We want Zealot Amulet for HoT

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Posted by: Diovid.9506

Diovid.9506

Forum bug squashed.

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Posted by: Sunshine.5014

Sunshine.5014

I want:

+1050 Power
+1050 Toughness
+560 Vitality
+560 Healing Power

Gray out the HP for future condition damage
Already quit PvP. Just log in here and there to troll.

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Posted by: bloodpyrope.8630

bloodpyrope.8630

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

Sigil of Cleansing

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Posted by: Serious Thought.5394

Serious Thought.5394

Marauder setup with stats:

Major Power/condition damage
Minor Ferocity/healing power

Pleeeeeease.

Worst Thief in the world, yes I am.

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Posted by: Burtnik.5218

Burtnik.5218

Dire amulet – condi dmg/toughness/vit pleasee

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: Nike.2631

Nike.2631

Trapper runes could be interesting.

Trapper runes are gonna be huge on Dragonhunters in WvW. I totally want to see that in sPvP also.

People have been bad mouthing traps relentlessly. I want to shove those complaints back down their throats.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Proven.2854

Proven.2854

Almost anything with Precision primary.

Call me Smith.

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Posted by: Teutos.8620

Teutos.8620

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

Except Dire Amulet and Perplexity Runes, I don’t think there is a reason to not add them all to PvP.

Specially, I would love to test out the Sinister Amulet in PvP (Maybe also in a 4 stats version: Primary Stats Condi damage and Power, secondary stats vitality and precision).

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

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Posted by: Zende.1704

Zende.1704

Sinister and 4 stat sinister could be pretty cool!
Aside form that, having more customization (with amulet + jewel for example) would be awesome as a long term goal!

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Posted by: Ark.6839

Ark.6839

Adding Sinister stats to backpieces would be awesome too. So far none that I’ve seen have that option.

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Posted by: Diovid.9506

Diovid.9506

Adding Sinister stats to backpieces would be awesome too. So far none that I’ve seen have that option.

That’s part of a more general problem I think. Equipment (not just backpieces) that allows you to choose the stats have a limited range of choices (this problem was also present with the beta equipment).

Of the 26 stat sets the wiki has listed, only 10 are selectable on craftable backpieces.

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Posted by: XGhoul.7426

XGhoul.7426

Perplexity since you guys thought it was a good idea the first time around.

/s

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Posted by: Jekkt.6045

Jekkt.6045

what i would like are multi stats amulets like celestial

mainstat condition damage
vitality
healing power
toughness

mainstat power
precision
toughness
vitality
ferocity
maybe healing power (basically celestial without condi dmg, would be great for revenant)

oh and fix rampager’s amulet, it’s terrible right now (well it has always been..)
and add apothecary amulet, we currently only have settlers

another problem is that basically all amulets without vitality are obsolete…

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

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Posted by: Exciton.8942

Exciton.8942

Plz no. This game already has enough super sustain specs. We don’t need another one.

Zealot is hardly a super sustain spec.

Combining with Druid or scrapper or even maybe revenant. It can easily be one.
It basically only lacks condie damage. Good at everything else.

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Posted by: xBlack.4897

xBlack.4897

Plz no. This game already has enough super sustain specs. We don’t need another one.

Zealot is hardly a super sustain spec.

Combining with Druid or scrapper or even maybe revenant. It can easily be one.
It basically only lacks condie damage. Good at everything else.

With 0 toughtness and vitality you are both vulnerable to conditions and direct damage, the only way to mantain yourself alive effectively will be focusing on healing, playing passive and this will result in less dps pressure.
It can be effective only on the few specs that have a high base health pool and passive healing, so it’s not really a “super sustain amulet”.

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Posted by: Rising Dusk.2408

Rising Dusk.2408

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

I think of the remaining stat combinations that might yield interesting builds, Zealot’s, Sinister, Nomad’s, and Dire excite me the most, in that order. I agree that for the Zealot’s, it’d want to look a bit like Marauder’s with some Vitality present. Sinister would need something similar. Some bulk is just too critical in PvP scenarios.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Goatjugsoup.8637

Goatjugsoup.8637

please can we have sinister set and trapper runes, that type of play is perfect for stronghold but not as supported as it could be if those were an option

Most wanted in game additions: Beastiary, readable books

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Posted by: Voramoz.6790

Voramoz.6790

Apothecary stat. And Dire stat.

Whats up with ferocity? Can we get a stat that focuses on it? I know it has to have precision, too.

(edited by Voramoz.6790)

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Posted by: Henahax.1706

Henahax.1706

There are plenty runes and sigils which got into the game after launch which are not available in pvp.
I would like to see gimmicky ones like Rune of Radiance in pvp!

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Posted by: Skyline Crash.6254

Skyline Crash.6254

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

Rather than having one big amulet, make them several mini pieces of amulets so there is more customizability. Make it more like pve where you can choose to mix and match. Right now, amulets pigeon hole you to extremes that you may not want or may not be effective with your build/playstyle.

For example:

Slot 1: berserker amulet – 240 power 180 precision 180 ferocity

Slot 2: berserker amulet – 240 power 180 precision 180 ferocity

Slot 3: apothecary

Slot 4: cleric

Slot 5: soldiers

By going with 5 amulets, all you have to do is divide each amulets stats by 5 (since they are all divisible by 5 except for celestial, it would be 75.2 so either buff or nerf cele so that it would be a whole number)

(edited by Skyline Crash.6254)

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Posted by: Exedore.6320

Exedore.6320

Forsaken i.e. Power main stat / Healing Power / Toughness (which the wiki claims is a thing but which I haven’t seen in game anywhere).

It only exists on the “pick your stats” leveling items.

Kirrena Rosenkreutz

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Posted by: Loki.9412

Loki.9412

Why we have to be pigeonholed into these amulets anyway is beyond me, the flexibility allowed in WvW gear is perfect, and would allow much more build options for professions in spvp, keep the stat balance because this is good, so no advantage from ascended gear etc, but allowing freedom in stat spread is the way forward, allowing people to perfect how much offensive and defensive ability they want.

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Posted by: Watari.1037

Watari.1037

It only exists on the “pick your stats” leveling items.

May have been brought up in the past, but seeing this made me think of: What about a pick your own stats amulet, 4 drop down menus, top two are main, bottom two are secondary.. you choose which stats you want.

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Posted by: Loki.9412

Loki.9412

Or 3 if you want a higher amount of stats spread across less stats

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Posted by: Amante.8109

Amante.8109

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

It would be great to regain the ability to also choose your Jewel, rather than just the whole Amulet as it is now. It would allow for a wider variety of builds in what a lot of people feel is a stale meta with not enough options.

It also wouldn’t hurt to take another look at the Runes and Sigils that aren’t usable in SPvP. Perplexity staying restricted is a no brainer, but the others…

(edited by Amante.8109)

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Posted by: Azure The Heartless.3261

Azure The Heartless.3261

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

Trapper Runes.

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

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Posted by: No Pulse.2967

No Pulse.2967

Aristocracy runes would be a really nice addition as an alternative to strength/hoelbrak for condition builds. I’d also like to see Sinister amulet available in pvp (1200 condition damage/900 power/900 precision). You should also add Sigil of Cleansing to have another source of protection against condition damage.

Inactive member in Dark Renegatus [REN]
The Order of Calamity [OOC] is recruiting!
5/8 Champion titles

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

Trapper runes could be interesting.

Yes please, gives the ranger the ability to be like a theif. (+1 and good mobility between points)

May need to look into the ‘ghost’ theif build if you add it though. Not sure if it would be to strong but just frustrating in sPvP.

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: Skyline Crash.6254

Skyline Crash.6254

Trapper runes could be interesting.

Yes please, gives the ranger the ability to be like a theif. (+1 and good mobility between points)

May need to look into the ‘ghost’ theif build if you add it though. Not sure if it would be to strong but just frustrating in sPvP.

simple fix would be to make caltrops reveal

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Posted by: Soul.9280

Soul.9280

Suggestions for extra amulet choices:

+1050 power, +1050 healing, +560 vitality, +560 precision
+1050 power, +1050 healing, +560 vitality, +560 toughness
+1050 power, +1050 precision, +560 vitality, +560 healing
+1050 power, +1050 precision, +560 vitality, +560 toughness
+1050 condi, +1050 toughness, +560 vitality, +560 healing

There are a few themes here, but the main two are:

1) there are certain classes with innately low health totals that imho aren’t viable without some +vitality. So let’s give more amulets with 4 stats, one of which is +560 vitality to give those classes more viable options

2) there are a few classes that can potentially excel at healing, but they need more choices for +healing amulets (clerics and settlers are both flawed due to lacking +vitality and also due to being very low damage spec amulets).

Soul

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Posted by: Swiftwynd.1685

Swiftwynd.1685

Perplexity since you guys thought it was a good idea the first time around.

/s

I want them in, but rebalanced to be more fair across all game modes.

There really should be +45% “specific condition” runes for EVERY type of condition and boon. If a player wishes to specialize their build toward heavily favoring specific conditions or boons, I think it should be encouraged and allowed.

It creates better “peaks and valleys” of power if builds can favor more extremes than broad increases (e.g. why Celestial can be overbearing but Marauder feels more balanced, or heavy general condition or boon duration could be overpowered but just +45% to only Might isnt too bad.)

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Posted by: Swiftwynd.1685

Swiftwynd.1685

I’d honestly eventually just like to see a stat menu selection system with the following options:

3-Stat Configuration
Select a Primary and two Secondary stats, like our current three-stat amulet values.

4-Stat Configuration
Select Two Primary and two Secondary stats, like with Marauder.

Remove Celestial. Celestial generally favors only a few builds and classes, and leaves builds with no “real weakness” unlike the above two options. The above two options should offer what Celestial was really supposed to do: give hybrid builds more options.

This would be the simplest way to add on to the system in my opinion. If certain combinations are egregiously too strong, I’d rather review the stat system itself to see if systematic changes are needed rather than simply preventing certain combinations.

As it stands, Power-Precision-Ferocity are a bit too intrinsically linked, while Toughness is really not as valued as it probably should be.

I wouldn’t mind a PvP specific change so that base armor across all classes was reduced, while reducing the benefit of Power slightly and increasing the potency of Ferocity a tad. Basically, Power based non-crit builds against a player with low or no Toughness should be effective, and high power/crit/critdam builds should be very effective against low toughness builds, but moderate to high investments in toughness should be very valuable to protect against physical damage, at the cost of not protecting well against Conditions obviously without Vitality.

And healing power being underwhelming isnt news to anyone. It likely needs either additional functionality or scaling to be increased and base values to go down on things like Water Blast finishers and base heals across all classes.

Lastly, Boon Duration and Condition Duration really need to be standardized into proper Stats similar to Ferocity so that we can place these on Amulets and maybe change their values on Runes as well.

By pushing Boon/Condi Duration onto Amulet stats, we can remove some of the “Dire Stat” issues in which condi builds only care about maxing condi damage then dumping the rest into defense.

(edited by Swiftwynd.1685)

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Posted by: Jackalrat.5493

Jackalrat.5493

I’d like to see one like Marauder’s, but with the precision and ferocity swapped.

+1050 power, +1050 ferocity, +560 vitality +560 precision

For me an’ mah Reaper homies to kick it, yo.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

Honestly, all stat stats should be available in each hand mode. Dire, Zealot’s, Shaman in pvp, and Barbarian in pve/wvw. Also, a Vitality, power, healing power array would be great. Shamans but power based.

Fishsticks

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Posted by: Prisoner.2419

Prisoner.2419

A 3 or 4 item stat system would be perfect. Significantly increases build diversity without completely breaking balance, because the extremes are already defined in the current system. A multi-item system would even make it easier to add/test additional stat combinations, by locking new combos to specific slot(s) before introducing them fully. The current system just isn’t healthy for build diversity, and PvP as well as build creation are a lot less fun because of it.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

These are the combinations I tend to miss the most when picking an amulet when trying out builds.

  • Forsaken : +Power, -Toughness, -Healing Power
  • Captain: +Precision, -Power, -Toughness
  • Sinister: +Condition damage, -Power, -Precision
  • Cultist: +Condition damage, -Power, -Toughness
  • Dire: +Condition Damage, -Toughness, -Vitality
  • Apothecary : +Healing Power, -Toughness, -Condition Damage
  • Mercenary: +Power + Precision, -Toughness, -Vitality

Or we could go wild on this thing, and replace the amulet with:

  • Amulet alone for celestial
  • Amulet + 2 rings for 3 combination stats.
  • 2 Accessories + 2 rings for 4 combination stats.
    And let people freely pick any stats, and see if things break.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Alekt.5803

Alekt.5803

I’d like a settler with Condition Damage main stats.

Alerie Despins

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Posted by: Alekt.5803

Alekt.5803

Why we have to be pigeonholed into these amulets anyway is beyond me, the flexibility allowed in WvW gear is perfect, and would allow much more build options for professions in spvp, keep the stat balance because this is good, so no advantage from ascended gear etc, but allowing freedom in stat spread is the way forward, allowing people to perfect how much offensive and defensive ability they want.

That’s what I’d like too.

Alerie Despins

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Posted by: Shadowstep.6049

Shadowstep.6049

Please no dire. We don’t need that wvw plague in pvp.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

An amulet where you can choose the stats yourself (in addition to the existing ones) would solve a lot. There would have to be hard limits for each stat of course, but then ppl can tweak away to their hearts contents.

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: Gunlaugr.2716

Gunlaugr.2716

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

It would be interesting if you split stats into at least two items again, so we can have more build flexibility. The ‘’increased complexity’’ of having to choose two items to determine your bonus stats is far outweighed by the flexibility and variety in builds that would arise from such a change.

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Posted by: Ehecatl.9172

Ehecatl.9172

Runes of the Trapper would make Trapper Ranger/Druid amazing in Stronghold. It’d give staying power and escape options to a build that has none and suffers for it.

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Posted by: Loki.9412

Loki.9412

kitten extra runes, come to your senses for gods sake, we dont need them, we need a system where we can choose our own stat spread!

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Posted by: Archon.6480

Archon.6480

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

Yes, Please! For Druid and Core Ranger, alike:

Survivalist Amulet
+1050 Condition
+1050 Toughness
+560 Precision
+560 Healing

Rouge Amulet
+1050 Power
+1050 Condition
+560 Toughness
+560 Healing

Jade Quarry – Esparie
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons

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Posted by: BlackBeard.2873

BlackBeard.2873

On one hand, all the super-trolly tanky amulets (nomads, dire, etc) and stupid OP runes (perplexity, tormenting, trapper) would ruin pvp balance (and not in a good way)…

On the other hand, elite specs are already going to completely warp balance, and adding these other aspects to pvp could force them to get fixed (which would help wvw, where these things have destroyed many aspects of that mode).

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Posted by: Anastasis.7258

Anastasis.7258

1050 Power
1050 Precision
560 Vitality
560 Healing Power
_________________
1050 Healing Power
1050 Power
560 Vitality
560 Toughness
__________________
1200 Healing Power
900 Vitality
900 Toughness
__________________
1050 Condition Damage
1050 Toughness
560 Vitality
560 Healing Power

A lot more combination will make more builds viable, and also some specific Amulet can define certain rules. (Ex. Pure tank with healing power/vitality/toughness)

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Posted by: Serdoc.7261

Serdoc.7261

Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?

Trapper runes would be awesome in sPvP

I’m not sure, can you, umm…. do that again? ROM – 2015
#allisvain

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Posted by: Phaeton.9582

Phaeton.9582

+1 for zealot.


Phaatonn, London UK

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Posted by: Bezagron.7352

Bezagron.7352

A sPvP Stat Value Balance Pass
With the discussion of new sPvP amulet stat combinations if go me looking at existing stats & stat values. Before the introduction of the 4 stat amulets we had:

  • 1200
  • 900
  • 560 (Celestial Only)

With the introduction of 4 stat combinations we received:

  • 1050

One outstanding component which seems slightly out of balance to me is the overall stat point values the different stat combinations provide:

  • 7 stats (Celestial) providing 3920 overall stat points.
  • 3 stat combinations providing 3000 stat points.
  • 4 stat combinations providing 3220 stat points.

Another factor was that 3 stat combinations feel alot weaker for sacrificing enhancement of more stats which was further highlighted for me with the introduction of 4 stat combinations. From this I felt 1200 & 900 were no longer correct stat values for sPvP amulets. So I played alittle bit with some maths which got me looking at Precision & sPvP stat interaction. So some maths:

  1. Started with wanting 100% crit-chance.
  2. Subtract Furies +20%, leaving 80% as a stat goal

  • 100% – 20% = 80%
  • ((80*21) + 916) – 1000 = 1596
  • 1596 – 175 = 1421 (Rune set bonus)
    —- Number clear up & working back to %—-
  • ((1400 + 175) + 1000) – 916/21 = 79%

So after some playing around with the numbers I arrived at a value of 1400. This plus rune set & fury provides 99% Crit-Chance. Which I felt worked out quite nicely. Testing 1050 & 560 provided these values without fury or the rune set bonuses:

  • 1400 = 70.67% Crit-Chance
  • 1050 = 54% Crit-Chance
  • 560 = 30.67% Crit-Chance

Which can be seen as almost a 20% enhancement at each step while still have reasonable clean numbers. But it gets even more interesting when you start to look at overall stat point values with the below designed sets:

  • 3 Stat Combination = 1400, 1050, 1050
  • 5 Stat Combination = 1050, 1050, 560, 560, 560
  • 7 Stat Combination = 560, 560, 560, 560, 560, 560, 560 (Celestial)

What you get for total overall stat points are:

  • 3 Stat Combination = 3500
  • 5 Stat Combination = 3780
  • 7 Stat Combination = 3920

What can be seen in sacrificing 2 stats to only have 5 stats is -140 overall points & lose another 2 it becomes another -240 overall points. Creating this an interesting symmetry between these differing stat values. I also feel the overall difference between the different stat combinations are alot more balanced.

I propose changing sPvP amulets to either be 3 stat combinations or 4 stat combination only (with Celestial all 7 & the exception) with the internal stat values to be:

  • 3 Stat Combination = 1400, 1050, 1050
  • 5 Stat Combination = 1050, 1050, 560, 560, 560

I feel transferring to this design will allow easier translation of PvE & WvW builds & provide greater build diversity while also providing a unique gameplay feel for the difference stat combinations & making each of the stat allocations feel worthwhile .

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Posted by: NapTooN.6283

NapTooN.6283

I would prefer a Balance between the 3 different Stat Combinations. Changing the Values to:

  • 3 Stats: 1500 + 1000 + 1000 = 3500 (up from 3000)
  • 4 Stats: 1250 + 1250 + 500 + 500 = 3500 (up from 3220)
  • 7 Stats: 500 + 500 + 500 + 500 + 500 + 500 + 500 = 3500 (down from 3920)

Now to the question what Kind of amulet i would like Primary Ferocity, Secondary Prec/Healing