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Old Jul 10, 2007, 01:16 AM // 01:16   #1
Desert Nomad
 
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Default Red Weapons:Tenshi's Revised Idea

ok, the other red items thread is getting huge and people are not reading it through and just /notsigning cause the OP is kinda unbalanced, so i thought i would make a new thread with fully laid out ideas on red weps that i think are balanced.

first a few things about red weps are that they are gained from a collector after you give him 5 collectible items that are gained from an elite mission *prolly in GW:EN*

these weps are ACCOUNT CUSTOMIZED, so you can give them to other chars but not other players.

if you dont meet the reqs of the weapon you get NO BENEFITS other than some damage.

ok here is a list of the weps, one per att.

Necromancer

Deaths Grasp
cold dmg 11-22
Req 13 death magic
energy +10
half cast time of death magic spells 20%
half recharge time of spells 20%
Death magic +1 20%
Increase the minion cap by 5 while equipped.

Soul Net
dark dmg 11-22
Req 13 Soul Reaping
energy +10
Half cast time of spells 20%
half recharge time of spells 20%
soul Reaping +1 20%
whenever a creature dies in your area whil this is equipped you gain 2 energy.

Blighter
dark dmg 11-22
req 13 curses
energy +10
Half cast time of curses spells 20%
half recharge time of spells 20%
curses +1 20%
necromancer hexs you cast last 10% longer.

Nighthunter Fang
dark dmg 11-22
req 13 blood magic
energy +10
Half cast time of blood magic spells 20%
half recharge time of spells 20%
blood magic +1 20%
you sacrifice 2% less health when you sacrifice health, and you steal +5 health when you steal health, while this is equipped.

Elementalist

Ether Prism Staff
chaos dmg 11-22
req 13 energy storage
energy +30
half cast time of spells 20%
half recharge time of spells 20%
energy storage +1 20%

Rodgort's fang
fire dmg 11-22
req 13 fire magic
energy +10
half cast time of fire magic spells 20%
half recharge time of spells 20%
fire magic +1 20%
increase burning duration by 2 seconds and fire damage by 5 while equipped.

Arctic Chill
cold dmg 11-22
req 13 water magic
energy +10
half cast time of water magic spells 20%
half recharge time of spells 20%
water magic +1 20%
increase water magic hex duration by 10% and water damage by 5 while equipped.

Thunder Hammer
Lightning dmg 11-22
req 13 air magic
energy +10
half cast time of air magic spells 20%
half recharge time of spells 20%
air magic +1 20%
air magic spells you cast have an additional 5% armor penetration.


Earth Caller
Earth dmg 11-22
req 13 earth magic
energy +10
half cast time of earth magic spells 20%
half recharge time of spells 20%
earth magic +1 20%
increase knockdown duration by 1 second and ward duration by 5 seconds while equipped.

Warrior

Wargod's Weapon
slashing dmg 5-25
req 15 strength
this weapon counts as an axe sword and a hammer. *attack speed of 1.44*

Executioner's Axe
slashing dmg 6-28
req 13 axe mastery
axe mastery +1 20%
15% while health is above 50%
increase damage done by axe mastery skills by 5. and deep wound duration by 5 seconds.

slayer's sword.
slashing dmg 15-22
req 13 sword mastery
sword mastery +1 20%
15% while health is above 50%
increase damage done by sword mastery skills by 5. and bleeding duration by 5 seconds.

Smith's hammer
blunt dmg 19-35
req 13 hammer mastery
hammer mastery +1 20%
15% while health is above 50%
increase damage done by hammer mastery skills by 5. and knockdown duration by 1 second.

Tactician's Sheild
armor 16
req 13 tactics
tactics +1 20%
increase the duration of stances and shouts used by you by 5%.

monk

Dwayna's favor
fire dmg 11-22
req 13 divine favor
energy +10
half cast time of spells 20%
half recharge time of spells 20%
divine favor +1 20%
heal target ally for 10 health whenever you target them with a monk spell.


Balthazar's Rage
holy dmg 11-22
req 13 smiting prayers
energy +10
half cast time of spells 20%
half recharge time of spells 20%
smiting prayers +1 20%
increase damage done by holy damage by 5 while equipped.


Mending staff
holy dmg 11-22
req 13 healing prayers
energy +10
half cast time of spells 20%
half recharge time of spells 20%
healing prayers +1 20%
whenever you heal you heal for 20 more health.


soul shielder
holy dmg 11-22
req 13 protection prayers
energy +10
half cast time of protection prayers spells 20%
half recharge time of spells 20%
protection prayers +1 20%
monk enchantments you cast last 30% longer.

mesmer


the Zypher
chaos dmg 11-22
req 13 fast casting
energy +10
half cast time of spells 40%
half recharge time of spells 40%
fast casting +1 20%


The Shrouder
chaos dmg 11-22
req 13 illusion magic
energy +10
half cast time of illusion magic spells 20%
half recharge time of spells 20%
illusion magic +1 20%
increase hex duration of mesmer hexs you cast by 10%.

The Controller
chaos dmg 11-22
req 13 domination magic
energy +10
half cast time of domination magic spells 20%
half recharge time of spells 20%
domination magic +1 20%
whenever you interrupt an action that target takes 10 dmg, and skills you disable are disabled an additional 5 seconds while this is equipped

The Revealer
chaos dmg 11-22
req 13 inspiration magic
energy +10
half cast time of inspiration magic spells 20%
half recharge time of spells 20%
inspiration magic+1 20%
whenever you gain energy you gain an additional 5 energy.

ranger

experts bow*the type, recurve longbow ect can be chosen upon creation*
Piercing dmg 15-28
req 13 expertise
expertise +1 20%
15% while health is above 50%
reduce energy cost of *look at expertise for the list of included skills* skills by 5, minimum of 1.

marksman's bow*the type, recurve longbow ect can be chosen upon creation*
Piercing dmg 15-28
req 13 marksmanship
marksmanship +1 20%
15% while health is above 50%
arrows you fire fly twice as fast and deal +5 damage to foes suffering from a condition.

symbiosis totem*yes this is a staff*
earth dmg 11-22
req 13 beast mastery.
energy +10
half cast time of beast master skills 20%
half recharge time of beast mastery skills 20%
beast mastery +1 20%
increase damage done by pet by 5, maximum health of pet by 50, and attack and running speed of pet by 2% while equipped.

Survivor's walking stick*yes this is a staff*
earth dmg 11-22
req 13 wilderness survival
energy +10
half cast time of wilderness survival skills 20%
half recharge time of wilderness survival skills 20%
wilderness survival +1 20%
increase preparation, stance, nature ritual and skill durations by 20%.

Assassin

Heart Seekers
piercing dmg 7-17
req 13 critical strikes
critical strikes +1 20%
15% while enchanted
whenever you critical you gain 2 energy.

Flesh Rippers
slashing dmg 7-17
req 13 dagger mastery
dagger mastery +1 20%
15% damage
armor -5
whenever you double strike you deal an additional 10 damage.

Deadly Spire*this is a staff*
dark dmg 11-22
req 13 deadly arts
energy +10
half cast time of deadly skills 20%
half recharge time of deadly skills 20%
deadly arts +1 20%
half range spells cost 5 energy less to cast.

Shadow spire*this is a staff*
dark dmg 11-22
req 13 shadow arts
energy +10
half cast time of shadow arts spells 20%
half recharge time of shadow arts spells 20%
shadow arts +1 20%
assassin enchantments you cast last 30% longer.

Ritualist

Spirit beacon
lightning dmg 11-22
req 13 spawning power
energy +10
half cast time of spawning power spells 20%
half recharge time of spawning power spells 20%
spawning power +1 20%
creatures you create have and additional 50 maximum health.

Eternal Chains
lightning dmg 11-22
req 13 communing
energy +10
half cast time of communing spells and blinding rituals 40%
half recharge time of communing spells and binding rituals 40%
communing +1 20%

Ethereal Invoker
lightning dmg 11-22
req 13 channeling magic
energy +10
half cast time of channeling magic spells 20%
half recharge time of channeling magic spells 20%
channeling magic +1 20%
channeling magic spells you cast deal an additional 5 lighting damage, and another 10 if you are holding an item or near a spirit.

Light of the mists
lightning dmg 11-22
req 13 restoration magic
energy +10
half cast time of restoration magic spells 20%
half recharge time of restoration magic spells 20%
restoration magic +1 20%
weapon spells you cast last 20% longer, and ritualist spells you cast heal for 10 additional health.

Dervish

Scythe of the five gods
slashing dmg 9-41
req 13 mysticism
mysticism +1 20%
15% while enchanted or affected by a form.
forms you cast last 5% longer, and whenever an enchantment ends on you you gain 1 energy and 5 health.

Colossal Scythe
slashing dmg 9-41
req 13 scythe mastery
scythe mastery +1 20%
15% while health is above 50%
you attacks can strike an additional 2 nearby targets.

*ok i dont have any ideas on earth prayers so feel free to post you ideas*
*same with wind*

Paragon

Voice of the gods
armor 16
req 13 leadership
-2 while under the effects of a shout or chant
leadership +1 20%
you gain 1 energy whenever you use a shout or chant.

Leaders spite
Piercing dmg 14-27
req 13 spear mastery.
spear mastery +1 20%
15% while health is above 50%
your spears fly twice as fast, and deal an additional 5 damage if you are under the effects of a shout or chant.

*ok the motivation and command sheilds i have no idea on so please post yours*

ok i think that about does it, please tell me what you think and if anything needs tweaking for balance.
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Old Jul 10, 2007, 01:36 AM // 01:36   #2
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I think that if they had red weapons, they should have larger benefits, but with larger drawbacks. All of these weapons have just larger benefits. There is no reason to use a regular weapon in pve with these weapons availabe. Red weapons should be different, but not overall better than regular weapons.
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Old Jul 10, 2007, 01:48 AM // 01:48   #3
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The simple fact that you'd only have very few of them would be extremely unfair. To use an overpowered weapon to its full effect (doesn't matter too much on the caster) you'd have to build around your weapon. And some of them would be so much more beneficial to a profession there would be no reason to use anything but that.

Its a nice idea... but i can't see it been fair on all professions.
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Old Jul 10, 2007, 02:01 AM // 02:01   #4
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ok evil sod i dont quite get what your saying, but yes there would be no reason to use other weps but if you read the beginning these are harder than hell to get so its not like this will be the only thing people will use cause not everyone will have these.

and david the drawback is being a bitch to get like i said.
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Old Jul 10, 2007, 02:35 AM // 02:35   #5
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Making it hard to get is not a drawback, since once you've gotten it, why would you use any other weapon?

As it is, it looks like all your example PvE only items are pushing the bar further by adding the benefit of +3 attribute ranks (Death's Grasp has +10... wtf) without really increasing them. I don't really like this power creep, since ArenaNet would only just 'balance' the mobs by increasing their stats again.

Even though they aren't as blatantly overpowered as the OP in the previous thread, adding an average of +3 ranks is still more statistical power creep than there should be. I'd like to be optimistic and say that ArenaNets line is that skill over time spent is best, but considering their actions on the Allegiance skills (where time does in fact make your character better, no matter how optional they are)...
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Old Jul 10, 2007, 03:47 AM // 03:47   #6
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Most of the items are just buffed up versions of normal ones, some of the names are pathetic, there is no variety, hard to get is not a drawback, they are not balanced between classes, account-based customization is just ridiculous. This is not how pve unique items/artifacts are created, you might want to stay on the roleplaying scene for a few more years before attempting something like that.

/unsigned
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Old Jul 10, 2007, 07:29 AM // 07:29   #7
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More variety please. If they are going to be unique items, I'd like for them to not be all the same energy+10 20/20 +1 20% mods. And drawbacks. And not red because there are already red weapons.
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Old Jul 10, 2007, 07:34 AM // 07:34   #8
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What I'ved loved about guild wars is that any regular Joe can easily get a maxed weapon, that is equal to the rare skins. Keep it that way. It helps keep balance.
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Old Jul 10, 2007, 08:40 AM // 08:40   #9
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who needs casual players? grind, grind and more grind for maxxed out chars!
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Old Jul 10, 2007, 11:53 AM // 11:53   #10
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Why is it always the "think of the casual players!!"
Don't people that play more. Deserve more for their efforts?

I would love super weapons, make them hard to get and . . . PvE Only
No balance needed. no bias added. PvE only
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Old Jul 10, 2007, 01:14 PM // 13:14   #11
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I'm looking at these weapons in a different way, because I *want* them to be ridiculously overpowered...kind of.

I propose a *skill* that allows usage of the weapon.(PvE skill, of course)


"Hero's Arms" 5e, 1c, 10r
Skill. Equipping this skill allows the user to wield a Heroic Weapon. If wielding a Heroic Weapon, this skill removes dazed, weakness and broken armor from the user.

Now that there is a skill involved, we can balance the weapons a little bit easier. It would be plausable to say, have a necro staff that increased your minion cap by 5, since there is a significant sacrifice needed.
I'd like to see some original stuff though.

Rainbow Prism Staff
req6 Fire, req6 Water, req6 Air, req6 Earth
Damage 24-30
Energy+20
Spells incur a 25% chance to burn the enemy for 1..3 seconds.
Spells incur a 25% chance to have 15...25% Armor Penetration.
Spells incur a 25% chance to slow the enemy by 66% for 2...4 seconds.
Spells incur a 25% chance to cause weakness for 5...9 seconds.


Now you're probably wondering where the scaling comes from. There are 3 ranks, and you gain one rank for ever Campaign you have beaten. Yes, unfair to those who don't have all the campaigns....but they're not as great a hero as the rest, no?

Hope you like the idea =)
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Old Jul 10, 2007, 01:18 PM // 13:18   #12
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Players are already rewarded for playing often. The festivals they have give lots of things. Your average player can't play every single day, so in this respect, you would have the edge you want.

Doesn't really matter how difficult it is to obtain. In the end, only those who run bots can obtain these items, because they'd be too difficult to get otherwise. They'd sell'em on the internet for money like they did with Diablo 2.

The big thing Guild Wars has for it is that all players are on equal standing, and skill, not items, determines your ability to play. To offset this, even the slightest bit is to destroy a delicate balance which is one of the highlights of the game.
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Old Jul 10, 2007, 02:15 PM // 14:15   #13
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How about they drop Customised?

No bots can farm them
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Old Jul 10, 2007, 06:13 PM // 18:13   #14
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like i said in the original post they are customized to you account when you get them, so you cannot sell them. and also look at the weps, they are not OMFG GODLY, if you have a sucky build, even if you are using these, you will get your ass kicked, and if you have a good build, even without these, you will win. and yes they are PvE only so you dont have to worry about players kicking your ass because of these, but i do think these would be nice to give you a slight edge in DoA and HM.
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Old Jul 10, 2007, 06:32 PM // 18:32   #15
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Some nice powerful weapons for PvE to make up for all the PvP power balance nerfs we (PvE'ers) suffer
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Old Jul 10, 2007, 06:42 PM // 18:42   #16
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Quote:
Originally Posted by Evilsod
The simple fact that you'd only have very few of them would be extremely unfair. To use an overpowered weapon to its full effect (doesn't matter too much on the caster) you'd have to build around your weapon. And some of them would be so much more beneficial to a profession there would be no reason to use anything but that.

Its a nice idea... but i can't see it been fair on all professions.
Isn't that how it is now? Every warrior builds around 15^50, every casters builds around FSR and FCT


Quote:
who needs casual players? grind, grind and more grind for maxxed out chars!
Yes, give everyone maxed out characters because casuals can't be bothered to play the game
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Old Jul 10, 2007, 08:10 PM // 20:10   #17
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Quote:
Originally Posted by acidic
Yes, give everyone maxed out characters because casuals can't be bothered to play the game
Is that sarcasm or not, cause i think people that play more deserve a bonus over people that don't commit as much time to it

We people that play alot are more likely to buy new campaigns and expanisions more likely to buy char slots so WHY WHY do you hate us? everything Anet have tried to do is designed to reward "casual players". how about a reward for some hardcore fans?
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Old Jul 10, 2007, 10:04 PM // 22:04   #18
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Quote:
Originally Posted by JeniM
Is that sarcasm or not, cause i think people that play more deserve a bonus over people that don't commit as much time to it

We people that play alot are more likely to buy new campaigns and expanisions more likely to buy char slots so WHY WHY do you hate us? everything Anet have tried to do is designed to reward "casual players". how about a reward for some hardcore fans?


Oh Jesus... The good thing about guild wars is that if I play less than some hardcore I can still compete on the same level as him. There should be nothing added that would give a bonus over other players. Just because I don't wanna run some long boring elite mission and you do, doesnt mean you should get a better weapon than me.

This is what seperates GW from others.


I can see it now...


" NOOB out of the group you dont even have Red weaps LAWL, take your greens and go home noob! HAHAH!!H!H11 "


Who cares if I dont "commit" as much. I commit at work, where I can get a raise. This is a game.

Last edited by Metal Herc; Jul 10, 2007 at 10:07 PM // 22:07..
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Old Jul 10, 2007, 10:33 PM // 22:33   #19
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Smith's Hammer + [skill]Backbreaker[/skill] = gg?
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Old Jul 10, 2007, 10:50 PM // 22:50   #20
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/notsigned

The whole point of GW is that it isn't a huge timesink where number of hours played determines a players worth.
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