Is it just me, or should there be more armor that acts such as bloodstained boots, for all classes. (not the same effect as bloodstained, but unique things for all classes).
Maybe I just like quirky armor ^_^ But it'd be nice to see some nifty new things for future chapters.
Anyone else in favor of this (for new chapters)?
More Build Specific Armor
TGgold
Hells Vengeance
I agree. That would be good.
/signed
/signed
nunix
At the moment, that's Bloodstained Boots, and then the knockdown gauntlets for warriors (the exact name of which I can't recall). Now, the boots play on the corpses that many necro spells use, and the gauntlets also play to the warrior's strength.
Can we come up with one item for each of the other professions that is NOT a straight "make all skills of X type do 48907059 more damage"? =p
Can we come up with one item for each of the other professions that is NOT a straight "make all skills of X type do 48907059 more damage"? =p
Robster Lobster
An increase in ward length for Ele's would be nice.
/signed.
/signed.
nunix
I dunno about wards; Elementalists are about, you know, taking the elements and -killing you dead-. What about.. an item that speeds up AOE spell damage, OR makes it last longer.
In the first case, this would help alleviate some of the AOE fear issues: if instead of doing, say, 100 damage over ten seconds, it did 100 damage in -5- seconds, that's pretty interesting. Or it could just make those spells last longer, for serious area saturation.
Another interesting E/ thing would be one that increased the duration of spells -based on the map-. If you're in the Ring of Fire CA map, for instance, Fire and Stone spells last longer. That'd be a bit more work for the programmer team, but certainly cooler.
I really don't have any good ideas for monk, ranger, or mesmer; I just haven't played them enough.
A monk tattoo that did something with spells in the Smiting line might be interesting, maybe one that increased "retribution" damage (i.e. if you hit me, damage is done.. I can't remember the names of these, I think there are several).
Ranger.. a Beastmastery item would be easy, but.. also so -obvious-. It would probably, I don't know, maybe give your beast another attack skill, or boost its health/size (Hearty Plus?). Maybe an item that increased trap effect range.
Mesmer. Hum. Nope, nothing. Nothing -good- anyway.
In the first case, this would help alleviate some of the AOE fear issues: if instead of doing, say, 100 damage over ten seconds, it did 100 damage in -5- seconds, that's pretty interesting. Or it could just make those spells last longer, for serious area saturation.
Another interesting E/ thing would be one that increased the duration of spells -based on the map-. If you're in the Ring of Fire CA map, for instance, Fire and Stone spells last longer. That'd be a bit more work for the programmer team, but certainly cooler.
I really don't have any good ideas for monk, ranger, or mesmer; I just haven't played them enough.
A monk tattoo that did something with spells in the Smiting line might be interesting, maybe one that increased "retribution" damage (i.e. if you hit me, damage is done.. I can't remember the names of these, I think there are several).
Ranger.. a Beastmastery item would be easy, but.. also so -obvious-. It would probably, I don't know, maybe give your beast another attack skill, or boost its health/size (Hearty Plus?). Maybe an item that increased trap effect range.
Mesmer. Hum. Nope, nothing. Nothing -good- anyway.
TGgold
I was thinking maybe like:
Ele: Gloves that Increase AoE Spell's Range/Duration
Mesmers: Gloves that Decrease Recharge Time of Mesmer Spells / Increase Duration of Hexes
Rangers: Gloves that Decrease Casting Times for traps / Boots that Decrease Casting Times for Spirits
Monks: Boots that Decrease Casting Times for Ressuretion Spells.
Just ideas. I'm sure that there'd be balance issues, but it would help specialize characters more.
Ele: Gloves that Increase AoE Spell's Range/Duration
Mesmers: Gloves that Decrease Recharge Time of Mesmer Spells / Increase Duration of Hexes
Rangers: Gloves that Decrease Casting Times for traps / Boots that Decrease Casting Times for Spirits
Monks: Boots that Decrease Casting Times for Ressuretion Spells.
Just ideas. I'm sure that there'd be balance issues, but it would help specialize characters more.
Mosgerion
Honestly, each of those items are attuned to only one attribute (Hammer, Death). I'd like a lot more variety, which would be totaly sweet.
Spellswift Gloves - 10% faster casting speed (Not 10% chance for half, as in, spells take 90% of the time they would usually be casted in)
Draining Gauntlets – Each time you cause a foe to lose energy, they lose 10% more energy.
Rending Tatoos - Every time you steal life, you gain an additional 10% life. (Note, the 10% isn’t also stolen. You gain that amount, but they don’t lose it.
Acceleration Weave - Spells that take effect every second take effect every 2/3s of a second. These spells last 2/3s as long. (Meteor Storm wouldn't be effected, as it takes effect every three seconds)
Amplitude Weft- Spells deal 10% more damage, but they also use 15% more energy.
Inquisitor's Helm - -2 Energy regeneration. Every time you strike for holy damage you gain 1 energy. (Not sure about balance issues here. Spells like Balthazar's Aura would net 1 energy per second, though I'm hoping something that damage to multiple foes wouldn’t count for multiple energy regen. That’s why I said ‘strike’ as opposed to ‘deal holy damage’)
My two cents. Take it how you will.
Spellswift Gloves - 10% faster casting speed (Not 10% chance for half, as in, spells take 90% of the time they would usually be casted in)
Draining Gauntlets – Each time you cause a foe to lose energy, they lose 10% more energy.
Rending Tatoos - Every time you steal life, you gain an additional 10% life. (Note, the 10% isn’t also stolen. You gain that amount, but they don’t lose it.
Acceleration Weave - Spells that take effect every second take effect every 2/3s of a second. These spells last 2/3s as long. (Meteor Storm wouldn't be effected, as it takes effect every three seconds)
Amplitude Weft- Spells deal 10% more damage, but they also use 15% more energy.
Inquisitor's Helm - -2 Energy regeneration. Every time you strike for holy damage you gain 1 energy. (Not sure about balance issues here. Spells like Balthazar's Aura would net 1 energy per second, though I'm hoping something that damage to multiple foes wouldn’t count for multiple energy regen. That’s why I said ‘strike’ as opposed to ‘deal holy damage’)
My two cents. Take it how you will.