The simple way to add Grandmaster Jeweler

The simple way to add Grandmaster Jeweler

in Guild Wars 2 Discussion

Posted by: Shriketalon.1937

Shriketalon.1937

Despite ascended trinkets being the first ascended gear to ever be rolled out, Jeweler has lagged behind all the other gear crafting disciplines when it comes to reaching level 100. The reason for this is obvious; ascended trinkets are deeply integrated into fractals, guild missions, and other content to make them a viable reward.

Yet at the same time, all is not well with ascended trinkets. Carrying around spare sets to switch stats is extremely tedious. Spare duplicates that can’t be salvaged clog up inventories. And the infusion system binds vital elements such as Agony Resistance to particular stat spreads, preventing players from changing builds without losing AR. There is a simple way to solve all the problems in one simple method.

Allow Grandmaster Jewelers to salvage ascended trinkets for a new item, which is used to make stat-swapping Legendary trinkets.

It would go something like this…
1) Break down ascended gear into Inscribed Secrets.
2) Combine gold, silver, and platinum into a Xunlai Electrum Ingot.
3) Take five of any Exquisite Jewel and a Lesser Vision Crystal.
4) Combine together to get a legendary accessory that can swap attributes.

Simple, easy, efficient. Ascended trinkets are still rewarding, even moreso because extra trinkets provide fuel for further legendary crafting. Inventory clutter is reduced so players don’t have to haul sets around or transfer them between alts to swap builds. Your agony resistance set is no longer bound to a particular stat spread, allowing you to respec at will or hand it to an alt with a different attribute spread freely. And finally, Jeweler gets its Grandmaster rank after spending far too long at the bottom of the pile. Everyone wins.

If Anet is feeling extremely ambitious, they could even have some aesthetic bonuses entwined with the update. Items like the Preserved Queen Bee have already experimented with adding aesthetic buffs to accessories, but they have been haphazard at best. They could easy add an Aura tab to the wardrobe that hosed all your aesthetic buffs (rime-rimmed waterbreather, colored refractor, etc). Different Legendary jewel sets could unlock different effects based on their gem type, but all of them would be optional thanks to the wardrobe.

And finally, while we’re feeling bold, they could add Grandmaster Chef with 24 hour food buffs. Just saying.

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Posted by: Azrael.4960

Azrael.4960

For legendary trinkets, the gifts are going to have to be involved. What you’ve suggested is something far more OP than any of the legendary weapons we have now given the ease of obtaining them using your process.

Legendary accessories will need to factor in
Gift of Exploration
Gift of Magic
Gift of Might
Icy runestones

A Xunlai ingot should probably be something like
20 Silver ingots
20 Gold ingots
20 Platinum ingots
(20 of each because of the higher abundance of these ores)
and 1 Lump of mithrilium to keep it consistent with Deldrimor steel.

To make an Ascended jewel would take 2 Xunlai ingots (to make an Electrum Filligree), 3 globs of dark matter and 3 Exquisite Jewels (requiring the appropriate orb, orichalcum filligree and ectoplasm recipe).

The Setting would take 2 more Xunlai ingots as will a Band and a Hook while a Chain would take 3 ingots.

To make the final piece would be something like
3 Ascended jewels
1 Setting
1 Chain/Band/Hook
1 Vision crystal

The final tally of parts for a full set of jewels needed would be fairly consistent with ascended armour and weapons and totally consistent with Jewelry making

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Posted by: Linken.6345

Linken.6345

For legendary trinkets, the gifts are going to have to be involved. What you’ve suggested is something far more OP than any of the legendary weapons we have now given the ease of obtaining them using your process.

Legendary accessories will need to factor in
Gift of Exploration
Gift of Magic
Gift of Might
Icy runestones

A Xunlai ingot should probably be something like
20 Silver ingots
20 Gold ingots
20 Platinum ingots
(20 of each because of the higher abundance of these ores)
and 1 Lump of mithrilium to keep it consistent with Deldrimor steel.

To make an Ascended jewel would take 2 Xunlai ingots (to make an Electrum Filligree), 3 globs of dark matter and 3 Exquisite Jewels (requiring the appropriate orb, orichalcum filligree and ectoplasm recipe).

The Setting would take 2 more Xunlai ingots as will a Band and a Hook while a Chain would take 3 ingots.

To make the final piece would be something like
3 Ascended jewels
1 Setting
1 Chain/Band/Hook
1 Vision crystal

The final tally of parts for a full set of jewels needed would be fairly consistent with ascended armour and weapons and totally consistent with Jewelry making

We already have weapons that need exploration why would trinkets and later armor need it to unless they make materials to get exploration gift easier to come buy some people only want to play 1 char and that will leave them with 2 legendarys totaly as it stands now.

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Posted by: Shriketalon.1937

Shriketalon.1937

For legendary trinkets, the gifts are going to have to be involved. What you’ve suggested is something far more OP than any of the legendary weapons we have now given the ease of obtaining them using your process.

The gifts would only be involved if there is some degree of prestige associated with the jewelry.

Since there is nothing “OP” whatsoever with a simple stat item that is completely hidden, the legendary change is purely a quality of life improvement. If no one can know that you are wearing legendary accessories, there is absolutely no reason to demand incredibly high costs. In the outline I describe above, it is purely a functionality buff for the sake of pure convenience, and therefore no reason to give it a massive price tag.

Now, if legendary accessories DO carry an aesthetic component such as auras or shading, that would justify a price hike. But that is its own separate system to be debated.

Legendary weapons involve gifts and runestones because of the prestige factor of their skins. Stat swapping was added later as a bonus. If there is no prestige factor, there is zero reason to demand an absurdly high price tag for a pure quality of life boost.

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Posted by: Azrael.4960

Azrael.4960

For legendary trinkets, the gifts are going to have to be involved. What you’ve suggested is something far more OP than any of the legendary weapons we have now given the ease of obtaining them using your process.

The gifts would only be involved if there is some degree of prestige associated with the jewelry.

Since there is nothing “OP” whatsoever with a simple stat item that is completely hidden, the legendary change is purely a quality of life improvement. If no one can know that you are wearing legendary accessories, there is absolutely no reason to demand incredibly high costs. In the outline I describe above, it is purely a functionality buff for the sake of pure convenience, and therefore no reason to give it a massive price tag.

Now, if legendary accessories DO carry an aesthetic component such as auras or shading, that would justify a price hike. But that is its own separate system to be debated.

Legendary weapons involve gifts and runestones because of the prestige factor of their skins. Stat swapping was added later as a bonus. If there is no prestige factor, there is zero reason to demand an absurdly high price tag for a pure quality of life boost.

How a legendary trinket would be presented is up for debate, whether there be some sort of aura or what have you. However, by its nature a legendary would have to have something that makes it stand out and that involves costly and time consuming materials.

I agree that the cost of manufacturing each piece of legendary armour as if each were a legendary in its own right would be prohibitive. i.e. requiring 6 Gifts of each type for armour and 5 for trinkets and 1 more for a back piece.

I could, however, foresee that legendary armour would be crafted as a set, like the satchels of armour you can get. In that way, you would only require 1 set of gifts for a set of light, medium or heavy. Adding effects for armour wouldn’t be out of the question as many armours already have effects

A Legendary trinket set would probably also be made the same way, what effect that could have is a debate in itself.

However, I believe the way I’ve surmised how ascended trinkets could be made stands to reason

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Posted by: Cherokeewill.7504

Cherokeewill.7504

How a legendary trinket would be presented is up for debate, whether there be some sort of aura or what have you. However, by its nature a legendary would have to have something that makes it stand out and that involves costly and time consuming materials.

I agree that the cost of manufacturing each piece of legendary armour as if each were a legendary in its own right would be prohibitive. i.e. requiring 6 Gifts of each type for armour and 5 for trinkets and 1 more for a back piece.

I could, however, foresee that legendary armour would be crafted as a set, like the satchels of armour you can get. In that way, you would only require 1 set of gifts for a set of light, medium or heavy. Adding effects for armour wouldn’t be out of the question as many armours already have effects

A Legendary trinket set would probably also be made the same way, what effect that could have is a debate in itself.

However, I believe the way I’ve surmised how ascended trinkets could be made stands to reason

Legendary is just Ascended by another name. The only thing that makes Legendary Weapons legendary is the special visual effect and the fact that the stats can be changed at will. With Legendary trinkets, visual effects would start to overlap and then we’d hear QQ about wanting to be able to toggle effects on and off.

I’d rather just get the possibility to craft my own trinkets than worry about the Legendary name at this point. But, if we were to somehow get Legendary trinkets, why not make them in the Forge. Place four ascended trinkets of differing stat values (purchased, looted or crafted) into the Mystic Forge and then you receive a “Legendary” trinket with a variable stat box that can be changed any time out of combat.

The idea is that Legendary is BiS for the game and currently that means that stats are insignificant compared to prestige or ascetic and should not be tied to the Legendary item.

And for all of those Fractal runners with a glut of trinkets, make them salvageable or vendorable.

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Posted by: Thaddeus.4891

Thaddeus.4891

Legendary are first and foremost about the look, not the capability to swap stats. I can see like a legendary amulet that can swap stats and give an effect, but not all trinkets.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Brother Grimm.5176

Brother Grimm.5176

OPs recipe is FAR to simple for a Legendary item….

I do like the idea of Legendary trinkets, but I’m not sure they should be crafted (maybe MF ingredients need 500 Jewelry to craft).

We go out in the world and take our chances
Fate is just the weight of circumstances
That’s the way that lady luck dances