Please tell me these aren't the new traits

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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

Source: http://wiki.guildwars2.com/wiki/User:Dr_ishmael/Feature_pack/XIII

Guardian

Zeal Amplified Wrath Burning damage is increased by 33%.
Radiance Radiant Retaliation Retaliation damage scales from condition damage instead of power. (Scaling is increased, too)
Valor Communal Defenses Grant 5s Aegis to allies in 360 range when you block an attack. *
(Cooldown: 20s?)
Honor Force of Will Gain up to 300 vitality, based on your level.
Virtues Purity of Body Resolve’s passive effects increase endurance regeneration by 15%.

[edit] Warrior

Strength Burst Precision Burst skills have an increased chance to critically hit. (Chance: 100%)
Arms Dual Wield Agility Your attack speed is increased by 10% when wielding a sword, axe, or mace in your offhand.
Defense Rousing Resilience Gain up to 1000 Toughness, based on your level, when you break out of a stun. **(duration: 4s)
Tactics Phalanx Strength When you grant yourself Might, grant it to nearby allies as well. 6s is granted each time this trait triggers.
Discipline Brawler’s Recovery Remove Blindness when you swap weapons.

[edit] Engineer

Explosives Synaptic Overload Gain 3s of Quickness when you hit a foe with a knockback skill. Cooldown: 20s.
Firearms Bunker Down Create a proximity mine at your location when you critically hit with an attack. Mines have a 10s duration, 2s cooldown. **(Mines affected by traits except boon removal)
Inventions Fortified Turrets Your turrets are surrounded by a reflective shield when created. 4s duration, ends if the turret is picked up or destroyed.
Alchemy Experimental Turrets Turrets apply boons based on the turret used in a 600 radius around them every 10s. Thumper Turret: Protection 3s; Net Turret: Swiftness 10s; Rifle Turret: Fury 5s; Healing Turret: Vigor 3s; Rocket Turret: Retaliation 3s; Flame Turret: Might x3 10s
Tools Gadgeteer Gadgets grant additional boons upon use. Boons vary based on the gadget used. A.E.D.: Retaliation 3s; Personal Battering Ram: Fury 5s; Rocket Boots: Vigor 4s; Slick Shoes: Regeneration 8s; Throw Mine: Aegis 6s; Utility Goggles: Might x5 8s.

[edit] Ranger

Marksmanship Read the Wind Longbow and Harpoon Gun projectile velocity is increased by 100%.
Skirmishing Strider’s Defense You have a 15% chance to block ranged attacks while in melee.
Wilderness Survival Poison Master Poison you apply deals 50% extra damage. Poison your pet’s first attack when they are swapped to.
Nature Magic Survival of the Fittest Remove 2 conditions and gain fury when using a survival skill.
Beastmastery Invigorating Bond Your pet heals in an area when executing command abilities.

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

[edit] Thief

Deadly Arts Revealed Training Gain up to 200 extra power when you are revealed, based on your level.
Critical Strikes Invigorating Precision You are healed for a percentage critical strike damage dealt. Current rate is 5%. **(Doesn’t proc on ambients)
Shadow Arts Resilience of Shadows Stealth you apply reduces 50% of incoming attack damage.
Acrobatics Assassin’s Equilibrium Gain 1s Stability when you are revealed.
Trickery Bewildering Ambush Stealing applies 5 stacks of Confusion for 5s.

[edit] Elementalist

Fire Magic Blinding Ashes Blind foes for 5s when you burn them. Cooldown: 5s.
Air Magic Lightning Rod Interrupting an enemy causes them to be struck by a damaging lightning bolt that leaves them weakened (5s).
Earth Magic Stone Heart You cannot be critically hit while attuned to earth.
Water Magic Aquatic Benevolence Your healing to other allies (not self) is increased by 25%.
Arcana Elemental Contingency Gain a boon when you are struck, based on your current attunement, cooldown: 10s. Fire: Retaliation (3.5s); Air: Fury (5s); Earth: Protection (2.5s); Water: Vigor (3s).

[edit] Mesmer

Domination Power Block Enemy skills that you interrupt have an increased cooldown of 10s.
Dueling Triumphant Distortion Gain 3s distortion upon killing an enemy. **(NO cooldown!)
Chaos Bountify Disillusionment Gain boons each time a is used. Mind Wrack: Retaliation 3s; Cry of Frustration: Might x3 15s; Diversion: Fury 5s; Distortion: Regeneration 8s.
Inspiration Disruptor’s Sustainment Gain 1000 Healing Power for 5s upon interrupting a foe.
Illusions Maim the Disillusioned Enemies hit by are inflicted with torment.

[edit] Necromancer

Spite Parasitic Contagion A percentage of your condition damage heals you (5%, unaffected by healing power).
Curses Magic Path of Corruption Dark Path now additionally converts 2 boons into conditions.
Death Magic Unholy Sanctuary Regenerate health while you are in Death Shroud. (same rate as Regeneration)
Blood Magic Unholy Martyr Draw 1 condition from allies every 3s while in Death Shroud. Each time you draw a condition, gain 5% life force.
Soul Reaping Renewing Blast Life Blast heals allies that it passes through. *
(~800)

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

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Posted by: Shaogin.2679

Shaogin.2679

Omg, I pray these changes are true! All will beware the 0/0/30/30/10 Death Shroud bunker Necro!!!!

Doc Von Doom – Asuran Necromancer
Gate of Madness
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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

it appear they are true they are also on dulfy http://dulfy.net/2014/03/21/gw2-ready-up-episode-8-developer-livestream/

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Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

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Posted by: Adamantium.3682

Adamantium.3682

On the bright side if turrets not only get bug fixes but some buffs turret builds look like they could be really fun. Sucky part of that is even in a full turret build you can’t fit all the traits

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Rozbuska.5263

Rozbuska.5263

All those engi traits are just useless crap…

Tekkit Mojo – Engineer
Tekkit’s Workshop

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Posted by: Anymras.5729

Anymras.5729

On the bright side if turrets not only get bug fixes but some buffs turret builds look like they could be really fun. Sucky part of that is even in a full turret build you can’t fit all the traits

Being incapable of fitting all the traits is both good and bad, I think.

Good: It means variance, even within full Turret builds. People will adjust the build to fit themselves, and this will lead to enrichment of a currently kind of static build type. Also, I can’t help but notice that the Experimental Turret trait is very similar to player suggestions about Turrets giving boons, which seems to indicate a possibility that they’re listening to us (and given the current state of Turrets, I can’t blame them for not wanting to say anything; even the bugfixes are irksome, because they’re being held back).

Bad: It means having to choose between things like Rifled Turret Barrels vs Fortified Turrets, between Accelerant-Packed vs Deployable, and Experimental Turrets is in a completely bonkers traitline to begin with – Turret Engineers desirous of Experimental will need to go full into a traitline that, until this point, has had absolutely nothing for them. This only exacerbates the simple expense of a full-Turret build.

One way or another, I think Autotool and Metal-Plating should be consolidated, even if it means a nerf to the already-useless regeneration feature of Autotool Installation; as it is, I’ll literally never take Autotool Installation over anything else due to Turrets’ terrible survivability and my own tendency to Detonate them for one reason or another.

I know I’ll be mucking about with a dual-pistol hybrid power/condition build for the first time in forever, in any case.

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Posted by: Frightlight.3796

Frightlight.3796

All those engi traits are just useless crap…

gadgeteer mixed with the mine on trait isnt really that bad if its really the same mine it will knock back foes meaning if you position yourself right you keep people off you even when your stunned use surprise shot if it crits dropps mine and knocks them off ya

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Posted by: Shaogin.2679

Shaogin.2679

All those engi traits are just useless crap…

Oh right, cause you got the new patch early and have already had the chance to test out how the patch as a whole plays together.

Doc Von Doom – Asuran Necromancer
Gate of Madness
Contribute to the Wiki MetaBattle Builds

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Posted by: Adamantium.3682

Adamantium.3682

On the bright side if turrets not only get bug fixes but some buffs turret builds look like they could be really fun. Sucky part of that is even in a full turret build you can’t fit all the traits

Being incapable of fitting all the traits is both good and bad, I think.

Good: It means variance, even within full Turret builds. People will adjust the build to fit themselves, and this will lead to enrichment of a currently kind of static build type. Also, I can’t help but notice that the Experimental Turret trait is very similar to player suggestions about Turrets giving boons, which seems to indicate a possibility that they’re listening to us (and given the current state of Turrets, I can’t blame them for not wanting to say anything; even the bugfixes are irksome, because they’re being held back).

Bad: It means having to choose between things like Rifled Turret Barrels vs Fortified Turrets, between Accelerant-Packed vs Deployable, and Experimental Turrets is in a completely bonkers traitline to begin with – Turret Engineers desirous of Experimental will need to go full into a traitline that, until this point, has had absolutely nothing for them. This only exacerbates the simple expense of a full-Turret build.

One way or another, I think Autotool and Metal-Plating should be consolidated, even if it means a nerf to the already-useless regeneration feature of Autotool Installation; as it is, I’ll literally never take Autotool Installation over anything else due to Turrets’ terrible survivability and my own tendency to Detonate them for one reason or another.

I know I’ll be mucking about with a dual-pistol hybrid power/condition build for the first time in forever, in any case.

Well said. I appreciate the build diversity aspect, but let’s be real these are 1 type of utility out of 4. Off the top of my head I can think of no other profession that cannot even trait for 1 out of 4 types of utilities. Usually builds don’t have just one type of utility slotted, you want to at least be able to supplement your build with other skills. For turret engineers this is not really an option, there are no points left.

I also agree on the Elixir tree… wtf? It’s like they didn’t think past “boons = elixirs”. It fits terribly into that tree, at least there are good general traits to choose but still… 30 points for literally 1 trait that can affect turrets is messed up.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Penguin.5197

Penguin.5197

I like these new traits overall. Too bad about Explosives Synaptic Overload having a 20 sec cd, otherwise it could’ve had alot of potential.

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Posted by: Adamantium.3682

Adamantium.3682

Bunker down could be fantastic for PvE. An extra 2.5k damage every couple seconds would certainly outweigh the conditional bonus from Modified Ammo. Would synergize well with bombs, not much with anything else.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Frightlight.3796

Frightlight.3796

Bunker down could be fantastic for PvE. An extra 2.5k damage every couple seconds would certainly outweigh the conditional bonus from Modified Ammo. Would synergize well with bombs, not much with anything else.

mix it with perplexity runes since its the mine it should have the knock back and be able interrupt

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Posted by: Adamantium.3682

Adamantium.3682

I don’t think it’s the Throw Mine, it’s from the Mine Field. Could be wrong, but I would be surprised if it knocked back.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Tremain.4623

Tremain.4623

They said those mines didn’t strip boons on the webcast, they didn’t say anything about knockback. I would seriously doubt they knockback though, there was no icd on them. It’s just a bit of extra damage and extremely good area denial.

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Posted by: Travlane.5948

Travlane.5948

All those engi traits are just useless crap…

bubbles will be super good in wvw and bunkering points!
but thats it

engi and theif get the crap

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Posted by: Xyonon.3987

Xyonon.3987

I really tought there is something like “turrets crit now” or some buffs in general. But the hardest point is definitly … THOSE TRAITS ARE TERRIBLY BAD T_T kitten it anet … other classes got cool stuff too, look at ele or mesmer or warrior. Engi is just least played and as such just not worth looking into? Seriously … You failed by poorly trying to make turrets attractive. But who wants a semi good dps building that eats up an utility slot? Noone!
If at least the turret CDR would be 50% if you pick em up again >_>

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Travlane.5948

Travlane.5948

or turrets fire rate is 50% faster when they are above 50% hp …something like that

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Posted by: Iavra.8510

Iavra.8510

Still way better than what power mesmer (shatter in particular) will be getting. Like…nothing.

I will defintely playing my engi more after that patch. Seems like i’ll be playing Rifle/Gadgets/FT power, since condi builds are lame and i like the rifle play style. Also i get to use Rocket Boots and Slick Shoes at the same time

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Posted by: digitalruse.9085

digitalruse.9085

I have to say, with what little we know of the complete package so far, this is discouraging to see for Engis. I know that I will still be running the same gear and the same build post patch unless they decided to something radical in the adept and master lines and our existing skills. There is nothing here to excite me to experiment outside of the existing meta, TBQH.

Short of turrets being completely rebuilt from the ground up (pun not intended), I cannot see how I would turn to them in any situation.

Warriors, Guardians, Eles, Thieves, and Mesmers remain the clear dev darlings, as far as I can see; Necros, Rangers, and Engis continute to be left wanting.

Qwerkk – Asuran Engineer

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Posted by: ukuni.8745

ukuni.8745

im just genna leave these 2 things right here

Attachments:

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
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Posted by: johnsonade.9547

johnsonade.9547

I like these new traits overall. Too bad about Explosives Synaptic Overload having a 20 sec cd, otherwise it could’ve had alot of potential.

Might be REALLY good with boon duration runes

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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

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Posted by: Depths.4051

Depths.4051

I love everything they’ve done with turrets, I can totally see situations I’d wanna use those in for support and general defense. Same goes for the firearms mines, which would be awesome for pvp and wvw. The explosives trait is awesome, but ya 20 seconds cd is pushing it for simply getting up faster =x definitely could get you out of sticky situations though. The only one that has me skeptical is the tools traits, since I rarely have more than 1 gadget on my skills bar. On the static discharge build it could be very interesting though if using the A.E.D. heal.

(edited by Depths.4051)

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Posted by: Adamantium.3682

Adamantium.3682

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

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Posted by: ukuni.8745

ukuni.8745

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.

everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
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Posted by: Hvaran.6327

Hvaran.6327

No idea why Dev’s even touching turrets. We got healing turret, riffle utrret (for toolbelt ofc), trumpet for blasts and that’s all.

Fix smthing else like scaling with Healing Power.

We got 0 skills or traits that scales good enough with healing power.

Backpack regenerator or healing bombs must be bumbed up with that.

Or any really good dps skills, or bump up existable. We got pretty bad direct damage bursts.

Or broken Elites? Most kittened elites we got. Only supply crate is ok, and only for small-scale.

MORTAT – BROKEN.
ELIXIR X – USELESS RANDOMIZER.

Worst downstate skills

Handarand – Handacooon – Handa Panda – Handa Genie

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Posted by: Seras.5702

Seras.5702

I’m not too excited about the new Grandmaster traits right now. If they do make some really good changes to turrets in general (as they said they have) then it’s possible these are better than we think. Only testing will tell. I know a lot of people first rolled engi in hopes of having a full turret build. Maybe these traits and the “fixes” are solid steps towards that end.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Xyonon.3987

Xyonon.3987

I like elixir X for a long time stabi and skipping o.o

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.

everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.

Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

(edited by Infamous Darkness.3284)

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Posted by: ukuni.8745

ukuni.8745

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.

everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.

Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…

you do realize that i was showing how much stronger a HGH zerker engi would be with those new runes right?

get your pve jibber jabber outta here

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.

everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.

Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…

you do realize that i was showing how much stronger a HGH zerker engi would be with those new runes right?

get your pve jibber jabber outta here

Yes I do understand that, do you understand that while HGH benefits from the rune change, that other might stacking builds suffer. Especially when that can be a major role in a party as an engineer I thought it had been specifically said by a dev that this patch would help make engis more beneficial into groups (or something along those lines, but I cant find it now).

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

Please tell me these aren't the new traits

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Posted by: ukuni.8745

ukuni.8745

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.

everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.

Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…

you do realize that i was showing how much stronger a HGH zerker engi would be with those new runes right?

get your pve jibber jabber outta here

Yes I do understand that, do you understand that while HGH benefits from the rune change, that other might stacking builds suffer. Especially when that can be a major role in a party as an engineer I thought it had been specifically said by a dev that this patch would help make engis more beneficial into groups (or something along those lines, but I cant find it now).

did i also mention that i don’t think playing how you want and playing to be optimal is a fair argument in pve.

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
Check me out on YouTube

Please tell me these aren't the new traits

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Posted by: Infamous Darkness.3284

Infamous Darkness.3284

im just genna leave these 2 things right here

personally I don’t see this as being all that great as http://wiki.guildwars2.com/wiki/Superior_Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Strength
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Fire
2 of each of these makes your might last longer currently 3*20% increased might duration versus 10%,15%,and 20% might duration from the updated runes of strength, the 7% damage boost will be nice as well as the 100 extra power so in total its probably close to a 11% damage increase but a significant loss in might uptime for your team?

Those are irrelevant. They’re changing all runes so mixing and matching is no longer as good. Those rune sets will no longer have +20% might duration on each of their 2-set bonuses, so there’s nothing to compare to.

yeah, you won’t be able to compare them post patch, but that’s the point it compares might stacking prepatch to post patch. This shows that it may be a personal dps buff while being a dps nerf to your group.

everything you are saying is irrelevant since HGH is by design a selfish build, your best chance at stacking aoe might using HGH is around 5 might and that’s a waste of time since you wont be spamming out condi cleanses/stability and invis just to support a team with might.

Except it doesn’t have to be just HGH that you stack might with, for example using bomb kit, heal turret, thumper turret, shield (with these 4 items you can give your whole group 18 stacks of might, not counting that you could use fire bomb again afterward using your elite supply crate and elixir gun jump to give your whole group 24 might) in this order Healing Turret, Big Ol’ Bomb, Fire Bomb, Thumper Turret 1, Thumper Turret 2, Thumper Turret 3, Thumper Turret 4, Detonate Healing Turret, Magnetic shield, Magnetic shield second hit I didn’t include 2nd round I got tired of linking…

you do realize that i was showing how much stronger a HGH zerker engi would be with those new runes right?

get your pve jibber jabber outta here

Yes I do understand that, do you understand that while HGH benefits from the rune change, that other might stacking builds suffer. Especially when that can be a major role in a party as an engineer I thought it had been specifically said by a dev that this patch would help make engis more beneficial into groups (or something along those lines, but I cant find it now).

did i also mention that i don’t think playing how you want and playing to be optimal is a fair argument in pve.

Sorry I suppose I took “im just genna leave these 2 things right here” along with the picture and video to mean the trait changes don’t matter big buff to HGH engies through reworked runes.

edited for bolding

Infamous Culverin(engi[Main]), one of every other class.
Karl Marx: “Go away! Last words are for fools who haven’t said enough!”

(edited by Infamous Darkness.3284)

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Posted by: Rezzet.3614

Rezzet.3614

at this point anet might as well go and say We want everyone to play mesmer thief or necro