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Rethinking: Stat Combination
I have made a few suggestions to Anet: This one is going to be about stats and crafting.
We currently chose stats based on sets available. See the wiki
Instead of such limiting crafting, I would suggest a more modeling friendly method: When making an inscription or insignia the materials should determine only 1 stat.
Blood = Power
Claw = Precision
Fang = Ferocity
Venom sac = Condition damage
Bone = Vitality
Scale = Toughness
Totem = Healing power
Karka shell = Condition duration
Ambrite = Boon duration
Quartz = All
Fine Materials
Fine crafting materials should come in 3 degrees on each tier. Normal, Refined and Perfected.
For comprehension purposes, hence refer to these following three concepts in short:
Normal, Same tier Mateirals = NSM
Refined, Same tier Materials = RSM
Perfected, Same tier Materials = PSM
The refining process could be done by adding 1 NSM with 1 same tier dust.
The perfection process could be done by adding 1 RSM together with 1 ectoplasm.
Making inscriptions/insignias
The process, which I here describe, would work for both insignias and inscriptions.
Fine
The major attribute of Fine items would be determined by 1 RSM. Its minor stats by 2 different NSM. On a normal dowel. Alternatively, 2 Charged Quartz Crystals and 2 Ectoplasm, could be used to gain for all stats.
Masterwork
The major attribute of Masterwork items would be determined by 2 RSM. Its minor stats by 2×2 different NSM. On a plated dowel. Alternatively, 3 Charged Quartz Crystals and 3 Ectoplasm, could be used to gain for all stats.
Rare
The major attribute of Rare items would be determined by 1 PSM. Its minor stats by 2 different RSM. On 2 plated dowels. Alternatively, 4 Charged Quartz Crystals and 4 Ectoplasm, could be used to gain for all stats.
Exotic
The major attribute of Exotic items would be determined by 5 PSM. Its minor stats by 2×2 different NSM. On 5 Oricalcum Plated Dowels. Alternatively, 5 Charged Quartz Crystals and 5 Ectoplasm, could be used to gain for all stats.
Ascended
The materials to make ascended items should not change. However, the recipe bought for laurels should change to a crafting material. When this ascended crafting material are fused with an exotic inscription, a Deldrimor Steel Plated Dowel, 10 globs of Darkmatter, it will grant a recipe for the ascended edition of that dowel, along with 1 dowel. This, should be done in The Mystic Toilet
Example:
To make an ascended berserker dowel, one would first need: 5 Powerful blood, 2 Vicious Claws, and 2 Vicious Fangs, along with 9 Crystalline Dust and 5 ectoplasm. Alle the Normal Fine materials should then be refined into 5 Refined Powerful Blood, 2 Refined Vicious Claws and 2 Refined Vicious Fangs. The Refined Powerful Blood should then be refined into 5 Perfect Powerful Blood. These materials should then be fused into 5 Orichalcum Plated Dowels.
Assuming this is the first time one have made the ascended berserker dowel, the exotic dowel should then be put into The Mystic Toilet along with a Deldrimor Steel Plated Dowel, 10 globs of Darkmatter.
But let’s assume again, for just a moment, that the player don’t want the damage output, but only wants healing power and nothing else. This would then be quite possible. All (s)he would have to do, would be switching the blood, claws and fangs, for 9 Totems. Resulting in a very lot of healing power, but not a lot of anything else.
I’m all for revamping stat allocations and how they are made. This notion of having specific recipes and gating them behind content chafes me quite a bit.
I had an idea a while back that would be good for it, but it really does need to be revisited somehow. Even WildStar’s crafting felt better than GW2’s. :\
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