More stats combination were asked since 2012. We’re in 2015. I doubt it’s going to happen.
we gotta keep on asking!
changing stats on armor have been requested since 2006 and it was only until recently in 2015 that we were able to do that. that took like, 9 years.
only 6 more years to go!
keep on asking !!!
http://www.guildwarsguru.com/forum/smart-armor-system-v3-0-t10071643.html
why no new stat combination?
the so called “new” amulets Crusader and Marauder are not new, but actually Valkyrie and Berserker. sure, the numbers may have been adjusted a bit, but the stat combination are still the same.
we need more 4 stats or even 5 stats combination amulets !!!
discuss !!!
from here:
https://forum-en.gw2archive.eu/forum/game/pvp/PvP-Amulets-from-preview-client/5187916
Barbarian: 1200 vit, 900 pow, 900 pre
Berserker: 1200 pow, 900 pre, 900 fero
Carrion: 1200 condi, 900 pow, 900 vit
Celestial: 560 pow/pre/tough/vit/fero/heal/condi
Cleric: 1200 heal, 900 tough, 900 pow
Crusader: 1050 pow, 1050 tough, 560 fero, 560 heal
Knight: 1200 tough, 900 pow, 900 pre
Marauder: 1050 pow, 1050 pre, 560 vit, 560 fero
Rabid: 1200 condi, 900 pre, 900 tough
Rampager: 1200 pre, 900 pow, 900 condi
Settler: 1200 tough, 900 heal, 900 condi
Soldier: 1200 pow, 900 tough, 900 vit
Valkyrie: 1200 pow, 900 vit, 900 fero
Assassin: 1200 pre, 900 pow, 900 fero
Cavalier’s: 1200 tough, 900 pow, 900 fero
Magi: 1200 heal, 900 pre, 900 vit
Sentinel: 1200 vit, 900 pow, 900 tough
New/changed/interesting amulets in italics.
New stat totals:
3-stat amulets: 3000
4-stat amulets: 3220 (7.33% over base)
Celestial: 3920 (30.66% over base)
Old stat totals:
3-stat: 2232
Berserker’s: 2364 (5.9% over base)
Celestial: 3066 (37.37% over base)
I fail to see the point of this thread…
well, the point is, to see what people thinks if the functionality of the int sigil is changed a bit.
regarding that, you are not being on topic.
auto attack skills, often have lower damage when compared against weapon skills 2 – 5 so at the moment, the 3 attacks from int sigil could be simply wasted on normal auto attack skills if the player does not stow weapon away to prevent auto attacking from consuming the 3 int sigil charges.
if this change goes in, they could still use some auto attack and then follow up with weapon skills for the 100% crit rate.
this, is not a point of this topic, then?
Does Backstab count as an auto-attack? :-P
hrrrr durrrr i dunno since i dun thief.
Are you treating multi-attack skills as one charge for this?
hmmm like warrior’s axe 5 = 15 hits ?
hmmm i dunno. what do you think?btw i never used intelligence sigils before.
Then why mock it?
but how am i mocking it?
why are there only 2 4 stats combination pvp amulets?
and the stat combination is wrong !
Crusader: 1050 pow, 1050 tough, 560 fero, 560 heal
Marauder: 1050 pow, 1050 pre, 560 vit, 560 fero
where is the pvp amulet with these 4 combination?
power
precision
toughness
vitality
i.e.
1050 pow, 1050 tough, 560 pre, 560 vit
1050 pow, 1050 pre, 560 tough, 560 vit
etc
discuss !!!
Does Backstab count as an auto-attack? :-P
hrrrr durrrr i dunno since i dun thief.
Are you treating multi-attack skills as one charge for this?
hmmm like warrior’s axe 5 = 15 hits ?
hmmm i dunno. what do you think?
btw i never used intelligence sigils before.
what if,
Your next three non auto-attack skills after swapping to this weapon while in combat have a 100% critical chance.
(Cooldown: 9 Seconds)
discuss !!!
update:
multi hit weapon attack skills consume one charge (suggested by Exedore)
for example, warrior axe kittens for 15 times, all 15 times will 100% crit and it will consume one out of the three intelligence sigil charges.
(edited by Deimos Tel Arin.7391)
from here:
https://forum-en.gw2archive.eu/forum/game/pvp/PvP-Amulets-from-preview-client/first#post5191553
Crusader: 1050 pow, 1050 tough, 560 fero, 560 heal
the fero stat is wrong. it should be precision instead.
correct stats should be:
Crusader: 1050 pow, 1050 tough, 560 pre, 560 heal
discuss !!!
gg no re
rip mix and match
if youre stunned and get a condition applied-> stunbreak
if you get feared-> stunbreak
yes, but if we get dazed, knocked down, launched, pushed back, pulled, or stunned and no conditions, shrug it off will not activate shake it off.
but given how easily conditions are applied and how everyone applies them, the probability of only disables and without conditions does seems quite low.
https://wiki.guildwars2.com/wiki/Armored_Attack
currently, armored attack is only a minor grand master trait and it already does what it will do in the new major master trait version.
currently,
Armored Attack Minor Grandmaster trait
“Gain power based on your toughness.”
Toughness converted to Power: 10%
the upcoming one,
Armored Attack Major Master trait
“Gain power based on your toughness.”
Toughness converted to Power: 10%
is just the same !!!!
NOT FAIR !!!!!
i want a buff !!!
for example,
Armored Attack Major Master trait
“Gain extra armor. Gain power based on your toughness.”
Toughness converted to Power: 10%
Toughness: +150
a little bit of extra +150 toughness would not hurt.
discuss!
http://wiki.guildwars2.com/wiki/Shrug_It_Off
at the moment, shrug it off only activates when a condition is present, which means the stun breaker on shake it off is wasted.
Shrug It Off
“Use “Shake It Off!” automatically when you have a number of conditions on you."
Conditions to trigger: 1
what if it also activates when we are disabled? like last stand.
for example,
Shrug It Off
“Use “Shake It Off!” automatically when you are disabled (dazed, knocked down, launched, pushed back, pulled, or stunned) or have a number of conditions on you."
Conditions to trigger: 1
discuss!
Guys I’m not advocating less viable build diversity.
Viable high tier build diversity =/= the unique customisation you guys are talking about here though
restricting the stats means less build diversity.
it is extremely unfortunate that the stats changing feature is locked to legendary gear.
what a waste.
also, severe lack of stats customization is what caused a lot of PvE / WvW players to not play sPvP.
Some things take effort (like the legendary’s ability to switch stats on the fly), that’s how it is. Put in the effort or live without it.
sure.
but where are them?
legendary armor
legendary back item
legendary ring 1
legendary ring 2
legendary accessory 1
legendary accessory 2
all can freely change stats.
none. nothing.
only legendary weapons with really ugly skins.
yes please.
this should have been in the game 3 years ago.
changed the topic.
come on, i’m sure everyone wants their gear to be able to change stats freely!
The same stats means an easier game to balance, which ultimately is best for everyone.
Sorry :/
boring.
everyone would run most effective amulets and the rest will gather dust.
not fun.
okay, why this should happen, because.
1. all stats will be increased by 30%
2. extra 700 stats will be removed from our traits line.
3. pvp jewels does not, will not, ever, confuse players.
4. players likes, wishes, WANTS, NEEDS to mix and match their stats.
5. more customization is always good
okay, discuss!
please, please, let us choose pvp jewels for the extra 30% stats.
discuss!
if we show them that no players take this useless trait, they might change it.
i recall in some of their ready up notes, they said they removed some necromancer traits because -no one- ever uses them.
like say, the increase toughness while channeling trait.
it seems like no one uses that trait.
its okay, there are way more boon stripping in heart of thorns so its balanced ! :p
25 might stack so what ?
boon stripping, boon stripping every where !!! :p
but we get this before hot which will likely get released in around 3-4 months :p
hmmm correct.
okay, lets request for it before hot release then.
maybe they might change it hehehehe
its okay, there are way more boon stripping in heart of thorns so its balanced ! :p
25 might stack so what ?
boon stripping, boon stripping every where !!! :p
where got?
x2 blast finsiher is not insane :p
powerful synergy will be the most useless grand master trait introduced.
activating leap finisher twice is useless.
you call that synergy?
synergy my kitten !!!
make it activate blast finishers twice.
then it could be considered “powerful synergy” but as of now, activating leap finisher twice is utterly useless.
for quick reference:
https://wiki.guildwars2.com/wiki/Leap_finisher
dark = blind 3 × 2 = 6 seconds? useless!
ethereal = chaos armor 5 × 2 = 10 seconds? NO! 5 SECONDS ONLY! USELESS!
fire = fire shield 5 seconds !!! not 10 !!! useless !!!
ice = frost aura 5 seconds !!! not 10 !!! useless !!!
light = light aura 5 seconds !!! not 10 !!! useless !!!
lightning = daze 1 × 2 = 2 seconds ? USELESS !!!
poison = weakness 8 × 2 = 16 seconds ? SO WHAT? CONDITIONS EASY REMOVED!!!
smoke = stealth 3 × 2 = 6 seconds ??? warrior no need stealth. warrior FACETANK ALL!
water = healing 1300 (0.5 healing) x 2 = 2600 (1 healing) well healing signet heals more than this so its USELESS AS WELL !!!
overall, most useless grand master trait to be introduced.
rework, please.
discuss!
most useless grand master trait ever.
it should activate blast finisher twice.
since vigor will be nerfed to 50% Endurance Regeneration instead of 100% as it is now, lets make signet of stamina 50% Endurance Regeneration stack with the soon to be nerfed vigor 50% Endurance Regeneration.
discuss!
https://wiki.guildwars2.com/wiki/Downed_penalty
hmmm nothing inside the wiki states it only applies to PvE and not sPvP.
eh ???
i thought this is already inside sPVP.
currently it only applies to PvE and WvW only ???
how come ??
Why did you create two threads for the same thing?
it is a question for two group of gw2 player communities, pvp and pve.
and it seems like the pve crowd are more likely to respond.
ok thanks, zenleto, Ceridwen,
i think i got it!
1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.
should be:
1) Mortar Shot: Launch an explosive round from your mortar[insert comma here] damaging foes in the target area.
okay, i found out the word that was transformed into kitten. seems like this:
r
tx
ax
rx
dx
from here
https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes/first
Mortar has been converted into a kit and now has the following skills:
1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.
what is a "mokittenamaging " ????
from here
https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes/first
Mortar has been converted into a kit and now has the following skills:
1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.
what is a "mokittenamaging " ????
Mortar has been converted into a kit and now has the following skills:
1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.
what is a "mokittenamaging " ????
https://forum-en.gw2archive.eu/forum/game/gw2/Ascended-Gear-Anet-please-fix-this/first#post5173842
We are adding a system that lets you change the stats for your ascended gear (weapons and armor) next Tuesday – which will cost a combination of 10 spirit shards, piece you don’t want anymore, 5 ectos, and an exotic insignia of the stats you want to convert to. Legendary Gear will remain the gear that can freely change stats any time.
so, when is legendary armor and trinkets coming?
i dun wanna waste my time crafting ascended gear.
legendary armor
legendary back item
legendary ring 1
legendary ring 2
legendary accessory 1
legendary accessory 2
all can freely change stats.
everyone wants this.
make it happen.
That and for all we know the Warrior spec could be Daggers and Preparations/Venoms.
that would be, really, really, sad.
the new healing surge “to the limit” will grant 5 adrenaline via the vigorous shouts trait.
if baseline, seems like they forgot to mention it.
if killed, seems very likely.
the recent proposed patch notes made it pretty clear that they are nerfing warriors into the ground.
combustive shot is different because it creates a fire field on the ground.
it can be denied by blocking or reflecting the combustive shot before it explodes, creating the fire field.
hammer burst skill earth shaker is a leap aoe physical attack, not exactly the same.
But if you aren’t hitting anything why is creating a combo field somehow meeting the requirements of cleansing ire. Why doesn’t creating a blast finisher count? Just because it’s a combo finisher and not a field? It’s pointless exception to the rule and shoehorns all meta warrior builds into playing longbow so they can spam free condi clean with no worries.
Only way you can really reflect or block the spell too is if the warrior uses it while standing inside a bubble or WoR as they fire it on the ground, not to mention no bubble has 12s cd to really counter the free clean spam. It’s pretty much free cleanse where nothing can go wrong on a trait that’s supposed to reward you for landing your burst skills on enemies
“Ignite target area, burning nearby foes. Effect increases with adrenaline level.”
read “ignite target area” so it does what as stated.
it burns.
the ground.
deal with it.
Will you finally be fixing the interaction with longbow burst skill (combustive shot) where it doesn’t require you to hit any enemies to cleanse conditions like all of the other burst skills. I mean, if it’s okay for ground-targeted skill to whiff and still cleanse why not give same functionality to hammer burst skill? Would be nice to get some variety at least
combustive shot is different because it creates a fire field on the ground.
it can be denied by blocking or reflecting the combustive shot before it explodes, creating the fire field.
hammer burst skill earth shaker is a leap aoe physical attack, not exactly the same.
if you move it to grand master tier, at least restore the trait to what it was originally.
this is bull kitten.
broken promises, empty promises everywhere!
said mending would be physical, then never happened.
WHAT THE #$%$%^#@$
aye, thanks everyone for the feedback.
i understand that what i proposed may not be proper, but given how they have been shoving unpleasant spvp changes down our throats all these while.
all is vain indeed.
i disagree with Cortano proposal.
i agree with everyone else in here.
aye, i hope this is the case.
maybe give us 800 gems or something.
thats the price of the core game at -75%
Did they change their mind on the Healing Signet passive nerf? I don’t see any change for Healing Signet listed anywhere.
I admit I wouldn’t mind to keep the Healing Signet passive, especially if poison is going to stack…
you dun get free 200, 250 or 300 healing power from defense trait line anymore.
our healing signet will only heal for the bare minimum amount.
a small nerf.