add Boon duration?
I never really understood this decision. Celestial players rely on Might to deal damage, not the overly generous Critical damage of the set. It doesn’t crit often enough for that damage to be useful – only enough to keep Vigor up.
I’m usually really sweet… but this an internet forum and you know how it has to be.
/i’m a lesbiab… lesbiam… less bien… GIRLS/
(edited by Hannelore.8153)
Format:
Major / minor / minor
Set 1:
Crit damage / condition damage / power
set 2:
Condition damage / precision / power
set 3:
Condition damage / power / crit damage
set 4:
Condition damage / condition duration / power
set 5:
Condition Damage / condition duration / precision
set 6:
Condition damage / condition duration / vitality
set 7:
Power / crit damage / boon duration
set 8:
Crit damage / power / boon duration
set 9:
Power / boon duration / condition duration
set 10:
Condition damage / boon duration / condition duration
I’m sure there are thousands of other interesting permutations, but these I feel lend to my favored playstyle of DPS with active defense (which seems to be the meta anyway).
Since I’m the only one who’s suggested the stat so far: Is (Negative) Condition Duration – aka reduced duration on conditions applied to you – on the table or not? If you’re not going to directly work on conditions in mass WvW fights in the near future, consider giving us tools to work through the Meta ourselves…
Nice to see one other suggest Heal/Power/Prec, I still feel this is what Cleric should have been, and would be a much more active combat set for a Support build.
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)
N x ((N-1) x (N-2)/2) where N is the number of stats available to build arrays from.
Again its less a question of what could exist and more why should some jump from potential to manifestation and what builds do they serve?
Until we have an environment that calls for more than time-efficiency-through-massive-damage the sub-set of N of meaningful stats is very, very small. Terrible scaling (of say, Healing Power…) also means commitment in to results out is very, very poor in some cases.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
How about giving us a way to swap current stat combos without having to switch armor/trinkets/weapons? No legendary is not the answer, even though someone always posts that. Also this is bad idea given Dire combo you devs already came up with. Then again that combo is only OP given you cant design condi properly.
Precision / Toughness / Vitality
Toughness / Vitality / Healing Power
Not sure if mentioned but: Power, Power, Power.
Power, vit, healing.
I’ve wanted this forever for my guardian.
‘Course, boon duration and condition duration are welcome too. I assume it’s intentional that only runes and traits can give you these, but I’d jump at the chance if it became available.
Main stat: Vitality
Secondary: Power, Precision
Something to compliment Knight’s gear so you can get more effective health without sacrificing dps (by trading extra toughness for vitality).
Major: Profession Stat
Minor: Vitality, Power
Major: Boon Duration
Minor: Healing Power, Vitality
Nice’n tanky with a lot of support for Guardians.
Condition damage
Power
Toughness
This ^^
Major\Minor\Minor
Condition Duration\Healing Power\Vitality
Mainly for Elementalists. Burn the enemy and then heal your friends with staff #1.
Ferocity\Precision\Power
Mix’n’Match with Berserker’s and Assassin’s.
Major: Profession Stat
Minor: Vitality, Power
Now THAT is interesting…
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Major:
Power
Minor
Vitality+Crit damage/ferocity
would be godsend to my ele.
Ferocity (major) and power/precision, so that it’s better than zerk and we have to farm all our stuff again after the zerk nerf
Personally, I’d prefer to see stats removed from gear completely.
One of the worst decisions ArenaNet ever made.
Therefore I may take some time replying to you.
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
ferocity, power, precision. call it…idk… feral?
I would love to get people thoughts on what stat combinations they would like to see added to the game?
Actually I’d like to see all stat combos removed and stats given purely through traits (but without fixing them to lines). They make gear an unnecessary grind… if you want an example of what it should be like, go check Guild Wars 1.
I would like to see you replace the static, predefined stat-combos with a system that allowed you to socket any stat combo you like.
So basically every piece of armor has one primary slot and two secondary slots and you can insert whatever you like.
I’m sure it’s been tossed in here but something more tanky/support, even though we’re not following a “trinity” based game, I still feel like allowing the option for the choice should be allowed:
Major: Healing Power
Minor: Toughness/Boon Duration
Major: Healing Power
Minor Toughness/Vitality
I would like to see you replace the static, predefined stat-combos with a system that allowed you to socket any stat combo you like.
So basically every piece of armor has one primary slot and two secondary slots and you can insert whatever you like.
Wait for Legendary armor with the stat swap option.
I would love to get people thoughts on what stat combinations they would like to see added to the game?
Actually I’d like to see all stat combos removed and stats given purely through traits (but without fixing them to lines). They make gear an unnecessary grind… if you want an example of what it should be like, go check Guild Wars 1.
Reminds me of a thought i had before the wardrobe system came to be, about being able to use crafted insiginia as consumables to change the stats combo of a existing item.
This because insigina, unlike armor, stack. And being a consumable it would be irreversible and so it would be a resource sink to a degree.
Please consider this, Anet Team!
In my opinion there is way to much focus on keeping this game alive with living story content.
We need something that keeps us excited and also gives us a reason to be playing in the already awesome environment.
Nothing beats drops… And a wide variety in it. This game has the dullest drops i’ve ever seen. (Woo a rare —-> salvage) (woo… another low tier exotic after playing days —->2 gold)
Where is the thrill of getting something REALLY unique? (statwise, effect wise, skillwise)
My advice make alot more weapons, armors with unique stats with passive skills, active skills,…
For example:
Armor drops Bonus stat:
GRAPPLING HOOK. 5% chance on being attacked to pull enemies to you.
or
Lightning strike on weapon 20% chance to strike enemies in radius X with lightning.
or
Minstrel: chance to turn attackers into a minstrel
…
This allows builds to be extremely versatile and gives players a reason to think about the game and incentive for playing the game. It makes players dream of the PERFECT SET. It also rewards players for playing the game.
I dont like the endless balancing stuff. Play the game —-> YOU control how OP you can become.
TL;DR: Add more loot with bonus stats which actively interacts with the environment for the players to see and feel.
More major Condition Damage ones please; my build relies solely on condition damage, perhaps cd+boon duration as said a few times already.
Ferocity/Precision/Power – Destroyer’s
C’mon, ANET. You know you wanna call it Super Mecha Death Zerk Version 2.0. Beta!
Condition Damage/Precision/Condition Duration – Vampire’s
Zerk meta aside, I believe a set like this could single-handedly bring Condition builds into the PvE meta. (It may be OP in pvp though…)
And for something REALLY unique….
Power/Precision/!!ProfessionStat!! – Specialist’s
Please give us the Profession Stat on armor! This could lead to REALLY interesting gameplay styles!
ProfessionStat/Condition Damage/Precision – Beastmaster’s
For Rangers pet builds.
(edited by Kain Francois.4328)
Nerf unbalanced DIRE and add Power/Healing/Crit
Strictly speaking where food is concerned, I’d like to see Condition Duration/Power and Condition Duration/Precision foods added to the game.
I would love to get people thoughts on what stat combinations they would like to see added to the game?
I would rather preffer to be able to choose the stats on equip/craft, but if that’s not possible:
- Primary: Healing Power – Secondary: Power and Boon Duration
- Primary: Condition Damage – Secondary: Precisión and Increased Condition duration
- Primary: Vitality – Secondary: Toughness and Reduced Condition Duration
4 stats combos:
- Primary: Condition Damage – Secondary: Vitality, Toughness and Increased Condition Duration
- Primary: Healing Power – Secondary: Vitality, Toughness and Increased Boon Duration or Power
- Primary: Power – Secondary: Precision, Ferocity and Condition Damage
- Primary: Vitality – Secondary: Toughness, Reduced Condition Duration and Power
5 stats combos:
- Primary: Condition Damage – Secondary: Vitality, Toughness, Increased Condition Duration and Precisión
- Primary: Healing Power – Secondary: Vitality, Toughness, Increased Boon Duration and Power
- Primary: Vitality – Secondary: Toughness, Reduced Condition Duration, Increased Boon Duration, Power
I too would much rather prefer a flexible system. It seems to me that the current system is to make it easier for new players, but I don’t see why you can’t keep the prebuilt stat combos and include a freeform system as well.
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
From what I can tell in doing the math, there is no situation where 1 point of ferocity will be more beneficial to effective power than 1 point of power.
Even if your crit chance is 100%, 1 point of ferocity is less than half as effective as 1 point of power in boosting your effective power.
So while it might seem apropos to do a Ferocity – Major, Power – Minor, Precision – Minor set, the math shows that this isn’t as good as berserker.
In fact any set that would replace power with ferocity, won’t be as good as it power counterpart.
The only kind of sets that would make sense to add would be Power/Precision/X, Power/Ferocity/X to allow more flexibility in min/maxing. The math says adding sets that have ferocity without power would allow players to gimmp themselves, and you don’t want to give people low quality options, as enough of those exist already, and it just adds unnecessary variables/complexity for new players to consider.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
From what I can tell in doing the math, there is no situation where 1 point of ferocity will be more beneficial to effective power than 1 point of power.
Even if your crit chance is 100%, 1 point of ferocity is less than half as effective as 1 point of power in boosting your effective power.
So while it might seem apropos to do a Ferocity – Major, Power – Minor, Precision – Minor set, the math shows that this isn’t as good as berserker.
In fact any set that would replace power with ferocity, won’t be as good as it power counterpart.
The only kind of sets that would make sense to add would be Power/Precision/X, Power/Ferocity/X to allow more flexibility in min/maxing. The math says adding sets that have ferocity without power would allow players to gimmp themselves, and you don’t want to give people low quality options, as enough of those exist already, and it just adds unnecessary variables/complexity for new players to consider.
I found a threshold for ferocity to add more value to effective power than power.
Weapon Strength = 1000
Total Power = 2258
Total Precision = 2922 (100% crit chance)
Adding 1 point of ferocity to this spec would be more effective than adding 1 point of power
Another threshold
Weapon Strength = 1000
Total Power = 2863
Total Precision = 1872 (50% crit chance)
Adding 1 point of ferocity to this spec would be more effective than adding 1 point of power.
Given this, the most feasible way to make use of a Ferocity, Power, Precision gear set would be coordination in Dungeons/WvW where you can stack might.
Alternatively, for a solo uncoordinated situation, a pure berserker build with 30/30/x/x/x with power food might be able to swap out 1 piece of berserker armor for a Ferocity, Power, Precision piece in order to min/max.
It’s extremely niche to find ways where Ferocity gear as the major stat would even make since to ever use, but it is possible.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
Dual major stats without minor stats would be nice. This would add a lot of flexibility in spite of the stat reductions.
(edited by albus.4273)
Precision / Toughness / Vitality
Toughness / Vitality / Healing Power
yep precision as main rest minor thats what i would vote for too
but toguhness vit and healing might be a bit over the top.. xDD
we currently have not enough precision main stat combos so please bring
Precision / Toughness / Vitality
After reading about the woes of condition damage in PvE on reddit, I wondered if there couldn’t be a berserker version for condition damage?
It would involve introducing a new trait that is analogous to ferocity. For the sake of this discussion, I’ll call it cruelty. Where ferocity is the bonus damage of power as a result from crit chance, this new trait cruelty would be the bonus damage of malice as a result from crit chance. In other words, condition damage has a chance to proc crit chance, and the damage modifier amount would be cruelty.
So the stat spread would be:
CONDITION DAMAGE, Precision, Cruelty
(edited by Brown.8560)
Pro Tip: Crit Damage (aka Ferocity) can now be a primary stat if that opens up some suggestions.
Jon
Why don’t you simply judge each stat, then allow us (players) to be able to play permutation combination …..
I would love to get people thoughts on what stat combinations they would like to see added to the game?
Actually I’d like to see all stat combos removed and stats given purely through traits (but without fixing them to lines). They make gear an unnecessary grind… if you want an example of what it should be like, go check Guild Wars 1.
Reminds me of a thought i had before the wardrobe system came to be, about being able to use crafted insiginia as consumables to change the stats combo of a existing item.
This because insigina, unlike armor, stack. And being a consumable it would be irreversible and so it would be a resource sink to a degree.
Sure could work in that way aswell. Insignias and runes in GW1 gave ‘stats’ in a very limited way (most of the stats were still given through the Attributes). On top GW1 nearly all runes and insignia’s were very affordable, mainly because they could be bought from NPC’s at a stable price, and were not market-driven (just check perplexity runes in the trading post…). I hate to say it but GW2 looks a LOT like capitalism.
Might just be my nostalgia to a non-grindy Tyria though. xD
Adding another vote for Power/Precision/Vitality (major)
(Vitality version of Knights)
- Colin Johanson while spamming key 1 in GW2
Personally my Warrior would like to see:
Primary: Power
Secondary: Precision, Toughness
I spend a half an hour looking through these posts and irt’s safe to say most ppl want:
- about any stat imaginable based on 3 stat,
- some want a 4 stat attack generally based on power as a main stat,
- a few voices seem to speak for a ferocity main stat, but you’d lose out on the power to modify
- The combo condition dmg/condition duration
- More options with boon duration preferably coupled to healing power & power, to a lesser extent with toughness
IMHO
POWER/Precision/Condition
POWER/Precision/Toughness
POWER/Condition Dmg/Healing
POWER/Healing/Boon Duration
CONDITION DMG/ConditionDuration/Power
CONDITION DMG/ConditionDuration/Precision
CONDITION DMG/ConditionDuration/Toughness
CONDITION DMG/ConditionDuration/Vitality
CONDITION DMG/ConditionDuration/Healing
CONDITION DMG/Boon Duration/Healing
The 4 stats could be an option if they are all minor stats… I’d dislike a system like on the 4 stat ascende rings, where the “jewel stats” are so low they actually do not matter if they are an accent to another stat line.
Been There, Done That & Will do it again…except maybe world completion.