Celestial engi post pach?

Celestial engi post pach?

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Posted by: Deax.1572

Deax.1572

Heyoo!
So i’ve played a bit of celestial engi……so much so that i built 2 sets of it for my asura and sylvari engis :>
question is how will the patch affect cele? I’ll be runing with this setup most likely : http://dulfy.net/gw2traits#build=AgEBaAKsA7g~
But i wonder how will they adress the stat changes? Would suck not to utilize the full potential a cele angi can bring.

Celestial engi post pach?

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Posted by: Casia.4281

Casia.4281

what weapons/skills?

Also pve, or pvp?

Celestial ammy is getting a 10% nerf for spvp.
I think celestial in pve,wvw is staying the same?

But there is more impact.

now raw stats is 960. <- this was wrong. its 926. leaving the post, but most of this conjecture is way off due to this. disregard any part referencing base stat increase.)
This is being increased to 1000.

And we would get 300 to a stat for a traitline.
300 power for explosives,
300 prec and cond for firearms.
300 ferocity for tools.

(and toughness+healing for inventions or vit-alch if you went those)

so even with a celestial armor, prior to patch, you did have SOME focus. Likely, runes too. unless you ran celestial/traveler runes.
Runes are staying the same, but we are losing the trait stats. which are now on gear. So your celestial gear is now getting more stats, but even less focus.
30% stat increase on gear.
https://docs.google.com/spreadsheets/d/1xXxJl1yTzgVeeLtOdPpBk9nWyXmyhvJ1hGcEtnQ1H34/edit#gid=0
30% of 500? 150 vs the 300 you had before I would think. But gaining.. 150 vit/tough/healing power you probably didnt. Assuming a firearms/explosives/tools.
+ the extra… you couldnt go 6/6/0/06. lets say it was 6/6/0/0/2. well, that would have been 100 ferocity. so you do gain 50 ferocity too.
that 6/6/0/0/2
150+ 40(base stats) to all stats.
-110power, -110prec, -110 cond damage, + 190tough,+ 190 healing power + 190vit, + 90 ferocity

Your raw power/prec/cond damage will be noticeably lower then before.

Might be worth nothing, zerkers don’t make it all back either.
zerkers in that same 6/6/0/0/2
326power on gear, + 40 base=. + 66power
224prec on gear + 40 base. 264= -36
224 ferocity on gear +40 base, 264= + 164 big change here, as now the gear matches zerker, vs firearms condition damage.
+ 40 tough, + 40 healing power, + 40 vit
0 cond on gear, +40 stat-300= -260 cond. big loss here as noted about the swap to ferocity.

(edited by Casia.4281)

Celestial engi post pach?

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Posted by: Kagamiku.9731

Kagamiku.9731

Current raw stats are 926 not 960.

Where does it say celestial is being nerfed? Something current, because I did hear about it awhile back but I don’t recall them saying anything about it with the new specialization/balance changes.

Celestial engi post pach?

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Posted by: Rozbuska.5263

Rozbuska.5263

In pvp even better:-D After few hours of tinkering here is mine post patch celestial rifle beast:-) it will be so cool now:-P
http://intothemists.com/calc/?build=-_70;2sPVg0l6gT-x0;9;4ikm;0036157246;4U71;3TsW6TsW60j

Tekkit Mojo – Engineer
Tekkit’s Workshop

Celestial engi post pach?

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Posted by: Shadowrainer.8321

Shadowrainer.8321

The meta for engineer in PvP might not be celestial anymore. With the stat nerf on the celestial ammulet with the way conditon damage will now scale, your conditions will do less than they do now.

And due to how good some of the other trait lines potentially are now aswell, we might not be going after incendary powder, and like I said due to how condi on cele will do even less even without a cele nerf the attractiveness of IP takes a pretty large hit I do think.

Engineer with a rifle will most likely be shifting towards a much larger power based build, it could be soldier amulet. Top engineers such as Backpack also believe this is a potential too.

Celestial engi post pach?

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Posted by: Casia.4281

Casia.4281

Current raw stats are 926 not 960.

Where does it say celestial is being nerfed? Something current, because I did hear about it awhile back but I don’t recall them saying anything about it with the new specialization/balance changes.

oh, huh. why did I think it was 960? oh well. nevermind then.

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I’m looking long and hard at rampager… Loooong and haaaaard ????

Celestial engi post pach?

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Posted by: Casia.4281

Casia.4281

ok, got some coffee. lets reevaluate that.

926->960 is 34. so everywhere I said +40, it should be +74.

The celestial gear with 6/6/0/0/2 build will have a stat change of:
+ 150 (30% increase) + 74(base stats) to all stats.
-76power, -76prec, -76cond damage, + 224tough,+ 224 healing power + 224vit, + 124 ferocity

So smaller, loss of power/prec/cond. and even larger gain to tough/healpower/vit/ferocity.
But still very noticeable. really, huge buff to tough/hp/vit you probably didn’t want…

Zerker gear with 6/6/0/0/2 build will have a stat change of:
+100power, -2prec, +198ferocity, -226 cond damage, +74 vit, hp, tough.

I did see this coming a bit on my SD rifle build in pve. Even bigger as, she was running 2/6/0/0/6
I knew I was getting a large power buff incoming. And considered, I was losing cond damage, I didn’t care about so much.

so, she was getting 100 power, 300 prec, 300 cond, 300 ferocity.
Thus moving to zerkers she’s getting +300 power, -2prec, -2 ferocity, -226 cond damage, +74 vit/tough/hp.

Consider a zerker grenade build should care about that cond damage loss though. shrapnel, and shrapnel grenades. a good amount of cond damage in grenades. Op you took skilled marksman over pinpoint dist. I don’t know why you’d do that.
1000base stats, +969 minor stat=1969 prec in zerker. (more if assassins, which might be meta post patch due to this trait alone) 197 cond damage from the trait, without food/runes.

In spvp.
the fate of celestial engi might be up for grabs. if everyone is getting +74 to tough/vit/hp, everyones survival just went up a bit. if and all builds are getting +30% stats, as noted, +224 tough/hp/vit is a large survival increase for the celestial. although, there is the incoming 10% spvp nerf. so, +200 to all stats about maybe.

Rifle seems to be eating a nerf atm. not entirely clear.. but rifle mod is gone, so is target the maimed 5%. we do have the option of shaped charge of 5% vs vul’d targets. but that will be less consistent then target the maimed vs bleeds.
So, looks like to me celestial rifles offense is dropping ALOT. losing power, prec, cond damage, and loosing at least 10% damage. and this is versus every target GAINING vit, tough, hp again.
Blunderbuss is taking a huge hit in cond damage loss, as well as the 10% direct. Rocketjump about even as its an explosion now. gaining 10% in explosives line.

Celestial rifle may not be able to put anyone down post patch.

I notice op has grenadier, and rifle traits. I’m not entirely sure what his rotation or weapon choices are entirely.

(edited by Casia.4281)

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Posted by: Foefaller.1082

Foefaller.1082

ok, got some coffee. lets reevaluate that.

926->960 is 34. so everywhere I said +40, it should be +74.

The celestial gear with 6/6/0/0/2 build will have a stat change of:
+ 150 (30% increase) + 74(base stats) to all stats.
-76power, -76prec, -76cond damage, + 224tough,+ 224 healing power + 224vit, + 124 ferocity

So smaller, loss of power/prec/cond. and even larger gain to tough/healpower/vit/ferocity.
But still very noticeable. really, huge buff to tough/hp/vit you probably didn’t want…

Zerker gear with 6/6/0/0/2 build will have a stat change of:
+100power, -2prec, +198ferocity, -226 cond damage, +74 vit, hp, tough.

I did see this coming a bit on my SD rifle build in pve. Even bigger as, she was running 2/6/0/0/6
I knew I was getting a large power buff incoming. And considered, I was losing cond damage, I didn’t care about so much.

so, she was getting 100 power, 300 prec, 300 cond, 300 ferocity.
Thus moving to zerkers she’s getting +300 power, -2prec, -2 ferocity, -226 cond damage, +74 vit/tough/hp.

Consider a zerker grenade build should care about that cond damage loss though. shrapnel, and shrapnel grenades. a good amount of cond damage in grenades. Op you took skilled marksman over pinpoint dist. I don’t know why you’d do that.
1000base stats, +969 minor stat=1969 prec in zerker. (more if assassins, which might be meta post patch due to this trait alone) 197 cond damage from the trait, without food/runes.

In spvp.
the fate of celestial engi might be up for grabs. if everyone is getting +74 to tough/vit/hp, everyones survival just went up a bit. if and all builds are getting +30% stats, as noted, +224 tough/hp/vit is a large survival increase for the celestial. although, there is the incoming 10% spvp nerf. so, +200 to all stats about maybe.

Rifle seems to be eating a nerf atm. not entirely clear.. but rifle mod is gone, so is target the maimed 5%. we do have the option of shaped charge of 5% vs vul’d targets. but that will be less consistent then target the maimed vs bleeds.
So, looks like to me celestial rifles offense is dropping ALOT. losing power, prec, cond damage, and loosing at least 10% damage. and this is versus every target GAINING vit, tough, hp again.
Blunderbuss is taking a huge hit in cond damage loss, as well as the 10% direct. Rocketjump about even as its an explosion now. gaining 10% in explosives line.

Celestial rifle may not be able to put anyone down post patch.

I notice op has grenadier, and rifle traits. I’m not entirely sure what his rotation or weapon choices are entirely.

Well, fall traits are non-starters in sPvP, and Glass Cannon would be very difficult to maintain as well, so that make Grenadier the best choice of the bunch if you’re going to bother slotting Grenade Kit into your skillbar.

In any case, I figure Celestial Rifle for PvP was dead the moment they announced you’d no longer get the 300 power from explosives. It was the only reason why it was still viable even after the Signet of Battle nerf with no other forms of might stacking. I could see a Zerk build coming out of it, maybe something like this with the new Mortar and Med kit (the Accelerant skill in med kit? 15s swiftness with a 15s cooldown. As long as you’re using it, you don’t need an IMS trait), Shaped charge shouldn’t be hard to maintain with every nade and mortar skill, as well as the dodge bomb, Heavy armor exploit and Rifle 5 all granting vuln. Mod ammo kinda seems out of place for a direct dps build, but I figured between nades and mortars you should still be applying enough conditions to make the trait worthwhile, even if the actual damage from the conditions themselves is minimal. I guess if it really bothers you, you could swap No Scope for Pinpoint Distribution for at least some condi damage, but I don’t think it would be better than the extra crit chance from No Scope’s Fury. Hopefully the reason why there is no more Rifle Mod is because it’s baseline (and despite the name, most people didn’t take any rifle traits for Celest Rifle anyway), but more likely, it got traded in for a 10% IAS trait, which is a dps loss vs. Rifle Mod for most Rifle Skills. That being said, being able to use rifle 2-5 more often would never be a bad thing.

Celestial engi post pach?

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Posted by: Jugglemonkey.8741

Jugglemonkey.8741

For me, a lot hinges on how good mortar kit turns out to be. If we can use that as a ranged option instead of nades we could take bombs with hoelbrak runes and battle/intelligence sigils and use the fire field to generate might to offset the power loss and the condi changes at the same time. At least for PvP anyway.

Critical Kit, Thief.
Don’t follow me, unless you enjoy being chased by angry men with sticks.
Power Build Condi Build

Celestial engi post pach?

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Posted by: Stilgar.6437

Stilgar.6437

zerker on engi might be the thing now. you get so much healing from bunker down you can outheal tons of pressure. You are a bit susceptible to burst but aed is on 20s cd now (and resets at 25%) you have at least one “extra life” to survive a burst (2 extra lives if its a really strong burst).

Slick shoes CD is down to 22secs and is stronger too (larger fields) so you can set up strong bursts often. cc then smash em with rifle/toolkit/x

(edited by Stilgar.6437)

Celestial engi post pach?

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Posted by: Dojo.1867

Dojo.1867

zerker on engi might be the thing now. you get so much healing from bunker down you can outheal tons of pressure. You are a bit susceptible to burst but aed is on 20s cd now (and resets at 25%) you have at least one “extra life” to survive a burst (2 extra lives if its a really strong burst).

Slick shoes CD is down to 22secs and is stronger too (larger fields) so you can set up strong bursts often. cc then smash em with rifle/toolkit/x

I really wonder how AED interacts with gadgeteer. I mean the overchargee version. 50% cooldown reduction sounds good.

Celestial engi post pach?

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Posted by: EremiteAngel.9765

EremiteAngel.9765

https://forum-en.gw2archive.eu/forum/game/pvp/PvP-landscape-Upheaval-Rise-of-the-Mesmers/first#post5183292

celestial engrs are already meta in pVp. how about post-patch? share your views in the link above regarding the class PvP rankings.

Scourge Demo Weekend Roaming Video:
https://www.youtube.com/watch?v=qsby6rYkxS8