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Old Sep 18, 2007, 01:48 AM // 01:48   #1
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Default Weapon "Attunement"

[Main Idea] The main idea so your weapon can get attuned with an element. There will be 4 attunements available, which would be the following: Earth, Water, Air, and Fire. Each attunment will offer 2 choices.

[How Will It Work?]
You can apply attunements to any weapon. Each of these attunements will require you to gather a mass amount of materials in order for the weapon smith to attune it. Your weapon prefix will have the element with the attunement, for example "Earth Attuned Crippling Short Sword of Enchanting." Note: These are PvE only!

[Attunement Details]

Earth

Diamond Attunement
When your weapon is attuned with Diamond, you will apply an additional 20% more damage. This attunement will have no weakness.

Material Requirements-
600 Granit Slabs
10 Diamands
XX Of something only available from PvE foes (no merchant)

Sand Attunement
When your weapon is attuned with Sand, you will deal 10% armor penatration on all attack spells. This ability can not stack with all existing spells that offer penatration would null this effect.

600 Granit Slabs
10 Rubies
XX Of something only available from PvE foes (no merchant)


Water (PvE oriented)

Waterfall Attunement
When your weapon is attuned with Waterfall, 10-15% of your damage will splash among adjacent foes. This attunement effect will be greatly reduced among foes that is fire oriented.

Material Requirements-
600 Piles of Glitter Dust
10 Sapphire
XX Of something only available from PvE

Mist Attunment
When your weapon is attuned with Mist, incoming attacks has a 50% chance of missing when casting a spell.

Material Requirements-
600 Piles of Glitter Dust
XX Of something only available from PvE

Air

Hurricane Attunement
While your weapon is attuned with Hurricane, you will be able to attack 20% faster. This attunements affect will void if you use any skills that improve your attack speed.

Material Requirements-
600 Feathers
1 Diamond
XX Of something only available from PvE

Wind Attunement
When you weapon is attuned with Wind, you cast all spells and skills 10% faster, but at the cost of an additional 1 energy.

Material Requirements-
600 Feathers
1 Diamond
XX Of something only available from PvE



Fire

Scorch Attunement
While your weapon is attuned with Scourch, you will have the 20% chance of incinerating your foe for 5 seconds. This effect will not stack, and will be nulled against water oriented foes.

Material Requirements-
600 Piles of Glitter Dust
20 Rubies
XX Of something only available from PvE

Dragon Fire Attunement
When attuned with Dragon Fire, all spells I'm out of fuel, I have no idea what this would do Suggest

Material Requirements-
600 Piles of Glitter Dust
20 Rubies
XX Of something only available from PvE



Notes/Comments
When I wrote down
Quote:
XXX Of something only available from PvE
I meant an item droped form pve creatures, for example imps drop hearts, which could qualify as on of the needed materials. Comments/ remarks are accepted. I thought of this while jogging around the track (Thats how i keep myself occupied). The weapon will have a glow, something like a boss's glow

Discuss

Last edited by Lint; Sep 18, 2007 at 09:51 PM // 21:51..
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Old Sep 18, 2007, 01:54 AM // 01:54   #2
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uuuuummmmm NO ..balanced game.... would have to be pve only....and ummmmmm NO
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Old Sep 18, 2007, 02:20 AM // 02:20   #3
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Quote:
Originally Posted by placebo overdose
uuuuummmmm NO ..balanced game.... would have to be pve only....and ummmmmm NO
uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu uummmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm m ..black dogs... eggs i like leash wit only....and eggs ummmmmmmmmmmm BIG LETTERS

...

I like the idea. It'd have to be balanced a little bit more, but great for PvE. I think it should also have to automatically customize the weapon, too...

Expand on it a bit more and I could see it as something I'd like to see added.
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Old Sep 18, 2007, 02:32 AM // 02:32   #4
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............................................umm


no...

Don't understand the point, or even the need. Just another thing to waste tons amount of money on that doesnt really do crap. 20 rubes? 120k? JUST to attack faster? wow.. sooooo brillliant.. NOT *laughs*
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Old Sep 18, 2007, 02:52 AM // 02:52   #5
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Hm... reminds me of Legend of Mana...

Those things would have to be PvE only... and different in different weapons and offhand items... definitely not for GW1
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Old Sep 18, 2007, 06:19 AM // 06:19   #6
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good idea, drop the price and balance the stats a bit. Why should I pay that ungodly sum of money and mats just for a little advantage in attacking? I mean really...earth attunement for 20% more damage...needing 100k+ of mats just to do what I can do ALREADY to my weapons by customizing for 10g?

I do just fine with uncustomized weapons, AND I'll be able to sell them later on when I get tired of them. I wouldn't want to shell out another 100k+ just to do this to the next weapon i decide to make my primary when I get tired of the old one.

/signed, with reservations. Common materials only, one stack of whatever is needed, and 5 or 10 trophy drops. Easily come by for a casual HM farmer.
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Old Sep 18, 2007, 06:31 AM // 06:31   #7
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Quote:
Originally Posted by Lint
Water (PvE oriented)
When your weapon is attuned with water, 10-15% of your damage will splash among adjacent foes. This attunement effect will be greatly reduced among foes that is fire oriented.
?????????????????????????????????????????????????? ?????????????????????
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Old Sep 18, 2007, 06:47 AM // 06:47   #8
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So what do casters get?
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Old Sep 18, 2007, 07:03 AM // 07:03   #9
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Earth (PvE oriented)
When your weapon is attuned with earth, your weapons base minimum and maximum damage stats will increased by +5. (e.g. A sword will go from 15-22 too 15(20)-22(27), this extra damage does NOT calculate into other mods, such as +20%dmg when under 50% health, the +20% would only calculate the weapons base damage, then the +5 applied after. But DOES on the other hand include the +20% custom weapon upgrade)

Water (PvE oriented)
When your weapon is attuned with water, 15-20% of your damage will splash among adjacent foes (still physical damage based, this is fair since, even if a class crit's for 100dmg, only 20ish of that would hit adjacent enemy's).

Air (PvE oriented)
While your weapon is attuned with air, All of your basic attacks have +10% Armour Penetration (would stack with a Warriors Strength Attribute).

Fire (PvE oriented)
While your weapon is attuned with fire, you will have the 25% chance of incinerating your foe for 2 seconds. This effect will not stack, and simply re-apply the 2second burning if it triggers twice. If the foe is already on fire, the longest burning duration is applied ( e.g. If a 7 second burning is already on the foe, the 2second will be ignored, but if a 1second is on the foe, that will be re-applied as 2seconds).

I'd say that's abit more ballanced, obviously you'd have to make it ALOT cheeper, maybe only about 10 of each crafting matterial and then farm some "Glowing Heart's" from Imp's ect. Again this'd have to be PvE Only but i like the idea, seem's interesting.
/Signed- aslong as the prices become more reasonable and it doesn't effect the ballance of the game.

Last edited by NeonPink; Sep 18, 2007 at 03:07 PM // 15:07..
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Old Sep 18, 2007, 07:33 AM // 07:33   #10
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Quote:
Originally Posted by Kaida the Heartless
So what do casters get?
it's all about balance
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Old Sep 18, 2007, 11:28 AM // 11:28   #11
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So casters get to do more damage with thier wands?

Warriors already have the highest DPS in the game. Let's just throw more crap at that why don't we. Apparently they arn't good enough.

/not signed

Last edited by Kaida the Heartless; Sep 18, 2007 at 11:31 AM // 11:31..
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Old Sep 18, 2007, 02:01 PM // 14:01   #12
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nice idea, very interesting, but those things should be simple only better high end versions of the normal elemental prefix upgrades ... thus meaning, those ones here should change the elemental of the weapon and there should be stuff for all elements.
Stuff should exist for both, prefix and suffix

Example:

Earth
of Strong Earth < suffix
Rock slain < prefix
------
Rock slain Flamberge of Strong Earth / Rock slain holy Staff of Strong Earth

Prefix Melee: Will exchange physical Damage to Earth Damage, gives the Weilder a 10% chance to automatically block physical attacks
Gives + 5 Defense (+10 when forged together with Strong Earth)

Suffix Melee: Will increase Minimum Damage by 5 and maximum Damage also by 5. the Weilder will have a 5% chance to blind Enemies with Dust Clouds when attacking (10% when forged together with Rock slain)
====================

Prefix Magic: Will increase Damage of Earth Spells by 15%, but Spells will cost also 15% more Energy.
Gain 3 Energy Points per earth elemental Enemy Hits/Spells(5 points when forged together with Strong Earth)

Suffix Magic: Decreases Damage you receive of Earth Spells by 15%, but lowers your Defense versus Air Spells by also 15%.
Raises Chances of halving Cast&Reload Time Boni from the Staff by 5%(10% when forged together with Rock slain)

Magic will be for all other elementals near same.
Higher defense vs fire, but lower vs ice, higher vs air, but lower vs earth, higher vs. light, but lower vs dark, and so on ... only stuff that will change ..., big changes are only in the melee part.
==================

Air
of slicing Winds < suffix
Storming Sonic < prefix
--------
Storming Sonic Rune Blade of slicing Winds/ Storming Sonic Air Staff of slicing Winds

Prefix Melee: Will exchange physical Damage to lightning Damage. Attacks will receive 10% Armor Penetration which stacks together with any sources that raise this for any class.
Increases Attack Speed by 10% (20% when forged together with slicing Winds)

Suffix Melee: Attacks will cause 3 seconds bleeding per hit
also increases Critical Hit Chance by 5% (10% when forged together with Storming Sonic)
==================

Water
of frozen Time < Suffix
Ice Cold < Prefix
--------
Ice Cold Gothic Sword of freezing Time / Ice Cold Hour Glass Staff of frozen Time

Prefix Melee: Exchanges physical Damage to Ice Damage and will make 20% of your damage to Splash Damage.
Gain 1 Energy Point per succesful Hit (2 with forged together frozen time)

Suffix Melee: Healing powers will flow through your body, giving your +1 Life regenration.
Negative Status Effects will end 10% quicker (20% when forged together with ice cold)
====================

Fire
of Burning Passion < Suffix
Eternal Dragonfire < Prefix
-------
Eternal Dragonfire Celestial Sword of Burning Passion ...
i take this for example, that Anet needs too learn how to make weapons sound good in names ... where the system would let the weapon example be, like i wroted, i personally would call the sword after the forging so:

"Eternal Celestial Dragonfire Sword" what makes in kind if spelling and logic much more sense, don't you all think too ? however, further in the text

Prefix Melee: Exchanges physical damage to Fire Damage and will let the enemy burn for 2 seconds per hit.
Also has the Fire attunement Prefix a chance of ignoring enemy Defenses that should block attacks by 10% (20% when forged together with burning passion)

Suffix Melee: Gives the weilder a semi ranged small Fireball that has half the range of an elementalists fireball, that can be shot with normal attacks to do additional + 15 fire damage.
Receives with attacks +1 more adrenaline (+2 when forged together with eternal dragonfire)
===============

Light
of bright Sun Light < Suffix
Prismatic Solar < Prefix
---------
Prismatic Solar Golden Phoenix Blade of Sun Light ...

Prefix Melee: Exchanges physical damage into holy light damage.
the Weilder will be healed with 15Hp per physical hit of an enemy
Will reflect back 10% damage of any elemental spell to its caster (20% when forged together with bright sun light)

Suffix Melee: The Weilder will reveive a holy aura around hisself, that emits pulsating little light waves which do every second 5 holy damage points to any enemy standing next around you. (like this smite symbol skills)
10% chance to auto counter critical hits (20% when forged together with prismatic Solar)
===================

Dark
of evil Darkness < Suffix
Black Shadow < Prefix
--------
Black Shadow Dead Sword of evil Darkness

Prefix Melee: Exchanges physical damage to Dark damage.
Every 15 seconds you receive an energy heal of 5 points
Will decrease HP sacrifice of Sacrifice skills by 5% (10% when forged together with evil darkness

Suffix Melee: gives Spirits, Minions & Ghosts an Hp regeneration of +2
Will also increase their damage by 10% (20% when forged together with black shadow)


so thats all, could theoretically made one now too for chaos, but for me is personally chaos no element.
I'd find it great, when something like this would be implementen as golden upgrades that can for example only drop in dungeon chests or in underword and other elite places ...
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Old Sep 18, 2007, 04:51 PM // 16:51   #13
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Quote:
Originally Posted by Kaida the Heartless
So casters get to do more damage with thier wands?

Warriors already have the highest DPS in the game. Let's just throw more crap at that why don't we. Apparently they arn't good enough.

/not signed
QFT

Warriors already do the most damage in this game and this would break PvP balance.

And if it was PvE only, I doubt many people would waste ~25k to upgrade one weapon when PvE is already doable.
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Old Sep 18, 2007, 05:17 PM // 17:17   #14
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/notsigned

There's a reason the cheap weapons in this game have the same stats as the uber leet ones.
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Old Sep 18, 2007, 06:49 PM // 18:49   #15
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There seems to be a lot of confusion.

First of all, people are questioning why such a high price. The reason is so you have to work for it. It will take hours of farming to get, and it will be worth it. People are posting that no one will "pay a ungodly sum of money" when the truth is that they really would. It is anything to get on top of the game. Maybe i did add too much zeros.

Second My original idea was to make it both PvE and PvP. But this should be strictly PvE only. My bad.

Third Since when was warriors DPS so high? I can understand a Dervish doing l33t damage, which some thing would have to be changed about that.

Forth, I see people complaining about casters, which something would have to be added for them. But casters are already some-what over powered. I mean, If a warrior goes up against a caster class, the caster class could prob win. Casters already have a variety of spells for them to choose.
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Old Sep 18, 2007, 07:04 PM // 19:04   #16
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/notsigned

While I do like the idea to have more options to buff items, this suggestion only enchances weapons that are used for attack. Casters like me (Elementalist) don't attack with the weapon but with spells, so +20 weapon dmg is completely useless. So, you might want to change your suggestion to make it usable for all professions.
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Old Sep 18, 2007, 08:41 PM // 20:41   #17
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Quote:
Originally Posted by Hyper.nl
/notsigned

While I do like the idea to have more options to buff items, this suggestion only enchances weapons that are used for attack. Casters like me (Elementalist) don't attack with the weapon but with spells, so +20 weapon dmg is completely useless. So, you might want to change your suggestion to make it usable for all professions.
Guys, Weapon's have their own mods, Wands/Staff's have their own Mods, then off-hand "Focus" items have Their own mods. The above were "Weapon Mods" so "Wand/Staff" Mods will be comming later :P some idea's have been suggested so instead of being Negative and saying "this is useless" try comming up with some idea's of your own about how to make some good caster ones =P
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Old Sep 18, 2007, 08:46 PM // 20:46   #18
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Quote:
Originally Posted by Lint

Third Since when was warriors DPS so high? I can understand a Dervish doing l33t damage, which some thing would have to be changed about that.

Forth, I see people complaining about casters, which something would have to be added for them. But casters are already some-what over powered. I mean, If a warrior goes up against a caster class, the caster class could prob win. Casters already have a variety of spells for them to choose.
You need to read the classic article "Why Nuking Sucks" available on this forum. You will find that a warrior swinging his axe away while using NO skills what so ever (no speed boosts, no + bonus damage from skills, no conditions) will still do more damage then the average elementalist casting spells (while at the same time, requiring no energy expenditure).

Its slightly less valid with the new ele builds like SF... but its basic premiss holds true that warriors are reliable providers of pressure damage.

Your 4th point is invalid. PvP is never a 1 on 1 competition. For every way a caster can nulify a warrior (blind and hexes), that warriors' backline will probablly be able to remove it (draw conditions, expel hexes, etc).
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Old Sep 18, 2007, 09:53 PM // 21:53   #19
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Major update, Added something usefull for casters. This is still not complete. Please post suggestments
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Old Sep 19, 2007, 08:01 AM // 08:01   #20
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Suggestion...

definetly not somethign as long as:

Quote:
Black Shadow Dead Sword of evil Darkness
Black shadow sundering dead sword of Fortitude of evil darkness... wtf?!?!?


otherwise, /signed for somethign slightly more balanced :P
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