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Old Oct 22, 2007, 03:23 PM // 15:23   #21
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Quote:
Originally Posted by Selket
Bad idea, sometimes you benefit from having the +1 elsewhere. Especially for rangers.
It wouldn't make a difference I'm guessing you mean something like mask(+1 expertise) with a lets just say a sup Markmenship rune) and a minor expertise somewhere else.

and lets say you have 12 in both attributes to begin with:
so: 15 marksmenship,14 expertise

That wouldn't be any different then a minor expertise rune on a attribute +1 headgear and the sup rune anywhere else:
15 marksmenship,14 expertise.

And for the +1 for all headgear /signed (My warrior is stuck with a +1 tactics elite charr hide helmet and a +1 strength elite Kurzick helmet unless I decide I want to spend 15k for a new one of each which is a waste).

Last edited by Crimso; Oct 22, 2007 at 03:25 PM // 15:25..
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Old Oct 22, 2007, 03:27 PM // 15:27   #22
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Quote:
Originally Posted by Crimso
It wouldn't make a difference I'm guessing you mean something like mask(+1 expertise) with a lets just say a sup Markmenship rune) and a minor expertise somewhere else.

and lets say you have 12 in both attributes to begin with:
so: 15 marksmenship,14 expertise

That wouldn't be any different then a minor expertise rune on a attribute +1 headgear and the sup rune anywhere else:
15 marksmenship,14 expertise.
Why would you not already be wearing a minor expertise rune on your armor already?

It just involves more rune swapping than just a simple headpiece and buying extra armor for other situations which is silly when the system already is fine.
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Old Oct 22, 2007, 03:30 PM // 15:30   #23
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I think the issue he is referring to is having everything at a breakpoint.

I ran this on my ranger before major runes were reduced to -35.

12 Marksmanship = 10+1 Marksman Headgear +1 Marksmanship on the gloves
13 Expertise = 10 + 3 Superior Rune (on the headgear)
12 Beast Mastery = 11+1

This is what I run on my heroes nowadays:
12=10+2 Marksmanship
13=10+1+2 Expertise
12=11+1 Beast Mastery
with Survivor Armor


But the odd way my ranger headgear was organized did not last long, I could get the same attributes with more conventional rune setups.

And if I want to get more out of EoE or want to pimp one trap, I switch to a +3+1 Headgear anyways. Also cannot think of a way where having a different rune on the headgear would make sense in pvp either at the moment.


As Crimso said, you can get the same spread easily. And I also want to get rid of that old +1 Strength Tyrian Dragon Armor Helmet. :>
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Old Oct 22, 2007, 03:31 PM // 15:31   #24
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/notsigned

My ranger benefits from having masks with attribute bonuses from different attributes.

I put my marksmanship runes on all my masks. Usually it's a marksmanship mask with a marksmanship superior rune. So usually the masks that automatically do this like the ones in GWEN are fine.

But what if I want 16 on expertise and 15 on marksmanship? I then switch to an expertise mask that has a superior marksmanship rune and it's fine. Otherwise if my only choice is an all expertise mask, then I'd have to get another set of leggings(which I put my expertise runes on) to hold a marksmanship rune just to use with that mask.

As long as we can still buy masks/head pieces with a fixed attribute +1 for a specific attribute in Factions or where ever for those it works for, it's fine.
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Old Oct 22, 2007, 03:32 PM // 15:32   #25
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not signed.

my monk currently have a minor divine rune on all her headgear. making headgear be +1 to whatever rune you put in it will require me to have a minor divine on the armor piece where i have my vitae, or it will require me to buy an extra armor piece.
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Old Oct 22, 2007, 03:34 PM // 15:34   #26
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Quote:
Originally Posted by moriz
not signed.

my monk currently have a minor divine rune on all her headgear. making headgear be +1 to whatever rune you put in it will require me to have a minor divine on the armor piece where i have my vitae, or it will require me to buy an extra armor piece.
Screwing people over to help/ease/benefit others is not something foreign to ANet.
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Old Oct 22, 2007, 03:37 PM // 15:37   #27
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or we can have what we have now, which benefits both parties.
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Old Oct 22, 2007, 03:41 PM // 15:41   #28
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Yeah + I would like to turn in my old helmets for +1 ones. :P

But I want a lot of things, most just do not happen!
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Old Oct 22, 2007, 03:45 PM // 15:45   #29
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I guess it depends on where you come from. I find it much more easier to put all match my helm + rune stats so I can hide the helm and be able to wear it with my choice of armor. It looks kinda lame to put the +Swordsmanship on Gladiator boots while wearing a set of Kurzick armor.

(also, for a more personal reason, I have a *ton* of headpieces that I'll never touch again due to being +1 Tacts, +1 Strength, etc.)
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Old Oct 22, 2007, 04:14 PM // 16:14   #30
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In current state you can slap +nrg or +hp or recovery rune on your headgear and still have stackable +1 to attribute.

/not signed if it means getting rid of current +1 attribute headgear

/signed if it means leaving current helmets as they are and adding new ones with universal +1 attribute
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Old Oct 22, 2007, 04:54 PM // 16:54   #31
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/not signed

They need to keep both or make it optional because it would kinda screw up my build if they changed it. I use a Major Marks on a +1 Expertise mask and a Major BM on a +1 BM mask. I keep a Major Expertise on my leggings because I keep high Expertise whether I'm using Marks or BM.

So no, not signed.
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Old Oct 22, 2007, 04:59 PM // 16:59   #32
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/signed

There's no real reason for armorers to offer 4 or 5 versions of their headgear when they could just offer one, and some headgear is already doing it (including the Silver Eagle helm, for some reason)...
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Old Oct 22, 2007, 05:07 PM // 17:07   #33
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There is a reason, actually, and quite a few people have explained it in this thread already.
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Old Oct 22, 2007, 06:16 PM // 18:16   #34
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Because they can't be bothered to buy new runes? Hardly sufficient reason in my eyes.

/signed

Spending at most 2k (covers range of cost of most runes) to change the rune vs considerably more to craft an entirely new headpiece is much easier to deal with, and saves storage space.

I had to improvise with my necro who was doing the headpiece swap when she went from N/Mo (General/MM) to N/Me (SS). I slapped Survivor Insignias on her then upped her Blood Magic Rune to Major. Now I have the benefit of both setups.

So again,

/signed
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Old Oct 22, 2007, 06:30 PM // 18:30   #35
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/signed

or make a small button in the headgear wich allows you to set the +1 to any of your main atributes in a outpost/town.
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Old Oct 22, 2007, 07:03 PM // 19:03   #36
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/notsuresigned

Reason:what ever rune u want you put on it but if tou put somethin like vigor or radiant it doesn't give an attribute
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Old Oct 22, 2007, 07:20 PM // 19:20   #37
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soo... you're advocating that i swap my runes around every time i change between RC and LoD? or spend another 15k+mats+insignia+rune on another pair of boots? and then spend it all again if i want to play something different? hell no.

the current headgear system works, and works quite well. don't change something that isn't broken. i think i'll just have 3 headgear, instead of 3 elite boots.
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Old Oct 22, 2007, 08:15 PM // 20:15   #38
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If there's a way for Anet to see if the preset attribute headgear are still being crafted, which they no doubt are, it means keep them as they are. Everyone who has signed already have this option. Why suggest taking the other away from us?

Last edited by Linksys; Oct 23, 2007 at 06:31 AM // 06:31..
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Old Oct 22, 2007, 09:39 PM // 21:39   #39
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I like the idea, /signed
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Old Oct 22, 2007, 10:00 PM // 22:00   #40
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Im not sure...

As mentioned before, you might just want vitae on your headpiece if you are a ranger and have minor exp and marksmanship on other armor pieces.

When I read "+1 to items attribute" I thought it meant the equipped weapon, as that would be handy, luckily I found this out before splashing out on spectacles to fit them out with a vitae rune.
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