Mechanisms of Guild Wars 2 | Guild Wars 2 info Variance blog
Home Gameplay Specifications for beginners! The very first course of action Crafting Guide Guild Guide Trading Post Conquest PvP Guide Tutorial Dungeon Glory WvW guide PvP guide species Asura Charr Human Norn Sylvari Classes maker movement Elementalist Engineer maker movement Guardian Mesmer Necromancer Ranger Thief Warrior Arto Media Screenshots Concept Video Chat FAQ Alliances Team
The following maker movement written documents Kozzy derived from a ton of information regarding the game mechanics of the hat in front of him is no small job lehetett.Köszönjük! :) Source: maker movement gw2.wiki, forums, youtube videos from beta (02.20.2012 consecutive)
Navigation within the article: Attributes - Attack - Critical chance - Armor - Health - Traits - Skill Points - Boons - Conditions - Quality Item - Transmutation - Dyeing Armor - Armor (items) - Weapons - Other items - Jewels (upgrade) - Runes ( upgrade) - Sigils (upgrade) - My opinion is the current entering storage
Attack
Condition damage (damage to the negative effects, maker movement see Bleed / Burning / Poison) theory does not increase the degree of Attack. (Each level increases self-80as a condition with damage upgrade, but not definitely)
(There might be that: the skill damage = base damage + Attack opponent's armor.
80as basic armor (80as basic items with + toughness) Heavy: 2147 Armor (+1231 916 basic toughness of the defense itemekbol) medium: 2000 Armor (+1084 916 basic toughness of the defense itemekbol) Light: 1853 Armor (+937 916 basic toughness of Defense itemekbol)
The classes can be classified according to the BaseHealth three types of categories: High, Medium, Low High BaseHealth (80as: 9212): Warrior, Necromancer Medium BaseHealth (80as: 5922): Engineer, Ranger, Mesmer Low BaseHealth (80as 1645): Guardian Thief, Elementalist
Therefore, one can calculate the value of Healt 80as. (Without equipment, without trait-s!) High (Warrior / Necromancer) Health: 18327 Medium (Engineer / Ranger maker movement / Mesmer) Health: 15082 High (Guardian / Thief / Elementalist) Health: 10805
Grandmaster minor
5
Rules: Trait within a linear line can be allocated only to the point.
In this case, 77 points can be spent, 80as level.
Two ways to do this. Fortified intensity or extended over time (the "power" comes up)
The boon-ok: Aegis: Block by the next attack. Just guardian knows. Fury: +20% Critical Chance. Stacks in time. Might + x Power. Intensity stacks Protection: 33% of incoming damage reduction. Timely stacks Regeneration: Regenerating Health is X seconds. (? Definitely not in time stacks) Swiftness: maker movement +33% movement speed. Vigor stacks in time: Faster endurance (Dodge) Regen. Retaliation maker movement in time stacks X damage to everyone who hit / attack. Stacks in time
Two ways to do this: meghoszabbított reinforced over time or intensity (the "power" comes up) Bleeding. X damage per second. Blind stacks intensity: the target is not going to score next attack (miss) Burning: X damage per second. Chilled stacks maker movement in time: 66% movement speed reduction, 66% slower sub skill recharge (cooldown). Confusion in time stacks X damage each time the target uses a skill. Crippled in time stacks: 50% movement speed reduction. Stacks in time. Fear causes the target starts to run in the opposite direction. Immobilized: prevents maker movement movement and dodge use. Stacks in time. Poison: X damage per second. The outgoing heals are reduced by 33% al. Vulnerability in time stacks X armor reduction. Weakness stacks intensity: 50% of attacks glancing (50-75% of normal damage) will be reg endurance maker movement will be 50% slower. Stacks in time.
Other effects Daze: breaking mowing pushed skill, and suspension of use stun skill: the current pushed scythe skill stop (opponents) and to prevent movement and skill use + dodge to prevent
Leggings (pants)
Weapons
80as legendary weapons maker movement "weapons strength" of: Axe :871-800-1200 :935-1097 1064 Longbow Shortbow maker movement Dagger :919-1016 :938-997 :845-897 Focus Greatsword :1011-1117 :1000-1128 Mace Hammer: 909-1026 Pistol Riffle :890-1045 :1001-1224 :909-1026 Scepter Shield maker movement :819-923 (+62 Defense) :1000-1128 Staff Sword :919-1016 :801-940 Torch Horn :827-914 Trident 919 -1016 Harpoon Spear :919-1016 :919-1016
Slots are upgradeable, with Jewels
Rune_tipus1 effekt1 + Rune_tipus1 effekt2
Rune of the Adventurer [1] +28 Damage Condition. [2] Power +15. [3] Damage +55 Condition. [4] Power +40. [5] Damage +100 Condition. [6] When you use the healing skill you gain 100% Endurance. (Cooldown: 10s)
Rune of the Afflicted [1] +28 Damage Condition. [2] +15% Bleed duration. [3] Damage +55 Condition. [4] +15% Poison duration. maker movement [5] Damage +100 Condition. [6] You create the Death Nova When You go down. (Cooldown: 30s)
Runes of the Air [1] +2%
Home Gameplay Specifications for beginners! The very first course of action Crafting Guide Guild Guide Trading Post Conquest PvP Guide Tutorial Dungeon Glory WvW guide PvP guide species Asura Charr Human Norn Sylvari Classes maker movement Elementalist Engineer maker movement Guardian Mesmer Necromancer Ranger Thief Warrior Arto Media Screenshots Concept Video Chat FAQ Alliances Team
The following maker movement written documents Kozzy derived from a ton of information regarding the game mechanics of the hat in front of him is no small job lehetett.Köszönjük! :) Source: maker movement gw2.wiki, forums, youtube videos from beta (02.20.2012 consecutive)
Navigation within the article: Attributes - Attack - Critical chance - Armor - Health - Traits - Skill Points - Boons - Conditions - Quality Item - Transmutation - Dyeing Armor - Armor (items) - Weapons - Other items - Jewels (upgrade) - Runes ( upgrade) - Sigils (upgrade) - My opinion is the current entering storage
Attack
Condition damage (damage to the negative effects, maker movement see Bleed / Burning / Poison) theory does not increase the degree of Attack. (Each level increases self-80as a condition with damage upgrade, but not definitely)
(There might be that: the skill damage = base damage + Attack opponent's armor.
80as basic armor (80as basic items with + toughness) Heavy: 2147 Armor (+1231 916 basic toughness of the defense itemekbol) medium: 2000 Armor (+1084 916 basic toughness of the defense itemekbol) Light: 1853 Armor (+937 916 basic toughness of Defense itemekbol)
The classes can be classified according to the BaseHealth three types of categories: High, Medium, Low High BaseHealth (80as: 9212): Warrior, Necromancer Medium BaseHealth (80as: 5922): Engineer, Ranger, Mesmer Low BaseHealth (80as 1645): Guardian Thief, Elementalist
Therefore, one can calculate the value of Healt 80as. (Without equipment, without trait-s!) High (Warrior / Necromancer) Health: 18327 Medium (Engineer / Ranger maker movement / Mesmer) Health: 15082 High (Guardian / Thief / Elementalist) Health: 10805
Grandmaster minor
5
Rules: Trait within a linear line can be allocated only to the point.
In this case, 77 points can be spent, 80as level.
Two ways to do this. Fortified intensity or extended over time (the "power" comes up)
The boon-ok: Aegis: Block by the next attack. Just guardian knows. Fury: +20% Critical Chance. Stacks in time. Might + x Power. Intensity stacks Protection: 33% of incoming damage reduction. Timely stacks Regeneration: Regenerating Health is X seconds. (? Definitely not in time stacks) Swiftness: maker movement +33% movement speed. Vigor stacks in time: Faster endurance (Dodge) Regen. Retaliation maker movement in time stacks X damage to everyone who hit / attack. Stacks in time
Two ways to do this: meghoszabbított reinforced over time or intensity (the "power" comes up) Bleeding. X damage per second. Blind stacks intensity: the target is not going to score next attack (miss) Burning: X damage per second. Chilled stacks maker movement in time: 66% movement speed reduction, 66% slower sub skill recharge (cooldown). Confusion in time stacks X damage each time the target uses a skill. Crippled in time stacks: 50% movement speed reduction. Stacks in time. Fear causes the target starts to run in the opposite direction. Immobilized: prevents maker movement movement and dodge use. Stacks in time. Poison: X damage per second. The outgoing heals are reduced by 33% al. Vulnerability in time stacks X armor reduction. Weakness stacks intensity: 50% of attacks glancing (50-75% of normal damage) will be reg endurance maker movement will be 50% slower. Stacks in time.
Other effects Daze: breaking mowing pushed skill, and suspension of use stun skill: the current pushed scythe skill stop (opponents) and to prevent movement and skill use + dodge to prevent
Leggings (pants)
Weapons
80as legendary weapons maker movement "weapons strength" of: Axe :871-800-1200 :935-1097 1064 Longbow Shortbow maker movement Dagger :919-1016 :938-997 :845-897 Focus Greatsword :1011-1117 :1000-1128 Mace Hammer: 909-1026 Pistol Riffle :890-1045 :1001-1224 :909-1026 Scepter Shield maker movement :819-923 (+62 Defense) :1000-1128 Staff Sword :919-1016 :801-940 Torch Horn :827-914 Trident 919 -1016 Harpoon Spear :919-1016 :919-1016
Slots are upgradeable, with Jewels
Rune_tipus1 effekt1 + Rune_tipus1 effekt2
Rune of the Adventurer [1] +28 Damage Condition. [2] Power +15. [3] Damage +55 Condition. [4] Power +40. [5] Damage +100 Condition. [6] When you use the healing skill you gain 100% Endurance. (Cooldown: 10s)
Rune of the Afflicted [1] +28 Damage Condition. [2] +15% Bleed duration. [3] Damage +55 Condition. [4] +15% Poison duration. maker movement [5] Damage +100 Condition. [6] You create the Death Nova When You go down. (Cooldown: 30s)
Runes of the Air [1] +2%
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