New infusions
probably they want you to use 2 pieces of +15AR infusion on each of the attuned ring….
Archeage = Farmville with PK
Then I’m still 20 short.
you don’t need the 15 infusions. 3 10’s and 2 11’s will do
probably they want you to use 2 pieces of +15AR infusion on each of the attuned ring….
If they just wanted you to use +15AR infusions than they wouldn’t have gave you the option of getting the +7 infusions. It is fairly clear that they expected you to get +7 infusions for high level fractals. They should add a mystic forge recipe where you can combine the omini infusions with stats with +7 infusions to create a +7 infusion with the stats.
Additionally, do you know what +15 infusions cost compared to +10 infusions?
850 gold for 1 infusion vs 29 gold
Schrödingers Clone: PvP Mesmer
(edited by Xstein.2187)
of course i know the cost. that’s their point. gold sink.
Archeage = Farmville with PK
The Infusion System is in my hunble opinion absolutely one, that needs a complete overhaul and redesign, as it was implemented already from the ground up as somethign totally incomplete and not well thought out with the sole intention of being only a gold sink but not as something, that works functionally very well without ending up as a super grind for all players that makes all your choices obsolete, once you want to play with infusions in different game modes….
For PvE/WvW you want the Infusions, that give you better Stats
If this is too expensive for you for at least WvW or if you are a pure WvW Player, then you want those Infusions, that give you better offense or defense agaisnt NPC enemies at least.
For Fractals only in PvE so far you want to have the Agony Resitance.
The problem right from the start of the infusion System was, why I find that this system was right from its start total garbage and not well thought out is, that you have absolutely no way in this system to work on it to just get into your equipment ALL THE POSITIVE EFFECTS that you want, without that the different effects negate themself.
So I propose this following Redesign to the Infusion System:
Maximum amount of AR needed to complete Fractal Level 100 stays at AR150
Characters can have maximum 11 Items with AR Slots.
New Maximum AR a Infusion can reach is now 14 = 14*11 = 154.
However, Equipment receives now options to get inherent AR, so that you can reach 150AR also earlier without eleven 14AR Infusions, so that you can get free space for other new Support Infusions.
The equipment won’t get differentiated anymore in between offensive, defensive, support infusion slots and senslesss omni infusions.
This makes it also possible to remove tons of obsolete clone accessoires with exactly the same stats, but just the difference being the slot type for the infusion.
All clone accessoires, that had earlier the same stats stay like they are, just this totally unneccessary differentiation between infusion slots gets removed.
How should Equipment receive inherent AR?
By infusing equipment through the Mystic Forge
- Ascended/Legendary Equipment*
- Infusion Converter
- Infusion Orb
- Augur Stones
Put these 4 things together, and your Ascended Equipment that you put into theForge will receive +5 inherent AR.
So with 11 Equipments counting (as Aquabreathers just replace the Headgear and don’t count as 12th Equipment), this means, we can get inherent 55 AR
55/14 = roughly 4 Infusion Slots you can free up then for Support Infusions.
—-
Now comes the big change on the Infusion System.
Infusion Types don’t work now anymore as own Upgrades, that take away the Slot Space for the other Infusion Types that are needed for other Game Modes.
Infusions work under my proposal as Equipment Effect Unlocks, which automatically exchange themself out the moment you change the game mode you play.
This includes also inherent Equipment Boni you receive from infusing Equipment.
——
A full example of how this will work out:
1) Player receives an Ascended Chest Piece Armor through crafting. It starts out just with its slightly better Stats than Exotic Gear and has yet no inherent Bonus Effects unlocked, nor any fused Infusions attached to it, so no Infusion Slots
2= Player puts the ascended Chest Armor with an Infusion Converter, an Infusion Orb and and Augur Stones into the Mystic Forge to infuse the Equipment, so that it gets its inherent Bonus Effect unlocked. What kind of Bonus Effect you unlock, is reliant on what kind of Infusion Orb and what kind of Infusion Converter you put into the forge and how many Augur Stones you put into it.
3) After infusing your Equipment for the first time, it will unlock 1 of maximum 3 Infusion Slots Ascended/LegendaryEquipment can have.
4) Lets say we made by now everythign to max out our AR through Equipment Infusion, then we have now an inherent 55 AR, and need 95AR more to max out our AR to be able to survive FL100 and complete it.
As Point 3 mentions it, everytime we infuse Equipment, it receives 1 Infusion Slot.
So Equipment that got 3x infused, has 3 Infusion Slots. Means, we can have a total of 33 Slots, if we infuse all 11 Equipments (as a side mention, Weapons won’t be infuseable anymore, players who put infusions into them will receive them just back)
These 33 Slots, are divided through 3 Game Modes.
11 Slots for PvE
11 Slots for WvW
11 Slots for PvP.
So to get the needed 95AR more to max out AR for Fractals, you need to put into 10 of those at least a +9 Infusion and in 1 of it a +5 Infusion, or you put into 6 of them a +14 Infusion and into a 7 a +11 one, leaving you as said with 4 free Slots for PvE related Support Infusions.
5) The same thing counts then so for WvW and for PvP, just that WvW and PvP don’t work with AR, but with other values.
WvW works with “Battle Presence”. Maximum BP is here also 150.
So higher your Battle Presence is, so more WExp do you earn. +3,334%WExp per BP.
Means for example with 150BP doing successfully a Keep Flip that usually gives 1000 WEXp will give you then 5000 WExp ending up in a guaranteed Rank Up. for you.
PvP will work therefore instead with Reward Track Bonus, so if you have 150 RTB, you earn 5x more points towards your chosen PvP Reward Track, than someone with not such equipment.
6) What kind of Support Infusions will this proposed System provide?
In PvE we already know them. We have there Support infusions, which increase eather the gained Exp from Enemy Kills by 20%, we have the Infusion that increases gained Karma from Events, we have the Infusion that increases gained Money from Enemy Kills. And new will be now under this System as Support Infusions those ,which increase the Stats of our Character or add other benefitial Side Effects based on which Rune Set we use or which Sigils we use. So called Stat/Effect Expander Infusions.
In WvW we will see therefore Support Infusions for example, that make you repair more effectively or that let you revive more effectively NPCs or expand your WvW Traits and enable you to use Class Specific WvW Traits
In PvP the Support Infusions enable you to gain also Karma/Gold from Player Kills or to unlock access to some otherwise not getable PvP Reward Tracks. And theres for PvP a Support Infusion, that gives you acces to the feature to unlock randomly not yet unlocked Skins for your Wardrobe(Gemstore Stuff not included) for your account whenever you complete a PvP Reward Track, so with that infusion in your euipment, your PvP character becomes for you the way to get slowly, but surely all the skins you want for your account..but you have to battle for it… instead of grinding thousands of thousands of gold in PvE to get what you want from TP or so …or hope on RNGeesus to get a lucky drop. This kind of gameplay already existed in GW2 in a similar way, when AP chests had in the past the feature of unlocking randomly for your account skins… this needs to return and PvP Support Infusions I think are the best option for that.
—-
List of Support Infusions PvE/(partwise also WvW):
- Gilded Infusion = Increases Gold from Monsters +20%
- Karmic Infusion = Increases Karma from Events +15%
- Experienced Infusion = Increases gained Exp from Kills +20%
- Magical Infusion = Increases Magic Find +20%
- Strengh Infusion = Increases your Power by 1%
- Health Infusion = Increases your Vitality by 1%
- Defense Infusion = Increases your Toughness by 1%
- Sight Infusion = Increases your Precision by 1%
- Mentality Infusion = Increases your Concentration by 1%
- Wisdom Infusion = Increases your Expertise by 1%
- Malign Infusion = Increases your Condition Damage by 1%
- Sigil Expander Infusion = Adds a special Bonus Effect to your used Sigils.
- Rune Expander Infusion = Adds a special 7th Bonus Effect if you use a complete Rune Set
- Guild PvE/WvW Infusion = Gain 1 more Guild Commendation when you do successfully PvE/WvW Guild Missions
These Infusions come now all with Rarity Tiers ranging from Fine to Legendary.
the Listed Effects are all from Fine Versions.
Masterwork for example raises Stats by +2%
Rare then by +3%
Exotic by +4%
Ascended/Legendary +5% and used Legendary Support Infusions unlock for you one of up to 4 different new Skill Skin Sets which will change how your Utility Skills will look like, for example a Necromancer using legendary Support Infusions can unlock this way Skill Skins that let their Minions look different.
List of Spport Infusions for WvW unique:
- Attack Infusion = Deal 1% increased Damage agaisnt WvW NPCs
- Resistance Infusion = Receive 1% lesser Damage from WvW NPCs
- Carrier Infusion = Raises your maximum Weight of Supply you can carry by +1
- Experienced WvW-Infusion = Raises WExp from WvW Kills by 20%
In case of them, increases the rarity also the effectiveness in case of the+1% infusiuons on ascended rarity to a maximum of +5%
The Carrier Infusion also inceases to a maximum of +5, enabling you with for example 4 of them to have +20 more Supply maximum with you, so a player who goes for this, can become able to completely build up for example a Siege Weapon like a Ram or a Catapult by themself alone or is able to use multiple traps, before they run out of supply to prepare and lay quicker on the ground some kind of mine field.
In regard of the WExp infusion named here, each rarity increases the gained WExp by +7,5%, so with a Ascended Experienced WExp-Infusin alone you could increase your on kill Wexp by +50%. With four of them you’d directly get +200% making killing quickly alot of enemies so much more rewarding for you.
List of Support Infusions for PvP
- Gilded PvP Infusion = Gain now from PvP Player Kills Gold (1 Silver)
- Karmic PvP Infusion = Gain now from PvP Player Kills Karma (500 Karma)
- Guild PvP Infusion = Gain +1 Guild Commendations more when doing successfully PvP Guild Missions
- PvP Sigil Expander Infusion = Adds a special PvP balanced effect on your used Sigils
- PvP Rune Expander Infusion = Adds a special 7th PvP balanced effect on your used Rune Set.
- PvP Tracker Infusion = Unlocks Access to a new PvP Reward Track (one time useable only)
- Elite PvP Tracker Infusion = Unlocks Access to a new PvP Reward Track (one time useable only)
- Fashion Infusion = Enables you to unlock randomly not yet unlocked Skins for your Account that isn’t part of the Skins you can unlock with any other Reward Track whenever you complete a PvP Reward Track (onetime useable only
PvP Infusions are different, the one tiem useable ones exist only as ascended rarity, while only the Gilded/karmic PvP Infusions exist as fine to legendary infusions.
In regard of the rarity and the expander infusiion,s doe the rarity affect the efficiency of the added new effect.
PvP Infusions have to be unlocked step by step through paying Gold and that new pvP currency, that is now also part of craftign legendaries.
—-
All Infusions, regardless of which Game Mode Type can be attacked to one and the same Equipment, but in order to unlock the needed Slots for the infusions, players need either to play first PvE and unlock the slots through Equipment Infusion, or players have to pay in WvW larger amounts of Badges of Honor to a WvW Smith at the Mystic Forge to that he upgrades your Equipment or PvP Players have to pay some Gold and that new pvp currency to let the PvP smith at the mystic forge upgrade their equipment to add new Slots.
The difference here is only. only the WvW/PVP smiths allow players to unlock Slots for any game Mode of choice.
When you throw your stuff onto the PvE Mystic Forge to Zomorros, there you will always unlock first the PvE related slots..
So if a player puts the effort into it, a player can work on equipoment getting together 33 slots, so that the player can have for that character for all game modes at the same time a the fittign effects active, without that the player needs to have multiple different equipment sets for each game mode …but instead just 1 equipment set, that can have together enough slots for all 3 different modes together, so that the game then just needs to decide based on which mode you actually play, which of the slots need to be active at the moment and which not !!
you don’t need the 15 infusions. 3 10’s and 2 11’s will do
When minmaxing stats, you are looking at 65 AR from using the +5 stat +5 AR Infusions in every Defensive/Offensive slot (an added +5 if you opt away from a Utility- slot and Infusion on the Amulet). E.g., I have all Versatile Precise Infusions in my armor (as the slots are Defensive) and a mix of Precise and Versatile Precise on my jewelry, so that I can reach 60% Critical Hit Chance and with that 100% (on Revenant/Herald) through Fury while using mainly Berserker equipment. (My weapons use Mighty Infusions for added Power.) This is a huge investment of Gold on my part, and one I gladly did as well over these past years, but it is admittedly a bit annoying that they seem to have neglected an upgrade recipe to make them into +5 stat +7 AR as well. Your proposed 52 AR will fall very short of the recommended 150 for Fractal Lv.100 to put it like that. 33 AR short in fact.
There is that +10 AR Potion one could use of course, which will lessen the required AR that tiny bit more, but you still need to come up with 70-75 AR spread over 5 Agony Infusion slots. You see how that starts becoming a bit problematic? That’d be around five +15 required. Pretty steep.
Seafarer’s Rest