Attributes requirements for ranged/offhands is punishing .

Mythical offhands require up to 724 Spirit - absurd value for any non-Arcanist casters. Its is extremly punishing for Purifiers with zero Spirit gain from gear and very low spirit gain from devotions.
2h ranged require 552 Cunning regardless of dmg type. Every non-Nightblade character that want to use 2H ranged weapon is penaltised to spend 20-30 points intro cunning with zero return if they dont use phyz/pierce dmg >_>
Suggestions:
1)Reduce requirement for offhands by 30%.
2)Remove cunning requirement from non-phyz based 2H ranged weapons.

I’d prefer a stat rebalance so that high spirit/cunning is as valuable as high physique instead TBH.

Just a fun fact, you do gain OA from cunning, so there is some benefit for putting points into cunning.

Spirit should provided all resists, but allas. :rolleyes:

At least rifles get Hawk for requirement reduction (and the constellation itself is nice too), while caster off-hands get no such thing and their requirement is higher.
+1 to reducing Spirit requirement.

Try crane. And the requirements are fine, it’s the only thing that stops people from just putting all points into physique.

Most build simply cannot afford to not put most of points into physique. You just need to do it or you fall behind in DA/Healthpool.

It sounds like you need to craft a couple stat sticks. There are AoM recipes for belt, medals and boots. Craft one with high HP, DA or what ever else you want to cover your weakness.

Unfortunately those are the builds that can least afford to put points out of physique. It seems silly to argue that physique isn’t absurdly OP relative to the alternatives. Personally, I don’t see a good reason to have stat requirements on gear to begin with when you already have level reason, not sure what you’re trying to prevent.

stat requirements on gear is pretty useless at this point

Besides getting stat items, for the shoulders, legs and boots in particular, you just need to spend your attributes as needed. You’ll find that with these super stat items, our HP is a lot easier to deal with, and physique is no longer as “OP” as you think and you’ll have a lot easier time equiping these items.

With 50/50 mastery Purifier sits at 375 spirit. To equip mythical lvl 94 offhand we need to find 349 spirit. Even with Realy greath pantsu its not so easy. BTW if you want a caster offhand you simply dont have enough phyz to equip mask of infernal truth.
Ritualist-riffleman is in same boat, but with cunning requirement. At 50/40 he end with 270 cunning and siply cannot affort to spend 230 points in cunning.

Glad you made this thread
Yeah this has been bugging me a lot lately especially since I am using on Non-arcanists more frequently

+1 to this

For me the solution would be to keep the requirements as they are but make the other attributes more useful.

some ideas:

Nerf the DA/OA gain from Physique and cunning and add a similar DA/OA bonus to spirit and add a crit bonus to cunning

2)(Not simultaneously with 1)
Add a global bonus to resistance to spirit. This could even include CC, drain and life reduction resistances.

3)Nerf the health gain from Physique but at the same time buff health gain per mastery point.
This should be a flat amount increase that is equal for all masteries and not a % increase as otherwise the power difference between masteries would be heavily affected.

IMO the easiest solution is to simply add spirit bonuses to toggled buffs for the other caster-y classes, e.g.:

Occultist: Possession
Shaman: Stormcaller’s Pact
Inquisitor: Aura of Censure
Necromancer: Harbinger of Souls

These spirit bonuses can be made flat and/or smaller than Inner Focus’ to reduce stepping on Arcanists’ uniqueness. Plus, Arcanists will have the advantage of having their spirit bonus on a low level buff instead of being tied to a specific exclusive, which can complicate decisions for classes with multiple exclusives.

I’m currently playing Phantasmal Blade build, that uses Nightblade/Occulist. I had to spend a lot of points into Spirit, and a few in cunning as well. Leaving maybe half my points in Physique. This does limit some heavy armor options, but to be fair, I’m playing the character as a caster. Why should I be wearing heavy armor?

I think the whole point of this is to make casters wear caster armor, ranged users to use medium armor, and melee to use heavy armor. I don’t think they intend for us to do all 3. You kind of have to pick heavy, medium or light armor, or somewhere between. Having all 3 isn’t intended.

I’m agreeing with the predominant tone of the thread. Atm i don’t see how the stats are adding to build diversity at all. It’s pretty much a “are you smart enough to figure out that physique is best” check. And in consequence everything that forces you to put points into spirit or cunning feels like an unnecessary punishment.
I would prefer some rebalancing of the stats over other solutions. They should be roughly equally good imo, in order to incentivize a conscious decision of the player on wich stat he want’s to focus.

I would agree with this in principle where not so that physique and heavy armor are just plain superior in the current state of the game.

Currently it feel like a punishment for builds that actually need to invest into either cunning or spirit for gear that they need for their builds to function. This should not be the case. I mean if such builds are particularly OP this might be warranted, but looking at the types of builds need to do that this does not seem to be the case. All attributes should be equally useful.

Also while there is something to be said for the extra energy regen that caster armor offers in some builds, why would you ever use medium armor over heavy where the game not force you to do so due game design decisions which builds have access to legendary heavy armor armor that fits your build and who not?
The advantage of the soldier mastery has over others due having easy access to heavy armor legendaries is to big IMO. They should either buff medium armor into having some innate advantage over heavy armor or just make more heavy armor sets available that cater to difference masteries then just soldier(or change a number of existing ones to heavy).

I do believe it is meant to be a bonus to heavy armor users, or rather melee. They live in melee range, and take the most beating, so they are supposed to have better defenses to make up for it.

As far as why someone would want light armor over heavy armor, well, light armor has energy regen on it, at least the chest pieces. They also tend to have more caster stats on it and I’m not sure if the trend carries on to high level legendaries, at lower levels, caster armor has more stats, but less armor (I haven’t tried to compare the high level versions).

Anyway, it’s not really a matter of why would you want to, it’s more about the price of being a caster is you don’t get as good of defenses. You are a glass cannon. Most RPG’s of any fashion follow the same principle. Casters don’t get as good of defenses, but either have more CC, damage, and/or range.

This actually not the case. Its not the melee builds that get heavy armor its soldier melee builds. The only exception is the Light’s Defender set, a shaman/inquisitor/demo caster set that is heavy for some odd reason.

As far as why someone would want light armor over heavy armor, well, light armor has energy regen on it, at least the chest pieces. They also tend to have more caster stats on it and I’m not sure if the trend carries on to high level legendaries, at lower levels, caster armor has more stats, but less armor (I haven’t tried to compare the high level versions).

Yes, caster armor has a bonus caster stat(Energy regen). This can be useful for some energy hungry builds(mostly AAR builds). But honestly if they had a heavy armor set that catered to AAR I would use it over everything else even if it did not offer bonus energy regen. The extra armor is just that a great a advantage.
Other then this light/medium armor(or whatever you want to call it) has no bonus stats and are just plain inferior to heavy armor.

Anyway, it’s not really a matter of why would you want to, it’s more about the price of being a caster is you don’t get as good of defenses. You are a glass cannon. Most RPG’s of any fashion follow the same principle. Casters don’t get as good of defenses, but either have more CC, damage, and/or range.

The advantage ranged offers in this game is far less then in most due widespread CC immunity, use of charge abilities, no moment skills for ranged builds at all and the need to stand still while using skills or attacking.
DoT caster are powerful in a large part due not needing to stand still to do good DPS.

Yes DoT caster skills (like DEE, BWC and RE) are powerful due doing good dps in a large AoE while being able to kite. Still in terms of single target damage caster skills are generally inferior to melee skills that have large amount of weapon% damage as those scale better in the endgame. Dualwield SS and 2H cadence deal huge amounts of single target dps that are unreachable by caster skills.