Showing Posts For Bargaw.4832:
Eles have access to protection.
Only with a 10 point trait in arcana or a 75 sec cd.
http://wiki.guildwars2.com/wiki/Protection
Ele has plenty ways to gain protection.
Eles have access to protection.
Skills are meant to be different. You can’t move during Whirling Defenses, but you reflect projectiles instead.
It’s good until another class that uses bleeds comes to party.
They have became “meta” traits for PvE since players HAVE to pick as much of them as possible as they stack multiplicatively.
Meanwhile in PvP making build(traits) more offensive can be done through other various ways.
Taking Warrior’s Strength trait line as he is the simplest profession out there:
Examples of bad % increase traits:
- Stick and Move: Get damage bonus when endurance is not full.
- Wielding: Damage increase when having sword/axe/mace in offhand.
- Axe mastery: Increased crit damage with Axes.
- Slashing Power: Increased damage with greatsword and spears.
- Berserker’s Power: Increased damage based on adrenaline.
These traits do not change game-play of the characters and contribute ONLY to damage output.
Not all traits are bad, here are GOOD examples of offensive traits that add gameplay to character:
- Reckless dodge: Damage at end of the roll
- Death from Above: Damage and knockback foes when taking failing damage.
- Distracting Strikes: Condition on interrupts.
- Powerful Banners: Banners do damage when summoned.
They all add gameplay to Warrior. Normally you wouldn’t stomp banners on opponents or roll onto them.
Unfortunately they all are overshadowed by damage increase traits.
Here’s few examples how those BAD traits could be changed into GOOD traits:
- Stick and Move: Can dodge roll while immobilized, but drains all remaining endurance.
- Axe Mastery: Thrown axes bounces back into your direction, catching axe resets cooldown of Throw Axe.
Both require additional attention and allow player to make additional decisions when playing Warrior without directly increasing damage done.
To anybody claiming that Condi/Hybrid Guardian has ok DPS, please kill giant veteran in orr in under 20s and post vid.
Equipping elixir gun with kit refinement breaks fear(doesn’t work if fear got ‘covered’)
1) Does Shadow Protector and Shadow Rejuvenation (regen buff on stealth and regen in stealth respectively) work while downed?
2) Is Improvisation(reset CD on one type of utilityskills) trait random or it has any pattern.
3) Does Lotus Poison have any limitations (CD? Whats the duration of weakness?)
4) Does the healing of Assassin’s Reward scale/whats the base value, is it worth taking this trait?
5) Does Bountiful Thief boon steal work on yourself? I tried stealing might from Ogres, but I never got any buffs, it removed stacks from mobs thou.
My biggest question is: Does it work on trees?
Even with 15% bleeds on crits Berserker is still better.
Scope doesn’t work at all.
we are fine l2p;)
Your post would hold the same merit if we were talking about countering a profession that could insta-kill everyone on the map since “l2p” would mean logging out. It would hold the same merit if we were talking about a problem with a profession that dealt 10000 damage to himself every time he used a skill, and healed enemies for an equal amount, since “l2p” would mean stand there and do nothing.
And your point is….?
Come to think of it, I don’t think I’ve ever heard any Anet member ever say the word “engineer”, or refer to us in any way on the forums…
I saw one of devs saying about that engi isn’t ready for release, but nothing has changed since then, besides few nerfs.
we are fine l2p;)
Yes, you must sit IN your opponent, but if you hit it it’s pretty much 1hit k/o. Yes you DO need some for of immobilize to do that, but It’s still HIGHEST burst that engie has right now.
Also, nerfing Barrage from Kit Refinement COUNTS as Kit Refinement nerf, no need to correct me on this.
Kit refinement is core trait in 100nades burst/glasscannon build. It’s going to get nerfed for sure.
You basically have to go inside enemy, equip grenade kit causing barrage then manually cast barrage. If are inside target all grenades will hit causing tons of damage.
(edited by Bargaw.4832)
Engi trait Kit refinement is getting nerfed and probably grenade barrage will get nerf as well.
My Engineer’s downed state is so bad I got self rezz.
Supply drop changes to summon warhounds, tactical strike, summon asura bomber depending on current killstreak.
Enemies killed by Engi get 10s review of their last moments.
This ele didnt even hit a single combo, I could kill him using elixir gun autoattack.
They want to encourage a bit of diversification, as opposed to “Want crits? All the points into Firearms!” or “Damage? EXPLOSIVES.”
Sure, it might be a pain in the kitten to get things to high ratings – but that’s the point.
That´s probably why a Thief gets both precision and crit-damage in the same trait-line, they need it so much more than our class . . .
…wow. I can’t believe they actually have that set up like that. That’s just stupid – I actually had to look it up to affirm to myself that this wasn’t just a “Man, kitten Thieves.” post.
Now that I’m looking, holy crap, I seriously have trouble imagining the thought process that went into this one, especially looking at the traits. No wonder so many people play them – you can make a blender with only one trait line, with one minor trait causing critical hits to grant Initiative (the Thief equivalent to a cooldown on weapon skills), albeit twenty percent of the time with a one-second cooldown. There’s a Grandmaster trait that gives the Thief a 100% crit rate while in Stealth, when they can go Stealth every few seconds- you know what, I’m just gonna stop looking at this now.
Disregard my earlier post. It was made without knowledge of this particular bit of mind-boggling…whatever this is. Maybe, I don’t know, maybe there’s actually a reason it seemed like a good idea, but just…wow.
As a player’s suggestion, this is “Well, that’s probably not a good idea.”
As a developer’s decision, this is straight-up nonsense.
If you haven’t played thief you shouldn’t comment on their traits. 100% on crit in stealth is only used in gimmick instant burst steal/cnd/backstab build. Executioner is much better.
Initiative regen on autoattack isn’t that strong as one might think(it’s still stronk, unlike many engie traits), it’s more to make thief less init starved in longer fights. Thief sure can spam one ability for entire fight, but other classes can use all of their skills at once without dps loss.
What’s the staff coefficient?
I’m mostly talking about limitations on ranger traps, engie mines, minions, turrets.
Main issue is that they don’t deal enough damage / die too quickly with is pretty much: “we did it so people stop asking for them, but we don’t want players to actually use them, because it would require balancing”. Mines especially feel like new Smite Boon.Feels like if they really wanted to give us fun abilities to fight opponents with, but some Morello-like guy walked in and said “no fun allowed”.
Someone ever played original gw1? Trap ranger was actually viable build and it was really fun to play. Same for spirit and minion builds.
I think it’s really big loss to the game if all combat is limited to face-to-face combat.
My second point would be knockbacks:
This is small one – why we can’t utilize fall dmg against mobs? At least normal ones. This game isn’t designed to be hard as nails, why are we denied ability to knock things off cliffs?
the irony is, i bet OP doesnt even realize morello worked for anet on GW1 and while GW2 was still in development
In gw1 morello wasn’t in lead balance designer, it was izzy. In gw2 he left anet very early in development, thou both games share same concept of oversimplifying stuff.
GW2 needs someone on Icefrog level to do balance.
I’m mostly talking about limitations on ranger traps, engie mines, minions, turrets.
Main issue is that they don’t deal enough damage / die too quickly with is pretty much: “we did it so people stop asking for them, but we don’t want players to actually use them, because it would require balancing”. Mines especially feel like new Smite Boon.
Feels like if they really wanted to give us fun abilities to fight opponents with, but some Morello-like guy walked in and said “no fun allowed”.
Someone ever played original gw1? Trap ranger was actually viable build and it was really fun to play. Same for spirit and minion builds.
I think it’s really big loss to the game if all combat is limited to face-to-face combat.
My second point would be knockbacks:
This is small one – why we can’t utilize fall dmg against mobs? At least normal ones. This game isn’t designed to be hard as nails, why are we denied ability to knock things off cliffs?
(edited by Bargaw.4832)
This is just weak build with no survivability or damage.
You need either bomb kit or grenade kit do deal damage.
Besides, static discharge works poorly with elixir toolbelt skills.
Spirit shield is very, very, very powerful in fractals.
It looks really weird, on the other side Zealot’s Embrace looks perfectly.
as Engineer, every other profession looks OP
The only boon that engineer can reliably give to his allies is regen, rest is random. Protection is best buff to keep allies from dying, but engi has no reliable way to keep it up.
There’s no boon that will make enemy think twice before engaging engineer.
Role in WvW? I assume you don’t have organized guild if you are asking here, so your best bet is to join zerg, listen to commander, pick speedy kits trait for perma swiftness, net turret and use rifles 2nd skill and net turret toolbelt skill to root people in place for your zerg to kill them. Also use tool belts 5th skill to pull people from walls then immobilize them with net skills.
You can also try camping jumping puzzles trying to knock people off ledges.
Edit:
@Isslair: You can’t reliably grant might to allies. Unless you mean using firefield combo+blast finisher
(edited by Bargaw.4832)
mr OP, I must respectfully disagree with almost the entirety of this list.
Much of what you said would destroy certain traits/abilities, while making others essential gets, which would reduce the number of viable builds drastically.
Examples please, I’m sure nerfing static discharge and buffing individual toolbelt skills would make more choices viable.
Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.fumigate, healling turret overcharge, healing turret water field, toolbelt waterfield + regen, alchemy X trait, supply crate with it’s med kits and a massive amount of blinds.
How does it compare to shout warrior with soldier runes that still deals nice amount of damage? Healing turret waterfield doesn’t even work properly and rest of the skills provide only regen buff and minor amount condition removal, also I wouldn’t call 3blinds on 20+s cd (that take 2utility slots) ‘massive’.
Supply Crate? kitten please, have you seen battle standard?Same can be said about dps so why are you playing your engineer instead of a warrior?
Because I don’t like warriors. ANet stated that all classes will be equal, so far people are kicking engineers from higher fractal groups. I’m forced to do fractals on my Guardian, because engineer just can’t hold his ground.
while doing better damage than the warrior.
I lol’d.
Do you really wear berserker’s armor, try to support and claim to be more useful than a warrior?
Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.fumigate, healling turret overcharge, healing turret water field, toolbelt waterfield + regen, alchemy X trait, supply crate with it’s med kits and a massive amount of blinds.
How does it compare to shout warrior with soldier runes that still deals nice amount of damage? Healing turret waterfield doesn’t even work properly and rest of the skills provide only regen buff and minor amount condition removal, also I wouldn’t call 3blinds on 20+s cd (that take 2utility slots) ‘massive’.
Supply Crate? kitten please, have you seen battle standard?
In pve turrets have lifespan of about 5 sec, power wrench isn’t enough to keep turrets alive. No, exploding turrets aren’t worth it. Only use for them that I’ve found in entire game is to put them in jumping puzzles and try to knock people off ledges.
We’ve got trait that increased MS by 25% while in combat.
- Static Discharge – now has 5s cooldown.
- Power Shoes – now always work.
- Kit refinement – removed
- Adrenal Implant – swapped places with Adrenal Pump
- Adrenal Pump – endurance restoration is now 25%
- Packaged Stimulants removed.
- Leg mods – increases movement speed by 25% while using med kit, reduces duration of cripple/chilled/immobilize.
- Always prepared – Activates small forcefield when downed that reflects all projectiles and stuns briefly nearby foes. Increases damage while downed and with environmental weapons.
- Scope – in addition to current effects increases range of rifle while standing still. Allows charging overcharged shot by holding down hotkey, each charge increases damage, range and reduces knock-back.
- Deployable Turrets merged with Accelerant Packed Turrets.
- Armor Mods merged with Protective Shield.
- Automated Response now actually works.
- Acidic Coating – applies 5 stacks of vulnerability for 15s instead of poison, cooldown reduced to 5s
- Fast acting Elixirs and Potent Elixirs Merged.
- Blood Injection – moved to another tree.
- Stabilized armor – increased damage reduction.
- Automated Medical Response – Heals when health reaches 25%
- Cloacking Device – works on mines again.
- Autotool installation and Metal Plating now works on players close to turrets.
- Elite Supplies – Increases damage of mortar, Elixir X is now usuable on enemies (it’s more powerful this way!)
- Coated Bullets – all pistol shots now bounce instead.
- Rifle Mod and Rifled Barrels merged.
- Precise Sights – increases accuracy of poison dart volley
- Go for the eyes – applies confusion 10s when using pistols.
- Napalm Specialists – transfers Burn you suffer to enemies when they attack you. 10s CD.
- Autodefence Bomb Dispencer – in addition to current effect drops a bomb whenever you are critically hit. Has some CD
- Short Fuse – also reduces delay before bombs explode.
- Forceful Explosives – in addition to current effects, makes bombs unblockable OR knockback targets that attempt to block bomb attacks.
- Empowering Adrenaline – gain stack of might whenever you are hit and below 50% endurance
General Changes:
- Mortar can be picked up and used as bazooka
- Kits now benefit from weapon stats – damage on all kits reduced by 33% to compensate that change.
- Wrench can be used to upgrade turrets.
What will probably happen:
- Medkit now has stow button.
(edited by Bargaw.4832)
Explain to me how engi support builds are nice?
In my knowledge engi supports ends on elixir gun 5th skill.
Super elixir is kitten, noone stands in this small aoe. GL catching 5people with it. It more a self heal + bonus if somone decides to stand in it.
You sacrifice ~500power to get half of it back and maybe 100 extra if you are really lucky?
Eurasian Dynasty > Lunar Corporations, just btw.
TIP: Grenades suck in wvw, you might hit people once or twice, but you aren’t going to kill anyone. Also your ‘1’ button will hurt.
Just tested it. Doesn’t work, I think OP was talking about toolbelt skills.
about 80% of engineer utility skills are useless for pve, engineers pick kits, because there’s nothing else to pick.
Elixir kit for heal and bomb/grenade kit for dmg. Rest is just not worth taking.
Entire profession needs work, people already are quitting this game, because at lvl80 their class turns out to be kitten.
Mesmers and rangers don’t even glass cannon that well so it’s a pretty moot discussion. Having good skills and good traits for boosting damage helps a lot more than having precision and prowess in the same line. For example, the +10% crit chance from Scope paired with the +10% damage from Enduring Power makes a way bigger difference than 30 points in Skirmishing, which doesn’t give much of anything at all.
Scope doesn’t work, enduring power has very small uptime unless you attack afk target.
If people are comparing warrior vs engineer burst take few notes:
-warrior killshot deals more dmg dmg than entire engi combo
-instant
-ranged!
-lesser CD between bursts
-no warning, so it’s easier to get people of guard
-after using burst warrior still has access to volley/100b
-mobility from GS > engi mobility
I don’t think anyone at ANet really played engineer in last few weeks. Class is really bad compared to others, doesn’t even do half the dmg as other professions and has less survivability/support.
https://forum-en.gw2archive.eu/forum/professions/engineer/Warning-Do-not-roll-an-engineer
Engi glass cannon can’t take thieves/mesmers, it takes done button to dodge entire burst and you have absolutely no survivability.
In pve it depends how good are you at dodging. If you are bad aim for 4k or more, lol.
Anything can kill glass cannon it if survives it’s burst…
Engineer’s dmg is joke. Support capabilities are very limited. CC is useless. If you are just lvl 39 I suggest to switch to another profession. There’s even big thread warning to not roll engineer.