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Old Mar 17, 2006, 03:17 AM // 03:17   #1
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Default Stoneskin Gauntlet style equipment concepts for all professions

Short Explanation-
I like the concept of Stoneskin Gauntlets; A method of giving a unique advantage in a certain aspect of a profession's skills/abilities to that primary. Thus, the following concepts were born. The requirements come from the new Sentinel armor idea.
Edit: Note, it's not that I forgot Bloodstained Boots exist, they're another item of the same vein.
---

Monk:

Mark of Censure - [Arm Piece] - Tattoo on the hand
Armor: 60, +5 vs Physical
Energy +3
Smiting skills that target foes recharge 20% faster

Gloves of Scourging - [Arm Piece] - Gloves
Armor: 60
Energy +3
Monk hexes you cast last 10% longer.

Lightbringer's Gloves - [Arm Piece] - Gloves
Armor: 60
Energy +4
+10 AL [Global]
You take +20 damage whenever you are struck by shadow damage.


Ranger:

Expert's Gloves - [Arm Piece] - Glove
Armor: 60, +25 vs Elemental
Your preparations last 10% longer.

Binder's Gloves - [Arm Piece] - Glove
Armor: 60, +25 vs Elemental
Nature Rituals you cast have +10 AL.

Trapper's Gloves - [Arm Piece] - Glove
Armor: 60, +25 vs Elemental
When interrupted while setting traps, you have a 33% chance of that trap recharging instantly.


Mesmer:

Mysterious Hands - [Arm Piece] - Glove
Armor: 60
Energy +4
For skill's you have on your bar through special means, their attribute is 6 for the purpose of using them, unless your own attribute level would be higher.*

*Note: This is in reference to Arcane Thievery, Inspired Hex, Inspired Enchantment, and Arcane Mimicry copied skills. The side effect of having them on your skill bar is only rarely useful, and that's highly conditional.

Sophisticate's Gloves - [Arm Piece] - Glove
Armor: 60
Energy +4
Stances cost 5 less energy to use (Minimum of 5).

Inscriber's Gloves - [Arm Piece] - Glove
Armor: 60
Energy +3
Gain 1 Energy whenever you use a Signet.


Elementalist-

Elemental Heart - [Chest Piece] - ?
Armor: 55, +10 vs Elemental
Energy +4
Elemental (Fire/Water/Earth/Air attribute) skills you use cost 15% (Minimum of 5) less to cast. Req: 13 Energy Storage

Fire Brand - [Arm Piece] - Tattoo
Armor: 55, +10 vs Fire
Energy +3
Lengthens Burning condition on foes by 33%. Req: 13 Fire Magic

Frost Brand - [Arm Piece] - Tattoo
Armor: 55, +10 vs Cold
Energy +3
Water Magic hexes you cast last 20% longer. Req: 13 Water Magic

Brilliant Mark - [Arm Piece] - Tattoo
Armor 55, +10 vs Lightning
Energy +3
Lengthens Blindness condition on foes by 20%. Req: 13 Air Magic
Gain 1 Energy whenever you're struck by Lightning damage.

Granite Hands - [Arm Piece] - Glove
Armor: 55, +10 vs Earth
Energy +2
+10 AL [global] Req: 13 Earth

Adept's Hands - [Arm Piece] - Glove
Armor: 55, +10 vs Elemental
Energy +4
Glyphs activate twice as quickly.


Necromancer -

Plague Master's Gloves - [Arm Piece] - Glove
Armor: 60
Energy +3
Conditions you transfer to foes from yourself last 20% longer.
+10 AL while suffering from a condition [Global]

Mark of Frailty - [Arm Piece] - Tattoo
Armor: 50
Energy +3
Weaken Armor, Barbs, and Soul Barbs recharge 50% faster. Req: 13 Curses

Leech's Gloves - [Arm Piece] - Glove
Armor: 60
Energy +4
You gain 33% additional Health when you steal life. Req: 13 Blood Magic

Warrior-

Guardian's Gauntlets - [Arm Piece] - Glove
Armor: 70 +10 vs Physical
You take 20% less damage from all sources. You deal 25% less damage in combat. Req: 13 Tactics

Quicksilver Gauntlets - [Arm Piece] - Glove
Armor: 70 +10 vs Physical
Savage Slash, Skull Crack, and Disrupting Blow take 1/2 a second to activate.

Last edited by Mercury Angel; Mar 17, 2006 at 03:24 AM // 03:24..
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Old Mar 17, 2006, 03:21 AM // 03:21   #2
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They dont neccessarily have to be gloves right? Cause we have the bloodstained boots! ^_^

but anyways...i love the ranger stuff!

how about gloves the reduce the "delay" from firing an interupt?

/signed
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Old Mar 17, 2006, 04:40 AM // 04:40   #3
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I like it.. since it is by Mercury Angel and signed by Lyra.
/Sign

More runes and mods is always welcome in my book.
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Old Mar 17, 2006, 04:41 AM // 04:41   #4
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Nice ideas, the mysterious hands mesmer one is very original.

Quote:
Originally Posted by Mercury Angel
Monk hexes
Huh?
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Old Mar 17, 2006, 04:52 AM // 04:52   #5
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Quote:
Originally Posted by Goolick
Nice ideas, the mysterious hands mesmer one is very original.



Huh?
I think it refers to scourge healing. Or maybe allows the hexes from the monk's secondary profession to last longer
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Old Mar 17, 2006, 04:57 AM // 04:57   #6
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How about a ..

Defender's Gauntlets - [Arm Piece] - Glove
Armor: 70 +10 vs Physical
+20% more damage on moving foe.
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Old Mar 17, 2006, 05:18 AM // 05:18   #7
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Quote:
Originally Posted by Nightwish
I think it refers to scourge healing. Or maybe allows the hexes from the monk's secondary profession to last longer
Scourge Healing, Pacifism and Amity. I think thats it...
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Old Mar 17, 2006, 06:22 AM // 06:22   #8
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Scourge Sacrifice.
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Old Mar 17, 2006, 09:51 AM // 09:51   #9
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I like the idea, but there can only be one piece per profession, otherwise armor swapping would make for some serious unbalancing.
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Old Mar 18, 2006, 02:48 AM // 02:48   #10
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No Beastmaster =(
Nice Idea though, I agree to it.
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