(edited by infantrydiv.1620)
Can we get some functioning amulets?
I also made a thread suggesting changes to a few amulets listed below, didn’t get much traction though.
Good luck with yours.
Countless
http://www.Twitch.tv/BringYourFriends
I want an amulet with
+1200 Power
+900 Condition Damage
+900 Ferocity
ples gib
Just break the current amulets into 3 items, let players mix and match with the existing prefixes. No need for an endless combination of amulets.
Just break the current amulets into 3 items, let players mix and match with the existing prefixes. No need for an endless combination of amulets.
I’d be all for that, but I’m pretty sure Arenanet has decided that for viewership purposes, having single named amulets is the way they want to go unfortunately…
I’d be all for that, but I’m pretty sure Arenanet has decided that for viewership purposes, having single named amulets is the way they want to go unfortunately…
Gameplay and fun leads to viewership. Restricting stats in PvP drives people away.
Delete celestial. Force everyone to spec one way or another.
Yes to all of these
I’d be all for that, but I’m pretty sure Arenanet has decided that for viewership purposes, having single named amulets is the way they want to go unfortunately…
Gameplay and fun leads to viewership. Restricting stats in PvP drives people away.
Then you’ll have people wondering why their X X X stat build isn’t working, the game would be more complexed, and the meta would still exist which would mean absolutely nothing changes in the end.
But ya what infantry said, you wouldn’t have that Name brand we have now that’s basically a must for viewership.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
Elementalists usually stuggle outside Celestial. It is because they lack the stat diversity required.
Great suggestions. Yes, please.
I also made a thread suggesting changes to a few amulets listed below, didn’t get much traction though.
Good luck with yours.
Countless
Well, I think that Vipers and Sinister will see some amount of play and aren’t terrible amulets, but I do agree we need more hybrid condition damage amulets with less min-maxing.
I agree with this. We need fewer extreme amulets and more diverse amulets stats.
Already quit PvP. Just log in here and there to troll.
yes please!
i want a marauder variant!
Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitality
replace ferocity with toughness!
We should have only celestial.
yes please!
i want a marauder variant!
Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitalityreplace ferocity with toughness!
This one looks good, I’ll add it to the list.
yes please!
i want a marauder variant!
Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitalityreplace ferocity with toughness!
This one looks good, I’ll add it to the list.
yay thanks!
well we need to keep on making noise.
hopefully we’ll get better amulets eventually.
I want this
+1050 power
+1050 precision
+560 ferocity
+560 toughness
Call it ‘the medium armor medium hp classes wet dream amulet’
I want this
+1050 power
+1050 precision
+560 ferocity
+560 toughnessCall it ‘the medium armor medium hp classes wet dream amulet’
ah yes exactly!
another marauder variant!
lets call it bandit’s amulet perhaps?
Bandit’s Amulet
+1050 power
+1050 precision
+560 ferocity
+560 toughness
Some more variation would be nice.
It would also be nice if they changed magi amulet/gear in both PvE & PvP.
If it gave power instead of precision I and many other people would gladly use it.
As is nobody ever uses it for PvE or PvP because precision as the sole offensive stat is useless.
I want a revised Minstrel stat set back! Support-y with boon duration.
^ I requested Minstrel’s stats being changed to either Power, Healing and lesser Vit + Boon Duration or Power, Healing and lesser Toughness + Boon Duration for both PvE and PvP. In PvE that new stat combination sees no use whatsoever because it lacks Power or Condition Damage, for PvP current combination is too cheesy. Just change it.
On topic: I agree on those. With new Amulets around, we could see more builds that aren’t Celestial.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
How about
“Harbinger”
1050 power
1050 ferocity
560 vitality
560 toughness
Herald of Ventari
Why not allowing to players a certain amount of point that they can spent between the different caracteristics? The point is to decide how much point, because in thy way cele will be nerf (more point actually than the others) but the diversity of builds Will be improve. But this idea have to be worked with some limitations to limit the ultra tanky builds (like minestrel stat) or the running of one or two stats.
(edited by epouvante.7392)
How about
“Harbinger”
1050 power
1050 ferocity
560 vitality
560 toughness
Generally I don’t think amulets with a ton of ferocity and no precision are very good. They have marginalized uses like in Moment of Clarity ranger builds and Daredevil crit dodge builds
Or, instead of adding more amulets that either invalidate or are invalidated by previous amulets, we could implement a 3 or 4 item stat system and have some real stat diversity.
some classes like elementalists could really use some other choice than celestial.
and then amulets have one flaw that stacking vitality and toughness is pretty much useless, I mean that compared to damage resistance or hp you get very little, it’s only useful if you can stack boons like protection or aegis or evade and you have very good condi removal. other than that it’s pretty much gogo marauder go since you’ll have just enough hp to survive and then you just hope you do enough dmg to kill everything before they get you.. of course it’s not that simple always but in many cases yes.
It makes me wonder why my necromancer with soldier amulet (in full hp RS) dies in less than 3 seconds. Does that amulet really do anything. Just for example.
Try bumping this thread just before next expansion release, then you may get some response.
Why not allowing to players a certain amount of point that they can spent between the different caracteristics? The point is to decide how much point, because in thy way cele will be nerf (more point actually than the others) but the diversity of builds Will be improve. But this idea have to be worked with some limitations to limit the ultra tanky builds (like minestrel stat) or the running of one or two stats.
Or, instead of adding more amulets that either invalidate or are invalidated by previous amulets, we could implement a 3 or 4 item stat system and have some real stat diversity.
As was already stated above, I (and others) believe that Arenanet wants to keep the amulet system for viewership reasons. More balanced hybrid amulets would help alleviate the problem that we have currently which is that celestial and marauders are almost always the way to go.
Hmm I’m going to try out some wanderer builds soon… but as of now vipers is really cool but only works on classes that can spam active defenses…
Taking a break from GW2 to play various
Nintendo games..
Hmm I’m going to try out some wanderer builds soon… but as of now vipers is really cool but only works on classes that can spam active defenses…
And that has a privileged health pool I must add. Looking at you, Revenants… Why do you have tier 2 health???
Delete celestial. Force everyone to spec one way or another.
Problem is we have only like 3 or 4 actually usable amulets depending on class. They actually need to give us some good 4 stat combinations, or let us choose from amulet+jewel(s) again like we could at the start of the game. Then the can nerf or even remove celestial.
Depending on your class you have very few viable amulet choices really:
Elementalists basically only have Celestial because it offers every stat you need. Marauder MAYBE, though not really unless for hotjoin. Condition amulets don’t really work because we’ll always need power because of how our weapons work too. And vitality+toughness.
Thieves work with marauder, maybe celestial or rabid/carrion.
Guardians are another class that are basically forced to have vitality as a stat on their amulet choice, like elementalists and thieves.
We really need better ways of distributing our stats, or they seriously need to rethink base health levels. 10k base health in an age where gunflame can crit for 20k is kinda unreasonable.
How about
“Harbinger”
1050 power
1050 ferocity
560 vitality
560 toughnessGenerally I don’t think amulets with a ton of ferocity and no precision are very good. They have marginalized uses like in Moment of Clarity ranger builds and Daredevil crit dodge builds
Actually any class with + crit traits or traits that guarantee crits can make use of them.
Engineer, guardian, warrior all have such traits.
For other classes though your right they are more or less crap.
Need to uproot the system and change how stats are determined. Whether it be the 3 item suggestion, the point allocation system (3000 points to use as you see fit), or something else. You might be right though, ArenaNet is determined to once again hold the game back for viewership purposes or some other unfortunate mindset. The viewers must really love it when they only see 2-3 amulets ever.
Also in the spirit of viewership, viewers must love watching top players stream pvp as they jump up and down objects while stuck in heart of the mist for half of their broadcast. Thanks again ArenaNet.
Zulu Ox Tactics [zulu]
(edited by Celtus.8456)
Yes, viewership numbers of under 2000 people for weekly tournaments…
One of the big problems for viewers is lack of roles. In the current meta, everyone can do everything reasonably well. Gone are the days when you had “bunker”, “sustained damage”, “burst”, “far-point assaulter” etc. If the casters can look at stat and trait choices and identify a role for a person, that’s good enough IMO. Go with any stat system that’s best for the player base.
(edited by Exedore.6320)
Yes, viewership numbers of under 2000 people for weekly tournaments…
One of the big problems for viewers is lack of roles. In the current meta, everyone can do everything reasonably well. Gone are the days when you had “bunker”, “sustained damage”, “burst”, “far-point assaulter” etc. If the casters can look at stat and trait choices and identify a role for a person, that’s good enough IMO. Go with any stat system that’s best for the player base.
Well, the first pro league had 7k viewers for EU and almost 3K for NA, which isn’t too bad. It was higher than I was expecting.
One of the biggest reason for lack of clearly defined roles is that celestial amulet is just too good compared to the tankier or more support oriented amulets which have less total stats and glaring weaknesses such as no vitality.
we need more actually useful amulets!
Other than Celestial/Marauders which are utterly dominating the meta, there is a lack of functioning condition or tanking amulets. We see occasional Carrion on Necromancers, but that’s about it.
There needs to be more 4 stat amulets with some toughness and vitality, as well as more hybrid-type amulets that allow for builds that can’t use all of celestial’s stats to do well. We already have all the burst type amulets we need with Sinisters, Berserkers, and Marauders.
New more useful amulets that would help in making viable options aside from Celestial and Marauder:
Medic’s Amulet: Basically a Cleric’s amulet but exchanging some toughness for increased Vitality.
+1050 power
+1050 healing power
+560 toughness
+560 vitalityWraith’s Amulet: Just a nice cross between Carrion/Rabid
+1050 condition damage
+1050 power
+560 toughness
+560 vitalityMercenary Amulet: Standard balanced power damage amulet, has been needed for ages.
+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 VitalityOccultist’s Amulet: An improved Rabid amulet for classes with very low HP.
+1050 condition damage
+1050 toughness
+560 vitality
+560 precisionSeer’s Amulet: More balanced Settler’s type amulet with less toughness.
+1050 condition damage
+1050 healing power
+560 vitality
+560 toughnessRaider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitalityGood luck seeing any of the amulets below ever in serious builds due to serious stat conflictions or redundancies. Very bad amulets which could most likely be removed:
Barbarian
Cavalier
Magi
Rampager
Vigilant
Seriously, I just made a thread about this and it was delete because of some troll. Anyways, Amulet are as useful as the trails that back them up. Without a revamp of all core specs, a of amulet will be usable.
Other than Celestial/Marauders which are utterly dominating the meta, there is a lack of functioning condition or tanking amulets. We see occasional Carrion on Necromancers, but that’s about it.
There needs to be more 4 stat amulets with some toughness and vitality, as well as more hybrid-type amulets that allow for builds that can’t use all of celestial’s stats to do well. We already have all the burst type amulets we need with Sinisters, Berserkers, and Marauders.
New more useful amulets that would help in making viable options aside from Celestial and Marauder:
Medic’s Amulet: Basically a Cleric’s amulet but exchanging some toughness for increased Vitality.
+1050 power
+1050 healing power
+560 toughness
+560 vitalityWraith’s Amulet: Just a nice cross between Carrion/Rabid
+1050 condition damage
+1050 power
+560 toughness
+560 vitalityMercenary Amulet: Standard balanced power damage amulet, has been needed for ages.
+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 VitalityOccultist’s Amulet: An improved Rabid amulet for classes with very low HP.
+1050 condition damage
+1050 toughness
+560 vitality
+560 precisionSeer’s Amulet: More balanced Settler’s type amulet with less toughness.
+1050 condition damage
+1050 healing power
+560 vitality
+560 toughnessRaider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitalityGood luck seeing any of the amulets below ever in serious builds due to serious stat conflictions or redundancies. Very bad amulets which could most likely be removed:
Barbarian
Cavalier
Magi
Rampager
VigilantSeriously, I just made a thread about this and it was delete because of some troll. Anyways, Amulet are as useful as the trails that back them up. Without a revamp of all core specs, a of amulet will be usable.
what was your deleted topic about?
Other than Celestial/Marauders which are utterly dominating the meta, there is a lack of functioning condition or tanking amulets. We see occasional Carrion on Necromancers, but that’s about it.
There needs to be more 4 stat amulets with some toughness and vitality, as well as more hybrid-type amulets that allow for builds that can’t use all of celestial’s stats to do well. We already have all the burst type amulets we need with Sinisters, Berserkers, and Marauders.
New more useful amulets that would help in making viable options aside from Celestial and Marauder:
Medic’s Amulet: Basically a Cleric’s amulet but exchanging some toughness for increased Vitality.
+1050 power
+1050 healing power
+560 toughness
+560 vitalityWraith’s Amulet: Just a nice cross between Carrion/Rabid
+1050 condition damage
+1050 power
+560 toughness
+560 vitalityMercenary Amulet: Standard balanced power damage amulet, has been needed for ages.
+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 VitalityOccultist’s Amulet: An improved Rabid amulet for classes with very low HP.
+1050 condition damage
+1050 toughness
+560 vitality
+560 precisionSeer’s Amulet: More balanced Settler’s type amulet with less toughness.
+1050 condition damage
+1050 healing power
+560 vitality
+560 toughnessRaider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitalityGood luck seeing any of the amulets below ever in serious builds due to serious stat conflictions or redundancies. Very bad amulets which could most likely be removed:
Barbarian
Cavalier
Magi
Rampager
VigilantSeriously, I just made a thread about this and it was delete because of some troll. Anyways, Amulet are as useful as the trails that back them up. Without a revamp of all core specs, a of amulet will be usable.
what was your deleted topic about?
Delete celestial. Force everyone to spec one way or another.
IMO, trim the stats and give them condi duration and boon duration. Lowers their damage, healing, and passive defense, but gives them better boons and conditions slightly by like 10-20%. would make it “more diverse” and lower its general power.
Bumping this up, since it’s probably one of two threads on this forum this month which are worth reading.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
maybe celestial could be revised a bit?
as mentioned by Caine.
Celestial (current)
+560 Power
+560 Precision
+560 Toughness
+560 Vitality
+560 Ferocity
+560 Healing Power
+560 Condition Damage
——————————
say if 10% boon & condition duration
we remove 30 from each, we get 30 × 70=210 surplus, say we buff it to 300 surplus, then give 150 (10%) to both concentration and expertise
Celestial (+10%)
+530 Power
+530 Precision
+530 Toughness
+530 Vitality
+530 Ferocity
+530 Healing Power
+530 Condition Damage
+150 concentration (10% boon duration)
+150 expertise (10% condition duration)
a small shave (-30) to overall stats, and a 10% increase in both boon duration and condition duration)
or introduce new celestial amulet?
maybe call it
Astral Amulet
+530 Power
+530 Precision
+530 Toughness
+530 Vitality
+530 Ferocity
+530 Healing Power
+530 Condition Damage
+150 concentration
+150 expertise
(edited by Deimos Tel Arin.7391)
maybe celestial could be revised a bit?
as mentioned by Caine.Celestial (current)
+560 Power
+560 Precision
+560 Toughness
+560 Vitality+560 Ferocity
+560 Healing Power
+560 Condition Damage
——————————
say if 10% boon & condition duration
we remove 30 from each, we get 30 × 70=210 surplus, say we buff it to 300 surplus, then give 150 (10%) to both concentration and expertiseCelestial (+10%)
+530 Power
+530 Precision
+530 Toughness
+530 Vitality+530 Ferocity
+530 Healing Power
+530 Condition Damage+150 concentration (10% boon duration)
+150 expertise (10% condition duration)a small shave (-30) to overall stats, and a 10% increase in both boon duration and condition duration)
or introduce new celestial amulet?
maybe call it
Astral Amulet
+530 Power
+530 Precision
+530 Toughness
+530 Vitality+530 Ferocity
+530 Healing Power
+530 Condition Damage+150 concentration
+150 expertise
this is such a stupid idea and such an obvious buff to celestial amulet. Anet just might hire you
maybe celestial could be revised a bit?
as mentioned by Caine.Celestial (current)
+560 Power
+560 Precision
+560 Toughness
+560 Vitality+560 Ferocity
+560 Healing Power
+560 Condition Damage
——————————
say if 10% boon & condition duration
we remove 30 from each, we get 30 × 70=210 surplus, say we buff it to 300 surplus, then give 150 (10%) to both concentration and expertiseCelestial (+10%)
+530 Power
+530 Precision
+530 Toughness
+530 Vitality+530 Ferocity
+530 Healing Power
+530 Condition Damage+150 concentration (10% boon duration)
+150 expertise (10% condition duration)a small shave (-30) to overall stats, and a 10% increase in both boon duration and condition duration)
or introduce new celestial amulet?
maybe call it
Astral Amulet
+530 Power
+530 Precision
+530 Toughness
+530 Vitality+530 Ferocity
+530 Healing Power
+530 Condition Damage+150 concentration
+150 expertisethis is such a stupid idea and such an obvious buff to celestial amulet. Anet just might hire you
thanks but the overall stats are reduce by 30 how is that a buff
I think celestial just needs a flat nerf across the board, and it could be updated to include expertise/concentration to make the power and condition damage stats even smaller.
I think celestial just needs a flat nerf across the board, and it could be updated to include expertise/concentration to make the power and condition damage stats even smaller.
hmmm but its 560 to all 7 stats!
unlike others which gives 1200, 1050 or 900 stats!
I think celestial just needs a flat nerf across the board, and it could be updated to include expertise/concentration to make the power and condition damage stats even smaller.
Celestial is mostly used by some classes like Elementalist who simply cannot take any other amulets for a balanced build.
I think celestial just needs a flat nerf across the board, and it could be updated to include expertise/concentration to make the power and condition damage stats even smaller.
Celestial is mostly used by some classes like Elementalist who simply cannot take any other amulets for a balanced build.
Perhaps if Celestial was nerfed, Elementalist would get buffed so that it could have builds that fulfilled different roles than just offensive tank support