> Forest of True Sight > Questions & Answers Reload this Page Req on shields?
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Old Jul 09, 2006, 01:37 PM // 13:37   #1
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Default Req on shields?

My question is concerning shields and thier requirements.
First question is relatively easy. What AL does a shield provide if you dont reach it Req.

Ok now the odd question - Is that different for gold vs. green shields?!? Ill elaborate. Someone in-game tried to explain to me that while the default AL is 3AL(I dont recall what a starter shield is but..) on a gold shield it is actually 1/2 of its normal AL. So for any gold shield max you would get +8AL and any bonuses of course as those are not Req limited even without meeting the shields Req.

This sounds like BS to me but, I first thought that Knight Boots and Virtuoso Gloves or Boots were also BS only to be proven wrong. My warrior has gold shields but I use Malinons on my monk, have I been shorting myself?

*edit*
While Im here is a lower weapon req really good for anything except rarity? Iknow it used to affect damage but was told thats not true anymore. However some claim your Crit rate is still affected by how much you are over your Req. Anyone know any veracity to this.

Last edited by nebuchanezzar; Jul 09, 2006 at 01:51 PM // 13:51..
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Old Jul 09, 2006, 02:05 PM // 14:05   #2
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this might answer your questions...

http://gw.gamewikis.org/wiki/Shield

oh and this:

Linked Attribute
Generally every player can equip any weapon. However, mid to high end weapons all have an attribute requirement for their primary stat. If the character's rank in the required attribute is not high enough, one of two stats can be used:

If the weapon is a collector, crafter, quest reward, or unique weapon, then the stat used is the one for a starter weapon of the same type.
If the weapon is a dropped item, then the stat used is half of the current stat. For example, a max 6-28 axe will have a damage range of 3-14 when you do not meet requirements.
Certain attributes also increases damage dealt using specific types of weapons as their inherent effect.

...copied it from wiki
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Old Jul 09, 2006, 06:39 PM // 18:39   #3
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This is true of Focii and Shields alike (and Wiki suggests Weapons too, never tested).

Collectors and such have base starter energy/AL when not met, but a dropped one is half (+6e or +8AL if its max) the Energy/AL.

All Mods are unchanged.
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Old Jul 09, 2006, 07:56 PM // 19:56   #4
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TY
According to Wiki Gold shields have a range from 8-16 so the starter number is 8. All this time and I was not aware of this. The first part mentions collectors etc at 3 but recent testing claims it is 5.
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