New Mods to weapons

Alrik Spellbinder

Academy Page

Join Date: Jul 2005

Mark of the Dragoons

W/Me

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

Lampshade

Lampshade

Wilds Pathfinder

Join Date: Jun 2005

USA

Xen of Onslaught

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

Tekmaster

Ascalonian Squire

Join Date: May 2005

Racine, Wisconsin

Warriors of the Seal

W/Mo

The two new mods I'd like to see are these:

Holy (weapon deals holy damage)

Demonic (weapon deals unholy damage)

/signed

Battle Torn

Battle Torn

Krytan Explorer

Join Date: Aug 2005

Scotland

W/Mo

/signed

good ideas from both!

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

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.
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
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
Sure, why not?

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

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).

Seissor

Seissor

Jungle Guide

Join Date: Aug 2005

Squiggilyville. Population: Me.

[oRly] Hello Kitty Death Squad

R/Me

/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.

kimo the healer

Frost Gate Guardian

Join Date: Oct 2005

ucsb

E/Me

I would like to see a hex mod.
increase hex by 20%

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

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)

frickett

frickett

Krytan Explorer

Join Date: Jan 2006

Shinigami Keys [SHIN]

R/Mo

/signed

I have always believed there should be more innate stuff.

Deus Condo

Deus Condo

Ascalonian Squire

Join Date: Jan 2006

Virginia, United States

Play the Game [PtG]

W/Mo

YES!

/signed

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

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.

Janus_Zeal

Janus_Zeal

Academy Page

Join Date: Jun 2006

South Philly slums

Don't wanna be bothered with one

N/

/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.

neorampage

Ascalonian Squire

Join Date: Oct 2005

Mo/

/signed

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

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

Joh

Joh

Lion's Arch Merchant

Join Date: Feb 2006

Sweden

Lucid Dreams [LD]

/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.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Tekmaster
Holy (weapon deals holy damage)
Holy dmg=Ignores armor.

15^50 20/20 axe+16AM+Eviscrate=Holy crap, warriors own.

Rogmar

Rogmar

Wilds Pathfinder

Join Date: May 2005

W/

Quote:
Originally Posted by Arkantos
Holy dmg=Ignores armor.

15^50 20/20 axe+16AM+Eviscrate=Holy crap, warriors own.
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

Ggraphix

Frost Gate Guardian

Join Date: Feb 2006

Houston

N/A

R/Mo

/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

EndoftheSyringe

EndoftheSyringe

Frost Gate Guardian

Join Date: Apr 2006

Apathetic Eaters of Babies

W/Mo

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

viscus

Ascalonian Squire

Join Date: Feb 2007

australia

Rendered Eternal [SouL]

Mo/Me

for all you programmers out there, why not have OR and else modifiers? such as 15^50 dmg else +20% while hexed? 15^50 or +20 while suffering a condition? i know it seems a bit to fit in the item window, but still sounds like a nice idea, how many times have you gotten a max dmg req 9 chaos axe thats had a useless dmg mod on it? too many for me im afraid....

jrebusti

Academy Page

Join Date: May 2006

R/Me

I would like to see weapon mods dependent on the requirement. So to give a bit justice to req 13 weapons that go to waste but are good.

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

[card]Resurect[/card]

where did this thread come from?

Vyral

Vyral

Academy Page

Join Date: Dec 2005

W/

Currently, we have an equipment modification "...of enchanting" that adds 20% (max) duration to enchantments. We have many modifications that both increase the duration of a caused condition and decrease the duration of a suffered condition. We have an insignia that reduces the duration of a suffered hex by 20%. I propose that we expand these types of modifications to cover more skill types.

"...of Suffering": Increase duration of hexes by 20%
"...of Amplification": Increase duration of shouts and chants by 20%
"...of Steadiness": Increase duration of stances by 20%
"...of Utility": Increase duration of preparations by 20%
"...of the Druids": Increase duration of nature spirits by 20%
"...of the Mists": Increase duration of binding rituals by 20%
"...of Soulsmithing": Increase duration of weapon spells by 20%

I'm sure I missed some somewhere.

Also, we have shield and focus damage reduction modifications based on being enchanted, in a stance, and hexed. Why not shouts/chants? I always wondered why paragon shields didn't come with a -2 dmg while under the effect of a shout or chant modification.

And the glaring lack of ranger weapons of any attribute other than Marksmanship has already been well documented.

Surena

Surena

Krytan Explorer

Join Date: Mar 2007

N/Me

Quote:
Originally Posted by Arkantos
Holy dmg=Ignores armor.

15^50 20/20 axe+16AM+Eviscrate=Holy crap, warriors own.
Smite-skills can, yes, but weapons never. Holy damage is good because it doubles against undead and there is no single protection against it, be it a shield or an enchantment.

The Herbalizer

The Herbalizer

<3 Ecto

Join Date: Jul 2005

/signed for zealous upgrade one

yesitsrob

yesitsrob

Elite Guru

Join Date: Sep 2005

Manchester, England

SMS/Victrix

Quote:
Originally Posted by Vyral
Currently, we have an equipment modification "...of enchanting" that adds 20% (max) duration to enchantments. We have many modifications that both increase the duration of a caused condition and decrease the duration of a suffered condition. We have an insignia that reduces the duration of a suffered hex by 20%. I propose that we expand these types of modifications to cover more skill types.

"...of Suffering": Increase duration of hexes by 20%
"...of Amplification": Increase duration of shouts and chants by 20%
"...of Steadiness": Increase duration of stances by 20%
"...of Utility": Increase duration of preparations by 20%
"...of the Druids": Increase duration of nature spirits by 20%
"...of the Mists": Increase duration of binding rituals by 20%
"...of Soulsmithing": Increase duration of weapon spells by 20%

I'm sure I missed some somewhere.

Also, we have shield and focus damage reduction modifications based on being enchanted, in a stance, and hexed. Why not shouts/chants? I always wondered why paragon shields didn't come with a -2 dmg while under the effect of a shout or chant modification.

And the glaring lack of ranger weapons of any attribute other than Marksmanship has already been well documented.
All nice ideas in theory - though the spells as they are aren't balanced to have longer durations and would need to be adjusted.

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

yeah, let's add a bunch of random crap that ruins what's left of game balance, good idea.