May 26, 2006, 06:21 AM // 06:21
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#1
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Attribute +1 mods
Anyone else think these mods are really weak?
I think they should raise the chance on them or even make them completely unconditional as in +1 always. I think that would make them at least worth considering in certain builds.
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May 26, 2006, 06:31 AM // 06:31
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#2
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: Nefarius Union
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uhhh....no
having a 16 attribute thing is already pretty good.
+1(20%) in my opinion is already very generous.
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May 26, 2006, 07:52 AM // 07:52
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#3
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The Greatest
Join Date: Feb 2006
Profession: W/
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PvE MM's would love this. lvl 19 minions FTW
PvP would hate this....bloodspike with 19 blood
anyways /notsigned
+1 always would be too strong.
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May 26, 2006, 05:41 PM // 17:41
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#4
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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So you all are saying you use these mods all the time? I find them pretty worthless. The only thing they are good for is spikes. I dont see an extra 80% chance of having a couple extra points of damage too strong.
I never use any of these mods ever. There are much more useful mods to use.
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May 26, 2006, 05:46 PM // 17:46
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#5
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Krytan Explorer
Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
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It wouldnt bee too strong if it was the same for everyone. Balance is great, I might have a +1 on my healing prayers, But that Axe warrior has a +1 Axe mastery. He can do more damage now, but i can heal more. Kinda just balances out.
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May 26, 2006, 06:05 PM // 18:05
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#6
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Kool Pajamas
Anyone else think these mods are really weak?
I think they should raise the chance on them or even make them completely unconditional as in +1 always. I think that would make them at least worth considering in certain builds.
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Think about it. A bit of logic never hurts.
People take superior runes for the attribute boost. A superior gives you +2 in the selected attribute over a minor, which is the option for those wanting no HP loss.
-75hp / 2 attribute points = -37.5 HP per attribute point.
A +1 unconditional mod would effectively take the place of a +30 HP mod; the other major option for that spot. So in effect, that would work out to -30hp per attribute point.
So yes, +1 all the time weapon mods would have a balance issue.
However, your original point is not all that good to begin with, at least with some scenarios. For example; when switching out to my Inspiration Green set (I forget the name) to cast Drain Enchantment or Mantra of Recall, the +1 20% effect is noticable and nice when it happens. It isn't as beneficial as the 20% recharge mods, but it isn't completely worthless as some others are.
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May 26, 2006, 06:14 PM // 18:14
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#7
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Well then think of it as another minor rune. I still dont see it as unbalanced. No one is going to dominate anyone with this mod (the proposed)
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May 26, 2006, 07:28 PM // 19:28
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#8
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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No, they're not weak, but they're also not overpowered.
Garbock's is the name of that insperation green set ^^
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