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After the last few changes, I wondered if the W.a.r.b.i.s armor was in the right place?
Conceptually, this is a very interesting armor, but in fact it is replaced by a rifts armor and its same helmet with an increase in damage of 20%, it seems.. Late?

I think it needs to be made an alternative to dreadstone armor with more affordable crafting for players.

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I'm assuming that it was either meant to be an earlier post-rift armor that can be used to deal with the initial brightshades/mutated bosses or just as an interesting sidegrade to brightshade armor.

However, it fits in neither role because killing brightshades and making their respective armor is easy without using WARBIS gear, thus allowing gear to be crafted that directly outclasses it since the WARBIS gear just generally isn't that viable.

WARBIS armor's failure as viable gear is an indirect result of the poor pacing of the rift content. Most new threats are not very threatening and most items that can completely counter these threats are already available or easily obtainable. I hope this can be changed instead of just band-aid fixing WARBIS gear, although I would not be opposed to making it obtainable pre-rift if that's the route they choose to take.

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6 minutes ago, Pet Rock said:

I'm assuming that it was either meant to be an earlier post-rift armor that can be used to deal with the initial brightshades/mutated bosses or just as an interesting sidegrade to brightshade armor.

However, it fits in neither role because killing brightshades and making their respective armor is easy without using WARBIS gear, thus allowing gear to be crafted that directly outclasses it since the WARBIS gear just generally isn't that viable.

WARBIS armor's failure as viable gear is an indirect result of the poor pacing of the rift content. Most new threats are not very threatening and most items that can completely counter these threats are already available or easily obtainable. I hope this can be changed instead of just band-aid fixing WARBIS gear, although I would not be opposed to making it obtainable pre-rift if that's the route they choose to take.

With its shortcomings against planar monsters, I thought it's purpose was to make fighting pre-rift bosses easier, and while in my Wilson world they seemed to work pretty well for those fights, Brightshade or Shadow gear would've been just good or even better, considering you need 2 cc shards in order to make the full set.

The issue is that the lock on system just kind of sucks. It's clearly intended to be used vs bosses without additional minions, but there's actually not that many bosses that don't have an additional targetable enemy. Bee queen, Fuelweaver, Antlion, Varg + Lunar Varg, Crab King, EoT + Twins, Dragonfly, not to mention that I'm pretty sure if a boss becomes untargetable (think frostjaw diving into the ice, or greater depth worm burrowing), you lose the buff as well. Even in optimal circumstances vs a boss like either werepig or CC, those bosses tend to either run far away from you or force you far enough away that you lose the buff (cc blue ring attack).

There's also the fact that it only buffs your physical damage? When it's a planar armour set? The damage bonus isn't even that good in the first place. If we compare it to a fully stacked shadow reaper + void cowl, you get more than a 100% boost to planar damage, on top of a 10% buff to physical damage. Sure, the armour isn't terrible, the speed buff is better than a mag, so if you just ignore the fact that the mag can be obtained within like 15 days of playing and also doesn't cost a valuable enlightened shard, then it's a *decent* item. 

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7 hours ago, GrapeVruit said:

I thought it's purpose was to make fighting pre-rift bosses easier

it does but its not enough to require you to kill another cc (this is assuming you turn on rifts immediately after a cc kill, since thats the way you access bshade stuff anyway which outclasses warbis set). if you dont activate rift right away, you get 1 armor piece, a mediocre one at that. 

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