Showing Posts For ANort.1425:

Can anyone of you use Shredder Gyro?! o.O

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Posted by: ANort.1425

ANort.1425

Or just up the damage on it to a reasonable level, say, the same pulse damage as Acid Bomb or Thunderclap(that might be too much since it can hit 12 times, but the damage definitely needs a massive upgrade). The skill is worthless right now but it has the potential to be amazing, they could even change it so the gyro moves towards your targeted enemy(would remain stationary if no enemy is targeted).

ELIXIR X - let us choose between effect

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ANort.1425

The theme of Elixirs is that you get a random effect.

Elixirs B, C, R, and S don’t have any randomness to them. And for the toolbelts of those only Throw Elixir B has a random effect, the other three don’t. Getting a random effect is hardly a theme of elixirs, it’s a hindrance that Anet randomly put on half of them for no good reason.

Incendiary Powder

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ANort.1425

There’s definitely something wonky with the tooltip when you take Incendiary Powder. With Runes of Balthazar and 0 expertise, it says Incendiary Ammo and Fire Bomb’s burns last 4 1/4 seconds(up from a 3 second base), then with Incendiary Powder, it goes up to…7 seconds? That’s not right at all and it’s the same with Napalm, goes from 3 1/2 seconds with just the runes to 6 seconds with the trait+runes. I think the trait is working as intended, but the tooltip is showing incorrect burn duration values for most skills.

(edited by ANort.1425)

BRING BACK BOMBHEAL Pls

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ANort.1425

Not sure why they don’t just add it onto Thermobaric Detonation. That trait is complete garbage in its current state, making it the new healing bombs trait would make sense, since then there’d be a GM trait for each explosive kit(since Shrapnel benefits grenades far more than bombs and mortar, and Siege Rounds only affects mortar skills).

Function gyro duration and cooldown

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ANort.1425

They could slap on a cooldown reduction and duration increase to Stabilization Core to make it a better alternative to the other traits. Or have its cooldown decrease by a set amount of time(5 or 10 seconds) on a successful res or stomp.

P/p condi scrapper

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ANort.1425

I’dd advice not using Wanderer’s amulet because expertise isnt working. Test it
Rabid is for now the way to go

Pretty sure they stealth fixed it in a patch a couple days ago, since my conditions last for the duration the tooltip says with a Wanderer amulet equipped since then.

It is not fixed yet. Try testing it. Tooltip has always been showing the correct numbers, it just doesnt apply

I have tested it, on the enemies in the pvp lobby. How about you go test it to see for yourself that they fixed it.

P/p condi scrapper

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ANort.1425

Are runes of Aristocracy not worth trying? They seem like the Condi version of Strength since we use HGH and condi damage it seems like they should work really well, no?

In open world PvE or WvW, yea, I could see that. They aren’t available in sPvP.

Yes they are, you just have to pay a few gold to unlock them. I think they were added with HoT.

P/p condi scrapper

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ANort.1425

I’dd advice not using Wanderer’s amulet because expertise isnt working. Test it
Rabid is for now the way to go

Pretty sure they stealth fixed it in a patch a couple days ago, since my conditions last for the duration the tooltip says with a Wanderer amulet equipped since then.

PSA-Bulwark in pve

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ANort.1425

Wow it dies almost instantly now when fighting any SW champ, before it rarely if ever died before its duration was up. Can’t imagine it having much use against any boss/champ now outside the toolbelt skill. Thank you Anet for, once again, nerfing something nice that engis have that isn’t related to kits, instead of fixing any of the dozens of bugs that still affect the class. We really appreciate it.

(edited by ANort.1425)

Juggernaut (trait) + Flamethrower Kit, ideas?

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ANort.1425

Juggernaut would be great if they just changed it to be a flamethrower specific version of Streamlined Kits, except instead of swiftness it would give several stacks of might and stability for a certain time. Something like 5 stacks of might and 3 stacks of stability for 10 or 20 seconds when you swap to flamethrower with a 10 or 20 second cooldown. There would actually be a reason to take it over Modified Ammunition in builds that don’t rely on the FT for most of their damage, and would also make Mass Momentum a lot more useful as well.

(edited by ANort.1425)

[Fractal Bugs - 30/10/2015]

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Posted by: ANort.1425

ANort.1425

The mobility potion is bugged, it does not increase your endurance regen like it should. It should only take 6.7 seconds for a bar to fill up with 5 stacks of the buff but it still takes 10 seconds. The movement speed increase seems to be working.

Scrapper PvE Build for Fractals and Raids?

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ANort.1425

For fractals mobility potions are great with scrapper, they let you take explosives+firearms without losing any mobility from the lack of tools, there’s no need to take Heavy Armor Exploit. And Expert Examination is great for stacking vuln on groups of enemies, your party will benefit a lot more from it than you will from Mass Momentum.

Scrapper Builds?!

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ANort.1425

This is a bit of a silly, power+condi burst build that’s fun to play

http://gw2skills.net/editor/?vdAQFACnUUB1ahFpCEqiF2ii+3L+mHcEPxAYMHHjvA-TJBFABCcBAEvMgH7PAwDAAA

The burst damage from Sigils of Air+Fire, Incendiary Ammo, and Incendiary Powder along with Thunderclap and Rocket Charge is pretty great. The third utility can be anything, though elixir gun or took kit are probably the best choices. Tried it with a zerk amulet but it felt way too fragile.

Adaptive Armor and HGH just nerfed

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ANort.1425

Now all that’s left is to add an internal cooldown to Expert Examination and scrapper won’t be worth taking at all for pve. Maybe then they’ll start over and give engi a real elite spec. #ScrapTheScrapper

Blast Gyro Bugged

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ANort.1425

Player minions don’t carry over their player’s critical chance; phantasms are a special case.

Couldn’t you change it so it isn’t a minion, just an attack like any other? You shoot a tracking tag at the target, a second later the drone zooms in to the enemy and explodes like a missile, the counterplay is the first hit since it’s basically telling the enemy “Hey, look out, a powerful explosive is coming your way in about 2 seconds”. And please, could you change the knockback to either knockdown or pull, gyros were designed to be used with the hammer, why would you want to push the enemy 450 units away when you’re using a melee weapon?

Gyros trait synergy

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ANort.1425

Blast gyro’s toolbelt skill is a stunbreak, but the gyro itself is garbage, about on par with shredder gyro. The only one really worth putting in a utility slot is bulwark gyro since it has the most useful effect and toolbelt skill, plus the biggest effect radius.

(edited by ANort.1425)

Cele Scrapper PvP Build

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ANort.1425

It actually does work surprisingly well. Good damage output, decent condi damage from grenades and mortar, good point pressure from all the fields, good sustain. It makes more sense to take Elixir H instead of Healing Turret due to the Alchemy traits though, and to take Backpack Regenerator instead of Self-Regulating Defenses. It’s a very solid build for sure.

PvE Scrapper for Group Play

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ANort.1425

Something like this?
http://gw2skills.net/editor/?vdAQFASnUUB1ahtbBGpC0ehlNjCs4SuIi+rP71ec7KgAA-TxBBABA8AAM/CAknOgi2fQLlfopEsS1fAA-e

High power, good balance of precision, ferocity, toughness, and vitality. Decent might stacking and superspeed application.

Gyros kinda useless.

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ANort.1425

How is Bulwark gyro underwhelming? The 600 radius makes it easy to stay in its effect during combat, and it has a ton of health so dying isn’t much of a concern. And the toolbelt is the best projectile reflect skill engi has.

cant get sinister scrapper to work

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ANort.1425

Rabid scrapper would make more sense in the new areas. The enemies hit hard and the loss in damage from sinister isn’t much. I’d probably use something like this if I wasn’t loving hammer so much
http://gw2skills.net/editor/?vdAQJAqelUUhSsYtWwPLQ7FLsFF4HWiBAdwX8JfYNcRvGA-TxxCABAcCAwS5nQ7Pcp6P6pHA5HAwYKBJEgi5A-e
You could use P/P instead but then you don’t really have a master trait in the scrapper line, since you have no sources of stability or swiftness/superspeed and you’d lose your only stun/daze.

(edited by ANort.1425)

Blast Gyro never crits

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ANort.1425

Yeah I noticed its crits only do 50% more damage than normal hits even in full zerk gear, and its damage is lower than the tooltip says. Pretty worthless skill, though not as kittenhredder Gyro(which might be the most useless skill in the game).

High Direct Damage Scrapper

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ANort.1425

These pve scrapper builds have a massive lack of swiftness, I can’t even imagine open world PVE at minimal speed, literally what I would love addressed first.

It’s not perfect, but you can give yourself a good amount of swiftness with Hammer 5>Orbital Strike>Detonate Healing Turret>Acid Bomb/Flame Blast/any other blast finishers. That’s what I’ve been doing to get around outside of combat with a Firearms/Explosives/Scrapper build.

Healing gyro still cannot keep up.

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ANort.1425

At least it’s not as bad as Blast Gyro. Tooltip says 3k damage, actually does 2.4k and crits for 3.6k despite having 220% crit damage. And that’s when it does hit, usually it misses since the tracking dart pulls the enemy to you and the gyro often misses or dies before exploding. And putting knockback on something designed to be used with a melee weapon, pure kitten genius(knockdown would have made way more sense).

Adaptive armor + Ironblooded

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ANort.1425

Has anyone tested a build like this?
http://gw2skills.net/editor/?vdAQFAUnUUBlchlYBWXBEqilJjieur79Oc7SmwS8ZOgAA-TJBHABA8AAUuMwAXAgS2fAA
(with -condi duration food for WvW) Seems like it would have great survivability and sustain along with nice burst damage. Biggest weakness seems to be the lack of a stun break, but you could swap out grenades for elixir gun or elixir S.

(edited by ANort.1425)

Thunderclap underwhelming as skill 5

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ANort.1425

They really weren’t thinking when they gave engi a trait for +25% stun duration when engi only has access to 2 stuns, hammer 5 and Supply Crate. Seems like they should either bump up the stun duration increase to +100%, keep it at +25% and have it also apply to dazes, or throw in a “Enemies you stun are immobilized for a short period after” effect.

The Elephant in the Room... Healing Turret

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ANort.1425

Ideally, they should leave HT alone, and instead buff Elixir H by lowering the cooldown and/or removing the randomness with the boons- just have it apply all 3, possibly lower the protection duration since HGH+Recovery Matrix might be a bit too good. If they’re gonna nerf HT at all, it should be related to the overcharge, maybe give it a cast time of a few seconds and reduce the radius so you actually have to stay near it for a couple seconds before picking it up or blowing it up? If they did this they should raise the initial heal and lower the overcharge heal.

Hammer damage

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ANort.1425

How much damage does the hammer AA do compared to toolkit’s over the same time period? Seems like that would be a good way to see if it needs buffing or not, since they’re both melee range autoattack chains that inflict vulnerability along with one other condition or boon. Comparing it to other classes seems weird.

The Function Gyro and Stomping...

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ANort.1425

I doubt it. You are not able to Rally from Pets/Turrets/Clones etc. won’t be different for the Function Gyro

You sure? The wiki page for Vengeance mentions being able to rally by killing turrets, https://wiki.guildwars2.com/wiki/Vengeance , “Some things you can rally off of in the downed state cannot be rallied off of during Vengeance (ex. weak spawned minions, turrets, target-able environmental objects).”

The Function Gyro and Stomping...

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ANort.1425

Pretty much makes the trait giving it stability mandatory to make them useful at all, since most classes will probably be able to cc it and kill it before it can finish them off. They really should make that part of the minor traits, and change the stability trait to give protection and/or resistance to you and the function gyro.

FT Autoattack Aftercast?

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ANort.1425

The FT kit as a whole could use some work. Since Anet decided to scrap the fuel idea with gyros and just went with duration instead, they should implement it for the FT kit instead. When using the FT kit a fuel bar pops up above your endurance bar, using skills uses up fuel(so the AA would still have a channel, limited by how much fuel you have left), fuel recharges when you’re not using FT attacks, add an extra effect to Juggernaut that’s something like “Deal more damage with your flamethrower attacks the less fuel you have.”

A few trait change ideas

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ANort.1425

Mass Momentum should really focus on the “mass” part. Change it so that when you have stability, you gain might and nearby allies also gain stability and might. Keep the self part the same(maybe up the might duration a couple seconds), have the ally pulse be 1 stack of stability for 5 seconds and 3 stacks of might for 10 seconds with a 10 second cooldown(to prevent you from giving 4 or 5 other people perma stability with Juggernaut).

Scrapper Trait - Mass Momentum

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ANort.1425

They need to either increase the might duration to 10 seconds or leave it at 5 seconds and also have it apply the might to nearby allies as well(radius 600, make it engi’s version of PS).

Scrapper Brainstorm: Replace the 2nd minor

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ANort.1425

Making Stabilization Core the second minor and having Decisive Renown as an adept trait feels like it would make more sense. And letting Renown proc when you kill any enemy, not just finish off a downed one, would go a long way to helping it(as would reducing the cooldown to 5 seconds). Maybe even add another effect to Stabilization Core, “If the function drone is destroyed, it explodes, damaging and stunning enemies around it while healing allies.”

(edited by ANort.1425)

Should grenades just go away?

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ANort.1425

Personally, I feel a solution to the problem would be to alleviate the three grenades per toss and make it one grenade. Perhaps make it one grenade with scaled up damage and a larger AoE. That would get rid of all the issues with explosive traits.

Alternatively, they could change steel packed powder from 1 vulnerability stack with no ICD to 3 stacks with an ICD of 1/2 a second. Since the attack speed of grenades/bombs/mortar is around 0.8s-1s per attack(on land) it would make the trait pretty balanced for all 3 kits without really changing engi’s ability to apply vulnerability. Shrapnel could be changed to behave in a similar way as well.

Buff Request: Incendiary Powder

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ANort.1425

A more reasonable buff for it would be to add an “increased damage dealt to burning enemies” factor to it to make it an alternative to Modified Ammunition for power builds. Something like +5% damage, or +10% if they buffed Modified Ammunition as well(since that’d be the same damage bonus as the enemy having 5 conditions). Making it deal more burn stacks isn’t a good idea, at least until Anet figures out what they’re gonna do to burn damage.

Tools : Rifle turret can kill adrenal implant

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ANort.1425

The whole thing about Adrenal Implant not stacking with vigor is really bad design. A grandmaster trait which makes a minor trait of the same line wortless is just bad in any way. Something has to happen to this trait line.

Adrenal Implant definitely needs to be reworked. Maybe if they changed it so you gain endurance either when you deal damage or when you take damage, based on the amount of damage dealt/taken, up to a maximum of 50% gained in one hit? Or have it grant a boon(or multiple boons) when your stamina drops below 50%(with a 10s or 20s cooldown)? Or have it eliminate all cast times for toolbelt skills(that one might be a bit OP but it sure would be fun)?

Grenadier Temporarily Disabled

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ANort.1425

Cool and all that you fixed this but would you mind actually activating the trait again? No difference in grenade speed or radius when traited.

Noticed that as well. Leave it to Anet to fix a trait but forget to turn it back on.

Engineer Bugs (Updated & Consolidated)

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ANort.1425

The tooltip for Takedown round says it has an explosion delay of 1 second, but when used it has a delay of 2 seconds. Makes it much easier to move away from before it explodes. And the tooltip’s listed damage for it is way off as well.

Orbital Strike

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Would be nice if they changed it to two blasts baseline, and Siege Rounds instead gave a big damage boost to it, or made it instant cast.

Aim-Assisted Rocket and Takedown Round

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ANort.1425

What are people’s thoughts on these two traits? Personally I enjoy using them, especially the rocket, but I feel like both have a lot of room for improvement that could make them much more attractive to take.

Aim-Assisted Rocket: It would be nice if the speed of the rocket were increased to be the same as the Rocket toolbelt skill underwater, since it feels a bit slow right now at long range. Maybe increase the explosion radius from 120 to 180 as well. But a big improvement to the trait would be if it were treated as a toolbelt skill(since it’s fired from your character in the same way many other toolbelt skills are), which would allow it to proc SD when it activates, benefit from the cooldown reduction of Mechanized Deployment and give 2s of vigor from Optimized Activation when it’s fired. Might be a tad overpowered with those changes, and it would interfere with Kinetic Battery, but there would always be room to tweak it.

Takedown Round: The first thing is fixing Takedown Round’s tooltip- the damage listed right now is incorrect and it does around 80%-85% more damage than the tooltip shows(about the same damage as Aim-Assisted Rocket), which makes it seem like a worse trait than it really is. The next thing would be removing the >50% health threshold- it just makes no sense to put in such a major downside when it already has a 1 second delay on the explosion, giving enemies time to move out of its radius. Splitting the bomb into 3 weaker explosives would also help it a little, to let you get more Steel-Packed Powder and Shrapnel procs out of it.

Thoughts?

Discussion on each Engineer traitline

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ANort.1425

Seems like pretty accurate assessments. I think the tooltip for Takedown Round is wrong though, I notice it doing about the same damage as Aim Assisted Rocket, possibly slightly more. So it’s not a bad trait for pve if you take Inventions as well, since Mecha Legs basically replaces Streamlined Kits. It would be a lot better if they got rid of the stupid health threshold, since the 1-second delay is already enough of a downside.

Why the new "High Caliber" is a bad idea

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ANort.1425

The range threshold should be increased, same with No Scope. At the very least they should work up to a range of 400, though 500-600 would be ideal. At least then they’d benefit pretty much all builds, not just ones focusing primarily on bombs/FT/TK. What would be nice is if they gave bigger bonuses the closer you are to the enemy(High Caliber could be +15% crit chance at 0-200, +10% at 201-400, +5% at 401-600, No Scope could be 8s/6s/4s of fury at the same ranges), but that’s just wishful thinking.

(edited by ANort.1425)

Vee Wee's Explosives Suggestions!

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ANort.1425

Shaped Charge should give +10% damage to targets with vulnerability and also increased vulnerability duration applied by explosions, somewhere around +30% to +50%. If it’s too powerful for a master trait they could always make it a GM trait by switching it with Shrapnel.

Grenade Barrage bug. (vid related)

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ANort.1425

Does it only work on other players or something? Not seeing it work on monsters, the grenades only hit once when they explode even with Grenadier. Grenade skills 1-5 are still hitting up to twice though.

Edit: Ok yeah the skill is definitely hitting more than it should, 13 vulnerability procs on a WvW guard from one use(without Heavy Armor Exploit), something is definitely weird…and I like it.

(edited by ANort.1425)

Engie skills take longer to execute?

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ANort.1425

Yeah, it seems to be a global bug introduced on Tuesday as other Professions are reporting it. It is really noticeable when toolbelt skills are mixed into your queue.

It seems like any toolbelt skill with a cast time can’t que another skill after it. Incredibly annoying for SD builds unless you always run utility goggles+rifle turret.

Anyone figured out the new PvE/WvW SD build?

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ANort.1425

Something like this should work well for mid/long range
http://dulfy.net/gw2traits#build=AgEBVAKoBVg~
The two traits that boost crit chance at close range are nice…when you’re close enough for them to work. Which will probably only be for one or two attacks after a magnet pull. Kinetic Charge can be nice too, but it’s so kitten situational, Adrenal Implant will be more useful in general. One nice thing is that Launch Personal Battering Ram seems to actually daze enemies now, so grenades+tool kit+battering ram+mortar kit make a pretty good SD build.

RIP Flamethrower

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It would be good for condi builds now if Incendiary Ammo actually worked right. Looks like it still only applies 1 stack of burning per hit, so 3 total per use. It’s supposed to apply 2 stacks per hit for up to 6 on one target, so it must be a bug.

Mortar kit details

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ANort.1425

will it be possible to use the mortar kit under water? i mean we dont have the 1500 range with grenades under water anymore ^^

Would love an answer to this, since grenades are hilariously inaccurate underwater unless you’re right next to the enemy, at which point you’re better off with bombs.

Engineer Burn Burst

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ANort.1425

Flame Turret would probably be a better choice for burning than Rocket Boots, since Throw Napalm is much easier to land and you can throw down the turret afterwards for more burning. It’ll definitely be a build worth trying in the pvp lobby at the very least.

Speedy kits

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Was really hoping they’d go with a pulsing swiftness while a kit is equipped, pretty disappointed with the change they chose. Juggernaut gets buffed to give pulsing stability in addition to might, while Speedy Kits gets a huge nerf? Stupid as hell, the only builds that will take the Tools line now are SD/gadget builds, everyone else will take Inventions for Mecha Legs+Bunker Down.