Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
(edited by Novuake.2691)
Let us hope these are not ALL the changes. They did say these are the big ones!
Magnet fix incoming!
AMR resetting Cleansing burst!
Internal cooldown removed on Medical Dispersion Field and increased to about 20%.
Mortar affected by Explosive powder!
FT auto dmg increase!
Fragmentation Shot bleeding going from 2s to 3s.
Cleansing burst effected by healing power!
EDIT : these are coming TUESDAY!!!!!!
(edited by Novuake.2691)
Internal cooldown removed on Medical Dispersion Field removed and increased to about 20%.
Cleansing burst effected by healing power!
Dance party time.
Internal cooldown removed on Medical Dispersion Field removed and increased to about 20%.
Cleansing burst effected by healing power!Dance party time.
hell yeah!
That cd on medical d field was absurd, I’m glad they came to their senses. I’m really liking all these other changed too, can’t wait to see how the ft plays after this
Good changes. Hoping for some more interesting ones next week.
Good changes. Hoping for some more interesting ones next week.
INteresting? How is this NOT interesting?
Huzzah! My FT camping build grows even more dangerous!
Good changes. Hoping for some more interesting ones next week.
INteresting? How is this NOT interesting?
As in: I find these to be interesting and would likes to see more of the same.
Good changes. Hoping for some more interesting ones next week.
INteresting? How is this NOT interesting?
As in: I find these to be interesting and would likes to see more of the same.
LEL, apologies. Miss-read.
im really sad about the state of power engi with rifle.. i mean when im with rifle only AA is the ranged dps but then im forced to get on melee range to be usefull with rifle but not really cause then u get eaten alive up close and since rifle have cast time on bluss and Jumpshot so other players can easily avoid the damage then u are forced on to defence mode but wait ! if we manage to overcharge someone away we also get KNOCKEDBACK leaving no room for burst unless u blow up ur stunbreak utilities then u are left vulnerable. Engi need to be faster to become viable at power, HOW? reducing cast time on certain skills like.. Blunderbuss, JumpShot, Prybar. if things like this doesnt happen Engineer will remain stuck with condi builds for ever
(edited by Morpid.3659)
Still no word on Frag Shot working with explosives traits or baseline pistol piercing. Meh.
Hopefully more stuff coming that they didn’t mention, but since they actually hit on Frag Shot and the change it was getting, that particular one is probably not going to happen.
im really sad about the state of power engi with rifle.. i mean when im with rifle only AA is the ranged dps but then im forced to get on melee range to be usefull with rifle but not really cause then u get eaten alive up close and since rifle have cast time on bluss and Jumpshot so other players can easily avoid the damage then u are forced on to defence mode but wait ! if we manage to overcharge someone away we also get KNOCKEDBACK leaving no room for burst unless u blow up ur stunbreak utilities then u are left vulnerable.
My friend, it sounds like you should be playing Soldier/Marauder Rifle.
Both of those builds SPECIFICALLY address all your issues:
-Soldiers Amulet makes you tanky
-Grenades cover longer ranges
-Throw Elixir B + Overcharged Shot guarantees nasty bursts
im really sad about the state of power engi with rifle.. i mean when im with rifle only AA is the ranged dps but then im forced to get on melee range to be usefull with rifle but not really cause then u get eaten alive up close and since rifle have cast time on bluss and Jumpshot so other players can easily avoid the damage then u are forced on to defence mode but wait ! if we manage to overcharge someone away we also get KNOCKEDBACK leaving no room for burst unless u blow up ur stunbreak utilities then u are left vulnerable.
My friend, it sounds like you should be playing Soldier/Marauder Rifle.
Both of those builds SPECIFICALLY address all your issues:
-Soldiers Amulet makes you tanky
-Grenades cover longer ranges
-Throw Elixir B + Overcharged Shot guarantees nasty bursts
i forgot to mention im using Cavaliers ofc Zerk nor Marauder will help Soldier is good but cavalier gives the damage we need, So we need Elixir B to make rifle viable ? then where is our survivability i have tried many builds post big patch and the best i have come with is EG cause we need a kiting tool , Toolkit and Elixir S. All this on a WvW roaming point of view i have yet to meet the power engi to beat me with this build even condi engi have a hard killing me but thats engi vs engi scenario other professions just outplay me
im really sad about the state of power engi with rifle.. i mean when im with rifle only AA is the ranged dps but then im forced to get on melee range to be usefull with rifle but not really cause then u get eaten alive up close and since rifle have cast time on bluss and Jumpshot so other players can easily avoid the damage then u are forced on to defence mode but wait ! if we manage to overcharge someone away we also get KNOCKEDBACK leaving no room for burst unless u blow up ur stunbreak utilities then u are left vulnerable.
My friend, it sounds like you should be playing Soldier/Marauder Rifle.
Both of those builds SPECIFICALLY address all your issues:
-Soldiers Amulet makes you tanky
-Grenades cover longer ranges
-Throw Elixir B + Overcharged Shot guarantees nasty burstsi forgot to mention im using Cavaliers ofc Zerk nor Marauder will help Soldier is good but cavalier gives the damage we need, So we need Elixir B to make rifle viable ? then where is our survivability i have tried many builds post big patch and the best i have come with is EG cause we need a kiting tool , Toolkit and Elixir S. All this on a WvW roaming point of view i have yet to meet the power engi to beat me with this build even condi engi have a hard killing me but thats engi vs engi scenario other professions just outplay me
i run carrion rifle with HT, FT, TK, S & X. survival is good if you know how to use cc, blinds, blocks, kiting, counter pressure etc.
im really sad about the state of power engi with rifle.. i mean when im with rifle only AA is the ranged dps but then im forced to get on melee range to be usefull with rifle but not really cause then u get eaten alive up close and since rifle have cast time on bluss and Jumpshot so other players can easily avoid the damage then u are forced on to defence mode but wait ! if we manage to overcharge someone away we also get KNOCKEDBACK leaving no room for burst unless u blow up ur stunbreak utilities then u are left vulnerable.
My friend, it sounds like you should be playing Soldier/Marauder Rifle.
Both of those builds SPECIFICALLY address all your issues:
-Soldiers Amulet makes you tanky
-Grenades cover longer ranges
-Throw Elixir B + Overcharged Shot guarantees nasty burstsi forgot to mention im using Cavaliers ofc Zerk nor Marauder will help Soldier is good but cavalier gives the damage we need, So we need Elixir B to make rifle viable ? then where is our survivability i have tried many builds post big patch and the best i have come with is EG cause we need a kiting tool , Toolkit and Elixir S. All this on a WvW roaming point of view i have yet to meet the power engi to beat me with this build even condi engi have a hard killing me but thats engi vs engi scenario other professions just outplay me
i recommend knight or a knight/zerk mix. we dont have good enough crit rate traits to make cavalier worth using. leave cav for necros, wars, teefs… all the classes that have conditional +50% (or bigger) crit rate mods. ferocity is a very weak stat without precision.
im really sad about the state of power engi with rifle.. i mean when im with rifle only AA is the ranged dps but then im forced to get on melee range to be usefull with rifle but not really cause then u get eaten alive up close and since rifle have cast time on bluss and Jumpshot so other players can easily avoid the damage then u are forced on to defence mode but wait ! if we manage to overcharge someone away we also get KNOCKEDBACK leaving no room for burst unless u blow up ur stunbreak utilities then u are left vulnerable.
My friend, it sounds like you should be playing Soldier/Marauder Rifle.
Both of those builds SPECIFICALLY address all your issues:
-Soldiers Amulet makes you tanky
-Grenades cover longer ranges
-Throw Elixir B + Overcharged Shot guarantees nasty burstsi forgot to mention im using Cavaliers ofc Zerk nor Marauder will help Soldier is good but cavalier gives the damage we need, So we need Elixir B to make rifle viable ? then where is our survivability i have tried many builds post big patch and the best i have come with is EG cause we need a kiting tool , Toolkit and Elixir S. All this on a WvW roaming point of view i have yet to meet the power engi to beat me with this build even condi engi have a hard killing me but thats engi vs engi scenario other professions just outplay me
i recommend knight or a knight/zerk mix. we dont have good enough crit rate traits to make cavalier worth using. leave cav for necros, wars, teefs… all the classes that have conditional +50% (or bigger) crit rate mods. ferocity is a very weak stat without precision.
i have 51%crit chance with cavalier thanks to firearms acuraccy sigil and fury up time with rune of rage and a mix of cav/zerk will jump to 70%crit no knight i tried and damage sucks
Increased Flamethrower AA damage!
YAY! I have been wanting this for so long. Now Juggernaut Momentum will be more viable than it would otherwise.
im really sad about the state of power engi with rifle.. i mean when im with rifle only AA is the ranged dps but then im forced to get on melee range to be usefull with rifle but not really cause then u get eaten alive up close and since rifle have cast time on bluss and Jumpshot so other players can easily avoid the damage then u are forced on to defence mode but wait ! if we manage to overcharge someone away we also get KNOCKEDBACK leaving no room for burst unless u blow up ur stunbreak utilities then u are left vulnerable.
My friend, it sounds like you should be playing Soldier/Marauder Rifle.
Both of those builds SPECIFICALLY address all your issues:
-Soldiers Amulet makes you tanky
-Grenades cover longer ranges
-Throw Elixir B + Overcharged Shot guarantees nasty burstsi forgot to mention im using Cavaliers ofc Zerk nor Marauder will help Soldier is good but cavalier gives the damage we need, So we need Elixir B to make rifle viable ? then where is our survivability i have tried many builds post big patch and the best i have come with is EG cause we need a kiting tool , Toolkit and Elixir S. All this on a WvW roaming point of view i have yet to meet the power engi to beat me with this build even condi engi have a hard killing me but thats engi vs engi scenario other professions just outplay me
i recommend knight or a knight/zerk mix. we dont have good enough crit rate traits to make cavalier worth using. leave cav for necros, wars, teefs… all the classes that have conditional +50% (or bigger) crit rate mods. ferocity is a very weak stat without precision.
i have 51%crit chance with cavalier thanks to firearms acuraccy sigil and fury up time with rune of rage and a mix of cav/zerk will jump to 70%crit no knight i tried and damage sucks
yeah 51% isnt enough to make ferocity strong.
i take cavalier over knight for the burst because other professions will give u no room to damage them and thats when i wana do the most damage if i get the chance . Do u think they will just stand still at range and let u AA them down yeah a Ranger will do that go head try it and see how u get melted.. A thief ? they will blind spam u give u no room to hit them, mesmer will stealth and burst u right after goin invulnerable or stealth again, see the problem is not that i crit or not but to actually hit them with any skill and if we fail to do so the cooldown is 8buss 16jumpshot
(edited by Morpid.3659)
I don’t want to look a gift horse in the mouth, changes look great. I hope there are more though I share the doubt that pistol got any more love since they did mention something on it already.
Also would have been nice to see something about turrets, would be a good acknowledgement that Engi AI needs work and Gyros can’t just follow in the footsteps of turrets.
Very few changes.
No talk about the amount of bugs.
No talk about “Glass canon” (Biggest ever useless trait)
No talk about “Powder keg/Thermobaric detonation” (Total lack of synergy)
-> explosive line: nades oriented
No talk about “Modified ammunition” (Useless?)
No talk about “AMR”, A.E.D. and… Med kit? (very high cooldown, we all use the turret..)
No talk about “OverShield”(Protection during the use not after …)
No talk about “Optimized Activation/Adrenal Implant” (no stack -> Lack of synergy)
No talk about “gadgeteer” (what is this trait about seriously?)
and of course: useless gadgets (is there a real use? ) and turrets (insta kill)
pistol piercing?
And explosive for 1st pistol and 5th rifle (but I imagine, to forget about that we got 1 sec more of bleeding on 1st pistol ..)
Overall, lack of meaningful grandmaster traits
Aesthetics: No talk about graphical design of kits
But hammer is coming which is nice (no comment on gyro)
Edit: magnet which is a bug fix is given as a change? Seriously?
(edited by Nieguen.6235)
While this is good, it pushes even more players to use healing turret + toolkit. This is bad for build diversity. It seems as if Arenanet wants every engineer select these at least one of the above.
Sighs, and still no changes to medkit, while almost every player agrees that medkit needs changes and buffs. Why did they need to butcher that kit in Jun 23 patch? They could at least double the effectiveness of medkit #1 and make it affect the engineer as well (currently it does no self heal, which makes it pointless to use, always better do to do something else, e.g. attack enemy).
A lot of our traits, like Shaped Charge, still very weak compared to their level and any other profession. (master trait, which gives mere 5 % conditional dmg buff, no utility at all).
Ice bow got 50% nerf. Time for war, guard, 3x engi meta:-D
At least Takedown Round got a buff!
That cd on medical d field was absurd, I’m glad they came to their senses. I’m really liking all these other changed too, can’t wait to see how the ft plays after this
Important thing is that now works only with OUR heals and not all heals
Let us hope these are not ALL the changes. They did say these are the big ones!
Magnet fix incoming!
AMR resetting Cleansing burst!
Internal cooldown removed on Medical Dispersion Field and increased to about 20%.
Mortar affected by Explosive powder!
FT auto dmg increase!
Fragmentation Shot bleeding going from 2s to 3s.
Cleansing burst effected by healing power!EDIT : these are coming TUESDAY!!!!!!
the changes look good indeed, i still wished fragmentation shot would count as an explosion
Ice bow got 50% nerf. Time for war, guard, 3x engi meta:-D
you mean warrior, druid, 3x engi
Still no changes to other underwhelming and unrewarding traits such as evasive powder keg, thermobaric detonation, heavy armor exploits, no scope and high caliber…
And on top of that, Soothing detonation and medical dispersion field STILL have 240 radius. Why did I even bother to write an entire topic of in dept analysis if all the feedback gets ignored.
Nothing about pistol piercing and mortar 1 projectile finisher?
Still no changes to other underwhelming and unrewarding traits such as evasive powder keg, thermobaric detonation, heavy armor exploits, no scope and high caliber…
And on top of that, Soothing detonation and medical dispersion field STILL have 240 radius. Why did I even bother to write an entire topic of in dept analysis if all the feedback gets ignored.
lol
It’s strange that you’re questioning why you bothered to do that unsolicited in depth analysis you did. If you want to do it, do it for the sake of it. Don’t do it for the chance they’ll copy paste your changes onto live.
Also, patch notes are not out yet. We have the executive summary
So this is just a preview of some of the changes, we’ll probably see a lot more bug fixes and changes to other underpreforming traits.
On the subject of the changes we have seen:
Seems like half our changes are bug fixes, not sure how I feel about that.
Ice bow got 50% nerf. Time for war, guard, 3x engi meta:-D
you mean warrior, druid, 3x engi
I dont see any place for druid in dungs.
Still no changes to other underwhelming and unrewarding traits such as evasive powder keg, thermobaric detonation, heavy armor exploits, no scope and high caliber…
And on top of that, Soothing detonation and medical dispersion field STILL have 240 radius. Why did I even bother to write an entire topic of in dept analysis if all the feedback gets ignored.
lol
It’s strange that you’re questioning why you bothered to do that unsolicited in depth analysis you did. If you want to do it, do it for the sake of it. Don’t do it for the chance they’ll copy paste your changes onto live.
Also, patch notes are not out yet. We have the executive summary
Exactly, was a very shortened summary due to a massive time constraint.
The rest will be up on Tuesday.
Lets not be premature.
So this is just a preview of some of the changes, we’ll probably see a lot more bug fixes and changes to other underpreforming traits.
On the subject of the changes we have seen:
- Flamethrower buff seems like a return of Alchemical Mixtures, much needed, but will still not make flamethrower deal damage worthy of it’s AA channel.
- AMR fix for cleansing burst seems nice, might take that over the smokebomb on stun now.
- Medical Dispersion Field changes, will probably test it out, but would rather see Med kit #1 be the go to option for healing allies.
- Fragmentation Shot is still bad, but getting there very slowly.
Seems like half our changes are bug fixes, not sure how I feel about that.
Isnt Automated Defence bomb still bugged? only applying one blind instead of smoke field?
It’s strange that you’re questioning why you bothered to do that unsolicited in depth analysis you did. If you want to do it, do it for the sake of it. Don’t do it for the chance they’ll copy paste your changes onto live.
lol
That’s the point. I’m not doing for the sake of it. I’m doing for them to recognize there are troubles with those traits.
It’s strange that you’re questioning why you bothered to do that unsolicited in depth analysis you did. If you want to do it, do it for the sake of it. Don’t do it for the chance they’ll copy paste your changes onto live.
lol
That’s the point. I’m not doing for the sake of it. I’m doing for them to recognize there are troubles with those traits.
Arenanet doesn’t make their patch notes on what a guy on the forums says. Even if he’s liek, super important and sao smart. It’s triage, the biggest improvement of gameplay experiences for the most amount of players. That’s why D/D Ele pressure gets nerfed, PU gets nerfed, and every underpowered thing Engi has doesn’t suddenly become good.
It’s like you haven’t noticed the piles of underpowered things every class has had since launch!
It’s strange that you’re questioning why you bothered to do that unsolicited in depth analysis you did. If you want to do it, do it for the sake of it. Don’t do it for the chance they’ll copy paste your changes onto live.
lol
That’s the point. I’m not doing for the sake of it. I’m doing for them to recognize there are troubles with those traits.
Arenanet doesn’t make their patch notes on what a guy on the forums says. Even if he’s liek, super important and sao smart. It’s triage, the biggest improvement of gameplay experiences for the most amount of players. That’s why D/D Ele pressure gets nerfed, PU gets nerfed, and every underpowered thing Engi has doesn’t suddenly become good.
It’s like you haven’t noticed the piles of underpowered things every class has had since launch!
Yes, I get your point, but it’s not like that since every class has underpowered traits then we should keep having underpowered traits. Do you get my point?
Also, I’ve heard our top SPVP Engi, a certain 5Gauge (you probably know him!) is a nice guy, so Anet should probably start to listen to sao smart and super important people. Afterall, what phanta suggested for D/D eles (burning application nerfs) was introduced, and it’s a good start.
We’ve come to a point where we get excited over some bug fixes, while we gave up on buff/rework of some mecahnism…
It’s strange that you’re questioning why you bothered to do that unsolicited in depth analysis you did. If you want to do it, do it for the sake of it. Don’t do it for the chance they’ll copy paste your changes onto live.
lol
That’s the point. I’m not doing for the sake of it. I’m doing for them to recognize there are troubles with those traits.
Arenanet doesn’t make their patch notes on what a guy on the forums says. Even if he’s liek, super important and sao smart. It’s triage, the biggest improvement of gameplay experiences for the most amount of players. That’s why D/D Ele pressure gets nerfed, PU gets nerfed, and every underpowered thing Engi has doesn’t suddenly become good.
It’s like you haven’t noticed the piles of underpowered things every class has had since launch!
Yes, I get your point, but it’s not like that since every class has underpowered traits then we should keep having underpowered traits. Do you get my point?
Also, I’ve heard our top SPVP Engi, a certain 5Gauge (you probably know him!) is a nice guy, so Anet should probably start to listen to sao smart and super important people. Afterall, what phanta suggested for D/D eles (burning application nerfs) was introduced, and it’s a good start.
The D/D Ele changes were quite their own, I don’t think I’ve seen anyone quite suggest removing the ‘gain might on Cantrip’ component, or changing the Ring of Fire pressure near fully away from traversing the ring, and instead on to the initial application.
ArenaNet has had many discussions with PvP players over the years, and I would never be angry or take it personally if my feedback wasn’t precisely acted on. Also I don’t have any delusions that the Abjured boyz’ suggestions should be catered to at a much higher priority, cause everyone has biases, especially in what areas of balance they selectively focus on, even if their suggestions in those areas are fair.
We’ve come to a point where we get excited over some bug fixes, while we gave up on buff/rework of some mecahnism…
welcome to the engi class where bug fixes and balance are the nice things instead of common routine…
Isnt Automated Defence bomb still bugged? only applying one blind instead of smoke field?
Yes it is still bugged and I would like to see this fixed.
Isnt Automated Defence bomb still bugged? only applying one blind instead of smoke field?
Yes it is still bugged and I would like to see this fixed.
Definitely!
Isnt Automated Defence bomb still bugged? only applying one blind instead of smoke field?
Yes it is still bugged and I would like to see this fixed.
Definitely!
Auto-Defense Bomb Dispenser is doing 3 blinds, but it’s not a Smoke Field.
Currently it doesn’t say in the Tooltip that it is a Combo Field: Smoke, so I’m not really sure if it’s intended to or not.
In case anyone was wondering, neither flame thrower, or p1 buff is likely to be close to enough to make either useful over grenade 1, when CD skills are on CD.
2s bleed on p1, is 4s with 100%+ cond duration, and 6s with chem rounds and 10% CDur.
3s bleed on p1, is then 6s with 100%, and 9s with chem rounds. A large buff no doubt.
But, shrapnel is 15% per hit, 3 hits, 24s duration with 100% cond duration. This averages to 10.8s per throw.
Then of course grenades do significantly more direct damage, and add vul.
They don’t actually say the flamethrower buff amount, but unless its like 30% or more, again, stick with grenades.
Case could be made for p1 being slightly better now for solo world, and spvp use. Shorter duration, and more powerful without 100% cond duration. (aka not using 40% food)
More than damage buff, I hoped every tick of flametrower would add 1 sec burning, just like the flametrower in Southsun Cove…
More than damage buff, I hoped every tick of flametrower would add 1 sec burning, just like the flametrower in Southsun Cove…
10 hits.. 2.5 secs.. you want to be able to maintain an 8 stack of burn by autoing?
ok lol
btw thats a 3400ish burn tick and its practically impossible to cleanse.
More than damage buff, I hoped every tick of flametrower would add 1 sec burning, just like the flametrower in Southsun Cove…
10 hits.. 2.5 secs.. you want to be able to maintain an 8 stack of burn by autoing?
ok lol
btw thats a 3400ish burn tick and its practically impossible to cleanse.
Welp, ofc it’s impossible to cleanse, 1 sec burning is going away too fast, and we’re forgetting that u are locked doing that Auto for 2.5 sec to get full advantage, and u are still getting rekt by reta (and probably will die if u hit 2 or more target with it), so I guess it balance off the total damage.
More than damage buff, I hoped every tick of flametrower would add 1 sec burning, just like the flametrower in Southsun Cove…
10 hits.. 2.5 secs.. you want to be able to maintain an 8 stack of burn by autoing?
ok lol
btw thats a 3400ish burn tick and its practically impossible to cleanse.
Welp, ofc it’s impossible to cleanse, 1 sec burning is going away too fast, and we’re forgetting that u are locked doing that Auto for 2.5 sec to get full advantage, and u are still getting rekt by reta (and probably will die if u hit 2 or more target with it), so I guess it balance off the total damage.
Haha. Going from perma sub-1 stack of burn to perma 8 stack is a bit much of a buff.
I think if Hit 1, 5, and 10 applied one burn for 2s it’d have a nice feel to it, and be quite good as a filler.
More than damage buff, I hoped every tick of flametrower would add 1 sec burning, just like the flametrower in Southsun Cove…
10 hits.. 2.5 secs.. you want to be able to maintain an 8 stack of burn by autoing?
ok lol
btw thats a 3400ish burn tick and its practically impossible to cleanse.
Welp, ofc it’s impossible to cleanse, 1 sec burning is going away too fast, and we’re forgetting that u are locked doing that Auto for 2.5 sec to get full advantage, and u are still getting rekt by reta (and probably will die if u hit 2 or more target with it), so I guess it balance off the total damage.
retal is a nonfactor lol
even in a 1v3
itd be that strong
Wondering if flamethrower auto-attack damage increase will be an increase in burning stacks or just an increase to the direct damage.
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