Daggers of Purity
shinta_himura
How much will blunt damage daggers affect PvP? Do you think there will be more of a focus on Assassin front-liners now that Monks have to second-guess the damage type they need to block? Or is damage-type not really that big of a deal?
Xenomortis
It isn't a big a deal; especially since most Assassins use conjures at the moment and the fact that the base damage from daggers is so small.
Pee V Pee
The actual damage done by the daggers is insignificant; the reason Assassins hurt so much is because of their attack skills, which almost universally add armor-ignoring damage.
shinta_himura
Oh right, ok, that's one thing I keep forgetting.
KotCR
Would have been more significant (though still not by much) if Shields Up! had it's old functionality of offering +50 AL against Piercing Damage.
Then a Ranger spike team could have been running Shields Up! for +50 against Piercing, Bladeturn Refrain for +35~ against Slashing, and switching to an Elemental mod would grant the Rangers their inherant +30AL against elemental. So Blunt would be the way to go.
But as there's no longer any specific Piercing damage or Blunt damage counters, and stopping Slashing on it's own isn't worthwhile enough (when your opponent could just switch out easily for a Piercing/Blunt/Elemental modded weapon, of which these been many of in almost all martial lines for a while), the impact of this is extremely minimal.
Was very little need for GW to have so many physical damage types TBH, when there is no consistancy in which weapon line uses what anyway. I know they made some uses of the different damage types for monster weaknesses in Prophecies PvE, but since Factions it doesn't seem they've been doing that anymore either, so...
Then a Ranger spike team could have been running Shields Up! for +50 against Piercing, Bladeturn Refrain for +35~ against Slashing, and switching to an Elemental mod would grant the Rangers their inherant +30AL against elemental. So Blunt would be the way to go.
But as there's no longer any specific Piercing damage or Blunt damage counters, and stopping Slashing on it's own isn't worthwhile enough (when your opponent could just switch out easily for a Piercing/Blunt/Elemental modded weapon, of which these been many of in almost all martial lines for a while), the impact of this is extremely minimal.
Was very little need for GW to have so many physical damage types TBH, when there is no consistancy in which weapon line uses what anyway. I know they made some uses of the different damage types for monster weaknesses in Prophecies PvE, but since Factions it doesn't seem they've been doing that anymore either, so...
tummlykins
As far as I'm aware there are really only three damage types that are significant enough to matter, the rest just make things confusing.
Physical damage (martial weapons whether it be blunt, slashing or piercing) elemental damage (elemental weapon mods and rod/staff damage including dark, chaos and holy) and holy damage from spells (which is armour ignoring and doubles against undead).
Making so many different damage types for the rest was pointless. Sure in high end PvP people started bringing those type specific shields, but the vast majority of the time for most players, damage typ boils down to elemental or physical. Are there recent notable cases of high end PvP players using elemental damage type specific insignias to counter commonly run builds or is that too much of a gamble?
Physical damage (martial weapons whether it be blunt, slashing or piercing) elemental damage (elemental weapon mods and rod/staff damage including dark, chaos and holy) and holy damage from spells (which is armour ignoring and doubles against undead).
Making so many different damage types for the rest was pointless. Sure in high end PvP people started bringing those type specific shields, but the vast majority of the time for most players, damage typ boils down to elemental or physical. Are there recent notable cases of high end PvP players using elemental damage type specific insignias to counter commonly run builds or is that too much of a gamble?
KotCR
Quote:
As far as I'm aware there are really only three damage types that are significant enough to matter, the rest just make things confusing. |
Originally Slashing was Swords/Axes, Blunt was Hammers, and Piercing was Bows.
But then Factions came out and Daggers were 50/50 Slashing/Piercing, so skills like Shields Up! stopped fulfilling on their intended purpose as a result which was why it's functionality was changed. Especially when piercing and blunt damage Swords and Axes started popping up, as did a piercing damage Hammer.
I agree so many sub-divisions of damage type was pointless in the end. Physical, Elemental, and Armour Ignoring are the only three that are really required and that you need to think about, the rest are just...meh.
How often do you see players bring Bladeturn Refrain or one of the Mesmer's Mantra's in PvP now (except for the odd gimmick build using Stone Sheath or Greater Conflagration)? Pretty much never.
Though I guess it must have mattered at some point as switching armour types for the occassion was one of the reasons in the end they decided to remove the ability to swap armour's on the fly during a PvP battle (though I believe that was more to do with pre-casting Enchants with the correct superior rune than anything else).
lemming
The specific armor type insignias are generally too bad to use. The assassin ones are a notable exception, especially in the last meta where Shadow Walk assassins were dominant, where there'd be a genuine choice between +10 v blunt and piercing, depending on the team's playstyle.
mathiastemplar
This won't make any difference.
The monk will just swap to Blunt shield - end of story.
Thing is, there's only one dagger skin that does this damage type, which makes it easy for the healer to know when to swap.
Ofcourse, if the assassin had 2 pairs of said daggers, and put an elemental mod on one of them, it's another story.
The monk will just swap to Blunt shield - end of story.
Thing is, there's only one dagger skin that does this damage type, which makes it easy for the healer to know when to swap.
Ofcourse, if the assassin had 2 pairs of said daggers, and put an elemental mod on one of them, it's another story.
Lishy
Enemies weak to blunt dmg:
* Elemental
o Boulder Elementals
o Crystal Guardians
o Hulking Stone Elementals
o Sand Elementals
* Leviathan
o Leviathan Claws
o Leviathan Eyes
o Leviathan Mouths
* Skeleton
o Skeletal Ether Breakers
o Skeletal Impalers
o Skeletal Hounds
o Skeleton Bowmasters
o Skeleton Illusionists
o Skeleton Mesmers
o Skeleton Monks
o Skeleton Priests
o Skeleton Sorcerers
o Skeleton Wizards
* Stone Guardian
o Stone Crushers
o Stone Rains
o Stone Reapers
o Stone Souls
o Temple Guardians
Strong against Blunt damage:
o Hill Giants
I think we know how much of a difference it makes in PvE now :P
* Elemental
o Boulder Elementals
o Crystal Guardians
o Hulking Stone Elementals
o Sand Elementals
* Leviathan
o Leviathan Claws
o Leviathan Eyes
o Leviathan Mouths
* Skeleton
o Skeletal Ether Breakers
o Skeletal Impalers
o Skeletal Hounds
o Skeleton Bowmasters
o Skeleton Illusionists
o Skeleton Mesmers
o Skeleton Monks
o Skeleton Priests
o Skeleton Sorcerers
o Skeleton Wizards
* Stone Guardian
o Stone Crushers
o Stone Rains
o Stone Reapers
o Stone Souls
o Temple Guardians
Strong against Blunt damage:
o Hill Giants
I think we know how much of a difference it makes in PvE now :P