Oct 22, 2007, 10:03 PM // 22:03
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#41
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Academy Page
Join Date: Jul 2007
Location: Reston, VA
Guild: Citadel Of Faith [LaZy]
Profession: W/A
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/signed
This would be just awesome, since I'm running out of storage space as it is. XD
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Oct 23, 2007, 12:41 AM // 00:41
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#42
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Krytan Explorer
Join Date: Apr 2006
Guild: ...
Profession: W/Mo
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/not signed
Sometimes my monk uses a divine wand when he is healing and/or prot.
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Oct 23, 2007, 02:53 AM // 02:53
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#43
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Academy Page
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How about a NPC to convert the headgear? This would allow people who mix rune and inherent people to keep it that way, and people who combine rune with matching headgear on the same headpiece style. Maybe have the NPC be able to convert both ways (+1 inherent to +1 matching rune and +1maching rune to +1 inherent).
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Oct 23, 2007, 03:05 AM // 03:05
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#44
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Linksys
/notsigned
My ranger benefits from having masks with attribute bonuses from different attributes.
I put my marksmanship runes on all my masks. Usually it's a marksmanship mask with a marksmanship superior rune. So usually the masks that automatically do this like the ones in GWEN are fine.
But what if I want 16 on expertise and 15 on marksmanship? I then switch to an expertise mask that has a superior marksmanship rune and it's fine. Otherwise if my only choice is an all expertise mask, then I'd have to get another set of leggings(which I put my expertise runes on) to hold a marksmanship rune just to use with that mask.
As long as we can still buy masks/head pieces with a fixed attribute +1 for a specific attribute in Factions or where ever for those it works for, it's fine.
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I agree. Some of us have armour strategies that are based on the headgear system as it currently is - it allows each armour piece to have a dedicated role, with swapping that piece out allowing changes in its properties (from a superior to a minor to an attunement, vitae, condition reducer or other rune). Unless you really do swap your runes out regularly (which would have to get expensive, with all those runes being overwritten and/or all those Superior Salvage Kit uses), though, I can't really see the advantage to using the 'item attribute' system. Three warrior helms dedicated to Swordsmanship, Axe Mastery and Hammer Mastery are still three helms if they're attributes are determined by the rune than if they're inherent - unless you decide at some stage that you don't like Swordsmanship so much any more and you want to change your FoW helm to Axe Mastery.
I'd support a call to make it a more generally available option, but not to replace the old system entirely.
Micromaster: I think you're misunderstanding. "Item attribute" headgear isn't determined by what you have in hand - it's determined by the rune you put in the piece of headgear in question.
EDIT: Random, if that was implemented I can see myself saving 10K on my Dervish's armour next time I rejig his equipment...
Last edited by draxynnic; Oct 23, 2007 at 03:07 AM // 03:07..
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Oct 23, 2007, 03:20 AM // 03:20
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#45
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Wilds Pathfinder
Join Date: Jun 2007
Profession: N/
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A simple compromise between the fashionistas and the attribute managers is to add a GWEN/Hero style +1 to item attribute helmet of every single design to the armour merchant.
/signed with a twist
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Oct 23, 2007, 05:28 AM // 05:28
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#46
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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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No. Horrible idea. For the set up I have now on monk, I have a sup vigor on chest, minor divine on hands, minor prot on legs, vitae on feet. My headpiece will always have minor healing regardless of if I'm playing a protection or healing monk. For me to have to switch my legpiece and headpiece runes just so I have minor heal on legs when I'm playing a prot build is stupid.
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Oct 23, 2007, 06:34 AM // 06:34
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#47
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Jungle Guide
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Quote:
Originally Posted by getalifebud
Im not sure...
As mentioned before, you might just want vitae on your headpiece if you are a ranger and have minor exp and marksmanship on other armor pieces.
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If I put a vitae or attunement or any other non attribute rune on a new +1 attribute headgear, then I wouldn't get an additional point from the headgear to any attribute, unless I'm mistaken. That means I can't have 16 on any attribute.
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Oct 23, 2007, 01:41 PM // 13:41
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#48
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Wilds Pathfinder
Join Date: Jan 2007
Location: Alberta
Guild: Charter Vanguard [CV]
Profession: Mo/
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/signed
I hate buying new headpieces whenever I'm committing to a new build for long enough that I don't want to wear my Burger King crown.
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Oct 23, 2007, 01:53 PM // 13:53
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#49
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Frost Gate Guardian
Join Date: Dec 2006
Profession: R/Me
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I would have nothing against the change.
However I /sign it if A.Net implement this as an option and not as a whole conversion of the current system.
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Oct 23, 2007, 03:36 PM // 15:36
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#50
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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Quote:
Originally Posted by Selket
Bad idea, sometimes you benefit from having the +1 elsewhere. Especially for rangers.
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How about if you're RAO thumping, and you're wielding a hammer? Will your mask give +1 Hammer Mastery? Or if you're R/Mo running and using a Divine Favor staff or something, will your mask give +1 to Divine Favor? What if you're Blood Spiking and you have a healing wand? Will your Head Scar Pattern-Thing give +1 Healing? What if you're monking and using a high health set with a spear and shield, will your Headpiece give +1 Spear Mastery?
Selket is right, there are situations (albiet, very few) where this just wouldn't work.
If the helmet's attribute would go off of the Rune you put in it, then it would work, but once you immediately buy the headpiece, and you didnt have cash for a rune or something, would the headpiece just not have an attribute helper? There's too many holes for this to work.
/notsigned
Last edited by Kanyatta; Oct 23, 2007 at 03:39 PM // 15:39..
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Oct 23, 2007, 04:04 PM // 16:04
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#51
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Banned
Join Date: Jan 2007
Location: Drazach Thicket
Guild: Temple of Zhen Xianren [Sifu]
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/notsigned
Stupid as it might sound... I do have the occasional suit of armour without any attribute runes on, and just the +1 to a single attribute.... mostly for the sake of maxing out other things like energy or health.
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Oct 23, 2007, 11:36 PM // 23:36
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#52
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Pre-Searing Cadet
Join Date: Jun 2007
Guild: HELL
Profession: N/
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They could make all the helms like the dragon mask and demon mask etc useful by just putting +1 to atribute on it too
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Oct 24, 2007, 01:08 AM // 01:08
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#53
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Kanyatta
If the helmet's attribute would go off of the Rune you put in it, then it would work, but once you immediately buy the headpiece, and you didnt have cash for a rune or something, would the headpiece just not have an attribute helper? There's too many holes for this to work.
/notsigned
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That's exactly what they're talking about. The terminology may be misleading, but what they're proposing is for (more) helms to work the way that hero headpieces do - they give the bonus corresponding to the rune in the headpiece.
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Oct 24, 2007, 09:06 PM // 21:06
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#54
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Lion's Arch Merchant
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ABSOLUTELY WITHOUT A QUESTION NOT SIGNED
If they change it in anyway so its an automatic +1, they will make it similar to all the new headgear and it will be +1 to the rune used on it he headpiece.
Now, I know I'm not the only who uses headgear that is NOT The same +1 attrib as the rune used in it.
They should keep it as it is. Add headgear to armor crafters that are auto +1 to rune attrib but keep letting us hve hte option about which headpiece we want to use or purchase if we want a different attribute.
For example, my warrior uses all +1 Strength headgears. THey all have a sup sword or axe or hammer in them, but changing them so they are +1 sword, axe or hammer would totally screw up how my attributes are setup and which armors I use.
/NOT SIGNED
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Oct 24, 2007, 09:25 PM // 21:25
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#55
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Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
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IMO, definetly add such armors to the crafter, they are great. But imagine a warrior who has a fow head peice, his pride and joy, so he puts his sup vigor on it i.e he can use it with all his builds. But this change means he can only use it with say swords and cant use it with his axe or w/e. So i think we should keep current armor as it is but add the new type to the crafter as on option.
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Oct 24, 2007, 09:26 PM // 21:26
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#56
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Jungle Guide
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We have both options as it is now in the game. Why change it? Why are people intent on suggesting they take away the older option in head pieces? They already have what they want.
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Oct 25, 2007, 08:43 AM // 08:43
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#57
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Frost Gate Guardian
Join Date: Apr 2007
Location: Does it matter?
Guild: Im to good for guilds
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/not signed
I like having +1 divine +2 prot
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Oct 25, 2007, 03:14 PM // 15:14
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#58
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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Quote:
Originally Posted by TheLichMonky
/not signed
I like having +1 divine +2 prot
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? You still can lol
I don't really care either way myself, do whatever .
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Oct 25, 2007, 08:39 PM // 20:39
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#59
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Forge Runner
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Quote:
Originally Posted by Kong
For example, my warrior uses all +1 Strength headgears.
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Come on, I read all these +1 divine +2 prot rune and whatever headgear stuff and wonder if people really cannot see that they can get the same rune configuration, even in pve if they switch headgear a lot.
That all these complaints are a bit mindless can be seen in your strange love for +1 strength headgear with sup sword or axe runes, probably dating back to the days of prophecies.
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Oct 26, 2007, 12:36 PM // 12:36
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#60
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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dolyak sig users! .
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