Kerrsh's Staff, Hourglass Staff a step in the right direction
Spazzer
After all the negativity I've been throwing around, I would like to point out something that I'm pleased that the design team decided to do. I like the idea of staves that only require 9 "primary attribute" to be functional, rather than being specific to one profession. I also like the Bison Cup, which is also allong the same line.
More of this, please. It's very conventient.
More of this, please. It's very conventient.
Sujoy
when was character customization a bad thing? I don't mind a specific attribute, it adds more depth and meaning to the item.
Etta
Agree with the primary attribute req for the staff. Also I would like to add a few idea of my own.
The Kerrsh's Staff for example is not just great looking, the Azura's quests-line are very fun to do as well. There should be more reward like this, a nice green stuff when you have complete the master quests. Gwen's flute and red flower quests are great fun also. Bison's cup, Zentoku's horn etc.
Farm the bosses over and over again in order to get the green is so yesterday.
The Kerrsh's Staff for example is not just great looking, the Azura's quests-line are very fun to do as well. There should be more reward like this, a nice green stuff when you have complete the master quests. Gwen's flute and red flower quests are great fun also. Bison's cup, Zentoku's horn etc.
Farm the bosses over and over again in order to get the green is so yesterday.
Darkobra
There's not really much point in requirements for staves, anyway. They only affect the damage they deal and not the energy or mods they give. For offhands? Fine.
Spellforge
This has me totally split
1) I like the staff , keep it as a standby incase I switch to a hero who I haven't kitted out - its perfect for this role and saves a lot of space
or on the other hand ...
2) Casters already have to share their weapon skins with each other whereas warriors , paragons , dervish , assassins all get to have different skins for their weapons. This makes it harder to individualise a castor. Having this staff just adds to the generic ness ness (I don't know how to say it)
my $0.02
1) I like the staff , keep it as a standby incase I switch to a hero who I haven't kitted out - its perfect for this role and saves a lot of space
or on the other hand ...
2) Casters already have to share their weapon skins with each other whereas warriors , paragons , dervish , assassins all get to have different skins for their weapons. This makes it harder to individualise a castor. Having this staff just adds to the generic ness ness (I don't know how to say it)
my $0.02
thelessa
Now if they would just make a bow that was for a different attribute for the rangers, beast mastery, wilderness or expertise. I would be a very happy camper then
I have 3 of the Kerrsh's Staff, and my heros/toons just love them
I have 3 of the Kerrsh's Staff, and my heros/toons just love them
cebalrai
GW weapons are already extremely generic in functionality. Why would anyone want to make them even MORE generic?
Making everything the same blah, grey soup FTL...
Making everything the same blah, grey soup FTL...
Iuris
And I'll counter that with: Making nothing useless for anybody FTW.
Lady Ana Stacia
Spazzer, would have to agree with everything you have said :-)
As for those being negative, isn't there enough negativity posts being tossed around without bringing it into a good going anet post?
As for those being negative, isn't there enough negativity posts being tossed around without bringing it into a good going anet post?
cebalrai
Quote:
Originally Posted by Iuris
And I'll counter that with: Making nothing useless for anybody FTW.
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Timeless Logic
Quote:
Originally Posted by cebalrai
This post makes no sense. How is a death staff useless for a MM necro?
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I'm honestly unsure whether I agree, but I wanted to clear that up.
EternalTempest
Last time I've seen weapons like this was original gw pre-order items (and the were nerfed to be non-max).
I like them and want more of them but don't remove the attribute specific weapons.
I like them and want more of them but don't remove the attribute specific weapons.
leprekan
Quote:
Originally Posted by cebalrai
GW weapons are already extremely generic in functionality. Why would anyone want to make them even MORE generic?
Making everything the same blah, grey soup FTL... |
At the current pace nothing will have value beyond what merchant pays.
Iuris
I mean that every item should have a use for every character. No "waste" items. The countering thesis to the poster above my original post.
Spazzer
Quote:
Originally Posted by leprekan
QFT.
At the current pace nothing will have value beyond what merchant pays. |
zwei2stein
Quote:
Originally Posted by leprekan
At the current pace nothing will have value beyond what merchant pays.
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Zeek Aran
Quote:
Originally Posted by IslandHermet
Im just gonna point this out because it seems no one has yet
the staffs are not Req 9 Primary prof they are Req 9 Secendary profession go back and read them again if you dont believe me im lookin at they right now. |
IslandHermet
Quote:
Originally Posted by Zeek Aran
You're blind. The attributes are Divine Favor, Soul Reaping, Fast Casting, Spawning Powers, and Energy Storage. These can only be met if you are a caster primary, as it's their PRIMARY attribute.
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the staffs are not Req 9 Primary Attribute they are Req 9 second daryAttribute go back and read them again if you dont believe me im lookin at they right now.
Um if your useing soul reaping, spawning powers,energy storage,fast casting as your primary UMMMM here is a primary :
PRIMARY Attribute:
req 9 fire magic for a fire ele
req 9 prot
req 9 dom
req 9 illusion
and so on i can list them all but whats the point
Do you get what im saying the staffs are not primary attribute staffs.
"second dary Attribute"
soul reaping
energy storage
fast casting
divine favor
Divinus Stella
They are great hero weapons and have potential, but if you want to get the most out of your skillbar then they are pretty bad.
There is already a weapon for beast mastery, its called a hammer
Totally agree here, casters really have nothing in the way of higher tier weapons, the only way you can get anything illustrious is by modding warrior weapons with generic caster mods.
Mesmers are the worst class for caster weapons, they have easily the best looking armour but when it comes to finding a domination sceptor that doesnt look like a butt plug your only option is some disgusting green with awful stats.
Quote:
Originally Posted by thelessa
Now if they would just make a bow that was for a different attribute for the rangers, beast mastery, wilderness or expertise. I would be a very happy camper then
I have 3 of the Kerrsh's Staff, and my heros/toons just love them |
Quote:
Originally Posted by Spellforge
2) Casters already have to share their weapon skins with each other whereas warriors , paragons , dervish , assassins all get to have different skins for their weapons. This makes it harder to individualise a castor. Having this staff just adds to the generic ness ness (I don't know how to say it)
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Mesmers are the worst class for caster weapons, they have easily the best looking armour but when it comes to finding a domination sceptor that doesnt look like a butt plug your only option is some disgusting green with awful stats.
TGgold
Quote:
Originally Posted by IslandHermet
Typo for the first thread I ment to put Im just gonna point this out because it seems no one has yet
the staffs are not Req 9 Primary Attribute they are Req 9 second daryAttribute go back and read them again if you dont believe me im lookin at they right now. Um if your useing soul reaping, spawning powers,energy storage,fast casting as your primary UMMMM here is a primary : PRIMARY Attribute: req 9 fire magic for a fire ele req 9 prot req 9 dom req 9 illusion and so on i can list them all but whats the point Do you get what im saying the staffs are not primary attribute staffs. "second dary Attribute" soul reaping energy storage fast casting divine favor |
jjdefan
Quote:
Originally Posted by IslandHermet
Typo for the first thread I ment to put Im just gonna point this out because it seems no one has yet
the staffs are not Req 9 Primary Attribute they are Req 9 second daryAttribute go back and read them again if you dont believe me im lookin at they right now. Um if your useing soul reaping, spawning powers,energy storage,fast casting as your primary UMMMM here is a primary : PRIMARY Attribute: req 9 fire magic for a fire ele req 9 prot req 9 dom req 9 illusion and so on i can list them all but whats the point Do you get what im saying the staffs are not primary attribute staffs. "second dary Attribute" soul reaping energy storage fast casting divine favor |
Weapon stats are
Staff
Energy +10
Fire damage: 11-22 (req. 9 Divine Favor)
Fire damage: 11-22 (req. 9 Fast Casting)
Fire damage: 11-22 (req. 9 Soul Reaping)
Fire damage: 11-22 (req. 9 Energy Storage)
Fire damage: 11-22 (req. 9 Spawning Power)
Halves skill recharge of spells (Chance: 20%)
Energy +5 (while Health is above 50%)
Health +60
Divine Favor is the Monk primary attribute, meaning that only a character with Monk as their primary class can put points into this attribute.
Fast Casting is the Mesmer primary attribute, which means that only characters who have chosen to be a primary Mesmer can put points into this attribute.
Soul Reaping is the Necromancer primary attribute, so only characters that are primary Necromancers can put points into Soul Reaping.
Energy Storage is the Elementalist primary attribute, meaning that only a character with Elementalist as their primary profession can put points into this attribute.
The Spawning Power attribute reflects a Ritualist's skill when summoning or animating creatures and casting weapon spells. This is a primary attribute and may not be used by secondary ritualists.
So, what does all that say? The Stats are for each Caster Class' PRIMARY attribute. If you are, let's say, a Ranger/Mesmer, you wont have Fast Casting and wont get the damage from the staff, because you don't have the Primary attribute of Fast Casting as a Ranger.
Zeek Aran
Thank you for restating what I said you two. Do you understand it now, Hermet?
Oofus
Quote:
Originally Posted by IslandHermet
Um if your useing soul reaping, spawning powers,energy storage,fast casting as your primary UMMMM here is a primary :
PRIMARY Attribute: req 9 fire magic for a fire ele req 9 prot req 9 dom req 9 illusion and so on i can list them all but whats the point Do you get what im saying the staffs are not primary attribute staffs. "second dary Attribute" soul reaping energy storage fast casting divine favor |
As for these items, I kinda like the idea but it shouldn't be taken to the extream. A few items like this are ok but I definitely think it should be limited.
Operations
For PvE my Ele loves Kerrsh's Staff. One weapon, 5 headgears, all situations covered without a trip to storage before heading out. Just load template, swap headgear, and go.
trielementz
novelty items, yes. but it'd be a disaster if all weapons were this way. GW's weapons already suffer from a lack of variation imo. it'd be plain boring to have all items like these.
Zeek Aran
We need more useful things like Pywatt's! There's not a single strength shield with +45/-2 while enchanted. What's up with that? And every green weapon has 20/20 sundering. Pffffft lame.
Shiishii Momo
Quote:
Originally Posted by Zeek Aran
We need more useful things like Pywatt's! There's not a single strength shield with +45/-2 while enchanted. What's up with that? And every green weapon has 20/20 sundering. Pffffft lame.
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On topic, spellcaster weapons are already severly lacking in any form of originality or professiona specific ownership. Oddly, the most expensive skins, like the Ghostly, are the ones that cross all professions. Wonder why? I think they need to get back to the original concept of having individual skins for each caster class, prolly never going to happen though because creativity + more work = no chance of A-Net doing it.
Miss Puddles
Quote:
Originally Posted by Zeek Aran
We need more useful things like Pywatt's! There's not a single strength shield with +45/-2 while enchanted. What's up with that? And every green weapon has 20/20 sundering. Pffffft lame.
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THEY ALL HAVE THE SAME STATS!
with very few exceptions. i mean really, has no one grown up from 15^50 20/20 +30?!?! it's like eating pepperoni pizza your entire life. branch out!
i didn't farm a single green that weekend.
on the other hand, the multi-class weapons are nice for basic builds that don't need uber specific stats.
blakecraw
I love the multi-class weapons. It makes it so that anybody can do a quest to get em, and then they can actually USE THE ITEM. Example: in prophecies, I always did the quests that gave an item just to see its stats; then I always merch'd the item cuz it was absolute trash. It makes quests much more interesting knowing there is a tangible, useful reward at the end (instead of x amount of lame norn points). The only reason I did the norn tourny was to get the bison cup and zetukah's horn on my monk. However, I think the normal staves and such need to stay the same because not everybody runs 9 primary attribute. That is the only reason I feel that way, not because it would make people's weapons less unique.
In conclusion: I agree w/ op, Anet please make more (useful, usable) generic weapons!
In conclusion: I agree w/ op, Anet please make more (useful, usable) generic weapons!
Zeek Aran
Quote:
Originally Posted by Shiishii Momo
Blade of the Hierophant, Cyndr's Edge, Destructive Blade, Murakai's Blade and Sword of the Kinslayer all are not the cookie cutter 15^50 20/20 HP+30 swords, just in EOTN. As to why no strength shields, dunno. Maybe because running skills are stances, and it would be an unfair advantage for the mending wammo, and stoneflesh already gives you an armor buff.
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Shiishii Momo
Don't misunderstand me, Zeek, I agree with you. But as I said earlier, I just don't think that we are going to see the level of creativity we did when the game was new(er). A-Net will continue to make all swords 15^50/20:20/+30 and all shields 16al/-5:20%/+30 because they think thats what all players want.
Yawgmoth
Those staffs just like ALL of new rare GW:EN staffs are pure junk simply because of their attributes - the very least useful ones imaginable (for a staff req).
They may be good if someone is looking for one 'general use' staff, but it starts to become very annoying when there are no other viable options around.
This is getting both very boring and really sad, the only staffs I want to use need to have req. Healing; Protection; Fire; Death; Curses etc. but NONE of the GW:EN staffs use those attributes, they ALL drop only for the primaries and all have one use: selling them...
So the only option for me are the Destroyer or Tormented staffs (I don't count other crafters', I prefer more high-end stuff). So why not make those cool new staffs drop for all possible attributes, not just the near-useless ones?
They may be good if someone is looking for one 'general use' staff, but it starts to become very annoying when there are no other viable options around.
This is getting both very boring and really sad, the only staffs I want to use need to have req. Healing; Protection; Fire; Death; Curses etc. but NONE of the GW:EN staffs use those attributes, they ALL drop only for the primaries and all have one use: selling them...
So the only option for me are the Destroyer or Tormented staffs (I don't count other crafters', I prefer more high-end stuff). So why not make those cool new staffs drop for all possible attributes, not just the near-useless ones?
CHunterX
Still waiting for something like this:
Battle Staff
Energy +10
Chaos damage: 11-22 (req. 9 Strength)
Dark damage: 11-22 (req. 9 Critical Strikes)
Earth damage: 11-22 (req. 9 Expertise)
Fire damage: 11-22 (req. 9 Leadership)
Holy damage: 11-22 (req. 9 Mysticism)
Battle Staff
Energy +10
Chaos damage: 11-22 (req. 9 Strength)
Dark damage: 11-22 (req. 9 Critical Strikes)
Earth damage: 11-22 (req. 9 Expertise)
Fire damage: 11-22 (req. 9 Leadership)
Holy damage: 11-22 (req. 9 Mysticism)
N E D M
as a caster you should generally have at least 9 in your primary most of the time...
anyhow i hate the 1 skin for all casters that started in factions, takes the fun out of getting an end game item.
edit: also bows all req marksmanship because well it is a bow attribute, a diff req (expertise for example) would be like a req 9 swordsmanship hammer
anyhow i hate the 1 skin for all casters that started in factions, takes the fun out of getting an end game item.
edit: also bows all req marksmanship because well it is a bow attribute, a diff req (expertise for example) would be like a req 9 swordsmanship hammer