that it makes every other class in the game boring to play.”
Hawks
I have not seen this before, but now, I’m mostly… dissapointed.
http://www.guildmag.com/new-grandmaster-traits-revealed/
I run a FT build and don’t see any of this new traits being useful to me. Firearms gives you an explosive, and Alchemy requires you to use a turret, so no one have any sinergy with my playstyle. They seems to be encouraging Nades and Turret builds over all…
What’s your opinion?
Actually, the explosives is for bombs as otherwise you would want grenadier. It is also amazing if you blow up turrets. Every 20 secs you get some quickness isn’t bad at all.
The firearms bunker down has some real potential I think IF I were to build around going 30 in firearms.
Fortified turrets may or may not help. Just depends on how big that force field is and if I can stand under it. Could be useful in siege (then quickly switching to a different skill/spec)
Experimental Turrets I am excited about. Especially if it applies to the supply crate too.
3 secs of vigor/10 secs for the healing turret alone is nice especially in standoffs or pve.
I guess we will see soon enough!
The firearms one is especially good. Mines are 2-3k a hit and if its every 2sec thats a lot of extra dmg for a power build
For Flamethrower I will be trying 30/20/0/20/0 for quickness on airblast and 0/30/0/20/20 for creating mine fields on zerg or 0/20/0/30/20 for condi flamethrower + flame turret for extra might
Fortified turrets will be fine even if not so big since you don’t have to stand inside it but rather behind it
Experimental turrets sounds amazing for loads of uses. SD gets fury for 2/3 uptime, loads of vigor from healing turret, and swiftness node from net turret (drop at supply camps and get fast yakks)
Gadgeteer not so sure about. I like the aegis on mines, the x5 might on analyze sounds great and the fury on PBR for spikes
mines on crit and turret reflects look really good
quickness on knockback and turret boons look like wait and see
gadget boons doesnt excite me
Actually, the explosives is for bombs as otherwise you would want grenadier. It is also amazing if you blow up turrets. Every 20 secs you get some quickness isn’t bad at all.
The firearms bunker down has some real potential I think IF I were to build around going 30 in firearms.
Fortified turrets may or may not help. Just depends on how big that force field is and if I can stand under it. Could be useful in siege (then quickly switching to a different skill/spec)
Experimental Turrets I am excited about. Especially if it applies to the supply crate too.
3 secs of vigor/10 secs for the healing turret alone is nice especially in standoffs or pve.I guess we will see soon enough!
Synaptic Overload will only be useful for Turret-detonators if it actually realizes the knockback comes from the player, rather than the Turret; as it stands, Turret Detonation knockbacks don’t even contribute to Skill Interrupter.
Experimental Turrets, though, I’m pretty sure is supposed to work with the Supply Crate.
Turret reflect looks teribad. Engineer can do nothing with quickness. Gadget boons is a joke, no one runs a gadget build. The mine on crit might have some uses.
The only one that looks good for sPvP is boon on turret.
It still forces you to use turrets. Doesn’t help FT or Elixir builds that typically trait 30 on Alchemy… of course, most of us already use the Crate Supply.
Quickness from FT airblast sounds good on paper, but wich traits would you pick from the Explosives line that synergize with your FT? Juggernaut usually means you stay on FT as long as you can…
Quickness from FT airblast sounds good on paper, but wich traits would you pick from the Explosives line that synergize with your FT? Juggernaut usually means you stay on FT as long as you can…
There are some although not perfect. Empowering Adrenaline should work. So should Exploit the Weak (nice to keep people close). Explosive Powder should work with #2 which is nice. Incendiary Powder should be fine even in power builds because of the high amount of Might stacks from Juggernaut (and probably Runes). You could also go for Might on heal.
Besides that, I agree that the new Explosive GM probably isn’t that great for FT because you can get better synergies elsewhere. Synaptic Overload looks more promising for Bombs and Mines. Bunker Down on the other hand should be awesome for FT.
Explosive Powder should work with #2 which is nice.
Nope.
Explosive Powder should work with #2 which is nice.
Nope.
My bad. It is displayed in the builder I use. Haven’t use the FT ingame for a while and thought they might have changed it. It doesn’t change the fact, though, that there are traits which benefit FT builds.
Well I just tested the Fortified Turrets trait and yes you can stand in the bubble and be protected.
Not sure if worth it. 3 of them behind temple events, and one is some wreck somewhere in Sea of Sorrows?! Or i can burn 12 gold and 80 skill points…
Not sure if this was an improvement over the old system…
Tried out bunker down in a pug dungeon.
In my opinion, not worth it over modified ammo. But it sure makes some cute beeping sound that could annoy others.
None of the new GM traits are exceptional. The Gadget one maybe, and the firearms one may be better in certain situations.
Lets start with explosives. Quickness on knockback. What good does it do you to run bombs, knock someone back then have to spend those 3 seconds of your quickness buff trying to catch up to your target? 3 seconds of 50% increased attack speed every 20 seconds max? Its absolute garbage.
Firearms trait, the mine dropping one. I tested it, and it seemed to do about 1100-1500 dmg depending on might. Lets just say you average 1000 dmg per proc of it. Hell, even 1300 dmg for the hell of it.
Now compare it to modified ammo. If you are tossing grenades, you’ll have at least 3 different conditions on your target: vul, bleeding, and poison. Normally you’ll burning from a guardian. Cripple and chill also appear. So lets say you average 4 conditions on a target.
Now assuming max performance from bunker down, you would need 16250 or higher damage with direct damage every 2 seconds with grenades. But that’s best case scenario where you are critting every 2 seconds. But grenades have about a .85 attack speed, meaning your third set of grenades will hit at 2.65. Also you have to be standing on top of your target. The skill may be strong in power builds in PvP where condition wipes are common and players have to fight over small capture points. However in PvE the numbers turn out very similar.
As far as the other new traits, they are very PvP oriented. Its hard to say exactly how it will play out.
Tried out bunker down in a pug dungeon.
In my opinion, not worth it over modified ammo. But it sure makes some cute beeping sound that could annoy others.
I’ve found it soothes my soul
Tried out fortified turrets.
Was able to keep up a near permanent reflective shield using HT, RT, FT, AND NT.
There’s a slight delay (1/2 second to a second) for when the shield activates so keep that in mind if you plan on using this.
I suppose if you wanted near permanent reflection in 1 specific location, engineer would be the guy to go to.
Also works with supply crate.
(edited by Ronin.5038)
The Explosives and Firearms GM traits should be swapped.
Quickness would work much better with FT & rifle than bombs and you’ll never run grenades without Grenadier.
And a the Mines would be really nice synergy with a bomb build, but otherwise doesn’t do me much good in Firearms.
I actually tried out the new firearms trait after killing risen priest of grenth and was very disappointed. It did the right amount of damage which was good, it doesn’t have a knockback but I figured that would be the case. but the major issue with it was even when used in melee combat with the forceful explosives trait they didn’t immediately explode you had to get the enemy to walk directly over them even if they spawned under their feet it seemed. majorly disappointed in this trait.
I actually tried out the new firearms trait after killing risen priest of grenth and was very disappointed. It did the right amount of damage which was good, it doesn’t have a knockback but I figured that would be the case. but the major issue with it was even when used in melee combat with the forceful explosives trait they didn’t immediately explode you had to get the enemy to walk directly over them even if they spawned under their feet it seemed. majorly disappointed in this trait.
Created a build with Bunker Down last night and it created an insane amount of mines. Tested in PvE and WvW. Worked much better in WvW as people are constantly moving. But that said the PvE test made me wonder about the verbiage. To me proximity mines should trigger without requiring the target to move, these are more motion detection mines since they wouldn’t trigger if the target was on top of them and stood still. Will need to retest tonight. So the question is it a bug or just the way it is worded?
Been using bunker down in my power bomb healing group build and it has increased my damage output phenomenally. Swapped out my cleric accessories for precision accessories and run precise sights with sitting duck and its aoe vulnerability mayhem.
Synaptic Overload is really good with turret det and will work with any kind of knockback. The main build I play is a 30/0/0/20/20 SD/bombs and the quickness with SD is pretty brutal when planned out (especially if you start bursting right after big bomb hits). Just don’t waste it getting up from overcharge.
- Lambchops
So far I’ve only tried “Bunker Down” and “Experimental Turrets”.
Needless to say, they both suck donkey.
“Bunker Down”
Places the mine behind you, so you have to drag the enemy all over the place for it to work…thanks to the “oh so fantastic” AI, they have a tendency to zig-zag around your mines.
“Experimental Turrets”
Nice buff but worthless as turrets still gets smashed in no time.
Didn’t even bother with the other traits.
Someone know if those mines remove boons?
Someone know if those mines remove boons?
The tooltip doesn’t say it removes boons…so I guess it don’t.
Haven’t gotten around to test it properly though.
Someone know if those mines remove boons?
I believe Anet stated they would not remove boons back during the ready-up.
After using Experimental turrets, I find infi-prot builds to be a thing.
Explosives – S overload blows. The 20s lockout kills it completely. 3s of quickness is hard to build around and really not needed on the engi if you want burst slot a rifle turret.
Firearms – Bunker down not sure it offers us much more dmg then we already had in that line but its something new I guess.
Inventions and Alchemy – as others have said are both pretty fun… and I guess the bunker players should be pretty happy.
Tools – Gageteer my personal fav of the new ones. For nothing more then Aegis on the throw mine.
I have been running 0 4 0 4 6 – with a speced out Rifle (cool down/dmg) – (Acidic coating – Back back regen) – (SD – Speed Gad – Gageteer).
Healing turret – Rifle Turret – Throw Mine – Tool Kit.
Sigil of Intelligence is AWSOME for engi now.
Rifle 4 throw mine and magnet pull give you a good spread of interupts… and back and forthing tool kit and rifle every 9-10s gives you 3 auto crits. I took my rifle off auto so when I swap I make sure to hit my boombers first… Jump shot blunderbuss auto crit in the face is pretty awsome. S Shot and Throw wrench are both great burst skills. The throw mine gives you a 14s interupt/knockback and an aegis. Combine that with the Acid Coating blind and I have been playing engi melee. One built I always wanted to work. lo
(edited by Husanak.3769)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.