Hi all,
Catmander Neko here, I’m the senior engineer who worked on the Legendary Armory.
We’ve been keeping an eye on the discussion regarding the Legendary Armory since the blog post on Tuesday, and we wanted to respond to a few common questions.
Slotted upgrades and infusions?
Upgrades and infusions in equipped gear and equipment templates (aka your regular armory) will remain in place. For items in your bank, shared and regular inventory, infusions and upgrades will be popped out to your inventory.
Slumbering Trinkets
Players will not be able to acquire new slumbering trinkets after July 13 release and any existing slumbering trinkets will not be absorbed into the Legendary Armory. The recipes for these items will instead reward the awakened trinket.
But what about current slumbering trinket owners? We’re going to be adding a vendor to the game that will allow you to upgrade any slumbering trinket to the fully awakened version. You’ll be able to use the effect toggle in the Equipment panel to disable the effects from the awakened versions if you choose. This vendor won’t be in-game with the launch of Legendary Armory, but we plan to release it in a future update.
WvW player? Conflux will no longer be unique, so players who currently use the awakened and slumbering versions can continue to use their current equipment loadout.
Aurora, Vision, Coalescence
We wanted to make a toggle for the three legendary PVE trinkets (Aurora, Vision and Coalescence). Unfortunately, these three items are setup differently from other items with visual effects and giving them a toggle is a complex problem. That probably sounds silly – it’s just a checkbox, right? A quick peek behind the curtain: these items are set up using a stacking buff (based on the number of equipped legendary trinkets) to determine which visual effect is added to the character model (i.e. the effect is actually added by the buff, not the item). The toggles in the Equipment panel control the visual effects on the items themselves–it’s not changing which item is slotted (i.e. it’s not switching to the slumbering version). This makes it much more difficult to convert them to the system where effects are on the item itself and can be toggled. Conflux and Transcendence previously got their effect from a buff not the item, but because they were a non-stacking buff we were able to move the effect to the item with a small amount of work and allow it to benefit from the toggle.
Fixing this for Aurora, Vision, and Coalescence would require a rework of the visual effects for these items and how they’re applied (which would likely leave some players unhappy as it would change their appearance), or a significant engineering investment to build a one-off solution. That investment isn’t something we can commit to right now–our engineering team is focused on End of Dragons, Alliances, and DX11. We understand how important this is to all of you and that this isn’t the response you were hoping for, but in the spirit of transparency we wanted to let you know where things currently stand.
Eternity, Sunrise, and Twilight
We already answered this question in another thread, but for the sake of completeness we’ll hit it again here. Players that bound Eternity to their accounts prior to the release of the Legendary Armory will receive an unlock for both Sunrise and Twilight in their Legendary Armory. Unbound Eternities bought from the Trading Post and added to the Legendary Armory will also act the same way. However, Eternity granted from the new Mystic Forge recipe using token items will not grant the additional unlocks.
Gen 2 Precursor Crafting Limits
Players will be able to craft multiple Gen 2 precursors after the Legendary Armory releases, meaning you can acquire multiples of Gen 2 legendaries.
Legendary Armory Item Caps
Each type of equipment has its own limit, and the limit is counted separately for every unique legendary item. For example, you can unlock a Perfected Envoy light helm and an Ardent Glorious light helm as well. Here's a complete list:
Two-handed weapons: 2
Main-hand exclusive weapons: 2
Offhand exclusive weapons: 2
One-handed weapons useable in either hand: 4
Armor: 1 per piece, per armor class
Back items: 1
Trinkets: 1 (except Conflux, which is 2)
Runes: 7
Sigils: 8