(edited by Benji.9203)
I noticed conjures aren’t ground targeted anymore in one of the pictures of the specialization preview
First picture:
https://www.guildwars2.com/en/news/specializations-part-one-a-primer/
Kit functionality incoming?
stow weapon cancels it and you get to keep the stability
(edited by Benji.9203)
The toolbelt is nothing more than extra skills. Kits are also just extra skills.
The engineer mechanic is having more skills available at one time than other professions, whether through kits or through other utility skills with their toolbelt counterparts.
The engineer was beautifully designed. Look at how much variety our engagements have compared to any other profession.
This.
human female afro make it happen.
That is all……………..
That is all……………………
What’s the plan with ele conjure weapons?
Are there plans of adding a buff icon that shows when a player is capable of a burning proc or any condi proc for that matter?
Will passive effects and abilities be toned down or reworked into allowing for more active gameplay?
Are there plans in the works to allow for more difficult to play builds that yield high reward when utilized at max potential?
When can we expect to see instant cast abilities such as the eles arcane spells/ necro fear reworked to allow for suitable reaction?
What is the plan with AOE vs single target damage?
What are your thoughts on the rabid amulet in pvp? It seems to contradict the original idea of burst being the counter to condi especially considering rabid goes well with burn on crit procs allowing for “burst” condis. Why go carrion when you can go rabid?
When can we expect the new traits and utilities?
Are you looking at the sigil of paralyzation and how it effects skull crack?
When will the elementalist actually get team oriented utilities and elites?
How soon will sync qing be addressed?
Do you think vigor is too strong?
(edited by Benji.9203)
Elixirs are not the equivalent of minions. I think you have your eye on turrets.
@Drarnor
Are you serious?
: ^ I
@ Jayce and Sororita
The last profession you want to talk about not being able to laugh at itself is the engineer.
There have been mega threads on things such as RNG boons, self knockbacks, rifles firing from the hip, hobo sacks, extinction of builds (RIP 100 nades) etc. Engineers have ridiculed themselves for a long time.
Edit: Who could forget mortar?
: ^ D
@DelOnasi and Nay of the Ether
Didn’t realize and for that I apologize.
@Nakoda
Elixir N
Consume Elixir N RNG Effect 1: Gain the ability to spectral jump a distance of 900. The player becomes invulnerable for 1 sec after activation and is then allowed 5 secs to teleport back to the original location of consumption.
Consume Elixir N RNG Effect 2: After consuming the elixir the player is then given the apperance of a demonic like creature. Enemies within 360 range of the location of consumption are feared for 5 secs. The player assumes the form of the necromancers iconic Lich Form for 10 seconds (Power and condition damage are not amplified and only auto attack is able to be utilized).
Toss Elixir N RNG effect 1: Create a spectral wall at the target location for 5 seconds.
Toss Elixir N RNG effect 2: Create a darkness field where enemy boons are converted into conditions. Lasts a duration of 5 seconds with a 1 second pulse converting 2 boons every second.
@Phoebe Ascension
Favorite auto attack would have to be elixir gun auto in terms of usefulness. Tool kit auto with an asura in terms of laughs.
(edited by Benji.9203)
It would be both more efficient and less frustrating at all of the above were it ground targeted.
^I feel like it would still only be useful in those situations. Idk I’m just content. I’ve preferred scepter over dagger for a long time now and the buffs keep giving me less of a reason to look back. Plus Phoenix does everything I need it to and more in terms of damage from fire.
Death shroud is not the equivalent of elixir s and mist form.
Indeed, which is why I’m talking about Spectral Armor.
Death Shroud itself takes same damage as normal, red health.
No damage reduction. At all.Most of what you see on those spike videos is thanks to Spectral Armor feeding Life Force to Death Shroud every time it’s struck.
http://wiki.guildwars2.com/wiki/Spectral_ArmorSpectral Armor gives no stability, doesn’t block infinity damage (you still die if there’s 2 or 3 people on you), all skills still work on you (Boon stealing, CC, all that stuff) but yes, you can use skills while using it, which is very useful.
Necros have absolutely no invulnerability, so I’d say that right now it’s the closest thing to Mist Form and Elixir S the Necromancer has.
I doubt it’s usefulness in group battles, but 1vs1 it feels quite powerful.
I am aware of how spectral armor interacts with deathshroud when taking damage.
Just as you said in a 1v1 scenario in a way it resembles a sort of invul.
All I’m saying is that you can’t really compare the above skills.
An ele could say to an engi elixir s
An engi could reply to an ele mist form
A necro can’t respond with deathshroud + spectral armor
….
It is more like its own thing.
Unless I’m mistaken those videos used Spectral Armor, which means you can just casually say “Mist Form” and walk away.
None the less I was pleasantly surprised by how good it is 1vs1 now.
Yeah you can damage and fear people in mist form and elixir s so it’s balanced.
yeah you get stability from spectral armor and ignore all damage with it.
Death shroud is not the equivalent of elixir s and mist form.
Unless I’m mistaken those videos used Spectral Armor, which means you can just casually say “Mist Form” and walk away.
None the less I was pleasantly surprised by how good it is 1vs1 now.
Yeah you can damage and fear people in mist form and elixir s so it’s balanced.
dragons tooth is fine the way it is.
Its perfect for:
zoning
ress denial
stomp denial
blast finishers
In a 1v1 in an open area you should RARELY ever cast dragons tooth (unless you want to stack might). It will not work.
Even after an updraft combo it is way more beneficial to go straight for a phoenix than dragons tooth.
Some of your suggestions for dragons tooth would put it out of line IMO.
One thing I think could be changed though is how dragons tooth will do zero damage when you are interrupted even after its been cast but that’s it.
Aiming wise I think fire grab is fine. Just takes some practice. I’ve come to accept that you need to be on top or in the face of your opponent to land it near 100%.
Could the damage be higher?….sure… (saying this tentatively cuz this thing can HURT when it crits when target is burned) but all in all I’m fine with everything.
The game needs more skill shots IMO.
Helseths channel gives a more in depth test
necro was not nerfed to the ground
Hitting someone for 2k 1.1k, 2k is not an instant burst like an 8k Fire grab.
Earth-Air rotation
Earthquake > 2k+
Rock Barrier Hurl> 1k+
Lightning Flash> 2k+
Electric discharge (Swap to Air)> 2k+
Lightning Strike> 2k+
Arcane Wave> 2k+
Arcane Blast> 2k+
RTL> 2k+
If you land Earthquake > Lightning flash
Most of the rest falls into place because its near instant.
Firegrab has to crit on a burning target in order to achieve the damage you mentioned and it’s not instant.
It’s been a long time since I have seen multiple red threads on one forum page, let alone multiple dev postings in any given thread. Pretty impressed.
^ What Swift said.
……
Don’t Stop.
Fire magic does need a buff but I’m actually not a fan of the idea of self stealth for eles. If eles had stealth it would be pretty OP IMO.
The point being that all those actions are active decisions. The player has to do something to achieve those results. They cannot occur automatically and are not aided by AI.
Eles have to use their skills to get that sustain though. Rangers literally just cast their heal, take certain skills and traits, and dance around like ponies. They might as well have a unicorn pet so one of my friends’ names for her ranger makes sense
Oh, sure, like it’s so hard to press water attunement and dodge soon afterwards.
I’m sure randomly pressing serpent strike and stalker strike will get you places against competent opponents. Keep believing that.
By changing attunements to water you are actually very vulnerable to burst and cc when all your healing is done. Plus when heavily traited in water the last thing you want to do is sit in water attunement more so than any other element.
By dodging in water with evasive arcana for heals means one less dodge to avoid burst attempts.
Asura with a guitar…I approve.
Give elementalists immunity to conditions while in water spec for 5 seconds.
You do realize it was only months ago where bunker eles were OP and virtually unkillable? Condis would slide off like…well…water or something.
Have any of you actually played as an engi with AR?
You make it sound like once AR pops it’s all sunshine and rainbows from here on out.
No it’s not.
When playing with AR you have to be concious of:
1. The existing conditions that are on you. They will still tick despite the “immunity” to new condi’s.
2. The amount of condi cleanse you have when AR pops. If you cleanse the condi’s that are on you and heal up you will probably not be able to cleanse the next batch of condis that will be thrown at you and die regardless of your “immunity”.
3. You are not immune to burst/sustained damage. You have to be wary of other opposing players (especially thieves) in the area if you choose to sit around at 25% health. Also condi classes can still deliver decent base damage meaning you can’t just sit back and relax. With 25% health you are at the brink of death.
4. Engineers do not have no where near the best condition removal in the game. Engi condi removal is based on rng and utilities with various mid cooldowns. In other words it’s not too reliable.
5. AR is a trait that does allow skillful play with the above mentioned. When
AR pops it becomes a high stakes game of pressure and coordination. AR is not a surefire solution to deal with condis. It only presents the class an oppurtunity. Not to mention that the engi knows that they’re risking the fight with a gamble (fitting of the class/being at 25% health for an extended period of time is no joke). Your role as the condition opponent is too force/fool the engi to play his hand before he needs to.
#saveyourburst
#pokerface
6. It’s a GRANDMASTER TRAIT. A 30 point investment is build defining. You are all acting as if it’s an adept trait that activates at 50% health. It has also been nerfed already and can be bypassed nothing left to see here.
If you STILL want a change to AR. Lower AR to a grandmaster minor trait and make it a buff that lasts 5 secs when at 25% health with an internal cooldown. Replace it with something awesome.
What I have gathered from this thread (among other engi balance threads):
Elixir R and its utility skill in its current state are still OP.
Engis with no stunbreak are OP.
You cannot kill an Engi with automated response (even burst classes have a hard time downing the engi becuase they cannot CC him)
HGH engis are still running around rampant.
Healing turret has some of the best condi removal in the game currently.
Engineers actually have 4-5 utility slots.
Every class should be able to counter the engineer no matter what build the engineer has specialized for.
HGH engis are too tanky.
Engineers were not nerfed in the slightest last balance patch.
100% condition duration reduction from automated response is still impunity even with a condition duration of 110%.
Every Engineer is currently running automated response.
Engineers can use two grandmaster traits in one trait line (HGH with automated response is OP).
Engineers make for the best bunker in the game.
Engineers have the best utilites in the game.
Engineers are the best 1v1 class in the game (no matter the build).
Toss Elixir R is a guarunteed instant ress.
The current meta revolves around 5 man engi teams.
Everyone at A-Net plays Engi.
Elixir X on Engineers is too strong.
Bomb engi counters ranged classes.
Engis have too much access to stealth.
Engis have good acess to stability.
Engineers have some of the best condition removal in the game.
Supply crate is hands down the best elite in the game.
Engineers have the best elites in the game.
etc.
And sword/dagger evade thief too.
Both lame and too strong.
The healing turret espicially could do with a nerf and remove the lame stealth this engi build can get access to.
These two, along with terror necro, are the least fun builds. They are lame and overpowered.
Healing turret is only powerful if you blow all your finishers at once. And that is something that requires timing skill and group coordination (engi/ele teaming blast finishers) hence no need for a nerf. Bomb kit is a very high risk v. reward. The engi has to rush in on point and fight in melee against way more AOE than he has in some cases from ranged casters or nade engis.
Now stealth in engi builds once again requires timing blast finishers and leaps. Also knowing which blast finishers will get you revealed vs. which ones will not. Just because a class is good at point control doesn’t mean its overpowered i can think of 2 other builds that are insanely good point controllers.
Engi: “Hey guys blast into this field”
Others “Ok cool done”How does that require skill? Even pugs in wvw can figure out how to blast into fields to stack might or to area heal.
In the middle of a chaotic team fight where it is you and one other person trying to survive against 4 of the other team…. Timing blast finishers takes alot. And it requires on the fly communication. Not onlydoes the ele need to know the timing on my heal skills I need to know when they are in earth. This same thing goes for [Super Elixir] I put it down and he tornado forms cleansing conditions for everyone on the point while knocking the other team off the point…. That takes no skill too right?
Don’t forget to mention that in team fights where aoe fields are all over the point you have to actually find and aim for the field you want to combo off of.
or add breakstun to arcane shield
They did
their damage is ridiculously low
Eles may not have stealth or clones but high almost instantaneous damage(when chained quick enough with arcane spells) that auto crits has to count for something.
Edit.: Dagger main hand is sustain/control damage
Random Edit (To help you consider scepter): Phoenix IMO is one of the BEST skills in the game. The utility and damage it provides cannot be overlooked.
(edited by Benji.9203)
Fire aura should be like the frost aura counterpart, instead of reducing dmg by 10%, fire aura should increase damage by 10%. That would make it great i think.
I like this idea added with the already “gain might when hit”
Really awesome to watch ^^
The song in the first video…. <3
I would prefer signet actives
I just really want to pop shocking + frost + magnetic + fire + arcane shield/mistform and rtl into the distance.
I have a thing for elemental spheres of transcendent energy…
Everyone else pretty much said it.
Valkyrie isn’t bunker. With a zerker jewel you have the same crit damage as a full on zerker ele just less percision. It’s more like a hybrid ammy.
What everyone else said.
Edit: wrong thread don’t mind me
(edited by Benji.9203)
However engi’s in this thread are nowhere near the leaderboards. They dont know how upper tpvp look like and they will never master their class to the level of the above mentioned.
To say that a player will never be able to master their class due to having low leaderboard rank or little involvement in high end pvp is a pretty narrow opinion.
I made a thread about making signet actives be auras that correspond with the given element.
Air signet > shocking aura
Etc
I still think it would be a cool idea IMO
The cannon is already absurdly easy to defend. It’s basically impossible to push a necro or engi off of it 1v1 currently, and it’s a tough fight for 2v1.
Both have a very limited access to stability.
You don’t need stability, just run to the portal and put your back to it…then you can’t get knocked while you spam bomb kit or staff necro AoEs until the enemy is dead. Le sigh.
Send a stealth thief up there to screw with them. Let them aoe as much as they want go in stealthed. Step on a platform, get off of platform, scorpion wire and profit. A caltrops p/d stealth thief could also be viable in preventing cannon use. Blinds are also a powerful tool against cc. The more time spent fighting in the cannon room the less the enemy is actually using the cannon.
P/D thief are you serious? They’ll do minimal damage while the staff necro spams AoE that the thief won’t be able to dodge (and will nullify his condition damage with Dagger 4 + consume conditions). Guardian or toolkit engi accomplish virtually the same thing by spamming knockbacks and AoE until the thief is toast. P/D thieves have never been viable for ANYTHING besides ganking in hotjoin + WvW O.o
With blind while stealthing it’s not exactly easy to land attacks (with blind in general).
With clearing condi’s and healing in stealth it can be very hard to apply a significant amount of condi pressure on a thief.
Let’s not forget that you have evades and stunbreaks.
The thief isn’t trying to cap a node. The thief is there to prevent you from using the cannon so he has all the time in the world.
A Thief stealing from a necro in the cannon room can also be GG no matter what build they run if the necro/any class doesn’t use a stunbreak accordingly.
etc.
Point is a necro or engi on cannon isn’t GG
scorpion wire and traps have never been viable for anything besides trolling in hotjoin and WvW
The cannon is already absurdly easy to defend. It’s basically impossible to push a necro or engi off of it 1v1 currently, and it’s a tough fight for 2v1.
Both have a very limited access to stability.
You don’t need stability, just run to the portal and put your back to it…then you can’t get knocked while you spam bomb kit or staff necro AoEs until the enemy is dead. Le sigh.
Send a stealth thief up there to screw with them. Let them aoe as much as they want go in stealthed. Step on a platform, get off of platform, scorpion wire and profit. A caltrops p/d stealth thief could also be viable in preventing cannon use. Blinds are also a powerful tool against cc. The more time spent fighting in the cannon room the less the enemy is actually using the cannon.
The cannon is already absurdly easy to defend. It’s basically impossible to push a necro or engi off of it 1v1 currently, and it’s a tough fight for 2v1.
Both have a very limited access to stability.
Invisible lightning hammer
^ There you go
Invisible lightning hammer
^ There you go
The map is designed for knockdowns/backs to be really powerful, of which every class has some form.
Guardians are quite strong as they also have a lot of access to stability so they can avoid being knocked back WHILE knocking others around.
Please tell me what Thieves have to knock people back with.
http://wiki.guildwars2.com/wiki/Scorpion_Wire
Owned Teldo about three times while I was watching his stream this morning.
LMAO I was watching Teldo’s stream too and saw you do it. Good laugh.
Please tell me what Thieves have to knock people back with.
Step 1: Go Invis
Step 2: Stand on Blue Plate
Step 3: Get off of Blue Plate
Step 4: Scorpion Wire Target
Step 5: Profit
Step 1: Place Tripwire Trap/ Needle Trap
Step 2: Kite
Step 3: Profit
Step 1: Stand on Blue Plate
Step 2: Get off of Blue Plate
Step 3: Summon Thieves Guild
Step 4: Profit
Step 1: Kite
Step 2: Wait Until Target Reaches Blue Plate
Step 3: Aplly Devourers’ Venom/Basilisk Venom
Step 4: Profit
The possibilites are left to the imagination
Come on people. You ask for diversity and then you scream when something different appears and your like “give me forest! Give me Foefire!”
This
Crazy with fun!
^
The future of Accelerant packed turrets is bright
LMAO engi downstate on cannon is viable
look on the bright side lightning hammer and tornado now have a use
LMAO needle trap and tripwire on thieves is finally useful