Showing Posts For Arkrath.1407:

Med Kit Suggestions Here

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

Re-imagination:

Medi-Gun Kit – Equip a mechanical dart gun that has support utilities. (Held with 2 hands like the rifle, maybe a chest belt or back pack that has syringes/darts on it)

Image (needs GW2 styles): http://www.teskeys.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/1/7/17274_a.jpg

Skills:
Toolbelt: Pain Injection — Inject a healing agent into you, healing for 5200 HP, when under 50% HP cure 1 condition (20 sec cooldown).

#1: Healing Dart —Fire a single tracking dart that locks onto a friendly unit and heals for 1000 Health upon impact. If below 50% health, Cures 1: condition. (600 range) 8 sec cooldown.

#2: Medical Emergency — Fire a volley of 3 medical darts that inject healing chemicals into a friendly target, upon impact each dart increases in healing effectiveness. 1st dart = 300hp 2nd dart= 600hp 3rd Dart: 1200hp ( 600 range ) 20 sec cooldown

#3: Intoxication — Emit fumes from the medi-gun, targets around you become weakened for 5 secs and confused for 3 sec. (15 second cooldown) 400 radius (5 targets)

#4: Self-Medication — Inject a healing syringe into yourself, healing you for 1200 health and granting 10 seconds of Might. (25 second cooldown)

#5: Experimental Dart — (Breaks Stun on Friendly) Coat a friendly target in a chemical that hardens, granting a reflective shield for 3 secs. If the target reflects a projectile, it grants regeneration and protection for 5 secs. (25 secs) 300 range

(When traited with Streamlined Kits, switching to Medi-Gun Kit creates a spell that drops multiple darts on the floor causing bleeding and cripple if stepped on)

This kit would need carefully balancing but would fit the engineer spectrum, provide utility to friendlies and give a few conditions out while still holding its value as a healing skill. This would bring back the medic engineer I know MANY crave.

Comments welcomed!

Toolkit/Magnet not so magnetizing anymore...

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

pull hasnt always had these problems, but patch after patch on the backend has gradually degraded its inner workings and now the only reason its not a bigger issue is cuz hammer/scrapper more or less obsoletes toolkit.

Even more of a reason to fix it, I don’t like being forced to use certain builds. Scrapper is not for me, the hammer skills just don’t seem to fit the spectrum of engineer – except thunderclap.

Really wish they addressed all these annoying issues with engineer.

Toolkit/Magnet not so magnetizing anymore...

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

What I don’t understand is why has this still not been addressed? The toolkit is a widely used kit and magnet appears in a large amount of builds.

Toolkit/Magnet not so magnetizing anymore...

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

Is it just me or is this skill so unreliable!? I am observant in sPvP and wait for stability to wear off before using it on targets and wait to see 2 dodges in quick succession, but no matter what I do 1 of 3 things happen.

1. I successfully get the pull on target, it ends up only being pulled half the distance and just gets up and runs away because I couldn’t get any follow up skills on them. Putting it on cool down.

2. They get pulled, the targets animation puts them on the floor BEHIND ME!?. Target gets up and just runs the opposite direction.

3. It works, target lands at my feet I land my follow up rotation.

So, every time I use it I have to stand still and PRAY it works, it is so unreliable but is one of our best control abilities.

This has been in this state since the early months of first release? Is it me or am I doing something wrong here?

[LF] Condition roaming build

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

I know most people think elite is always better than non elite, and usually it is true, but in this case I really don’t feel Scrapper is a big contribution for a condition engineer, you get much more from Inventions or Tools.

I like Pistol/Pistol, trait lines are Firearms/Alchemy/Tools, Rocket Boots for the huge Tool Belt burn as well as the escape, Healing Turret, Elixir C for aoe + self condition cleansing, Supply Crate and either Elixir Gun or Flamethrower. I can dodge every 3.5 seconds, which helps a lot and is very fun, it gives a more dynamic feel.

I too run a very similar build to you, it took a while to get familiar with the rotations and the ‘’UH OH RUN’’ techniques but once you get it down, its brutal to anyone un-prepared.

Fancy linking a build link? Curious to see your setup.

First Reaper nerf of the expansion!

in Necromancer

Posted by: Arkrath.1407

Arkrath.1407

So I ran a Soldier build last night with Blighter’s Boon and though I had some initial LF generation problems I was able to tank mid while downing all sorts of people. I think I was with a group of particularly low level people because I was at 215 points and the next closest person was 160 but it was pretty fun. Take a look at the build. Did I just get lucky?

http://gw2skills.net/editor/?vRAQNBIhF6kGRozGsyGwbTgeTsgLYxZxvYYkqL0GeWQXtAwCA-TJhHwACeCAMLDA4UAMa/BA

Looks interesting. Possibly luck, how many crits were you rolling out? What was your playstyle?

First Reaper nerf of the expansion!

in Necromancer

Posted by: Arkrath.1407

Arkrath.1407

Although I have to agree that in certain situations this trait could be very over powered, the fix that they chose for this is too restricting on all other aspects of gameplay other than WvW and arguably sPvP; though I don’t think it was an issue. If they move this out of Grandmaster and re-jigged another trait to take it’s place I can see this change justified. Currently, this change is harsh, other suggestions made here would make more sense but we are not developers so we’ll never know the FULL reasoning behind it, no doubt there is additional information left out of the explanation which has left many necro’s un-happy, but not in the ‘’OMG A NERF!?! WHY A NET I WAS WRECKING!?!?111’’ but in the ‘’Why didn’t you make a smarter choice for us gamers’’ Sadly this may be the best choice for the game but not for the Necro players. My suggestion?

Leave the BB trait in it’s current state, drop it to Master trait level. Provide us with a new Grandmaster trait and compliment the new GrandMaster trait with a secondary aspect to compliment Spite/blood magic trait line.
EXAMPLE:
Siphoning Health builds a stack of ‘’Thirsty for blood!’‘. Once 25 stacks of Thirst is reached generate 5% Life Force after 2 secs.
While in Reapers Shroud: Consume 5 stacks of ’’Thirsty for blood!’’ every 5 secs, quenching your thirst and healing you for 100hp (or gives you regen for 3 secs)

What do you guys think?

(edited by Arkrath.1407)

Anybody else had this?

in Account & Technical Support

Posted by: Arkrath.1407

Arkrath.1407

Have you tried using a different USB slot? Are you using any form of macro’s and or software related to teh keyboard? It might be clashing with gw2.

No glowing effects? How should I fix this?

in Account & Technical Support

Posted by: Arkrath.1407

Arkrath.1407

Hello people,

I have recently returned from a break from GW2 to find the glowing effects on my engineers armor are now..well not glowing… ( eye piece and actual armor lights )

Take 5 mins ago. http://gyazo.com/5a8d4565254a5e487f5e8527b9994999
So dull!

I checked all my settings in the Graphics menu and have maxed them all out to see if I could get it sorted. No luck.

I also checked catalyst control centre for my gpu to make sure it was all set to application controlled, which they are.

GPU is AMD Radeon HD 7800 series.

Any tips or help?

Best crafting profession for us?

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

Although expensive, that’s correct.

Design your own Heal Skill

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

Elixir of Heroes

Elixir. Drink an Elixir of Heroes to heal yourself, cure all conditions, and gain invulnerability for 20 seconds.

Healing: 12,000 + 1000 for each condition cured
Invulnerability(20s): Immune to all damage and conditions

Toss Elixir of Heroes

Elixir. Toss Elixir of Heroes granting invulnerability to allies in target area.

Invulnerability(20s): Immune to all damage and conditions

Troll alert.

Though this could work. Just reduced invulnerable time. And reduced heal.and increased CD.

Is there a plan in place for turrets?

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

I do admit it seems engineers are the ugly child of the group. The changes made over the past couple of patches have been mostly crippling the idea of build diversity. However there are really not that many to choose from, as the original post states, turrets in their current state are putting us into a disadvantage to other professions, the only pro to turrets is the supply crate which we use mainly for a stun and med kit hp boost, resulting in 4 utility slots practically …un worthy , couple that with the traits situated around turrets including grand master traits and it’s
sadly laughable with the outcome presented before us.

I’m aware we are a low number playing engineer. However we are still a percentage of your player base crying out for changes to happen, Only to have a lazy approach of fixing the low hanging fruit, the low hanging fruit is not the major concern, there are big rotten fruit spoiling the tree.
The low hanging fruit will more than likely need re adjusting with major changes anyway, it seems counterproductive to the outcome engineers need, diversity, (gives us an incentive to branch away from nades bombs, and bunker builds,) fix the many bugs engineers are yelling out to you.

I’m extremely supportive of the devi team, understanding of the fact that balance is not easy and some things will upset players (invigorating speed..let’s face it, it needed changing)..

Show us engineers are loved by the team, fix the useless traits, or turrets being near useless except for toolbelt.

If it’s ideas you need ask the players, find things that can work, and use them in a way that works with the dev team. I hope this didn’t turn to a rant, I wanted it to be a plea to help improve one of the most fun professions imo to play with, it’s just lacking the love and nurture of a team, or so it feels.

[PvP]Roflbunker Build

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

just tried this out works wonders in point capture/hold obviously damage is very very low… but that doesn’t matter, held out against three-4 players mostly, unless I had a condition damage necro AND warrior on me

Still I survived, just over time it caught up with me!

A new theoretical build for 10th Dec

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

I am gonna go with 3o inventions 30 alchy 10 explosions and cleric gear. Will take advantage of the bombs heal allies trait which now in spvp is doing like 300-350 heal to allies around me and its supposed to get 50% healing power increase. The 10 points in explosion is for a bigger blast radius. Elixers cure a condition and transmute is 100% chance to convert a condi to a boon every 15 secs after the patch. Also taking advantage of power shoes being 25% movement speed increase in and out of combat. I think it will be a good tanky support build for wvw.

That does sounds interesting to me also, I’ll have to try out both, I love the engineer, but they do need to give it some love, I love the skill level required for it, do you think that is going to be too heavy on support? Do you not think that in a group play, that you might lack the punch? I’m curious

A new theoretical build for 10th Dec

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

Traits being adjusted.
•Explosives V – Incendiary Powder. Moved to Master tier.
•Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
•Explosives IX – Accelerant packed turrets. Moved to Adept tier.
•Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
•Inventions V – Energized Armor. Increased conversion from 5% to 7%.
•Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
•Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
•Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
•Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
•Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
•Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds


Build Link:
http://gw2skills.net/editor/?fcAQJAqel0pyaHwy2F17ISIFS49B6hddXj4HF03DC-jECBYfIofBkKQIM7pIasV1FRjVZDT9iIq2auIa1SBwmyI-w

Things to note within the traits Ive used for the 10th:
•Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
•Explosives V – Incendiary Powder. Moved to Master tier.
•Inventions V – Energized Armor. Increased conversion from 5% to 7%.
_______________________

So of course this is a theory build built around the flame thrower, but take a look at the Health pool, toughness and power ratio. I understand there is no potential burst however but within a group, or a zerg what do you guys think.
Consider this, in a zerg conditions are normally paramount. so the damage increase alone from modified ammunition will definitely be apparent.

Every time you switch to the med kit, you can obtain might from the traits every 10 seconds. Also gives access to an additional condition removed and fury swiftness.

This was really generated to see the potential of the updates as i saw lots of negativity.

The pistol shield can be swapped to a rifle, to compliment the power setup, I only chose pistol shield for a little added survivability and some conditions for the traited damage boost.

(edited by Arkrath.1407)

New Kits: in Skill update idea- Saw Blade

in Engineer

Posted by: Arkrath.1407

Arkrath.1407

I’m going to be blunt, way to over powered for the class. I’ll re-evaluate…

Skill 1 Auto Attack/Chain Attack =
Cut –1 sec Deals Damage
*Cleave – 1 sec Deals Damage
*Massacre -3 sec attack – deals x3 damage *
* Inflicting 4-6 second Bleeding or 5 stacks of Vulnerability 5 secs (However long to cast the complete chain each time) Allowing 10 stacks maximum applied with chain attack.

or

*Cut 1 sec– Deals Damage and apply Bleeding (3 seconds) and Weakness 2 seconds
*Cleave 1 sec – Deals Damage
*Massacre 3 sec– deals x3 damage

Skill 2 = 15 secs cooldown
Power Saw – Gut the enemy causing Torment on the enemy for 3 secs and dealing damage to the target.

Skill 3= 2 sec cast -20 sec cooldown
Saw to the Face – Smack the enemy with a Sawblade to the face. Dazing the target for 2 seconds or blinding for 3 secs (one or the other).

Skill 4 = 1 sec attack – 25 secs cooldown
*Chained Saw – unleash your saw chain to latch to enemy and electrifying the enemy for damage every second while latched.
*Bladesaw Pull – Pull latched target to you and cripple for 1-4 seconds depending length of time latched into target before the pull.

Skill 5 = 5 sec attack – 30 secs cooldown-
Sawmill – Spin the chain blade recklessly for 8 attacks on nearby enemies. Granting one stack of might per successful attack for 10 secs.

Still not PERFECT, but way better than the initial thought in my opinion of course. nice idea tho.

Brahams Shield Skin, description misleading?

in Black Lion Trading Co

Posted by: Arkrath.1407

Arkrath.1407

Are there any other skins in game that you can reskin over and over from the gem store? And for that price? If the answer is no, why would you assume they would change that now? “Use anytime” was relating the fact that you will have it for as long as you want it to use, even after it is gone from gem store. Because people keep asking if their items will disappear after the limited time items leave the store..

And there we go, not too keen on the approach of that reply mind you. It wasn’t an assumption just a issue with clarity. Now that’s been cleared up, I don’t feel as bad as now I believe it was more of a misunderstanding on part, which could have been helped with a clear description, no big deal, Ill have some stones kicking around as I level.

Thanks for the input guys.

Brahams Shield Skin, description misleading?

in Black Lion Trading Co

Posted by: Arkrath.1407

Arkrath.1407

Do you personally feel that if you spend the amount asked for the skin, it should be a re-useable skin? Almost £7 is a chunk for something you could only apply once.

Brahams Shield Skin, description misleading?

in Black Lion Trading Co

Posted by: Arkrath.1407

Arkrath.1407

So I just purchased the brahams shield skin.

Brahams Shield Skin
‘’ Use anytime to change the appearance of a shield to look like Braham’s shield. Requires shield proficiency to use.
Can be converted for use in PvP. ’’

I bought this skin with the assumption that I can re-use this repeatedly,; see this bit ‘’ use ANYTIME to change the appearance of a shield ’’, after all I did just spend $7.5€ £6.39… However once you consume it ONCE, you require transmutation stone/crystal to re-apply thereafter? Are you kidding me? I just spent gem cash to get this cool shield BUT CAN ONLY ONCE If you require to re-use it you have to pay more? that’s not how the description lays it out? is it just me? I kinda feel a bit conned here. I’m level 38, I had planned or re-applying the skin as and when I needed to upgrade my shield not spend 125 gems for 5 stones,. I feel very disheartened right now.
Is it just me? Was I having a dull moment of misinterpretation ?