Nov 03, 2007, 09:13 PM // 21:13
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#1
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Lion's Arch Merchant
Join Date: Aug 2007
Profession: N/Me
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Customized Weapons add energy
Well at the moment people customize weapons to get the extra damage out of their weapons, but if you think about it there's really no point in customizing wands and staffs. So I think that once you customize a weapons you get a bonus in energy, not a lot but a decent amount. Maybe even +energy just for caster weapons or something, I just feel staffs and wands should have better benefits when customized.
what do you think?
Last edited by terminus123; Nov 03, 2007 at 09:27 PM // 21:27..
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Nov 03, 2007, 09:21 PM // 21:21
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#2
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Emo Goth Italics
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the 20% should affect spells too...
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Nov 03, 2007, 09:30 PM // 21:30
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#3
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Desert Nomad
Join Date: Oct 2006
Location: Ireland
Guild: Currently LF Active HA Guild, Glad 2, Comm.3, R2
Profession: E/
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/signed
even +5 energy would help,
really there is no point for casters to customise.
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Nov 03, 2007, 10:22 PM // 22:22
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#4
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Lion's Arch Merchant
Join Date: Mar 2006
Location: England
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There is a point in customising caster weapons. They can still kick out ~20 damage which is quite useful in finishing low targets in PvP, a lot of players take a "wanding" set with them in GvG's HA etc to finish low targets.
/notsigned
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Nov 03, 2007, 10:26 PM // 22:26
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#5
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Lion's Arch Merchant
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20% of 20 is 24 dmg. That's not really useful...
/signed for "20% affects spells"
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Nov 03, 2007, 10:27 PM // 22:27
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#6
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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/notsigned.
Insightful staffhead+I Have the Power+Customized +5 energy= imbalances That's +15 energy with no penalty at all. Even 20% spell damage is ridiculous and creates imabalances. Why do you think they nerfed that PvE sunspear ele skill?
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Nov 03, 2007, 11:23 PM // 23:23
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#7
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Hustler
Join Date: Nov 2006
Location: in between GW2 servers
Profession: Mo/
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/not signed. How much energy does a caster profession need? I think each profession has more than enough as each has some form of energy management. Especially elementalists.
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Nov 03, 2007, 11:38 PM // 23:38
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#8
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by Alicendre
20% of 20 is 24 dmg. That's not really useful...
/signed for "20% affects spells"
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Apparently you've never had experiences with surviving at 1 hp?
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Nov 03, 2007, 11:41 PM // 23:41
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#9
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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Quote:
Originally Posted by holymasamune
Apparently you've never had experiences with surviving at 1 hp?
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Surely mending will save them though?
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Nov 03, 2007, 11:49 PM // 23:49
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#10
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Krytan Explorer
Join Date: Dec 2006
Profession: W/
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20% more damage? invoke lightning/obsidian flame spike much?
/notsigned
as for the energy..well maybe, thats not outlandish.
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Nov 03, 2007, 11:57 PM // 23:57
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#11
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Lion's Arch Merchant
Join Date: Nov 2006
Location: Singapore (GMT +8)
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20% affects spells is imba (unbalanced)...now all the eles have perma stronger intensity...so../notsigned
energy..maybe...+5 would be nice
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Nov 04, 2007, 12:23 AM // 00:23
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#12
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There is a point, even for staves.
But the thing is CHOICE.
If you let wands keep the damage, and the staves get the energy. You let players choice. Wands can get the energy in the focus.
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Nov 04, 2007, 01:45 AM // 01:45
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#13
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/notsigned
Energy is high enough now as is (what with radiants, attunement runes, and the commonality of caster weapons now that HoD swords are no longer unique). Power creep = bad.
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Nov 04, 2007, 02:26 AM // 02:26
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#14
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Lion's Arch Merchant
Join Date: Aug 2007
Profession: N/Me
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actually +20% dmge is alot lower than you would think, just look at this on daggers."http://www.guildwarsguru.com/forum/showthread.php?t=10199008"
and anyways I'm asking for like only +2 or 3 energy, nothing big.
and guys 20% more dmge on spells is not this topic!!!!!!!it's not my idea! it the +energy one!
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Nov 04, 2007, 02:30 AM // 02:30
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#15
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Forge Runner
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Quote:
Originally Posted by Alicendre
20% of 20 is 24 dmg. That's not really useful...
/signed for "20% affects spells"
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you will need to rework all the spell to balance the extra damage.
Basicly nerf 20% all the spell damage.
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Nov 04, 2007, 02:44 AM // 02:44
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#16
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Furnace Stoker
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How about spells cost 10% less energy? If thats not enough, 50%.
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Nov 04, 2007, 03:00 AM // 03:00
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#17
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Lion's Arch Merchant
Join Date: Aug 2007
Profession: N/Me
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cost -10% or alittle more does indeed sound good.
+2-3 energy sounds good too
anything to make customization of staves and wands more viable.
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Nov 04, 2007, 03:00 AM // 03:00
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#18
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Jungle Guide
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I could see customizing optionally giving you, say, +2 energy or +2 armor instead.
I always viewed customizing as a lure to get you to voluntarily take an item out of circulation...
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Nov 04, 2007, 04:42 AM // 04:42
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#19
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Quote:
Originally Posted by Biostem
I always viewed customizing as a lure to get you to voluntarily take an item out of circulation...
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Maybe just stop thinking like a bad PvE player then..
Decent players customize, bad players dont, end of story.
(i've seen a recruit melee char taking uncustomized weapons into gvg, instakick.)
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Nov 04, 2007, 05:13 AM // 05:13
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#20
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Krytan Explorer
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definitely should not add energy. +5 energy unconditionally would be a bad idea.
and the 20% affecting spells.. what are you smoking? you realize how big a difference that would be?
don't change it at all. thats my opinion
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