at the moment we only have one of such types of sigil.
https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Strength
Superior Sigil of Strength
60% Chance on Critical: Gain Might (10 Seconds)
(Cooldown: 1 Second)
why don’t we have more ?
for example,
Superior Sigil of Vigor
60% Chance on Critical: Gain Vigor (1 Second)
(Cooldown: 1 Second)
Superior Sigil of Swiftness
60% Chance on Critical: Gain Swiftness (2 Seconds)
(Cooldown: 1 Second)
Superior Sigil of Regeneration
60% Chance on Critical: Gain Regeneration (1 Second)
(Cooldown: 1 Second)
Superior Sigil of Retaliation
60% Chance on Critical: Gain Retaliation (1 Second)
(Cooldown: 1 Second)
discuss!
it is fine and balanced.
conditions are easily removed or transferred around.
thanks evan for the updates and explanation!
celestial amulet is fine.
having a much higher total of allocated stats is fine, because each stat
is only 560,
not 1200, 560 is only 46.67% of 1200
not 1050, 560 is only 53.33% of 1050
not 900, 560 is only 62.22% of 900
if celestial pvp amulet is overpowered, then all 9 profession who uses celestial pvp amulet will be over powered.
however, this is not true.
for example,
my warrior who uses celestial pvp amulet still dies easily.
my thief who uses celestial pvp amulet cannot tank on a point.
wats wrong with having both 560 tohgness and vitality togethet ???
What are you talking about? Druid starts without celestial form, warrior starts without adrenaline.
The class mechanic that requires build up always starts without any built up.
druid starts with full celestial force
So the last League day is here. What are you gonna do with it? Try to grind the last few pips to Legendary? Quit PvP and go PvE? Or just go out and enjoy the sunny day?
:)
go out and enjoy the sunny day.
continue to play ancient domains of mystery (ADOM) on steam
Ok peeps we are obviously dealing with a troll here. Esp seeing half of the ignorant posts in this thread by said troll. 5 stat amulets just seems like something a god awful player would want that way they can play some more afk/buttonmash wars 2. There is a reason anet doesn’t want amulets with greater than 4 stats. 1 is cause it makes balance harder. 2 some classes can utilize the multiple stats better than others. Ele for example. I love my ele. But do I feel like it needs a tone down? Yea I do. Cele just is too good on this class. Why? Cause the class is built to optimize on the multiple stats. Esp through boons. Too many stats is just a mess to deal with for any dev on the balancing team. Anyways I said my part.
/end thread
boons will be countered hard by boon corrupt in the next patch.
i want my 5 stats amulet !!!!!
32%^
!#
%!%!
The Drunkard
1050 Concentration
1050 Expertise
560 Vitality
560 ConditionTakes Concentration to function, Expertise to do it right, Conditioning to keep going and Vitality for the fight.
necro will kill it with corrupt boons.
condition clear will make expertise useless.this build is useless!
I know that’s why it’s called The Drunkard!
Btw I really don’t want 5 stat amulets for reasons already said. There’s a reason why Cele is getting removed. Either it worked foe your class or it was OP. Buffing or nerfing a class around that amulet would have just unbalanced the game, removed build diversity and further disregard other amulets already in placed.
You can’t buff a class around 1 amulet while disregarding others. It’s one of the things why Anet is doing what they’re doing.
but 5 stats is not 7 stats!
and the 2 highest stat will only be 900, not 1050 or 1200 !
celestial is fine.
shame they removed it.
its okay, they can give us 5 stats amulets.
and why the kitten would you think otherwise?
Your Topic ask: do u want 5 stats amulet? how you name them?
My answer: NO, i don’t want.
If you can not see how, this is out of balance
the mediocre healer with some crit
900 power 900 healing power 560 precision 560 toughness 560 vitalityI can not help you anymore.
yes, i appreciate your feedback.
the mediocre healer with some crit
900 power 900 healing power 560 precision 560 toughness 560 vitality
and how is this out of balance?
there are only 5 stats, not 7.
highest 2 stats is only 900, not 1050 or 1200.
explain.
Really NO TANK YOU.
why not?
what is wrong with you all people !!!!
the problem is not with the amulets, but the profession !!!
when i try to play celestial tempest, i do not feel unkillable, because i am unable to play tempest properly !!!
the problem is with the profession, not the amulet!
there is nothing wrong with 5 stats amulets !!!
Cause celestial is the cause players are unable to learn how to play, and casual spam instead learn to watch enemy actions or use properly their cd.
The perfect example lies within tempests ( and other classes which have good healt pool and good sustain ).
You wan’t 5 stats?
Power, Condition,Toughnes,Precision,Healing.Here’s back the kittenin celestial.
And still i say, NEVER.Chose 3 primary stats, 1 secondary ( all new necks have vitality, which is always good ) and play.
ps: I said i forget vitality as secondary stats, there’s nothing hard to understand if you see my previous post when i wrote about 4stats necks.
wrong!
bad example!
because i dunno how to play tempest!
so you are wrong!
no. celestial is 7 stats.
5 stats is 5 stats.
vitality alone without toughness is not enough.
with 5 stats, we can make sure there is at least both 560 toughness and 560 vitality.
More amulets, with 5 unique stats on each?
I would rather say, in PvP should be at most 9 different amulets:
- 3x for damage dealer,
- 3x for bruiser/tank,
- 3x for support.
This is the only way we could have some kind of balance in here. Balacing things with 100 different amulets is literarly impossible; unless all of them are almost identical, but then why so many?
no!
there is nothing wrong with 5 stats amulet!
what the kitten is wrong with you all!!!!
and finally shown up some1 who put balance over diversity.
brofist
5 stats amulets will not be unbalanced!
you kitten!
I hope celestial fakes or 5 stats necks will never see the light.
if you can’t chose a role and pretend to play again an hybrid, well, enjoy.
edit: btw, forget vitality as secondary stat.
why not?
why forget vitality?
what is your problem ????
4 stats is ok
3 main stats and 1 off stat, like expertise, concentration,ferocity ( so we will be far enough from another mass celestial user wave ).
No jewels.
btw the two new “off stats” expertise and concentration are not very useful. only situational.
expertise is rendered useless by condition removal and immunity.
concentration is rendered useless by boon removal, corruption, stripping etc.
4 stats is ok
3 main stats and 1 off stat, like expertise, concentration,ferocity ( so we will be far enough from another mass celestial user wave ).
No jewels.
no. not enough.
again, 5 stats is not 7 stats.
the highest stats will be two 900, not 1050 or 1200.
other 3 stats will only be 560.
okay i think i got most reasonably balanced 5 stats pvp amulets combination up there.
just learn to play more than one profession then there will be no problem.
there will always be a meta profession to play.
remake all ammys into 4 stats,
reintroduce jewels.
they will not reintroduce jewels.
they will not add back things they have removed.
introduce more 4 stats amulet.
some of the 3 stats amulet are fine to keep it as is.
didn’t you see that how it is hard to balance for anet when it comes to be more complexity? So we are now in measureable pvp state.
Making ammy more than 3~4 stats will make that disaster again.
Just learn from history plz.
no. the problem is not with the pvp amulets, but the profession itself.
7 stats celestial pvp amulet is fine and balanced.
ele who can abuse it is not balanced.
5 stats amulet is not 7 stats amulet.
maths please.
The Drunkard
1050 Concentration
1050 Expertise
560 Vitality
560 ConditionTakes Concentration to function, Expertise to do it right, Conditioning to keep going and Vitality for the fight.
necro will kill it with corrupt boons.
condition clear will make expertise useless.
this build is useless!
5 stata amulet? Why din’t you jusy say cele doesn’t need to br deleted. Omg i can understand.
no. celestial is 7 stats.
5 stats is 5 stats.
math please.
No, I like easier and clearer cut balancing better.
5 stats is easier and clear cut balancing.
the mercenary wannabe with some healing
900 power 900 condition damage 560 healing power 560 toughness 560 vitality
I’ve always had this feeling that the Arenanet PvP designers and PvE designers work in different cities, and have no access to emails. I think I’m onto something here.
That s really weird!
Anyway its not hard to rename it.
With On-Crit Sigil, it could be standardized to 5 seconds ICD, but with On-Hit, I don’t think it could.
But I’d like to see two iterations for the same sigil.
60% chance on critical to remove a boon (5 seconds ICD) (up from 10 seconds ICD)
30% chance on hit to remove a boon (5 seconds ICD)
why not both?
60% chance on critical to remove a boon (5 seconds ICD) (up from 10 seconds ICD)
30% chance on hit to remove a boon (5 seconds ICD)
the first one will replace the current one.
he lost 1 pip.
because match prediction says his team has at least 40% chance to win.
if match prediction says your team has at least 40% chance to win, you will lose 1 pip if you lose. period.
he lost the game by 3 team score.
Welcome to the world of Arenanet Consistency™
yessssss
wait
nuuuuuuuuuu
It seems ridiculous that we can’t get separate PvE and PvP balancing because its too confusing but then they have 2 different stat combinations in PvE and PvP named the same thing.
indeed!
i still remember during beta weekends and launch 3 years ago, pvp knights amulet (now known as pvp barbarian amulet) and pve knights stats are very different.
pls rename pvp wanderer stats into something else.
/s it is very confusing for both pve and pvp layers /s
pve wanderer stats are
Major: Power, Vitality,
Minor: Boon Duration, Toughness.
pvp wanderer stats are
Major: condition damage, precision
Minor: expertise Toughness.
new name perhaps
pestilence
discuss!
here’s one for today!
the vigilant wannabe with some vitality
900 Power 900 Toughness 560 Expertise 560 Concentration 560 Vitality
they wont split the stats.
at best we get some new 5 stats amulets.
the 4 stats amulet are nice, but 5 stats would bring more to the table.
Wouldn’t be like have Celestial Back?
Aren’t you happy that finally it’s gone?
yes i’m happy that celele no longer exists (hopefully) but the current choice of amulets are lacking, that’s why i am proposing 5 stats amulets.
eventually it will happen.
we just need to keep on making noise.
6 months ago, who would thought they would introduce to us 4 new 4-stats-pvp-amulets ? we keep on making noise, and they may just grant us some new 5-stats-pvp-amulets. we just need some better names of them.
good that its gone ;-). But diversity and customisation is a good thing.
When the amulets would get split, this won´t be OP. It would just give diversity. Eve nwhen you select two splits that end up in + to all stats it won´t match cele and usually it won´t make sense.
nah, they will never let us mix and match amulets.
they removed pvp jewels for this reason alone.
5 stats amulet is still okay.
the 2 highest stats are only 900, not 1050 or 1200.
will do less damage overall when compared to 4 stats amulets or even 3 stats amulet.
it is like having 5 might boon less. since 1 might = 30 power. 900 and 1050 is like 150 power difference or 5 might boons.
Would take the following:
900 Condition, 900 Toughness, 560 Precision, 560 Healing, 560 Expertise
ah thanks for the suggestion. i added it up to the first post!
suggested by Wolfric.9380
the condi tank with some precision healing and expertise
900 Condition, 900 Toughness, 560 Precision, 560 Healing, 560 Expertise
here’s some more:
the even more sub par bruiser with some healing
900 power 900 precision 560 healing power 560 toughness 560 vitality
the even more sub par bruiser with some condition damage
900 power 900 precision 560 condition damage 560 toughness 560 vitality
the crusader wannabe with some precision and vitality
900 power 900 toughness 560 healing power 560 precision 560 vitality
I’m kind of happy with the amulet choices. No need for more, could even do with taking a few more out on top of the ones that are being removed.
thanks for your feedback!
however, i’m not happy with the current amulet choices.
anyway heres another
the wannabe cavalier with some crit
900 power 900 ferocity 560 precision 560 toughness 560 vitality
No. Make it diffrent.
Split the current amulets into Armor and Amulet.
Result = Much varity with easy change.
you know that’s not happening.
you know they insist on amulets only with fancy names, and runes with minimal stats to go along with it.
and another for today!
the wannabe commander
900 power 900 precision 560 concentration 560 toughness 560 vitality
able to play many professions efficiently is much better than just playing one single profession only.
i used to play warrior only, mainly a warrior hotjoin hero.
then i started exploring engineer as well.
since hot and warrior is very hard to play (unless you are very very very good with warrior and your opponent is somehow not very good with dealing with warrior) so i tried playing reaper (one of the easier to play hot elite specs in my opinion) as well.
so nowadays i play dagger warhorn staff reaper, rifle flamer scrapper mainly.
been trying out druid and herald as well.
can’t really play the others well.
ele / tempest ? lowest health pool, light armor.
this is so hard to play for me.
i can’t even hotjoin with this.
thief / daredevil ? lowest health pool, medium armor.
sure if i feel like lowering my MMR in emerald and sapphire.
sometimes hotjoin for the daily profession.
guardian / dragon hunter ? lowest health pool, heavy armor.
hotjoin for the daily profession.
i might try to train my dragon hunter to be ranked worthy.
maybe for amber division in season 2.
updated my proposed 5 stats amulet into the first post.
here’s a few more parhaps
the wannabe tank
900 power 900 toughness 560 precision 560 healing power 560 vitality
the wannabe sentinel
900 power 900 vitality 560 precision 560 healing power 560 toughness
the new minstrel
900 power 900 healing power 560 concentration 560 toughness 560 vitality
main point of my proposed 5 stats amulet is that all of them have 900 power, toughness and vitality so they have some basic damage and some sustain from toughness plus vitality.
heres some for them to consider
the sub par bruiser
900 power 900 precision 560 ferocity 560 toughness 560 vitality
the not quite viper yet somewhat tankish
900 power 900 condition damage 560 expertise 560 toughness 560 vitality
the dire who crits somewhat
900 power 900 condition damage 560 precision 560 toughness 560 vitality
the mediocre healer with some crit
900 power 900 healing power 560 precision 560 toughness 560 vitality
etc
since we’re getting new 4 stats amulet and removing our one and only 7 stats amulet, i think it is only fair we get some new 5 stats amulet as well too!
1. corrupt boons, 3 boons = 3 conditions
2. focus 5, 3 boons = 3 conditions
that’s 6 conditions.
keep on applying conditions and the ele will melt.
What would be the next best Choice? I was thinking maybe
Valk + Toughness RunesPaladin’s…
Paladin’s is the Solider’s replacement, providing less toughness and vitality, in exchange for precision and more power.Actually less power, however the precision means more damage overall (excluding factors like intelligence sigil) which is all that really matters. Paladins will probably be the go to replacement for most soldier builds however builds that can artificially boost their precision from other means such as soldier necro with death perception may go for crusader, valk, or even mercenary if they have decent condi application as well.
they could still take paladin and have 100% critical chance while in shroud.
that means a constant +50% to base damage while in shroud.
but we still have the Mesmer with a Condi Removal on the AA and no one had always asked for a nerf.
what?
Ferocity is really bad, but when you wipe a team (which is rare) getting it when you have nothing to do is good, because 8 points per kill if you do wipe them again is a lot.
But im not an advocate.
Ferocity only makes a difference when you are wiping the enemy team repeatedly, which usually means that you will win with/out ferocity
you will win the game faster though.
ferocity is there for teams who kept on wiping the other team.
reapers are the first to die in a team fight if they get focused hard and do not have good support from their team mates.
reaper chill is fine and does not need to be looked at.
some one does need to look at their condition removal management though.
guild wars 1 chapter 2 factions alliance battles got this right.
there are 4 kinds of capture speed.
1 player = 1 pip = slower capture
2 players = 2 pips = slow capture
3 players = 3 pips = normal capture
4 players = 4 pips = fast capture
3 blue 1 red means 2 pips for blue
4 blue 3 red means 1 pip for blue
etc
it was working well in alliance battles …
perhaps they could replace 1 stat with concentration or expertise ?
say replace 1 stat:
- 560 Power
- 560 Condition damage
- 560 Precision
- 560 Toughness
- 560 Vitality
- 560 Healing power
- 560 Concentration
^ ferocity removed
say replace another 1 stat:
- 560 Power
- 560 Condition damage
- 560 Precision
- 560 Toughness
- 560 Vitality
- 560 Ferocity
- 560 Expertise
^ Healing power removed
no. stop asking.
chill has been -66% for 3 years before alacrity came.
it will remain so.
chill is a condition and can be removed. reduced duration, negated, etc.
last stand should reduce stance recharge.
and remove condition too.
https://wiki.guildwars2.com/wiki/Last_Stand
currently we have:
Last Stand
“Activates Balanced Stance when you are dazed, knocked down, launched, pushed back, pulled, or stunned. Increase stance durations and gain vigor when using a stance.”
Vigor (6s): +50% Endurance Regeneration
Duration Increase: 25%
i propose:
Last Stand
“Activates Balanced Stance when you are dazed, knocked down, launched, pushed back, pulled, or stunned. Increase stance durations, cure a condition and gain vigor when using a stance. Reduced recharge on stance skills.”
Vigor (6s): +50% Endurance Regeneration
Duration Increase: 25%
Conditions Removed: 1
Recharge Reduced: 20%
discuss!