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Old Aug 16, 2006, 11:27 PM // 23:27   #1
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Default Armor linked to primary attributes

We have an armor for warriors that to get it to full you you NEED to have 13 strenght, so why not adding armors like that to all the classes
To influence primary skill boosting, as a consequence, you would be needed to invest the rest of your points on a single attribute to have an effective build (like straight fire-energy storage elementalist)

Ideas for armor like that:
(of course, i dont have any idea for names, because a.net wouldnt use them anyways =/)

Elementalist (Energy Storage version):
Armor: 60
Energy +8
Energy -3 (with energy storage less then 13)


Mesmer (Fast Casting version):
Armor: 70 <--
Energy +5
Armor -15 while casting spells

Dervish (Mysticism version):
Armor: 70
*normal energy patter for dervish (i dont know wich)*
Damage reduced by 1 while tranformed ( req Mysticism 13)

- considering you will need to have -5 if you wear full set (or -4 if you dont add it to headset)

i dont have any idea what to add to the other classes, sry =/

whatyall think? ^^
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Old Aug 17, 2006, 01:28 AM // 01:28   #2
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Armour -15??? that puts me lower than I would be if I just had normal armour on.
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Old Aug 17, 2006, 01:37 AM // 01:37   #3
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ok... i dont think you got the idea
and i dont think you noticed the standard armor is 70 either ¬¬

mesmers have Fast Casting
therefore they cast faster, the time they would be casting they would be vulnerable, and while they wouldnt they would have 70 armor allways, are you making any connections?
and the only way to get a very fast casting time is if you have 13+ on Fast Casting
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Old Aug 17, 2006, 01:41 AM // 01:41   #4
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Wow, that is news to me, never seen sentiel armor.

I was really confused because his idea is very disfunctional.

Elementist armor has a base of +10 energy, the elementist and mesmer armor are worse than normal.

Last edited by BahamutKaiser; Aug 17, 2006 at 10:37 PM // 22:37..
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Old Aug 17, 2006, 06:55 AM // 06:55   #5
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Bahamut, take a look at Sentinal armor. 100 al, -20 with less than 13 in strength.

I like the idea, /signed (the concept, at least. )
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Old Aug 17, 2006, 08:03 AM // 08:03   #6
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It's a nice concept, and definitely something ANet will look into as they keep trying to add new armor types to the game.
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Old Aug 17, 2006, 08:14 AM // 08:14   #7
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Quote:
Originally Posted by Sientir
Bahamut, take a look at Sentinal armor. 100 al, -20 with less than 13 in strength.

I like the idea, /signed (the concept, at least. )
I agree ANet has already released an armor set involving attributes. One set so far yes. But sinces its one of ANets own concepts for such armor. I'd expect we could see such armor soon. We also have interesting armors like minion master.
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Old Aug 17, 2006, 08:38 AM // 08:38   #8
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Hmm... What about armor that gave a certain boost while wielding a certain type of weapon?

Ideas:

/Warrior/ Armor 80 +20 v. Physical (standard)
Cannot be knocked down while attacking with a Hammer
and/or
+15 Armor while Hammer is equipped

Or how about armor that has basic AL, but gave you inherent agility? Basically representing a light, maleable armor...

Ideas:

/Ranger/ Armor 70 (standard)
3% Chance to dodge melee attacks (stacks to 12% total)
and/or
2% Faster attacks with Bow (stacks to 8% total)

Otherwise, like the ideas. Encouraging specialization a bit.
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Old Aug 17, 2006, 09:04 AM // 09:04   #9
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True, in a sense the Minion Master armor has an attribute requirement. I mean, you can't have 3 or more minions unless you invest something into death magic.

I kind of like the idea of armor tied to attributes, however I would like to see the price of armor come down a bit if that is going to be the case. Storage should be improved too. I hate having to swap armor and I hate having to buy different kinds. That mesmer armor you suggested would be nice though. At the moment the similar armor rewards having less in Fast Casting.
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Old Aug 17, 2006, 09:16 AM // 09:16   #10
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I Am posting here just because something came up in my head. Not sure if its just trash.

Just like Rune unlocking System, Could we actualy have armour attributes of different kind unlocking system?

I mean you are either required to pay a good amount of gold to unlock such item attribute change for a piece, or a quest.

Lets say:
In Cantha, We had Ele armour 15k, which is same looking for all different attributes.
What if we had a way to swap the bonus defense against different elements?
I mean if i had purchased a Fire Canthan Armour, I would hate to spend another 200k just to get another Element based Same looking armour. Why not just switch the Element bonus for that armour?
Just like for weapons, We can add either a Shocking, Ebon, Fiery, or Icey damage mod.
Just wondering.
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Old Aug 17, 2006, 12:11 PM // 12:11   #11
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Quote:
Originally Posted by Xpl0iter
I Am posting here just because something came up in my head. Not sure if its just trash.

Just like Rune unlocking System, Could we actualy have armour attributes of different kind unlocking system?

I mean you are either required to pay a good amount of gold to unlock such item attribute change for a piece, or a quest.

Lets say:
In Cantha, We had Ele armour 15k, which is same looking for all different attributes.
What if we had a way to swap the bonus defense against different elements?
I mean if i had purchased a Fire Canthan Armour, I would hate to spend another 200k just to get another Element based Same looking armour. Why not just switch the Element bonus for that armour?
Just like for weapons, We can add either a Shocking, Ebon, Fiery, or Icey damage mod.
Just wondering.
You mean runes for switch fire damage resistance to air damage in the same armor? Good idea indeed That's would work also for ranger armors. Maybe would be better a NPC that change element resistance of your armor for some gold.
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Old Aug 17, 2006, 12:14 PM // 12:14   #12
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Quote:
Originally Posted by Gregslot
ok... i dont think you got the idea
and i dont think you noticed the standard armor is 70 either ¬¬

mesmers have Fast Casting
therefore they cast faster, the time they would be casting they would be vulnerable, and while they wouldnt they would have 70 armor allways, are you making any connections?
and the only way to get a very fast casting time is if you have 13+ on Fast Casting
no i didn't miss the point, yes I did notice the 70 armour (you added in the arrow, so I did notice^^). And when I said that your armour brings you down lower to the Mesmers standard armour, I mean that it brings you down to 55 armour while casting, which is the lowest default armour you can get yourself into, causing yourself to take extra damage while casting. And no, they wouldn't have 70 armour always, you clearly state this. And just to make a correction, Fast Casting has diminishing returns, with the maximum cast time being reduced by half at rank 16. This change is most noticeable at rank 9, not 13.

Like all classes, you are MOST vulnerable WHILE you are casting, because you aren't moving for the entire duration of the skill. Mesmer's having fast casting (and contrary to belief), gives Mesmers the oppourtunity to cast more frequently than any other class, so they will be spending more time casting spells. Thus, the purposes of having 70 armour would be when you are running away while taking damage, or when you're not even fighting. Now the second situation makes this armour pointless, so the only benefit to your suggestion is when the mesmer is kiting, Mesmer Can't heal because they will take more damage, so they'll just run and die. Ether Feast suddenly seems like Healing Signet...

You would only cast spells when you are fighting, and you need all the armour you can get... unless you're thinking about promoting IW Tankers...>>

Last edited by Terra Xin; Aug 17, 2006 at 12:19 PM // 12:19..
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Old Aug 17, 2006, 10:05 PM // 22:05   #13
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Quote:
Originally Posted by NeHoMaR
You mean runes for switch fire damage resistance to air damage in the same armor? Good idea indeed That's would work also for ranger armors. Maybe would be better a NPC that change element resistance of your armor for some gold.
Thankyou for appreciating NeHoMaR. Yeh, I wonder how much would they cost still
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Old Aug 18, 2006, 08:25 PM // 20:25   #14
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its all about the concept!!!
i dont think they will add exactly how it is now
i had this idea while taking a bath for gods sake ¬¬
and the Dervish one i created to add another armor

of course, each class would have ONE each, each armor linked to the primary attribute
not linked to hammers

and Terra Xin, THATS the idea, if you dont spend too much time casting, you wont have -15 that oftenly.
And of course, only mesmer that have some fast casting skills like Stolen Speed and/or Power Return would use it
(possible armor for interrupters)

the same goes to the Ele armor, it is for eles without attunaments and they could use a significant number os skills with exhaustation ^^

Last edited by Gregslot; Aug 18, 2006 at 08:29 PM // 20:29..
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Old Aug 18, 2006, 10:06 PM // 22:06   #15
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The examples aren't great. but the concept is great.

Elementalist armour has a base of +10? Since when? Or have i just not been paying attention.
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Old Aug 18, 2006, 11:26 PM // 23:26   #16
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All characters have 20 energy and 2 energy regen standard. All caster classes have +5 energy on 2 piecies of armor and +1 energy regen on 2 other piecies of armor for added energy.

There are other armors which add "even more" energy which is usually 7 more overall, though Elementist doesn't have or need that.

The idea is rather new to me, but actually rather good, some good additions would be helpful, these are certainly not, but the idea is good.

Energy Storage armor which reduces Exhaustion by 1 each would be a good Armor (requiring 13 energy storage). Assassin armor which either increases damage or increases critical strikes by 5 or 10% would be great, requiring 13 Critical strikes. And it would be nice if you could get this in any skin, I like the look of Canthan 15K.
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Old Aug 19, 2006, 12:16 AM // 00:16   #17
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This examples are poor, but the concept is good. Maybe I can make a few better ones.

Wizards Set(Elementalist)
Helmet - +1 Energy Storage 60 AL +1 Energy (Req. 13+ Energy Storage)
Torso - 60 AL +8 Energy (Req. 13+ Energy Storage)
Gloves - 60 AL +1 Energy (Req. 13+ Energy Storage)
Pants - 60 AL +7 Energy (Req. 13+ Energy Storage)
Boots - +1 Energy (Req. 13+ Energy Storage)

Berserkers Set(Warrior)
Helmet - +1 Hammer Mastery 70 AL + 20 vs Physical, 1.3% faster attack speed (Req. 13+ Hammer Mastery)
Torso - 70 AL + 20 vs Physical 3% faster attack speed (Req. 13+ Hammer Mastery)
Gloves - 70 AL + 20 vs Physical 1.3% faster attack speed (Req. 13+ Hammer Mastery)
Pants - 70 AL + 20 vs Physical 3% faster attack speed (Req. 13+ Hammer Mastery)
Boots - 70 AL + 20 vs Physical 1.3% faster attack speed (Req. 13+ Hammer Mastery)

Wanderers Set(Ranger)
Helmet - +1 Expertise 60 AL + 10 vs Elemental, 2% chance to evade attacks (Req. 13+ Expertise)
Torso - 60 AL + 10 vs Elemental 5% chance to evade attacks (Req. 13+ Expertise)
Gloves - 60 AL + 10 vs Elemental 3% chance to evade attacks (Req. 13+ Expertise)
Pants - 60 AL + 10 vs Elemental 5% chance to evade attacks (Req. 13+ Expertise)
Boots - 60 AL + 10 vs Elemental 3% chance to evade attacks (Req. 13+ Expertise)

Last edited by Nevin; Aug 19, 2006 at 12:22 AM // 00:22..
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Old Aug 19, 2006, 02:58 AM // 02:58   #18
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you cant add those kind of stuff to the armor, what would be the point of expertise skills then?
and parting from the primary exemple (Sentinel Armor), that your armor would have the same bonus if u didindt had 13 strenght
i did the same for elementalist, if you dont have 13 energy storage, you will have the same base energy

and what you wanted me to do? write very piece of armor, give them names, divide them by colored sections? if u want that, that would be gay, i am showing you the essence of the idea, if u wanted something that you could add imediatly at the game, start paying me, because some people get payed to do this work... so i aint ¬¬
like i said, i had it while taking a bath
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Old Aug 19, 2006, 05:09 AM // 05:09   #19
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i don't know. i think this might lead to less experimentation with builds. if someone has armour that ties them to 13 in an attribute, lets say 16 in fire, and 13 in energy storage, that leaves no attribute points for any other element/secondary profession attribute.

this would cut down on innovation? i suppose the more options the better, but, this would be a drawback.
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Old Aug 19, 2006, 02:04 PM // 14:04   #20
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well... you would use this armor IF u had 16 on fire and 13 energy storage
if u you dont want it, get another armor
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