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Why dont we have "Captain" Stats on armor and weapons?


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  • 2 years later...

@Linken.6345 said:

@Westenev.5289 said:It's soldiers, but somehow worse?

Please don't add more noob traps into the game.

I second this but realize some builds cannot crit very often. Then, again, not every profession has extra precision,

Whats the point in criting if your power is to low to benefit much?

Superior sigil of air, fire and water come to mind. Hit on cit effects!

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@Westenev.5289 said:It's soldiers, but somehow worse?

Please don't add more noob traps into the game.

Yes this is exactly a worse Soldier Knight stat. Given how Power is 2/3 of your total damage (the rest comes from a combination of Precision and Ferocity) I don't see this as a viable option for any kind of damage, even using sigils and traits that work on-crit. But maybe someone might want only a few pieces to reach a certain crit cap and they don't want to use Assassin or Rampager for whatever reason

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@maddoctor.2738 said:

@Westenev.5289 said:It's soldiers, but somehow worse?

Please don't add more noob traps into the game.

Yes this is exactly a worse
Soldier
Knight stat. Given how Power is 2/3 of your total damage (the rest comes from a combination of Precision and Ferocity) I don't see this as a viable option for any kind of damage, even using sigils and traits that work on-crit. But maybe someone might want only a few pieces to reach a certain crit cap and they don't want to use Assassin or Rampager for whatever reason

Knight's is a primary Toughness stat. Captain's is primary Precision.

Captain's is in no way a lesser Knights. It's primary stat is offensive, not defensive. At best they share the same attributes, but in a three stat combo, offensive being primary is key.

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@"Westenev.5289" said:It's soldiers, but somehow worse?

Please don't add more noob traps into the game.That stat is already there. It's just its acquisition modes are extremely inconsistent.

Yes, it is a "noob trap" stat, but in this it's not any different than the most of the other stats we have.

Stats revamp may be something this game needs, but it would be a massive undertaking, way more complicated than just removing few stat sets from existence (and it's a topic for a completely different discussion).

As far as currently available stats go, the key should always be consistency. We shouldn't have cases where some stat sets are available only for some pieces of gear, but not another. We should not have cases where some stat sets are named differently between different types of gear (or stat sets with the same name have different stat spreads on diffeent gear). The only difference that should be allowed is some stats being available only to SPvP, or not available to SPvP. We can possibly also ignore the fact that some stat sets are not being available on upgrade items (jewels, crests), considering that those are not important for ascended gear anyway. Apart from those very few exceptions, acquisition and availability should be consistent for all stat sets.

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There are so many stat combos that we need and can use in the game, it's not even funny.Example: Condition.Previously, in ancient ages past, conditions "had" the advantage of scaling off two stats: condition damage and condition duration. This "could" leave you with a stat free for getting vitality or toughness. However, there was also precision, which was of critical importance for additional condition procs. There is STILL no three-stat condition damage, expertise, precision gear set. The four-stat power gear, marauder, is near perfect. What did conditions get? Viper and, for hybrids, grieving. Why no condition damage, expertise, precision, vitality/toughness? Oh, they do exist. But only on PVP, as wanderer and deadshot sets. And trailblazers, with no precision, for going full on soldiers, but even tankier, with even lower DPS.

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