- heal on hit 0.5/1/1.5, ring
- guard on hit 2/3/5, ring
- +% max guard 20/35/50, belt
- -% mana cost 5/10/15, necklce
- +%run speed 5/10/15, belt
- knockdown or stagger resistance, necklace
I think gearing is waay too biased towards dmg, I`d like to see some other options then HP belt and HoK ring, I know my Katari and Avvar would kill for +% max guard, and I could also make a dps character with +guard on hit and +%max guard. I`d also love some non-weapon dependant heal on hit on some support characters who can shove the HoK where the sun don`t shine, etc.
What are your thoughts guys?
I`d love to see some of these stats on accessories
#1
Posté 25 août 2015 - 10:15
- Minuos et Snakebite aiment ceci
#2
Posté 25 août 2015 - 10:26
I agree, I'd love to see more defensive and utilitarian gear options, as well as an increased variety in general (in SP and MP). Sadly, I think the game's support cycle is coming to a close, however
Hopefully we can get a few more (like the contest winners) before it does!
#3
Posté 25 août 2015 - 10:33
What, you don't think that those elemental resistance belts, physical defense belts, and Cunning/Constitution/Willpower amulets are good enough to be the be all/end all of defensive accessories?
Neither do I.
Having some accessories that actually do things would be nice too. Accessories with masterworks on them would be a great way to really customize your builds and loadouts in a much more personal way. That being said, BiggyDX has some pretty interesting ideas for what some of those masterworks could be.
#4
Posté 26 août 2015 - 12:33
I would like to see the previous installments' accessories make a return, these are just the ones from DA:O for now as I didn't want to do a three page essay as I normally do. Side note: these are the ones I've used and like, not all of them.
- Rings:
- Dalish Promise Ring: +5 hp regen in combat, +15% to any healing received and reduced hostility
- Harvest Festival Ring: +2 Strength, +2 Dexterity and +4 (%) attack
- Key to the City: +2 to all attributes, +10% to any healing received and +4% Spell Resistance
- Lifegiver: +10 Constitution, +3/+6 hp regen in combat, +10 hp regen when not in combat, +3 armor, +20% healing received
- Seal of Rat Red: +10 to Physical and Mental Resistance
- The Wicked Oath: +10% Critical and 'Backstab' damage, +1 Armor Penetration, +1/+2 Stamina regeneration in combat
- Necklaces/Amulets
- Amulet of the War Mage: +5% to the following Damage Types: Fire, Cold, Electricity, Nature, Spirit
- Aneirin's Token: +10% to the following resistances: Electricity, Nature, Spirit
- Faulty Amulet: +20 to Physical and Mental Resistance, -3 Armor
- Feral Wolf Charm: +5 hp regen when not in combat, +1 armor, +15% Nature Resistance
- Heart of Witherfang: +1 Strength, +1 Magic, +50% Nature Resistance
- Magister's Shield: +6 Defense, +12 addtl' Defense against Missiles, +4% Spell Resistance, -10% Nature Resistance
- Pearl of the Anointed: +1 to all attributes, Increased Monetary Gain
- The High Regard of House Dace: +6 Cunning, +7% melee critical chance, +1/+2 stamina regen in combat, +50 Stamina, Chance to Avoid Missiles
- The Spellward: +5 Willpower, +8 hp regen when not in combat, +30% spell resistance, +10% chance to dodge attacks (Evasion on a neck), +6 defense against missiles
- Belts
- Anduril's Blessing: +2 to all attributes, +1/+2 to mana regeneration in combat, +1/+2 stamina regeneration in combat, +20% nature resistance, +10 physical resistance
- Cinch of Skillful Maneuvering: +1 to all attributes, +10% Spell Resistance, +10% chance to dodge attacks
- Embri's Many Pockets: +5% to the following resistances: fire, cold, electricity, nature, spirit
- Guild Master's Belt: +3 Cunning, +5% chance to dodge attacks, Increased monetary gain
- Magister's Cinch: Reduces Hostility, +10% to healing received
- Sash of Forbidden Secrets: +6 Magic, +6 Willpower, +15 Mental Resistance (Improves Blood Magic)
- Shadow Belt: +3% melee critical chance, Reduces Hostility
- Texasmotiv aime ceci
#5
Posté 26 août 2015 - 03:11





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