Amulets which could be added/changed

Amulets which could be added/changed

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Posted by: Silverkey.2078

Silverkey.2078

I would like to discuss with you a list of amulets which you think should be added/removed to promote build diversity without making anything broken.

The rules of current balance seems to be that you cannot have both more than 2 non-offensive stats, always at least one offensive stat as a major, no toughness + healing power, etc..

First, a few obvious (I believe) changes about existing ones:

  • Assassin is a worse version of berserker in all ways: it serves no purpose: remove it
  • Barbarian, cavalier and knight would be decent if they had power as main.
  • I don’t see the point of magi… but maybe someone can give me an example

Then, I would like a few more amulets with expertise and concentration:

  • Commander: Power, Precision, Toughness, Concentration
  • Diviner: Power, Concentration, Precision, Vitality (small change)
  • Something: Power, Condition damage, Vitality, Concentration
  • Something: Power, Precision, Ferocity, Expertise (similar to seeker)
  • Something: Power, Precision, Toughness, Expertise (similar to commander)
  • Vigilant: Power, Toughness, Concentration, Expertise (this one may not fit the rule which is why they removed it, but it is really far from OP)

Which other amulets would you like?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

First thing Assassin fills a niche role that Beeserker doesn’t, it helps for builds that rely on multiple hit attacks I.e Unload, Pistol whip, hundred blades, Rapid fire and so on, these aren’t " meta"and don’t see much use but what you are suggesting kills what little diversity there is. Just because you find no use for it does not mean there is no use for it.

Yes they should introduce more amulets it will increase diversity

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Posted by: Silverkey.2078

Silverkey.2078

First thing Assassin fills a niche role that Beeserker doesn’t, it helps for builds that rely on multiple hit attacks I.e Unload, Pistol whip, hundred blades, Rapid fire and so on, these aren’t " meta"and don’t see much use but what you are suggesting kills what little diversity there is. Just because you find no use for it does not mean there is no use for it.

Yes they should introduce more amulets it will increase diversity

How does it help for those builds? Do you mean because on some on-crit effects? If you actually think the amulet is useful, then by all means keep it.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Those builds rely on the multiple hit attacks from critting more often where it wil beeat out berserker damage/burst, I know P/P and S/P thieves benefit the most from Assassins Amulet in pvp, especially since those builds run CS that allows for really big burst from Unload and Pistol Whip, and those builds have been seeing a rise in use lately.

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Posted by: Silverkey.2078

Silverkey.2078

Those builds rely on the multiple hit attacks from critting more often where it wil beeat out berserker damage/burst, I know P/P and S/P thieves benefit the most from Assassins Amulet in pvp, especially since those builds run CS that allows for really big burst from Unload and Pistol Whip, and those builds have been seeing a rise in use lately.

Ok I think I get your point. Not really if you have multiple hits, since then you start to get statistics and berserker will beat assassin. But single big hits like backstab, yes, you would rather have reliable crits, even if they are slightly weaker. I guess that is why some thieves use rune of the daredevil.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Those builds rely on the multiple hit attacks from critting more often where it wil beeat out berserker damage/burst, I know P/P and S/P thieves benefit the most from Assassins Amulet in pvp, especially since those builds run CS that allows for really big burst from Unload and Pistol Whip, and those builds have been seeing a rise in use lately.

Ok I think I get your point. Not really if you have multiple hits, since then you start to get statistics and berserker will beat assassin. But single big hits like backstab, yes, you would rather have reliable crits, even if they are slightly weaker. I guess that is why some thieves use rune of the daredevil.

Thieves that run CS benefit greatly from Assassins stats since it increases ferocity and fury uptimes for them which provide bigger damage in Spvp for quick bursts I have compared the exact same p/p and S/P builds with zerker assassins and Marauders and Assassins pulls out a lot higher burst

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Posted by: charchar.2149

charchar.2149

Amulets need to go away and gear or selectable stats need to be implemented instead. I sort of remember that GW1 had pvp gear you could use that had top stats.

If amulets have to stay lets have custom amulets we can make ourselves.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Gw2 had great customizable stats originally but “it was too hard to balance”

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Posted by: Zintrothen.1056

Zintrothen.1056

I’d rather see concentration and expertise removed. They just make boon and condition builds unnecessarily strong, especially with conditions that are meant to be short lived, like confusion and especially torment. If you must keep those stats, you need to shorten the duration of the more powerful conditions. Confusion, torment, poison, and in some cases, bleeding and burning even have too much duration with expertise. And the only reason we don’t see the eternal boon builds we used to is because concentration only exists on two amulets that don’t have a single defensive stat. If they were on anything with either toughness, vitality or healing power, then boon builds would be better than ever, and their already strong. Same thing goes for condition builds that don’t use an expertise amulet. They’re already strong as is and adding to that strength is not going to help. Removing the option also doesn’t exactly help. So actually, don’t remove concentration and expertise. Just nerf conditions and boons…

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Posted by: Silverkey.2078

Silverkey.2078

I’d rather see concentration and expertise removed. They just make boon and condition builds unnecessarily strong, especially with conditions that are meant to be short lived, like confusion and especially torment. If you must keep those stats, you need to shorten the duration of the more powerful conditions. Confusion, torment, poison, and in some cases, bleeding and burning even have too much duration with expertise. And the only reason we don’t see the eternal boon builds we used to is because concentration only exists on two amulets that don’t have a single defensive stat. If they were on anything with either toughness, vitality or healing power, then boon builds would be better than ever, and their already strong. Same thing goes for condition builds that don’t use an expertise amulet. They’re already strong as is and adding to that strength is not going to help. Removing the option also doesn’t exactly help. So actually, don’t remove concentration and expertise. Just nerf conditions and boons…

For expertise, note that none of the amulets I suggest have both condition damage and expertise. The point is that conditions are really 2 different things:

  • a source of damage
  • a debuff, on par with boons

The amulets I suggest are the ones meant for builds using conditions as debuffs. Conditions can really be a form of support in a sense, and those amulets would allow that to happen. I suspect they won’t see too much use overall, but I can think of a few builds which could be interesting with them.

As for boons, I think we all agree boons got out of hand, but it is mainly because they evolved to something you don’t need to invest in. Allowing those amulets would also allow a general duration cut on most of the boon output. On the contrary, now having good boon output would be because you sacrificed something else (healing power, vitality, etc..).

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Posted by: Menyus.4610

Menyus.4610

I recebtly quit wvw because of boon aids, dont introduce them in pvp please, there arr already problems with it rev starting with 11 might, fury, perma stability and protection oh god protection is extremely strong and classes with high acess to it shouldt do weakness -.- 33% inc damage, enemy doing less by 50% and bamm thats how my thief does 630 critical wildstrike

I got a warn cos using cancer so i changed it to aids hope you appreciate my effort anet

(edited by Menyus.4610)