Aug 17, 2005, 01:51 AM // 01:51
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#1
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Academy Page
Join Date: Jul 2005
Guild: Mark of the Dragoons
Profession: W/Me
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New Mods to weapons
Yeah, I'm getting kinda tired of people looking for sundering or such. Personally considering I'm one of those farmers, I'm getting tired of seeing the same mods over and over. There should be more diversity and difference, like they should add proc mods, wierd mods, and maybe even enchantments to weapons.
For Example:
They could add a item called Mind Draining (prefix attachment) for Bows/Axes/Swords/Hammers
It would be like zealous axe haft, but you steal 1 energy and loose 1 regen every hit, obviously this would be a upgrade from the zealous componet so it'd be more of a "perfect" version of it.
Also, adding "proc" mods, such as Burning, Freezing, Shocking, and Earthshaking attacks
Like Burning would give a 5-10% chance to cause the target to burn for 3 seconds
Freeze would cause the target to slow down to 75% movement speed for 5 seconds on a 5-10% chance
Shocking would cause the 10-20% armor penetration on a 5% chance
and Earthshaking would have a 1-5% chance to knockdown the target
Then you could add new suffixes to close combat weapons + bows such as insight for energy/etc
Also add a upgrade for 1-5% armor penetration >50% hps, 1-5% armor penetration while enchanted, etc with all the same ones as damage
Interrupting (prefix) 5-10% chance to interrupt the target's spell
Just a thought
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Aug 17, 2005, 01:56 AM // 01:56
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#2
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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that would be cool but the percenatges would have to be small like you put for the porc mods and armor penetration and interuppt.
Good job
/sign
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Aug 17, 2005, 01:59 AM // 01:59
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#3
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Ascalonian Squire
Join Date: May 2005
Location: Racine, Wisconsin
Guild: Warriors of the Seal
Profession: W/Mo
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The two new mods I'd like to see are these:
Holy (weapon deals holy damage)
Demonic (weapon deals unholy damage)
/signed
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Nov 22, 2005, 08:40 AM // 08:40
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#4
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Krytan Explorer
Join Date: Aug 2005
Location: Scotland
Profession: W/Mo
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/signed
good ideas from both!
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Nov 22, 2005, 09:04 AM // 09:04
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#5
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Desert Nomad
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Quote:
Originally Posted by Alrik Spellbinder
For Example:
They could add a item called Mind Draining (prefix attachment) for Bows/Axes/Swords/Hammers
It would be like zealous axe haft, but you steal 1 energy and loose 1 regen every hit, obviously this would be a upgrade from the zealous componet so it'd be more of a "perfect" version of it.
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Zealous weapons are great already. They really don't need to be any better.
I could see maybe a weapon mod that inflicts energy loss instead of providing energy to the wielder, but I think it would have a to be a % chance per hit rather than a guarantee.
Quote:
Also, adding "proc" mods, such as Burning, Freezing, Shocking, and Earthshaking attacks
Like Burning would give a 5-10% chance to cause the target to burn for 3 seconds
Freeze would cause the target to slow down to 75% movement speed for 5 seconds on a 5-10% chance
Shocking would cause the 10-20% armor penetration on a 5% chance
and Earthshaking would have a 1-5% chance to knockdown the
target
Interrupting (prefix) 5-10% chance to interrupt the target's spell
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These I'm not so fond of. A fairly high chance to do a minor thing, sure, but I don't like small chances to do big things. Makes the game too random.
Quote:
Then you could add new suffixes to close combat weapons + bows such as insight for energy/etc
Also add a upgrade for 1-5% armor penetration >50% hps, 1-5% armor penetration while enchanted, etc with all the same ones as damage
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Sure, why not?
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Nov 22, 2005, 02:27 PM // 14:27
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#6
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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I'm looking forward to the new weapons and mods in chapter two. I just hope ArenaNet make enough of them to provide more variety and give us mods for our mixed skill classes (such as shields with wilderness mods etc).
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Nov 22, 2005, 05:02 PM // 17:02
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#7
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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/signed
im really wondering why axe has poison mod, but a bow doesnt have a mod to lengthen bleeding...hello hunters shot, melandrus arrows!? i want to bump up bleed time.
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Nov 22, 2005, 05:38 PM // 17:38
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#8
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Frost Gate Guardian
Join Date: Oct 2005
Guild: ucsb
Profession: E/Me
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I would like to see a hex mod.
increase hex by 20%
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Jun 06, 2006, 05:17 PM // 17:17
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#9
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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I figured I'd resurrect this thread again since this will always be relevant. Here are some of my ideas for new and interesting weapon mods and properties.
Hunter's Dagger Tang
Damage +10% (vs animals) - read "pets"
Damage -15% (vs spirits)
Innate mod - For melee weapons
Damage +25% (while health is above 95%)
Innate mod - For melee weapons
Damage +20% (while not under the effects of attack speed increase)
Innate mod - For focii
+1 Energy regeneration
-20 Energy
Innate mod - For any weapon or focus
+1 to any skill (10% chance while using skills)
Sword Pommel of Slicing
Causes foe to bleed for 5 seconds (3% chance)
Crushing Hammer Haft
Causes weakness in foes for 10 seconds (5% chance)
Etc.
Causes so-on, so-forth (3% chance)
Staff Wrapping of Concentration
Spells cannot be interrupted (10% chance while using skills)
Innate mod - For bows
Range +15%
Taut Bowstring
Arrows travel 25% faster
Innate mod - For melee weapons or bows
Damage +20% (vs foes in a stance)
Distracting Staff Head
10% chance to interrupt spells
Guiding Bowstring
Cannot be "blocked" or "evaded" (while health is below 40%)
Innate mod - For caster items
Halves sacrafice (20% chance while using skills)
Innate mod - For caster items
Gain 30% of the spell's energy cost (10% chance while using skills)
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Jun 06, 2006, 06:51 PM // 18:51
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#10
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Krytan Explorer
Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
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/signed
I have always believed there should be more innate stuff.
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Jun 06, 2006, 07:33 PM // 19:33
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#11
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Ascalonian Squire
Join Date: Jan 2006
Location: Virginia, United States
Guild: Play the Game [PtG]
Profession: W/Mo
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YES!
/signed
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Jun 06, 2006, 08:21 PM // 20:21
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#12
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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smaller percentages, undivine had some good %...
ok theres a reason thre is no holy damage mods, you would be doing 100% armor penetration, which doesnt work... at all. theres even a skill devoted to that called Judge's Insight.
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Jun 06, 2006, 08:51 PM // 20:51
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#13
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Academy Page
Join Date: Jun 2006
Location: South Philly slums
Guild: Don't wanna be bothered with one
Profession: N/
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/signed
I'd also like to see weapon mods that have a +1 to skill (20% chance) other than for that particular weapon mastery. Like +1 to marksmanship on a bow, or +1 to dagger mastery on daggers. It would be nice to have a +1 to deadly arts mod or something.
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Jun 06, 2006, 10:48 PM // 22:48
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#14
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Ascalonian Squire
Join Date: Oct 2005
Profession: Mo/
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/signed
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Jun 06, 2006, 10:50 PM // 22:50
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#15
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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I would like to see, for example, an "Axe Grip of Endurance - Health +60 (While hexed)" for the sake of diversity [which would be available for all weapons].
so /signed
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Jun 07, 2006, 12:25 AM // 00:25
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#16
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Sweden
Guild: Lucid Dreams [LD]
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/signed
Though I think most mods in the first post are over-powered (moving 75% slower for 5 seconds *cough*), I like the mods Undivine suggested.
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Jun 07, 2006, 12:30 AM // 00:30
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#17
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Tekmaster
Holy (weapon deals holy damage)
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Holy dmg=Ignores armor.
15^50 20/20 axe+16AM+Eviscrate=Holy crap, warriors own.
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Jun 07, 2006, 01:31 AM // 01:31
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#18
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Wilds Pathfinder
Join Date: May 2005
Profession: W/
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Quote:
Originally Posted by Arkantos
Holy dmg=Ignores armor.
15^50 20/20 axe+16AM+Eviscrate=Holy crap, warriors own.
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It ignores armor bonuses, not ignores armor completely, all it would be is an infinite duration of Judge's Insight without the 20% armor penetration which would be pretty useful vs Necromancers, they could counter it by adding some monks armor which gives armor vs. holy damage
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Jun 07, 2006, 02:05 AM // 02:05
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#19
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Frost Gate Guardian
Join Date: Feb 2006
Location: Houston
Guild: N/A
Profession: R/Mo
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/signed
some good ideas here
************************************************** ****
shield mod: cancels up to -2 health degen
focus mod: cancels up to -1 energy degen
non-caster weapon mod: increase attack speed 10%/10% chance
weapon mod: decrease opponent attack speed on hit (15s duration) 10%/10% chance
*************************************************
and can anybody say, "mods for shields and focus."
and if not, then we should be able to use a rune on them
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Jun 07, 2006, 02:53 AM // 02:53
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#20
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Apathetic Eaters of Babies
Profession: W/Mo
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I would like to see mods like Vampiric and Zealous, except backwards.
something like
+x energy regeneration/-z energy on hit
+x health regeneration/-z health on hit
or maybe something where you have -x health regeneration, but everytime you TAKE a hit, it is reduced by z?
(as in you gain 6 health whenever you take damage)
or things like -x energy regeneration/+z health regeneration
Last edited by EndoftheSyringe; Jun 07, 2006 at 02:57 AM // 02:57..
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