116835-suggestion-second-armor-set-please

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I know this has got to have been mentioned before, but here it is again: We really, really need a second armor set. Not a costume, but actual armor. Right now, we can only use one set of armor at a time. While this works fine most of the time, it has two big issues:
 
Convenience:
 
As an Esper, I can sign up for Adventures as a Healer, DPS or both. The problem is these two roles are very different, and as such, they require very different stats. As DPS, I want to go all out on Assault Power, to influct as much pain as possible, break through shields, stun the enemies and all that. But as a Healer, I want to go all-out on Support. We can easily switch between a DPS and Healer-stance with the action-bar sets, but that doesn't really mean much if you don't have the gear to back it up. It doesn't really matter how awesome your DPS-skills are, if you are geared for healing, and vice versa.
 
But since we can switch action-sets with ease (including AMPs and how we distribute skill points), why can't we do the same with the armor? So right under the Costume-button in the Character-screen, there should be an Armor-button too. Simply click this one, and you can customize your armor as much as you wantl Meaning that if you don't change anything, both armors will be the same, like costumes. This prevents us from being naked by accident. But it also means you can be geared for assault power with the default armor, and gear up for support on the other armor set. And just like the costumes, it's very easy to switch between them.
 
 
Make the roles more newbie-friendly:
 
This is perhaps even more important. My main characters are so far only lvl 25, 20 and 15, but so far I've been building up for solo-play only (and intend to keep doing it.) The problem is that stacking up for assault power is very useful when going solo, so what do I do with support-gear? I can put it in my inventory and try not to sell it by accident, but it goes without saying that'll fill up the inventory quickly. Even worse, it makes it hard to tell what support-gear I should keep, and what I can sell or salvage. Based on feedback from other players, I know I'm not alone in this. Too many people don't know how to collect gear for a secondary role, so many don't bother until they are close to max level. This is one reason why many players think dungeons are too hard: They simply don't know how to build for them. When I bothered with dungeons, I didn't build for healing, even if that's what I signed up for. It went well on low-levle dungeons, but I can easily see that'll be a problem later.
 
The point is a second armor set would make gearing up for support a lot easier than it is right now, simply because we'll be wearing it all the time. When I pick up a new helmet, I can see right away if it's better than the support-helmet I'm already wearing, even if I'm geared for assault. (or at least, a quick armor-change makes that much simpler.) I'm just confused why the game makes such a big deal out of giving us different armor-sets with AMPS, skill points etc right from the start, then completely ignore the armor at the same time?	
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Yeah, I'd really like armor sets that don't use my inventory space, but I don't think it's in the cards for now. 
 
There's an addon called MrFancyPants that lets you define gear sets (puts a tooltip on each item with the set its assigned to) and then equip each item when you change your LAS without having to look through all your bags, but it's limited right now due to the UI API and doesn't like different items with the same name. 
 
Next drop I think, the API is getting additional tweaks that will allow the addon to automatically equip your entire set when you change LAS.	
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I'm totally on board with idea #1 (it worked very well in FFXIV:ARR's armory system, and they could copy large chunks of their own costume system for it).
 
Idea #2 they're fixing I think in drop 4, when we get the training dungeon but also some kind of unspecified XP boost to running dungeons.  It's meant to make dungeon running from low levels more worthwhile.  So that's already in the works, in terms of making gearing more friendly for new players.
 
I'm not sure how much easier they could make it to gear support unless they take a suggestion I made earlier and have crafters custom tailoring gear.  That way, you can get your tanking gear set up by someone who (hopefully) actually knows what stats they're stacking.  That's what made going tank at 50 on Seeger so easy; Nephele crafting a complete set of Epochos gear for me pre-setup for tanking.  Since then, I can look at the mix of stats I have and know if something's better.
 
I mean, it wasn't that complicated, it's just balancing insight, tech, and grit (or their related secondary stats) instead of brutality, moxie, and finesse (and their related secondary stats).  I think the biggest problem is that since solo leveling is so efficient compared to other leveling methods, players get used to stacking their damage stats.  They never learn how to mix their defense or healing stats until they decide to try a skill position, which means learning after you've already learned.	
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This should really be standard with each action set you own.
 	
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There's an addon called MrFancyPants that lets you define gear sets
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Actually, it could be very easy. We could have two armor-sets (making gathering gear easier to handle), and the stats on the gear could be color-coded depending on our class. So maybe have the assault-stats marked with green, support in blue, and so on. Also, if we have two armor-sets, we should be able to compare gear to BOTH armor-sets at once, so we don't have to keep switching between them. This way we can get a new helmet and automatically see if it's better for assault or support, and if it's better than either helmet we have equipped.
 
And that's about it. It means we won't have to store unnecessary gear in our inventory, and we know right away if the new helmet is better than the one we have for either role. Easy peasy. :)
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True, but addons should be optional, not a requirement. While I really love Wildstar, it annoys me a lot that we need so many addons just to fix basic stuff. We can't even preview items we get from quest rewards etc without addons (annoying when you want to use things cosmetically.) Plus, the whole point in this thread is that gearing up for support is too complicated as it is, and forcing us to install addons isn't exactly helping.
 
(btw I'm obviously critisizing Wildstar, not your comment.) :)
 
Actually, it could be very easy. We could have two armor-sets (making gathering gear easier to handle), and the stats on the gear could be color-coded depending on our class. So maybe have the assault-stats marked with green, support in blue, and so on. Also, if we have two armor-sets, we should be able to compare gear to BOTH armor-sets at once, so we don't have to keep switching between them. This way we can get a new helmet and automatically see if it's better for assault or support, and if it's better than either helmet we have equipped.
 
And that's about it. It means we won't have to store unnecessary gear in our inventory, and we know right away if the new helmet is better than the one we have for either role. Easy peasy. :)
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			I think the best idea would be to tie the gear slots to the LAS. 	
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Yes to multiple armor sets.
 
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I think the best idea would be to tie the gear slots to the LAS. 
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Armor should be attached to LAS. Add a new tab to the Action Set Builder framer - gear - can you can slot stuff for that action set. Want to use multiple pieces per action set? "Copy Gear" button will apply your gear from LASn to LASx.
 
/thread	
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			I am totally on board with this thread.  Being able to swap complete equipment sets with the press of a button?  Yes please!  I think, and I'm just throwing it out there, the Costume system seems to work in a fairly similar fashion (pun intended)...  I'm sure there's bigger fish to fry atm, I'm content to wait, just you know, a little something to add to the ol' wish-list :)	
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*snip*
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You are missing the point. I'm not talking about color-coding the items themselves when you see them on the ground or anything. I'm talking about holding the mouse over it to see the tooltip, then have a color-code on the actual stats to make it easier to determine if they are better for support or assault for your class. Right now it's green if it's better and red if it's worse, but why stop there? We could different colors for assault-stats and support-stats too. Even just mark the names (Brutality, Finesse etc).
 
Take Esper vs Medic, for instance. If they both want to be healers, they need to focus on:
 
Esper: Insight, Grit, Tech
Medic: Insight, Grit, Finesse
 
However, if we were to focus on assult, the attributes we should focus on her:
 
Esper: Moxie, Brutality, Finesse
Medic: Moxie, Brutality, Tech
 
See the difference? Now let's say you pick up a helmet with improved Finesse. It's better than the one you have, so you'll get a green name and up-arrow. But does that really mean it's better than the one you have? Well... maybe. Maybe not. If you are an Esper, it means improves your assult power, but if you are a Medic, it improves your support power. This can get very complicated to keep track of, especially if you are a new player and/or have alts.
 
What I suggest is that if you pick up the helmet as an Esper, the world Finesse will be highlighted in a new color, but if you are a Medic, it will instead be highlighted in a different color. That way we can see immediately if it's better for assault or support. We don't have to think about it, or try to remember which attributes improve which attributes for which class.
 
(Btw here's the source I used for the attribues, as I'm too lazy to check it in-game.) :)
 
http://wildstar.mmorpg-life.com/guides/wildstar-stats-attributes/
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			The API for gear changing is coming with the next drop. So you only have to wait till then for addons to do this.	
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