Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
And sword/dagger evade thief too.
Both lame and too strong.
The healing turret espicially could do with a nerf and remove the lame stealth this engi build can get access to.
These two, along with terror necro, are the least fun builds. They are lame and overpowered.
Wait ………what?
WvW guy trie to balance sPvp^^ – nothing to see here
just clicked the link in his sig and title from his stream “WvW roaming with OP Necro ……”
arenanet should nerf this froum
WvW guy trie to balance sPvp^^ – nothing to see here
just clicked the link in his sig and title from his stream “WvW roaming with OP Necro ……”
arenanet should nerf this froum
Bias . . . zzz
Are you aware that Henry is till now, one of the most competitive necros from the EU side? I played several times against him and never saw a necro that could perform better. I think he is aware of the meta and the influence from the balance patch.
So please stop judge ppl from their twitch-link (I don’t want to defend this unconstructive thread though)
13k heal from engy heal combo is indeed a bit too strong imo and ofc that spec can still get nasty damage from burn on crit trait. Bleed+weakness+burn on autos. So lovely for any meleechars trying to nuke him. :’(
S/D thief is strong, but I have no suggestions on how to balance it, if you overbreak the sword, then it becomes useless again and thieves are only left with a nerfed D/P backstab spec.
13k heal from engy heal combo is indeed a bit too strong imo and ofc that spec can still get nasty damage from burn on crit trait. Bleed+weakness+burn on autos. So lovely for any meleechars trying to nuke him. :’(
S/D thief is strong, but I have no suggestions on how to balance it, if you overbreak the sword, then it becomes useless again and thieves are only left with a nerfed D/P backstab spec.
And they get to your point in stealth and can get away the same way
13k heal from engy heal combo is indeed a bit too strong imo and ofc that spec can still get nasty damage from burn on crit trait. Bleed+weakness+burn on autos. So lovely for any meleechars trying to nuke him. :’(
13k heal, sure if you’re running full healing gear and blow all of your blast finishers at once. Such a character is only going to win 1v1s against glass cannons. Now for group fights…okay that’s a pretty neat trick.
13k heal from engy heal combo is indeed a bit too strong imo and ofc that spec can still get nasty damage from burn on crit trait.
With 0 healing power, drop + overcharge heals for ~2.5k each. If Engie drops a finisher in the water field – that’s an extra ~1.3k heal (AoE for blast, single for leap). To get to 13k, he’d have to drop at least 6 finishers.
As for scaling, the coefficient are: 0.5 for drop/overcharge, 0.2 for blast finisher (AoE heal), and again 0.5 for leap finisher (self heal). With 1000 HPow, that gives: ~3k heal for drop or overcharge, 1.5k for blast, and 1.8k for leap. So you save 1 finisher, you still need 5 on top of drop+overcharge.
That Engie just blew 5-6 skills for blast finishers and his healing utility! His turret is on a 20 sec cooldown, and he’s a virtually a sitting (or more likely running away) duck. Perfect to burst him down now.
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Water_field
And they get to your point in stealth and can get away the same way
He’s got limited number of finishers. Stealth is 3s per finisher, and you need to choose and time wisely – be far away or use those that don’t do damage (or face revealed).
Bleed+weakness+burn on autos. So lovely for any meleechars trying to nuke him. :’(
Elixir gun, with Incendiary Ammo trait. Burn triggers every 10s on a crit, most likely he will be wearing Rabid then – no HPow for him. Weakness is only 1s, he has to stay in EG and keep on auto attacking you to keep it up (and it’s only single target). Stun, blind, knock back/down, daze (we have no stability) and then burst down – once he misses his auto attack, you’re (almost) out of weakness.
(edited by Ravak.8912)
Engi’s biggest weakness is still and has always been no stability. Fear/daze/stun/knockdown until dead.
That Warrior Mace/Shield and GS build growing in popularity does great taking out Engi’s so far in my experience (as the Warrior). That lack of stability can’t handle all the Mace/Shield dazing and stuns.
Duke Hanry -best nekro in EU imo
but that topic XD
Velron you realize that other classes lack stability too?
well as i posted in several other threads as well engi is probably right now the hardest class to play because you have to utilize all you combofields but if you do that right you are a freaking monster and 1on1 invincible.
i cant follow on your thief nerf, because most people say s/d is below average right now and many teams decided to skip their thief.. i myself am a thief and the only reason im still playing it right now is a) i need more experience on other classes b) i am using my mobility spells pretty good. too bad shadow trap will get nerfed today.
and when s/d gets nerfed it will probably be unplayable which leaves us with d/p what is pretty much suicide with this AOE-Condi-Meta.
Duke Hanry -best whiner in EU imo
but that topic XD
There, I fixed that for you.
nuuuuuhh OP must play mesmer
nuuuuuhh OP must play mesmer
No, necro. And I almost always killa bomb engi. Even on point when they elite. But still it is op.
13k heal from engy heal combo is indeed a bit too strong imo and ofc that spec can still get nasty damage from burn on crit trait. Bleed+weakness+burn on autos. So lovely for any meleechars trying to nuke him. :’(
13k heal, sure if you’re running full healing gear and blow all of your blast finishers at once. Such a character is only going to win 1v1s against glass cannons. Now for group fights…okay that’s a pretty neat trick.
There is no way to get 13K heal ever
about 5K+ without healing stats + blast finishers which btw dont scale as well as leap finishers (and also only the selfheal half of the turret heal actually scales with healing power at all so stacking healing power with turret is actually even less useful for the team)
realistically 1 finisher + pickup on every cd is doable without losing too much or + blowing up turret if u want but this is actually bad and will reduce heal in the longrun.
the aoe area should be reduced though imo
Also Healing Turret + Elixir Rezz are the only reasons to bring engi atm imo
<3@necro qqing about op engi
Edit: Also what i forgot: Friggin regenerating mist – Healing turrets tool belt skill (which is my friggin class mechanic and one of the excuses for having no weapon swap) is fucxking terrible it gives a tiny bit of regen on a middleish cooldown – How about tradeing that for a 3 sec invul on 60 sec cd kk?
(edited by RaynStargaze.6510)
Add in the fact a bomb engi will be able to hold side points vs 2 people on the new map too. With the knockbacks…
Bomb Kit is far from bad.
Maybe bad against ranged classes but awesome against melee and mesmer clones.
With the knockbacks…
…and no stability playing Engie will be like a russian roulette :P
don’t you just love it when an engy puts down a big ol bomb.
don’t you just love it when an engy puts down a big ol bomb.
Only when they go invisible and then runaway anyway lol
Wait, people can actually play bomb engies successfully now? I need to stop ghosting the forums and play a few rounds, sounds like the game is getting better.
Wait, people can actually play bomb engies successfully now? I need to stop ghosting the forums and play a few rounds, sounds like the game is getting better.
Yeh its very strong going far point in stealth and beating all but necros in a 1v1. 1v2 = np – stealth and run off
You know you can, like, dodge them? Or even simply move away. They’ve got quite a delay in their activation, after all.
And to stealth immediatly like you say, they should avoid using the overcharge (they basically would heal for half the amount) and it would still be a 3s stealth. The only way to get a decent amount would be by placing turrets where they can’t be destroyed (but since they’re quite bugged right now, i doubt someone is even using them) or avoid using your utilities/ blast finishers just so that you can flee later – effectively putting yourself at a disadvantage during the fight.
Doesn’t seem like a good choice, frankly speaking.
I think what they need to do is generally nerf everything to the point where its not 75percent build and 25percent skill.
Lets all become warriors state.
(edited by Authority.6145)
Wait, people can actually play bomb engies successfully now? I need to stop ghosting the forums and play a few rounds, sounds like the game is getting better.
Yeh its very strong going far point in stealth and beating all but necros in a 1v1. 1v2 = np – stealth and run off
That’s great news. A couple months ago, engineers had probably four of the top five most fun non-viable builds. It’s great to hear that they are becoming usable.
Wait, people can actually play bomb engies successfully now? I need to stop ghosting the forums and play a few rounds, sounds like the game is getting better.
Yeh its very strong going far point in stealth and beating all but necros in a 1v1. 1v2 = np – stealth and run off
That’s great news. A couple months ago, engineers had probably four of the top five most fun non-viable builds. It’s great to hear that they are becoming usable.
Guess you gave up pvp too soon. Engy has a couple meta builds now. Condy pp build used to be the king of far point also does great in mid point. Bomb engi nullifies any melee power builds, a great home point stealer. recently 30 30 10 necro has raised up to the top and beats anyone at mid, home or far point. Before that it was pretty much engi.
Wait, people can actually play bomb engies successfully now? I need to stop ghosting the forums and play a few rounds, sounds like the game is getting better.
Yeh its very strong going far point in stealth and beating all but necros in a 1v1. 1v2 = np – stealth and run off
That’s great news. A couple months ago, engineers had probably four of the top five most fun non-viable builds. It’s great to hear that they are becoming usable.
Guess you gave up pvp too soon. Engy has a couple meta builds now. Condy pp build used to be the king of far point also does great in mid point. Bomb engi nullifies any melee power builds, a great home point stealer. recently 30 30 10 necro has raised up to the top and beats anyone at mid, home or far point. Before that it was pretty much engi.
This is my point.
Sn: Duke Henry – Necro main
If you cannot kill a s/d thief or bomb engi as a necro then you can not complain about them. It’s only because you’re a not-so-good player…
Both specs, given knowledge of the classes, are easily beatable by a wide range of specs. That’s especially true for necro…
The irony of a necro asking for nerfs to other classes before his own is too funny…
Sn: Duke Henry – Necro main
If you cannot kill a s/d thief or bomb engi as a necro then you can not complain about them. It’s only because you’re a not-so-good player…
Both specs, given knowledge of the classes, are easily beatable by a wide range of specs. That’s especially true for necro…
The irony of a necro asking for nerfs to other classes before his own is too funny…
He was the first asking for necro nerfs..
Btw if you cant see how bombs engi has taken cantrips ele spot atm then you need up your game.The only difference is that ele used to be full tank and never die 1vs1 ,hold for a bit and run in 2vs1 while the engi just kills everything 1vs1 including full bunkers apart from necro(which is not mobile enough to prevent decap) ,has more mobility plus stealth and way over the top cc to neutralise against anyone.
To be frank with you even if ele wasnt nerfed id still pick engi cause it just seems more effective by far at pressuring far point .
Just look at top teams eu..Actually based on what ive seen so far in the history of buffs and nerfs of gw2and how classes affect the game id make the wild call.. that engi is pretty much op atm ,something that will show up much much more after necro nerfs.IMO
(edited by Avead.5760)
Sn: Duke Henry – Necro main
If you cannot kill a s/d thief or bomb engi as a necro then you can not complain about them. It’s only because you’re a not-so-good player…
Both specs, given knowledge of the classes, are easily beatable by a wide range of specs. That’s especially true for necro…
The irony of a necro asking for nerfs to other classes before his own is too funny…
He was the first asking for necro nerfs..
Btw if you cant see how bombs engi has taken cantrips ele spot atm then you need up your game.The only difference is that ele used to be full tank and never die 1vs1 ,hold for a bit and run in 2vs1 while the engi just kills everything 1vs1 including full bunkers apart from necro(which is not mobile enough to prevent decap) ,has more mobility plus stealth and way over the top cc to neutralise against anyone.
To be frank with you even if ele wasnt nerfed id still pick engi cause it just seems more effective by far at pressuring far point .
Just look at top teams eu..
Bomb engis have very minimal stealth that depends on some of their key abilities to be up, most of the time they’re on cooldown and are used to fight on backpoint. Big ol bomb breaks stealth if it hits anything while blasting into a smoke field, so purposely get hit by it if the engi is attempting to stealth.
Bombs themselves are extremely easy to avoid. I VERY RARELY get hit by any bombs outside of glue bomb because glue bomb doesn’t do anything unless chained into a big ol’ bomb. Understand what bombs do what and what radius’ each bomb is. If you get hit by any damaging bombs you’re doing it wrong.
Teldo’s build specifically is very easily exploited by catching him off-point and not getting hit by his bombs. If you’re going to lose a fight walk off the point and a large majority of his damage dissipates.
Flamethrower’s 1v1 potential is huge, but enough condi clear to deal with incendiary ammo and incendiary powder destroys any sort of potential it has.
Adequate communication of where said engi is is paramount to dealing with him. Far-node engis are very hard to deal with if you have a tanky comp and someone not familiar with how those engis play.
Learn what builds they run and how to beat them. A lot of them run without stunbreaks and run without any sort of decent ranged damage.
^ well said. Anything’s OP if you just sit in the area of where all the damage is happening.
^ well said. Anything’s OP if you just sit in the area of where all the damage is happening.
Ok lets assume that you move off point and lose it.You still have to kill him while he applies burning from range through the trait and ft toolbelt skill.Thats like 20 points worth of it and you cant do anything and he can pretty much disengage at will..Chaining blast finishers into smoke bomb is not rocket science..
I just tell what i see ..atm there arent other viable builds with that much utility and that much options. If he loses against a class its pretty much l2p issue for him in my book unless he faces good necro or builds that nobody uses atm(cause they generally suck).And also that 1vs1 advantage comes with good support with rezz,cc,aoe cond pressure,combo healing ,team stealthing..
We just come to the situation that the better option for your team so that it can negate what that engi is doing and also not lose a lot in every other area is ..to bring an engi too.Just like it was with eles for so long .
Super’s team is the only one managed to beat TP with a good ratio and they use an engi mirroring what teldo does or staying at close just to 1vs1 him.Most top teams already use an engi of that kind and the rest are probably looking for one!
We ll see how it shapes up in the future:P
Serious question—what exactly about bomb engineers suddenly became good? I haven’t played for a couple months but can’t find any buffs to bombkit or engineer bunkers in general (quite the opposite—the elixir R and S nerfs were both massive).
Last time I played (early May), bomb/bunker engineers were a niche build that was kind of laughed at by any toon with ranged dps, which is all of them. Then they were nerfed. What happened?
Why is S/D thief even in the OP when this is clearly a engi discussion?
Why is S/D thief even in the OP when this is clearly a engi discussion?
Because S/D thieves can beat a necro 1vs1.
S/D thieves → Necro
Necro is OP, so thief is even more OP.
Perfect reasoning.
LOLWOT.
^ well said. Anything’s OP if you just sit in the area of where all the damage is happening.
Ok lets assume that you move off point and lose it.You still have to kill him while he applies burning from range through the trait and ft toolbelt skill.Thats like 20 points worth of it and you cant do anything and he can pretty much disengage at will..Chaining blast finishers into smoke bomb is not rocket science..
I just tell what i see ..atm there arent other viable builds with that much utility and that much options. If he loses against a class its pretty much l2p issue for him in my book unless he faces good necro or builds that nobody uses atm(cause they generally suck).And also that 1vs1 advantage comes with good support with rezz,cc,aoe cond pressure,combo healing ,team stealthing..
We just come to the situation that the better option for your team so that it can negate what that engi is doing and also not lose a lot in every other area is ..to bring an engi too.Just like it was with eles for so long .
Super’s team is the only one managed to beat TP with a good ratio and they use an engi mirroring what teldo does or staying at close just to 1vs1 him.Most top teams already use an engi of that kind and the rest are probably looking for one!
We ll see how it shapes up in the future:P
Teldo’s build has no stun break, so cc’ing it into the ground is an option. Also, the self rez rarely gets brought, due to it’s main skill no longer being a stun break. As for ‘chaining blast finishers’, yeah it’s totally worth it to just put a bunch of abilities on CD for some stealth, right? There are definitely ways to beat bomb engis. You can’t really go to Teldo as a prime example of how bomb engis are broken, as he’s obviously a great player and the exception not the rule. I would recommend you read Ostrich’s post again as he explained in quite good detail answers to some of the things you mentioned.
(edited by Choops.3710)
Sn: Duke Henry – Necro main
If you cannot kill a s/d thief or bomb engi as a necro then you can not complain about them. It’s only because you’re a not-so-good player…
Both specs, given knowledge of the classes, are easily beatable by a wide range of specs. That’s especially true for necro…
The irony of a necro asking for nerfs to other classes before his own is too funny…
You are a troll mate.
Have a proper conversation perhaps. Why is what I play relevant? Jesus, you have issues dude.
Sn: Duke Henry – Necro main
If you cannot kill a s/d thief or bomb engi as a necro then you can not complain about them. It’s only because you’re a not-so-good player…
Both specs, given knowledge of the classes, are easily beatable by a wide range of specs. That’s especially true for necro…
The irony of a necro asking for nerfs to other classes before his own is too funny…
You are a troll mate.
Have a proper conversation perhaps. Why is what I play relevant? Jesus, you have issues dude.
look up a few posts and see my explanation. I to assume you mean the efficacy of a far-point assaulting engi and s/d thief respective of your current class.
The thing I found ironic is that as strong as they are they are not anywhere near as game-breaking as necros currently are.
Flamethrower’s 1v1 potential is huge, but enough condi clear to deal with incendiary ammo and incendiary powder destroys any sort of potential it has.
maybe if you are rolling with a high condi dmg high crit spec that is designed to burn and infuriate as quick as possible, but there are many other builds that use the FT that do not need Incendiary Powder.
Also, typically, Incendiary Ammo is used when not in the FT to add burning to your pistol or rifle attacks to initiate the burning for the 10% dmg buff on Flame Jet to burning targets, which hits harder with a power spec than a condi spec.
The FT is very misunderstood; for example, most players still seem to think the old juggernaut was better than what it is now, and still think of the FT’s utility in that light rather than how it actually works today.
They are mistaken.
The FT is ideal for far point disruption and area denial, moreso than bombs, IMO, which are better at node defense because of their added heals with traits increasing bunker sustain.
The inductive reasoning in this thread is gargantuan.
(edited by nakoda.4213)
What does the prefix “meta” mean?
Necro can’t beat 1 class and he’s kittening?
Bomb engis have very minimal stealth that depends on some of their key abilities to be up, most of the time they’re on cooldown and are used to fight on backpoint. Big ol bomb breaks stealth if it hits anything while blasting into a smoke field, so purposely get hit by it if the engi is attempting to stealth.
As an Engineer with Teldos build you have 4 (5 with rocketboots) blastfinisher where 3 (4) are on a cooldown of max 30seconds. So you will have some of your blasts up pretty sure when you want to disengage. The stealthbreak I will actually test. As a Thief I know that you can leap through a smokefield, land the heartseeker for damage and still stay in stealth. So maybe when you only blast with damage on the first stealth it might be the same for engi. Well either way when you are dueling an engi normally you cant afford to stay in the bigbomb to get him out of stealth because that will give him a free win.
When you follow that you see that an Engineer can disengage from probably every fight when he makes no huge mistakes or is overwhelmed by numbers.
Bombs themselves are extremely easy to avoid. I VERY RARELY get hit by any bombs outside of glue bomb because glue bomb doesn’t do anything unless chained into a big ol’ bomb. Understand what bombs do what and what radius’ each bomb is. If you get hit by any damaging bombs you’re doing it wrong.
Yes, you can easily avoid the bombs, but when you do that you position yourself at the edge of the point or off the point. When you are off the point the engi is winning already because he will decap the point over time. When you are at the edge of the point an engi can just Airblast (Flamethrower #3) you off the point and is again winning. This spell is on a 15s CD and has no casttime, so you cant dodge it and he can repeat that pretty often.
When you follow that you see that an Engineer can neutralize every point he chooses to attack as long as it is defended by only one player.
Teldo’s build specifically is very easily exploited by catching him off-point and not getting hit by his bombs. If you’re going to lose a fight walk off the point and a large majority of his damage dissipates.
Engineers have access to 100% Swiftness and Vigor through 2 Adepttraits (every other class would kill for that) so it is pretty hard to catch them offpoint. When you add rocketboots to that, have fun.
And here again, going offpoint to dissipate the bombdamage results in a win for the engineer as he is capping the point for his team.
Flamethrower’s 1v1 potential is huge, but enough condi clear to deal with incendiary ammo and incendiary powder destroys any sort of potential it has.
So you only have to bring an enormous conditionclear to counter a part of an utility, great.
I don’t know any class – except a good necromancer – that can actually keep the point capped vs a good engineer and exactly that is the problem. When you want to counter this engineer you need a necromancer or an engineer as well. As we all know necromancer lacks mobility and will get nerfed pretty soon. So right now you probably want and after the necro nerf you probably need to bring this engi to be able to compete on a higher level.
The meta gets more and more fixed. You need a Bunkerguard, you need an Elementalist, you need an Engineer so you have two spots for other classes. Most teams choose an Mesmer for the Rez/Portal and the last spot is open to.. atm the OP-Mancer, another Ele? or a Thief? yeah thats about it.
(edited by LeGi.3921)
LeGi I agree with most of the points you made.
I run something extremely similar to Teldos and you essentially get 7s of stealth AFTER the combo is off. Thats crazy fun….
Yes Big bomb then smoke stand there and even if bomb hits it’ll stealth you.
Better yet add in rocket boots and you easily escaped.
The build has decent condi damage and with enough skills they can keep pressure 1v2
Stealth decaps, High AOE pressure, decent survival, great escape mechanisms…
The build is weak to condition builds, namely necros, but you have enough CC they cant stand on point.
LeGi I agree with most of the points you made.
I run something extremely similar to Teldos and you essentially get 7s of stealth AFTER the combo is off. Thats crazy fun….
Yes Big bomb then smoke stand there and even if bomb hits it’ll stealth you.
Better yet add in rocket boots and you easily escaped.The build has decent condi damage and with enough skills they can keep pressure 1v2
Stealth decaps, High AOE pressure, decent survival, great escape mechanisms…
The build is weak to condition builds, namely necros, but you have enough CC they cant stand on point.
Yep, even when you mess up against a necro, you can rezz yourself if elixier is up.
Sn: Duke Henry – Necro main
If you cannot kill a s/d thief or bomb engi as a necro then you can not complain about them. It’s only because you’re a not-so-good player…
Both specs, given knowledge of the classes, are easily beatable by a wide range of specs. That’s especially true for necro…
The irony of a necro asking for nerfs to other classes before his own is too funny…
You are a troll mate.
Have a proper conversation perhaps. Why is what I play relevant? Jesus, you have issues dude.
look up a few posts and see my explanation. I to assume you mean the efficacy of a far-point assaulting engi and s/d thief respective of your current class.
The thing I found ironic is that as strong as they are they are not anywhere near as game-breaking as necros currently are.
Why would you assume that? How I personally deal with bomb engis is irrelevant to the topic. I am capable of forming views on balance which aren’t just based around which classes I find it hard to deal with. There is no irony here at all, except for the irony you created with your childish view on the topic. “YOU SUCK BRO, IF YOU CANT BEAT ENGI WITH UR NECRO YOU MUST L2P DUDE!!1!!!!!!” That is basically your contribution to this thread. Try to engage brain before posting perhaps?
Yes Big bomb then smoke stand there and even if bomb hits it’ll stealth you.
It gets you revealed. Plenty of evidence on Twitch or just test it in the mists. You can blow-up healing turret (2.5k heal wasted) or use Rocket Boots.
Yep, even when you mess up against a necro, you can rezz yourself if elixier is up.
Maybe you could just avoid him to position himself in that small glowing area, you know. Fear isn’t there just to deal damage. Or any CC skill, for that matter.
Toss Elixir R has got quite a bunch of counters, people should just learn to use them.
It’s the same old story over and over again. People defend something that is imbalanced with the arguments that it can be countered in a certain way implying that not only do they counter it easily every single time but also that if you can’t counter it, you are bad.
Then you turn around and go play tournaments or watch “pros” play them and everybody is failing to apply these “simple counter-tactics” repeatedly and not just those.
I’ll give you guys a hint. When every team has an Engineer pushing far and winning 90% of their 1v1s there and decapping the point 99% of the time, it’s not that they are good and their opponents are bad, it’s that there’s a real issue here that needs to be dealt with.
Do you see Warriors push far 24/7 even if the node is defended? Do you see Guardians do it? Thieves? Mesmers?
The real problem is, that people dont realize that the countertactics they suggest result in a disadvantage of the player.
They dont realize that leaving the point and letting it decap actually means you lost. I dont know if they just dont get the concept of domination and dont know when their team is in a bad position or if they just try to defend their class and ignore the obvious problems.
Noone wants to see his class nerfed but some nerfs are needed. Even as a Thief I said the Stunbreak on sword #2 needed to be removed/changed, but i feel like most other players/classes dont want a balanced game. they want their class to be the best and stomp everyone and feel like they are the best.
I had the same attitude with my ele back in the days.Everyone was screaming of how op its survivability was but i was shocked since i could theorise a lot of counters such as burst after water,when not on prot,chill after water,cc his heal etc..
But when it came to practice and i was against an ele those things rarely worked the way i imagined and there were nowhere near as easy as what he was doing to outsustain my attacks.
Same here..You cant afford to move off point in a 1vs1 against the engi,you cant afford to save your only high cd knockback to push him off his selfrezz,you cant go in thinking that you will dodge all of his instant knockbacks,you cant afford to dedicate your whole cond removal options just to mitigate the damage from 1 of his trait and 1 utility both having very low cd in comparison..
I think it needs a big deal of maturity to be able to clearly see the big picture of things ,especially when your favourite class and playstyle thats 90% of the reason you love the game is at stake there
wait wait wait
so your complaint
LeGiThe real problem is, that people dont realize that the countertactics they suggest result in a disadvantage of the player.
Is that to you have to strategically address another player’s strategy that puts you at a disadvantage by being prepared?
The point of AREA DENIAL is to deny you that point.
No Engineer fully specced for area denial is going to be able to burst you down like a necro or a thief.
THIS IS WORKING AS INTENDED
You have to choose what skills you bring to a match. You cannot just expect the same build to work every time.
Why the eff do you think you get two minutes to work on strategy before a match starts? So you can double dutch rudder each other before playing?
No! It is so you can see the opposing team, make judgements about how to combat them, and gear up accordingly.
If you see an engineer on the team, it might be a good idea to put in a skill that has stability.
If you see a necro on the team, it might be a good idea to equip some condi removal.
And so on and so on, etc, etc, etc.
This is not a case of “someone brings up an imbalance issue and those who are using it are all QQ” … this isn’t like Grenades used to be, or how Jugg used to give permanent stability or any number of other actually imbalanced skills.
Thieves have have (if they spec for it) constant stealth at nearly all times, and you are complaining because an engie can get 7 seconds of stealth if they blow every one of their cooldowns?
Wtf children.
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