Master's Fortitude — Guild Wars 2 Forums

Master's Fortitude

My question is regarding the 'gain x based on y' effect... the wiki states the following: "Temporary attribute bonuses from traits ... or from Sigils count for the purpose of this effect."

It has been about 3 years since I've actually played the game but Weaver has me intrigued again. I always played staff ele, but would be interested in getting the expansion and trying out sword/focus. What I want to figure out is how much of my old build (armor specifically) would need to be replaced to play close range. In order to best figure this out, I need to know if might stacking assists in buffing the HP pool with this trait. Being as Might is a boon and is not specifically listed as being functional (or non-functioninal for that matter) with the 'gain x based on y' effect I was wondering if someone in possession of the expansion could check on this for me.

From the build editor I looked into, my character would only gain about 338 vitality without the assistance of boon stacking. Either way I'm already definitely leaning towards the purchase - just really dreading having to figure out the changes made to ascensions and crafting more than 2 weapons for the change of pace. Thanks in advance =)

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  • Thanks for the answer, I wonder why they don't change it. I'm not familiar with all the new traits and skills - but even at max stacks of might the result would only increase the vitality by another 75 points. It hardly seems game breaking to me... I suppose there's another trait/skill where applying boons towards the 'gain x based on y' effect would result in an overpowered build.

    And just for the record, the build editor doesn't say I would get a full 338 from the trait. A chunk of that vitality boost would come from changing my staff with 1 set of attributes - to the sword and focus where 1 weapon carried the same set and the second was Valkyrie instead, to assist in survivability. I'll give it a shot but it's looking like I will have to adjust my armor - or at least all my infusions in them - to make close range more feasible.

  • Zunki.3916Zunki.3916 Member ✭✭✭

    It is to ensure there are no unwanted cross-reactions from other Sources and skills. Balancing is way easier if every stat conversion only takes gear into account.

    Offtopic: This should also be the case for toughness tanking, for the very same reason….

    Viable != Optimal

    Not viable = You only get carried, 10 players with a build as "viable as yours" can't properly do it.

  • I run marauder armor for sword/dagger weaver, celestial trinkets, and marshal weapons. Masters fortitude gives me an extra 2.5k HP, it makes a big difference. You could easily run marauder weapons as well, but I find the cele trinkets to be very vital in surviving since sword is a melee weapon.

  • aceofbass.2163aceofbass.2163 Member ✭✭✭
    edited January 5, 2019

    @Bvhjdbvkjf.1987 said:
    Thanks for the answer, I wonder why they don't change it. I'm not familiar with all the new traits and skills - but even at max stacks of might the result would only increase the vitality by another 75 points. It hardly seems game breaking to me... I suppose there's another trait/skill where applying boons towards the 'gain x based on y' effect would result in an overpowered build.

    I will reiterate what @Forz.1725 said, MIGHT boon does not increase VIT stat gained from master's fortitude. It is converted from POWER stat.

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