Shiro Weapons..RQ 13?? 13??

3 pages • Page 1
Andrew Almond
Andrew Almond
Ascalonian Squire
• #1
Now I know a lot of people feel the same way i do. The RQ for using these weapons is too high. An understandable RQ would be 12. Any other proffessions green weapons only have a RQ of maybe 9. I would like to keep sin as my secondary proffession, and use dagger mastery skills,, but do we really have to stick with using all the other lame looking dagger skins when we worked on finishing factions just to get these weapons? I made a complaint to GW support about this and they directed me to make a post here about this to see if people feel the same way. I feel they should change the RQ to 12 or otherwise raise RQ of other proffessions green weapons to 13 so that they cant be used by others.... feel free to respond to this and send a message to GW support if you feel the same as i do.
A
Astro Pubes
Frost Gate Guardian
• #2
you missed the days when they were req 15... be glad they are now req 13.
GloryFox
GloryFox
Desert Nomad
• #3
Thats got to be a bug I remember them as Req 9.

Of course its been a while since I used them and I just checked and yes they were req 13... WTF.. HUH?...

BUG of some kind...
VitisVinifera
VitisVinifera
Banned
• #4
no they were r15

still, how hard would it be to align these? oh wait, mini pets need some adjustments
Lothlorian Sassun
Lothlorian Sassun
Frost Gate Guardian
• #5
Quote:
Originally Posted by Andrew Almond
Now I know a lot of people feel the same way i do. The RQ for using these weapons is too high. An understandable RQ would be 12. Any other proffessions green weapons only have a RQ of maybe 9. I would like to keep sin as my secondary proffession, and use dagger mastery skills,, but do we really have to stick with using all the other lame looking dagger skins when we worked on finishing factions just to get these weapons? I made a complaint to GW support about this and they directed me to make a post here about this to see if people feel the same way. I feel they should change the RQ to 12 or otherwise raise RQ of other proffessions green weapons to 13 so that they cant be used by others.... feel free to respond to this and send a message to GW support if you feel the same as i do.

Yeah I have No clue as to why Shiro's Sword has a Q13. It makes it the lamest Green Sword in the game. All other greens in the game Q9. Shiro Weapons should be Q9 just like all the other green's in the game. A Q9 weapon is more flexible when it comes to build design. Why is Shiro so special that he has to have a Q13?
b
bam23
Lion's Arch Merchant
• #6
It's still a stupid req for a green that shares stats with greens that are req 9.
Andrew Almond
Andrew Almond
Ascalonian Squire
• #7
15? 13? what the difference in that? the max you can put into an attribute that isnt your main proff is 12. and if u cant meet the RQ of a green yer basically using a starter weapon. In the case of Shiro weapons you will be using a starter weapon that kills u.
Darcy
Darcy
Never Too Old
• #8
They used to be Req 15, but that was lowered to 13 in the Dec. 20, 2006 update.
Winterclaw
Winterclaw
Wark!!!
• #9
I think they have them at 13 so only a warrior main can use them to full effect.
W
Wilian Norward
Ascalonian Squire
• #10
Lowering the requirements even more? Shiro would be spinning in his grave.
WildmouseX
WildmouseX
Krytan Explorer
• #11
shiro's would just be way too over powered if it was req. 9. - go back to smokeing your bongs hippies.





- nuf said.





__________________________________________________
(check out mouse's zodiac clearence sale http://www.guildwarsguru.com/forum/s...03#post2893103)
ichigo_panty
ichigo_panty
Krytan Explorer
• #12
Get a r9 Shiro Weapon via farming.

This shows how superior Shiro is. Using r13 weapon. -_-
I think this is to prevent secondary sin/war from using shiro's green.
l
linh
Wilds Pathfinder
• #13
I don't see problem here. If you are damage warrior, your sword attribute should be max anyway ( even 14 if minor rune). If you are tank with no attack skill, then you don't need to bother with damage . I can't find any good sword build for people using warrior as secondary and high sword points either.

Same with dagger : any one uses dagger with assassin as secondary profession is just bad.
Andrew Almond
Andrew Almond
Ascalonian Squire
• #14
I think dropping the Q of the weapon would have no effect on Shiro himself anyway. If it made him stronger.. so what.. if it made him weaker... so what. He is easy enough to defeat as it is... sure.. with 8 people attckn him. And if it did make him harder. Good.
Curse You
Curse You
Furnace Stoker
• #15
I believe the reasoning has alway been that Shiro is supposed to be an "uber 1337 h4x0r" and so has high requirement weapons.

I really don't care since I only use them on my Assassin, since I alway end up having 13+ dagger mastery. If I want my warrior to use Vamp daggers, I can give her my Chkkr's Pincers.
WildmouseX
WildmouseX
Krytan Explorer
• #16
Quote:
Originally Posted by linh

Same with dagger : any one uses dagger with assassin as secondary profession is just bad.
negitive - Ele's make better sin's, then any assassin primary ever could...the problem with the sin is you run em out of energy going through the spikes, and end up either dyeing because you stood there auto-swinging - or you teleport away to recharge and they gain all their health back.

the ele has the same health, and same armor as the sin primary - but because of energy storage, they can stay there and throw attacks till the cows come home - and still have enough energy left over to finish off the kill with a nice fireball or ligtning strike. - my first and only sin has been an el primary, and she's outperformed sin primary all over the place, in all three chapters. -- and in PvP the suprise factor of an el runing up and sticking a dagger in your gut is priceless - that alone has won GvG battles for us.


my build has changed a bit from this, but i did a write up for it a while agao.
http://www.guildwarsguru.com/forum/s....php?t=3060064





__________________________________________________
(check out mouse's zodiac clearence sale http://www.guildwarsguru.com/forum/s...03#post2893103)
P
Personette
Lion's Arch Merchant
• #17
I finished Factions the other day, got my amulet, was thinking about getting a sword or a wand for my ele...noticed that Shiro's sword has a req of 13, decided that was a bad idea, and on my way to pressing "goodbye" manged to hit "exchange" instead.

I was so bummed.
Harrier's haste
Harrier's haste
Frost Gate Guardian
• #18
sell the sword, their worth like 15k now i think(good lucky trying though). Or give the sword to your hero and add a minor sword rune and have him 12 swordsmanship.
Andrew Almond
Andrew Almond
Ascalonian Squire
• #19
i want my derv/assassin to be able to use shiros blades. sure i could get different daggers that have the same effect and lower Q... but its the skin i like.. cant use shiros blades.. so no point in ever using daggers. all the other dagger skins are really lame looking. so guess i will have to stick to my kick ass lookin scythe that every character in the game can use.
Chicken Ftw
Chicken Ftw
Wilds Pathfinder
• #20
Quote:
Originally Posted by WildmouseX
negitive - Ele's make better sin's, then an assassin primary ever could...the problem with the sin is you run em out of energy going through the spikes, and end up either dyeing because you stood there auto-swinging - or you teleport away to recharge and they gain all their health back.

the ele has the same health, and same armor as the sin primary - but because of energy storage, they can stay there and throw attacks till the cows come home - and still have enough energy left over to finish off the kill with a nice fireball or ligtning strike. - my first and only sin has been an el primary, and she's outperformed sin primary all over the place, in all three chapters. -- and in PvP the suprise factor of an el runing up and sticking a dagger in your gut is priceless - that alone has won GvG battles for us.
Good sins don't run low on energy after every spike thanks to Critical Strikes and some skills that return energy. [skill]Black Lotus Strike[/skill] for example. Good sins don't die thanks to teleporting away, but the enemy shouldn't be regaining any health when you teleport, they should be dead. (Higher dagger mastery + Crit Strikes + ability to use runes ftw?)

The ele has 60 AL. Sins have 70. You're sacrificing 10 armor for a buffed energy pool, with no means of managing said energy, like the sin's Critical Strikes. I don't see any benefit at all.

Finally, I don't know who you played in GvG that lost to an E/A "sin in disguise" who's running 9 dagger mastery, but they must've been pretty awful.

Back on topic, I don't really care whether the daggers are req 13 or 9, since there are plenty of other daggers you could obtain with lower reqs. Sure, lower the req to match. Not like it breaks the game.