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Old Mar 15, 2007, 04:56 AM // 04:56   #141
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Great idea, cause the stats would make the item's high req worth it
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Old Mar 15, 2007, 05:38 AM // 05:38   #142
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Sounds like a good idea, but these weapons would either have to be so rare that only a few can get it (something like tormented weapons), or so easily farmed that it'd be the new green craze. It's pretty hard to make an item's availability somewhere in the middle, where there's a moderate supply.

Maybe make it so you get an item that can trade in for one of those red weapons once you achieve some title, or maybe trade in 10 of each torment gem for one?

Only thing I see is that I hope anet doesn't make a sword have req16 strength, since I'd probably still do better with a regular green sword and run 16 swordsmanship instead
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Old Mar 15, 2007, 06:50 AM // 06:50   #143
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/signed

They need to have some balance though.
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Old Mar 15, 2007, 07:39 AM // 07:39   #144
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/signed.

Especially with the thought of unique aromor.
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Old Mar 15, 2007, 08:17 AM // 08:17   #145
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Yes, lets add more grinding factor in PvE.
I want to be maxed, but I don't have all day for farming neither do I want to.
/notsigned.
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Old Mar 15, 2007, 11:14 AM // 11:14   #146
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Adding any aspect of GWs which isnt influenced by PvP is a good idea to me. Im fed up with PvP influencing anything and everything to do with PvE such as skills and weapons.

Last edited by freekedoutfish; Mar 15, 2007 at 11:20 AM // 11:20..
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Old Mar 15, 2007, 12:54 PM // 12:54   #147
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/notsigned

this is neither diablo nor world of warcraft
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Old Mar 15, 2007, 01:37 PM // 13:37   #148
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I like the idea, but maybe the weapons should have major drawbacks, like -50hp (ignoring 55s), 4 degen, chance to miss with attacks, spells take 2x long to cast etc, I think I saw a 'Cursed' weapon thread a while back, something along those lines.

Titans Heart.
Energy +12 (req. 15 Fire Magic)
Fire Magic +2
Spells take 50% longer to cast.
or maybe
Whenever you succesfully cast Fire Magic spell you are set on fire for 3 seconds.

Balthazar's Dagger.
Fire Dmg: 15-22 (req. 15 Swordsmanship)
Damage +25% (while Health is above 50%)
Attack Speed -33%.
Health +30

etc etc, great gains with big drawbacks.
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Old Jul 04, 2007, 04:49 PM // 16:49   #149
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/signed with minor alteration.

It would be nice if it came in the form of a "Pve only mod slot" though, instead of just making the weapon pve only.

Like putting in a red text for every gold/green weapon thats a specific mod to that weapon only.

Examples:

Shiro's Blades
* Slashing damage 7-17 (req. 13 Dagger Mastery)
* Damage +15% (while Health is above 50%)
* Life stealing: 3
* Health Regeneration: -1
* Health +30
(in red) Recharges Non elite shadow magic whenever you use a dual attack {Pve Only}
* Both hands


Eternal Bow
* Piercing damage: 15-28 (req. 9 Marksmanship)
* Damage +15% (while in a stance)
* Life stealing: 5
* Health Regeneration -1
* Armor +5
(in red) Regain moral lost from death 50% faster {Pve Only}


Stoneweaver
* Energy +10
* Fire Damage: 11-22 (req. 9 Divine Favor)
* Halves casting time of Protection Prayers spells (Chance: 20%)
* Halves skill recharge of spells (Chance: 20%)
* Enchantments last 20% longer
* Armor +5
(in red) Gain 2 energy whenever you cast a protection spell while under the effects of a maintained enchantment {Pve only}


Rago's Flame Staff
* Energy +10
* Fire damage: 11-22 (req. 9 Fire Magic)
* Halves casting time of Fire Magic spells (Chance: 20%)
* Halves skill recharge of spells (Chance: 20%)
* Energy +5
* Enchantments last 20% longer
(in red) Doubles the duration of burning caused by fire magic spells {PvE only}


That way the weapons would simply stay the way they are, the only differance being that the OP'ed mod becomes disabled in pvp, making it just like any other 15^50 vampiric, or whatever it was. And you can still bring the weapon to pvp for the skin.
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Old Jul 04, 2007, 04:56 PM // 16:56   #150
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Yeah, but adding something like that to Gold/Green weapons still enables them to be far more powerful then they need to be.

Thus, having things like Titan's Heart, you are setting a very high requirement for a very prestigeous item that requires the true knowledge of game play of that item.

Cause face it, people who have more then 12 attributes (Headpiece not included) are often very knowledgeable people in those professions, and know what to and not to do. It would be those who knew how to use them, and would also offer players to get better at the game them selves if they truely wanted to use a truely unique weapon.
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Old Jul 08, 2007, 09:25 PM // 21:25   #151
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ok i read up to page 6 and i think i got the idea of why everyone is all up in arms about this, and i mostly agree, too powerful....... i would love to see red weapons, but this is how i would have them.

one, 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.

weapons ONLY, armor already has a huge impact on play, weapons not so much, so i only want to see buffed weps.

also here are some non broken ideas..... one for each 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%
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%
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%
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%
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%
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%.

ok i will get to assn and rit and paragon and dervish later, *brain is dead* but you get the picture.
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Old Jul 09, 2007, 04:49 PM // 16:49   #152
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Hey Tenshi, why is it your weapon ideas are all req. 13? Why don't you have them at a higher requirement such as 15?

Also, as I'm sure some of you will agree - None of these things, "Energy +10, Half Casting, Half Recharge, +1 to this, etc." should be allowed to work unless you have said requirment (Rather then just getting the beneifits of the weapon and not having to do the requirement).
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Old Jul 09, 2007, 05:02 PM // 17:02   #153
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I read this somewhere on these forums once;

If stupid were wheat you would have enough bread to feed the world.

PvE only or not there is still a such thing as BALANCE

All these PvE only skills they already have are making HM a joke now you fools want OMG SOOPER UBER LEET HAXZORS weapons.

Get real. All I would like to see is useful threads and a way to see my alliance guilds rosters.

Seriously, where do you kids come up with this crap?
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Old Jul 09, 2007, 05:28 PM // 17:28   #154
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Quote:
Originally Posted by Orange Milk
I read this somewhere on these forums once;

If stupid were wheat you would have enough bread to feed the world.

PvE only or not there is still a such thing as BALANCE

All these PvE only skills they already have are making HM a joke now you fools want OMG SOOPER UBER LEET HAXZORS weapons.

Get real. All I would like to see is useful threads and a way to see my alliance guilds rosters.

Seriously, where do you kids come up with this crap?
This idea has been around for quiet sometime, I remember it briefly being discussed before the introduction of Hard Mode and these PvE-Only skills.

Now, please keep in mind that with these items they would have very high requirement (15, 16) and be very, very hard to aquire.

By that, you could have it set up in ways that it stands a 1 to a 1,000,000,000 chance (That's a billion by the way) of aquiring such a item. Second, it's likely that such an item should be account customized, limiting the way it's allowed to be used even more.

Or, you could also make it a series (twenty different ones) of quests to aquire the item (IE: In this battle against your level 38 Undead AbyssalMomma) to make sure it's a well earned piece of equipement.

But I'll throw a new idea out to everyone!

What do you think about creating "Red" armor? Armor that would be obtained in much the same fashion as the Red-Weapons? Stats wouldn't differ from anything we already know, but it would have a new and different look to it?
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Old Jul 09, 2007, 07:00 PM // 19:00   #155
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/notsigned

I see no reason to increase the gap between PvE and PvP even more. Better weapons and items? Sure we need those. This game is too much skill based imo. But don't make another yes vor PvE no for PvP thing.

Maybe it's an idea for Guild Wars 2 to have better items, since it needs extensive balancing and testing.
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Old Jul 10, 2007, 12:31 AM // 00:31   #156
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ok yea on my ideas, you would get shit unless you meet the req *which is what i think all weps should be like imo* also i made them req 13 so only primaries can use them BUT you can use them with diff kinda builds, cause many a build dont use 15 or any attribute but 13 would be much easier to get to.

also i believe these are balanced cause just having these weps wont make you god, but it will be a noticeable improvement, and yes these will be hard to get so its not like everyone and their brother will have these, and they will not be reqed cause they are a bitch to get and really dont change the play all too much.
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Old Jul 10, 2007, 12:46 AM // 00:46   #157
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Quote:
Originally Posted by tenshi_strife
ok yea on my ideas, you would get shit unless you meet the req *which is what i think all weps should be like imo* also i made them req 13 so only primaries can use them BUT you can use them with diff kinda builds, cause many a build dont use 15 or any attribute but 13 would be much easier to get to.

also i believe these are balanced cause just having these weps wont make you god, but it will be a noticeable improvement, and yes these will be hard to get so its not like everyone and their brother will have these, and they will not be reqed cause they are a bitch to get and really dont change the play all too much.
Not having them at Requirement 15 would do just what many people are posting here, create a "god like" enviroment. WHile keeping them at 15 or higher, you would be basically placing it only it that profession rather then giving it the option of use (but still of course being able to equip it) to said profession.

And, if another profession is able to use it, that player would know exactly what he/she is doing. They would be the type of player that these weapons are geared towards - knowledgeable players who have worked hard for what they have.

It would also make others players go "I want that, I'm going to work for that" and they will too. Many wil fail, some will rise and because the weapon!

But seriously, let's imagine here people. A Player has spent countless time earning Orr Staff of Power. This staff is a Requirement of 15 Energy Stoage, does it's 20/20 thing, gives you +15 Energy, Enchantments last 20% Longer, all Elemental Attributes are increased 1..2, +60 Health, -1 Energy Recharge and all this crazy stuff (*Note, not saying make this weapon)

Not only has that player gone through twenty quests, collected a hundred different items and defeated a powerful boss, they're also working on Orr Armor, which is equally as difficult to obtain.

Now, imagine a Female Elonian Elementalist decked out in this Armor + Staff - She would have the true image of a player who has the ability, the knowledge, the time and the skill above the rest of us and proudly shows it off as she continue her way through Guildwars.

Get my idea?
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Old Jul 10, 2007, 12:54 AM // 00:54   #158
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They could bring out some blue weapons that are in balance with PvP and come in 15^50 mods as there aren't enough of them.That is what I would like to see and make them drop more often unlike golds(rares) or greens.There is difference in Shiro's sword as to Victo's blade as that is Shiro's is 15^50 and Victo's is not and it was 15 in sword not strength.I would prefer to see more balanced weapon in pve to be used in pvp as to the 15^50.
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Old Jul 10, 2007, 01:09 AM // 01:09   #159
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ya know, theres no reason these weapons need to be more powerful... just different from the same mods we see all day long.
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Old Jul 10, 2007, 01:15 AM // 01:15   #160
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make these weaps so godly hard to acquire and see the QQing on the forums from ppl who dont have them.

it will be funny to see all the threads in the forums form all the perople who dont have these epic items.

Last edited by vaxmor; Jul 10, 2007 at 05:24 AM // 05:24..
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