Showing Posts For Armin.8765:

25 stacks of might, 0 points in alchemy

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Posted by: Armin.8765

Armin.8765

Turret build on 10th Dec balance

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Posted by: Armin.8765

Armin.8765

Blood Injection is (even after the buff) not that strong.
I would move 10 points from Alchemy to Tools and take Protection Injection and Deployable Turrets.
I think Net Turret would fit better than Thumper, because it keeps your enemy in the range of your other turrets and it has a shorter cooldown.

The Healing Power and Power from you equipment are a waste of stats. Complete Dire is the way to go.
Two stacking sigills are useless, because you can only stack one stat. I would keep the Sigil of Corruption and take a Sigil of Battle or Leeching.

In my opinion Autotool Installation (again, even after the buff) is not worth using it. If you take Power Shoes instead, which will give you speed out of combat after the update, you have a free choice with your runes. My proposal: Noble for offense or Melandru for defense.

http://gw2skills.net/editor/?fcAQJAqalIqyUnrSVF1bJxoCMO0jEf/FDqQeFVQ/fKAAA-jECBoOBkWAkEBITqIasVhFRjV9ATxiIq2joIa1SBwk0I-w

Build: Electric Terminator

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Posted by: Armin.8765

Armin.8765

I like your build, it’s basically a defensive SD build. But I would take Power Wrench or Adrenal Implant instead of Armor Mods, or put the 10 points in Firearms for more damage.
How good is the burst you do, especially with the untraited rifle?
Rocket Boots is also a good choice (in WvW), it gives you good movement and a strong toolbelt skill.

Zerker Vs Bunker Damage

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Posted by: Armin.8765

Armin.8765

Are you talking about WvW or PvP?

Mortar Elite needs a Buff.

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Posted by: Armin.8765

Armin.8765

Few things.
1. Longer Range
2. Bigger Radius
3. Higher Damage
4. Better Mobility
5. Faster Cooldown

I will not touch the walmart mortars we have unless if it gets these simple buffs. It’s just sad that the mortar industry was outsourced. Charrs would never have these walmart mortars pass quality control.

I agree with number 1-3, but I don’t think the mortar needs mobility, because the mortar is designed for situations where you stay at one place. Also I don’t think the cooldowns are too long (especially if the elite supplies trait would work properly). You have a 6 seconds cooldown on the caltrops shot and a 20 seconds cooldown on a 10 seconds ice field (perma chill without condition duration!).

I personally like the mortar, but its bugs make using it really annoying.

Static discharge is SICK!!!!

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Posted by: Armin.8765

Armin.8765

I think he means Personal Battering Ram (really bad abbreviation).

What if Juggernaut trait...

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Posted by: Armin.8765

Armin.8765

It could work like the current juggernaut but gives you stability instead of might. I would propose 3 seconds stability every 5 seconds, so with some boon duration you are able to keep it up permanent, but the stability will first trigger 5 seconds after swapping to flamethrower to prevent abuse.

Mortar Elite needs a Buff.

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Posted by: Armin.8765

Armin.8765

I totally disagree with your opinion about elite skills. Almost every elite gives you a decent advantage, of coures some are situational (just give me a counter-example). And if this was their intention, why shouldn’t we give them a suggestion how they can make a elite work this way?

Mortar Elite needs a Buff.

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Posted by: Armin.8765

Armin.8765

An elite kit just wouldn’t make sense.

Works a the Charr racial elite and is a good skill, so I have to disagree with you. As well, in essence it works as an elementalist elite, because that is all that Conjure Fiery Greatsword actually is.

As well, when it comes to functionality, that is all the morter is. It changes all of your skills as a kit does, except that its skills suck and it immobilizes you.

According to your quote you only read the first line of my post. I said/meant that you can’t handle the elite kit like a normal kit (you can use them all the time).
I agree with you that the elite kit could behave like a conjured weapon with limited time and skill usages.

My idea is that the kit is always availiable, because that’s what makes kits unique. It has a limited amount of skill usages and these recover over time, e.g it has 5 usages and you gain 1 usage every 10 seconds. So you can either wait 50 seconds to activate all five skills or just use a skill if you need it. One important thing is that the general strength of all five skills has to be nearly equal and that every skill has situational advantages.

It’s true that the mortar is more a kind of kit then a turret. But an important part of a kit is the mobility and fast access. The mortar provides none of these.
One problem with the mortar is its similarity to the granate kit. Both have very long range and both deal aoe damage. I think the mortar needs a range increase, e.g. 1800 normal and 2200 traited.
Futhermore the autoattack needs a buff, either make crits possible or increase the damage (maybe 50-100%) or give it support effect .

Mortar Elite needs a Buff.

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Posted by: Armin.8765

Armin.8765

An elite kit just wouldn’t make sense. Elite Skills were designed as something that just gives you a big advantage for a short period of time, but has a rather long cooldown. If you can access the kit all the time, and that’s the way kits work, the skills must not be much stronger than the skills from an utility slot kit.
The only way I think an elite kit would make sense is when it is designed like the tomes from the guardian. So you can use it for let’s say 20 seconds and then you have a 120-180 seconds cooldown.

Forceful Explosives Worth It?

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Posted by: Armin.8765

Armin.8765

I think in pvp Shrapnel is better in almost every situation. Only if you run berserker or valkyrie forceful explosives may be better.
Even if you have no condition damage, Shrapnel will add an average 100 damage to all your bombs which is a very decent increase of your damage.