Showing Posts For Black Cat.1024:

Pve HoT roaming build

in Elementalist

Posted by: Black Cat.1024

Black Cat.1024

I run an aura-zerker build with D/W and am having a lot of fun with it, the aura traits don’t hurt damage too bad, and ups survivability a lot, especially for roaming in small groups where everyone enjoys almost 100 percent swift/vigor/regen/fury

Surger ES

in Elementalist

Posted by: Black Cat.1024

Black Cat.1024

I’m not sure how it fares balance-wise, but the idea sounds awesome, great job!

Inherent Thief Advantages: Where are they?

in Thief

Posted by: Black Cat.1024

Black Cat.1024

LMAO!!!! your signature is crazy… lol

I was crying. Seriously crying. It was that kitten good.

Stacking Condi's - How high have you gone?

in Necromancer

Posted by: Black Cat.1024

Black Cat.1024

@TheLastNobody

For me, I use Bursting & Geomancy, Scepter/Nothing & Nothing/Dagger. No Staff. Bleeds from dodge rolling into the enemy and weapon swapping mid dodge roll for Mark of Blood & Geomancy proc. My Condi Necro

Hey, quick question
Sorry for the ignorance, but what is the advantage of not taking a second main hand or off hand?
I’ve seen this in other forums as well and never really understood it. Thanks!

When you have your weapons like that, you wield both of them, but can still “switch” between weapon sets, thus triggering on-swap sigils or effects (e.g. Ranger Quick Draw or Thief Quick Pockets). Useful to save money if you’re not actually planning on using more than one weapon set, but are planning on using on-swap effects. Otherwise you would need two identical sets of weapons to get the same effect.

I see. Thanks!

Stacking Condi's - How high have you gone?

in Necromancer

Posted by: Black Cat.1024

Black Cat.1024

@TheLastNobody

For me, I use Bursting & Geomancy, Scepter/Nothing & Nothing/Dagger. No Staff. Bleeds from dodge rolling into the enemy and weapon swapping mid dodge roll for Mark of Blood & Geomancy proc. My Condi Necro

Hey, quick question
Sorry for the ignorance, but what is the advantage of not taking a second main hand or off hand?
I’ve seen this in other forums as well and never really understood it. Thanks!

Announcing the OMFG WvW Division!

in Mesmer

Posted by: Black Cat.1024

Black Cat.1024

Hey,
although I’m a pretty old GW2 player (been on and off the game since the start), I haven’t really played seriously, and haven’t really been in any guilds. Is anyone allowed to join? IF not, what are the requierments?
Btw, I’m on the ’Gunner’s Hold’ server at the moment. Is this a problem? If so, is there a way to transfer between servers?
(I do have a level 80 Mesmer, albeit not with proper gear or anything, rare’s all around)

Thanks in advance!

Speculations on future Mesmer Specializations

in Mesmer

Posted by: Black Cat.1024

Black Cat.1024

Hey everyone,
I was wondering what everyone’s speculations were on future Mesmer Specializations, based on individual opinion, hopes, or logic (I was wandering around the forum before the Specializations release and I saw that a lot of people were expecting Chronomancer). Is this based on GW1? Or just class logic along with current traits?
Along with weapons of course and utility mechanics (such as wells, shouts, traps etc)
I saw somewhere that someone posted about a dual pistol wielder specialization, which could be nice imo, however I’m not sure if Mesmers have the mobility for that, the 25% speed buff is in the Chrono trait line, and we’d probably need much more vigor and endurance regen.
Go

can i get a lil advice on armor for my build

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Get some Valkyrie armor, you’ll feel less squishy.

New to thief - gearing up

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Welcome!
10g at 80 will buy you around 2-3 items of clothing (exotic) off the trading post. I suggest you do the new events, farm some money and buy them
Also, another trick is buying items for level 78. It sounds funny but there is not s substantial difference (2-3 power), but the price is much much lower.
Unless you actually find and farm the crafting supplies, it can be extremely expensive to buy them.
That’s actually a hard question. I’d say PvP. In WvW there are just too many mindless zergs running around stampeding people whilst in PvP your teams are going to be pretty much the same amount of people. I vote with PvP

come one please, nerf stealth.

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Im amused of how this kind of threads always get directed to the thief forums, when we accualy have another class who have a extreme amount of stealth. Even better if i team up with a thief as we support eachothers.

Just feel thiefs get a target for al this stealth nerf shouts when they accualy not is the only stealth abusers.

Now I think there is ways to counter stealth and no need to nerf thief stealth. It would demand a total rework of the whole class.

/Osicat

I like you Osicat. +1

Off-Hand Light

in Thief

Posted by: Black Cat.1024

Black Cat.1024

There is no benefit at all. Never do this. Ever.

Shortbow Builds?

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Technically there could be but it’s a lot weaker than the other sets you have at your disposal. If you speced for conditions and venoms maybe. I’d actually love to see something like this happen if effective. Try going for conditions with caltrops on dodge and make people run after you bleeding and choking Could be fun. But still, unless you’re running a Sb/Sb with a Sigil of Energy on both + 30 into acro, you’d probably find yourself switching to your alt weapon and staying there.

Dagger '4' Idea/Suggestion.

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I’d switch the poison for torment, but it sounds cool
Don’t expect the 1200 range though, not going to happen..

Torment is only good for condition setups.

Poison is good for both specs, and it’s something Dagger offhand could use (since Pistol OH has Headshot for interrupting heals, it’d be Nice if Dagger OH had something to bring it up to par)

I don’t agree with this that much. Yes, it’s a condition but almost every skill can be useful. For example, If I’m fighting a D/D Backstab thief, using Dancing Dagger when I see the CnD animation starts guarantees successfully putting more pressure on him even in stealth. This is a makeup scenario for the torment part but you get my drift. I’m just saying that It’s impossible to make all sets viable completely. But a torment + cripple could but a pretty nice dent into any melee burst spec. It could also be a really nice opener if they’re running away.

You do realize that most Thief specs for Shadow’s Embrace, right?

That is absolutely not the point. S/D for example, rely almost exclusively on movement and positioning, usually not going into SA at all. Same goes for them. But I was speaking in general – thinking outside the box on these viable and nonviable builds could be what people need to play. I’ve used Death blossom on a Backstab spec to apply more pressure when needed, and it rewarded me. The fact that not all the traits your weapon skills have are speced to your build doesn’t have to mean they’re not viable. That’s all I’m saying.

[Build] Zerg - Thief Builds.

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I’d rather use a venom share build spreading out 12 basilisk venom strikes every 36ish seconds with might and health steal. Plus the other venoms.

Venoms are very strong if used correctly, but the point is, when in a zerg, most allies are not going to notice the venoms on them, hence, will not use them appropriately. Like I said, for small squad fights they can be extremely useful as you are in an organized group where people know the strengths and weaknesses of your build, and know how to act accordingly.

[Build] Zerg - Thief Builds.

in Thief

Posted by: Black Cat.1024

Black Cat.1024

in your first build do you really feel that the 50 percent more damage while downed is better than taking 5 in shape arts for stealth at 1/4th health? also, why no condition removal? doesn’t that wreck you?

Absolutely, don’t forget that with the amount of AOE you’ll be dishing out a lot of people are going to be rallying off of you, and the same goes for you. But If suddenly 5 people rally off of you that puts your zerg at risk so the extra insurance is worth it.

New Elite

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

This should be a 600 second cool down 1 hit KO.

Dagger '4' Idea/Suggestion.

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I’d switch the poison for torment, but it sounds cool
Don’t expect the 1200 range though, not going to happen..

Torment is only good for condition setups.

Poison is good for both specs, and it’s something Dagger offhand could use (since Pistol OH has Headshot for interrupting heals, it’d be Nice if Dagger OH had something to bring it up to par)

I don’t agree with this that much. Yes, it’s a condition but almost every skill can be useful. For example, If I’m fighting a D/D Backstab thief, using Dancing Dagger when I see the CnD animation starts guarantees successfully putting more pressure on him even in stealth. This is a makeup scenario for the torment part but you get my drift. I’m just saying that It’s impossible to make all sets viable completely. But a torment + cripple could but a pretty nice dent into any melee burst spec. It could also be a really nice opener if they’re running away.

Thief class need skills update, quick!

in Thief

Posted by: Black Cat.1024

Black Cat.1024

….
This is tiring, everywhere, every forum people are just complaining over and over again about their profession as if each one is underpowered so much it’s impossible to play. This is obviously false as the people who do enjoy their professions do extremely well, and don’t spend most of the time here complaining. If you have such a big problem, just don’t play.

Thief tree analysis

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I agree with you on the Deadly Arts tree but I also think that the SA tree is a bit off. You have almost no traits that support the venom share build as 90% of the skills are stealth based. To thieves that like playing with a S/D or a S/P or a P/P it’s almost useless, which is half of our weapon sets.

P/P Condi First Impressions VOD

in Thief

Posted by: Black Cat.1024

Black Cat.1024

This is bad. Your build are base on the rune, which is wrong. Rune and other stuff should be supporting your build, not the other way round. When EZNET finally decided to nerf the rune, then the build will be useless.

Have you not seen the video in which he states that that is the point of this build? The reason why this is so interesting is because it opens up options that thieves don’t usually have on their regular weapon set. It’s called improvisation.

s/d d/p whatchamacallit

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I envy you people who can drop the shortbow, I actually feel naked without it. OT – If you’re able to run a D/P S/D effectively you can potentially make a daze thief, especially with the new perplexity runes. daze on headshot, tactical strike, steal (30 in trick) and with the confusion stacks – I see potential.

Dagger '4' Idea/Suggestion.

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I’d switch the poison for torment, but it sounds cool
Don’t expect the 1200 range though, not going to happen..

Thief in GvG?

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Thieves are great in GvG, you just need a bit more of brain to play them, meaning on avg you would probably take any other class over a thief. The same reason we used to see ZERKER GEAR ONLY WARRIOR COF RUNS$$$$$$ was because you didn’t need a brain to 100b spam, even though a BS thief can do more DPS than a 100b warrior, its just finding THAT thief in a sea of terrible pug thieves isn’t worth it.

I honestly think we have the best AoE weapon set in the game, and like its been mentioned before with the amount of teleports we have destroying someone outside of the group is a possibility with out burst.

In full zerker gear your cluster bombs should be critting for 4-6k a piece on top of 1.8-2.5k auto attacks, which isn’t too shabby considering CB has no target limit. Add that into the fact we have unlimited blast finishers into water fields, and SR saving people left and there’s no reason to think thieves are bad in large fights.

It would be nice if anet gave us back 1200 range tho. WTF did they even take that away from us for? It took 3+ seconds for that crap to land at that distance anyways.

Sb used to have 1200 range?

So I rolled a thief for SPVP

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Thieves* are good only if you practice. You don’t stand behind other players, go in for a backstab, stealth stomp and run away. We’re mobile for a reason, and that reason is being squishy like a newborn kitten, but that doesn’t mean not fighting. It means timing your dodges, your evades, knowing what the player you’re against and acting appropriately.
Also you didn’t make it clear if you’re playing a D/P setup or a D/D setup. What’s the question here? How are D/P builds in general? From a W3 perspective they do pretty good. For PvP I’d say less, you don’t need that much stealth, you’d probably do better with a D/D.
Just in case I didn’t make this clear. Thieves* are not OP, neither are they UP, they are a class you need to practice to play well – and will reward you for that.

Was wondering about what would be an ideal build in this current meta, I hate conditions, want burst and raw damage.

I am assuming d/d or d/p

is S/P any good?

S/P won’t get you far in PvP. If you want a complete burst glass cannon go D/D. D/P is more survivability based with the BP and Headshot..

If you haven’t played it that doesn’t mean it is bad.
I’m currently running my very own S/P build and it is carrying me easily. I’ll post a vid today or tomorrow. Check for it later.

I didn’t say it’s bad, I actually really like the set in PvE and Dungeons, I just didn’t get along with it too well; I’d love to see it in PvP!

Aftercast for tow line should be reduced

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Underwater weapons are kitten and used for nothing

Zerg support build?

in Thief

Posted by: Black Cat.1024

Black Cat.1024

So I rolled a thief for SPVP

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Thieves* are good only if you practice. You don’t stand behind other players, go in for a backstab, stealth stomp and run away. We’re mobile for a reason, and that reason is being squishy like a newborn kitten, but that doesn’t mean not fighting. It means timing your dodges, your evades, knowing what the player you’re against and acting appropriately.
Also you didn’t make it clear if you’re playing a D/P setup or a D/D setup. What’s the question here? How are D/P builds in general? From a W3 perspective they do pretty good. For PvP I’d say less, you don’t need that much stealth, you’d probably do better with a D/D.
Just in case I didn’t make this clear. Thieves* are not OP, neither are they UP, they are a class you need to practice to play well – and will reward you for that.

Was wondering about what would be an ideal build in this current meta, I hate conditions, want burst and raw damage.

I am assuming d/d or d/p

is S/P any good?

S/P won’t get you far in PvP. If you want a complete burst glass cannon go D/D. D/P is more survivability based with the BP and Headshot..

So I rolled a thief for SPVP

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Thieves* are good only if you practice. You don’t stand behind other players, go in for a backstab, stealth stomp and run away. We’re mobile for a reason, and that reason is being squishy like a newborn kitten, but that doesn’t mean not fighting. It means timing your dodges, your evades, knowing what the player you’re against and acting appropriately.
Also you didn’t make it clear if you’re playing a D/P setup or a D/D setup. What’s the question here? How are D/P builds in general? From a W3 perspective they do pretty good. For PvP I’d say less, you don’t need that much stealth, you’d probably do better with a D/D.
Just in case I didn’t make this clear. Thieves* are not OP, neither are they UP, they are a class you need to practice to play well – and will reward you for that.

2k hours later

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

This is actually really nice!
I’m used to seeing only complaints on the forums so seeing a compliment is actually cool

[Build] Zerg - Thief Builds.

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I’ve been seeing more and more threads here on the forum about “Zerg” worthy thieves, I decided to make a build and share it with you.
First, I want to open with the statement that this is definitely not the thief’s forte and if you like playing with another character with these type of game plays, do it.
But, If you’re really into thieves, and don’t use other professions – this can help.

First of all – “Sb/Sb – Zerg” Build.
You have two ways to play this.
First way:
http://gw2skills.net/editor/?fYEQJAVVlcmaP3dy5E+5EhnCy+VNFy0ldPuqWrKA-j0xA4sARfCUKsIas11ioxqkJiqV3Ym7ioVLFAErBA-w
This is a Sb/Sb build – based on endurance regeneration and 3 initiative on swap. Not only is the Shortbow the best weapon a thief can use in a zerg – It’s actually and amazing weapon in general.
It’s a condition based spec, and you have bleeding, poison and weakness on demand.
Your main playstyle will be inside the enemy zerg. You will want to blast cluster bomb every moment you can, switch weapons a lot, and every time you see that white combo field circle, blast it blast finisher (Don’t press #2 again). When you’re not blasting, you’re dodging for the cripple and bleeds. Signet of Shadows is a utility I only use for running with the zerg, switch it to "Caltrops"before a major fight. You will be gaining a TON of hp due to SoM but because you’re in enemy zerg territory, but also a lot of damage. Meaning the moment you stop dealing damage (stun/dazed) the AoE will kill you instantly. This is why we have Roll of Initiative, I sometimes switch it out for Shadow Step of infiltrators Signet due to the high cool down – whatever you feel like. Poison fields – Godly, your enemies won’t usually pay attention to the red AoE circle and get a full blown sniff of your deadly gasses ;). Plus, with the blast finisher that’s AoE weakness which can really help your zerg. Don’t forget that every time you cluster bomb you also inflict weakness so you will be doing a ton of AoE damage as well as bleeds, poisons, and weakness. Another skill that most people forget is Shadow Shot. It is used almost exclusively as a mobility skill but It also blinds. It really helps if you shadow shot onto a downed player to stomp him or onto one of your own downed players to revive him without taking all the AoE damage.

Second way – Venom Sharing Sb;S/p
This is a more commonly used build –
http://gw2skills.net/editor/?fYEQNAsaVlUmCNXey0E/5EB3DjC1n6VgsaPupNjJA-jkyA4MBRKAItAg+AlCLiGbpFt+SENqkJiqV3Ym7ioVLFAErBA-w
Your job will be exclusively standing on the outskirts of zergs and picking off over extending enemies. I don’t recommend this one as much because to me it seems like a small squad tactic – thief, but I’ve seen it used. Don’t forget that you’re sharing venoms, meaning standing completely alone is a waste of your build. Personally even when I do use this build I switch the weapons a lot – I rarely stick with the S/P, either S/D, rarely P/P or Sb (double Sb – like the build before). This build is pretty much self explanatory as in putting up venoms, and taking out stragglers. The reason I don’t recommend this build is that I feel as though we’re giving up too much for the venom share trait and the venom support trait in general.

Hope this helps!

/Black Cat

What the word "thiefs" indicate...

in Thief

Posted by: Black Cat.1024

Black Cat.1024

This is priceless. Someone PM burnfall.

Thief, at Guild Wars 2 World's End?

in Thief

Posted by: Black Cat.1024

Black Cat.1024

3/10, just because you blamed stun-lock warriors in the same category as us.

Thief Tricks and Tips

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Posted by: Black Cat.1024

Black Cat.1024

This is a really nice video, thanks for the make

P/P Condi First Impressions VOD

in Thief

Posted by: Black Cat.1024

Black Cat.1024

I’m glad to see someone is able to make the P/P viable

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

Why is this not considered a mobile class again?

Mostly because what you have to give up for said mobility in terms of dps and tank.

No I don’t, except for the 10 points for swiftness, I go 30 in alch for HGH, and 30 in firearms for juggernaut, and the Rocket Boots utility I use in general.

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

Just wanted to let every one know my findings!
Engineers rock mobility wise. Especially with the “Speedy Kits” trait and the vigor on swiftness (cant remember the name) – the same dodges as thieves have if you add it up. Yes, thieves have almost 3 dodges each time, but with regular endurance regeneration so thieves get 4 dodges every 4 dodges it just adds up differently. Engis can dodge twice each time, but with 100% endurance regen they get 4 in the space of the regular 2. so thieves get 3, than after regular endurance another one. Thieves might actually have a bit more since they get some after each dodge, meaning they get another one after the fourth dodge, but you can’t really tell the difference. Plus, perma swiftness is much better than 25% speed boost from the signet as utilities are more important than traits. With the #4 on Elixir Gun, and rocket boots, I have excellent in combat mobility as well as out.
Why is this not considered a mobile class again?

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

Thanks for all the help guys!

Signet of Shadows/Air

in Thief

Posted by: Black Cat.1024

Black Cat.1024

How is it that Elementalists have the exact same signet as us, but theirs breaks stun?

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

And I didn’t answer your question. I’m open to suggestions but I guess I was aiming for a P/P and elixir gun swap most of the time.

that’s a conditon build, and changes everything
Can work great as a mixed build with FT indeed.

I see what you’re getting at.. Ok, lets try a condi high evasive build. Where do I start?

I switched it up a bit.
http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJxoCdG0j8WX8KSR+x8nCsF-jUyAYLhQSUAJCI5wioxWaRrvERjqbMdMRUt5uIa1CBMaBA-w

What’s wrong now? haha, I’m actually enjoying this, It’s been a long time since I’ve played a class I didn’t know like the back of my hand.

I would take Juggernaut over napalm specialist (even though that’s a good trait), or replace one of the ‘Trigger’ traits. Because let’s face it: if you swap from FT to EG to dual pistol… you’ll never use all the cooldowns to their fullest.

And Deadly Mixture over Blood Injection, since your vitality is a bit low anyhow.
Yes, that’s power damage instead of condittion… but with FT it ends up a mixed build anyhow.

Runes of the undeath are a cheap and good toughness-condi build option.

2 battle sigils don’t stack, and with high crit you can take earth or battle. But you’ll need a second sigil with no cooldown at all (5% crit, even more burning duration to reach 33% trait + 10% sigil + 10% Explosives Traitline use)
For example: 33% trait 10% sigil 10% Explosives 10% from one Givers weapon + 40% food = 100% burning duration added !
(103% but it caps at 100…)

Gratz by the way, you arrived at a balanced FT-EG p/p build

Haha, thanks!
So this is what I’ve arrived at: http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJxoCdG0j8WX8KSR+b8nCsF-j0yAYLEsWApKAEBQqASOsIaslW06LR0o6GTHTEVbuLiWtUAQsGA-w
I filled it all out, so tell me what you think

this will work for sure.
I would still say ‘Juggernaut’ but you’ll be good without

We have a few FT adepts here on the forum, and i’m sure they’ll chip in later this evening.
They might add some details.

A few wrote guides even.
Think Nakoda and Phineas Phoe are 2 of the more vivid defenders of the Flamethrower I can remember by heart, might want to put their names in the search engine if they don’t show up here.

I will, thanks for all your help!

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

And I didn’t answer your question. I’m open to suggestions but I guess I was aiming for a P/P and elixir gun swap most of the time.

that’s a conditon build, and changes everything
Can work great as a mixed build with FT indeed.

I see what you’re getting at.. Ok, lets try a condi high evasive build. Where do I start?

I switched it up a bit.
http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJxoCdG0j8WX8KSR+x8nCsF-jUyAYLhQSUAJCI5wioxWaRrvERjqbMdMRUt5uIa1CBMaBA-w

What’s wrong now? haha, I’m actually enjoying this, It’s been a long time since I’ve played a class I didn’t know like the back of my hand.

I would take Juggernaut over napalm specialist (even though that’s a good trait), or replace one of the ‘Trigger’ traits. Because let’s face it: if you swap from FT to EG to dual pistol… you’ll never use all the cooldowns to their fullest.

And Deadly Mixture over Blood Injection, since your vitality is a bit low anyhow.
Yes, that’s power damage instead of condittion… but with FT it ends up a mixed build anyhow.

Runes of the undeath are a cheap and good toughness-condi build option.

2 battle sigils don’t stack, and with high crit you can take earth or battle. But you’ll need a second sigil with no cooldown at all (5% crit, even more burning duration to reach 33% trait + 10% sigil + 10% Explosives Traitline use)
For example: 33% trait 10% sigil 10% Explosives 10% from one Givers weapon + 40% food = 100% burning duration added !
(103% but it caps at 100…)

Gratz by the way, you arrived at a balanced FT-EG p/p build

Haha, thanks!
So this is what I’ve arrived at: http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJxoCdG0j8WX8KSR+b8nCsF-j0yAYLEsWApKAEBQqASOsIaslW06LR0o6GTHTEVbuLiWtUAQsGA-w
I filled it all out, so tell me what you think

Forgot to switch “Hair Trigger” with “Rifled Barrel”

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

And I didn’t answer your question. I’m open to suggestions but I guess I was aiming for a P/P and elixir gun swap most of the time.

that’s a conditon build, and changes everything
Can work great as a mixed build with FT indeed.

I see what you’re getting at.. Ok, lets try a condi high evasive build. Where do I start?

I switched it up a bit.
http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJxoCdG0j8WX8KSR+x8nCsF-jUyAYLhQSUAJCI5wioxWaRrvERjqbMdMRUt5uIa1CBMaBA-w

What’s wrong now? haha, I’m actually enjoying this, It’s been a long time since I’ve played a class I didn’t know like the back of my hand.

I would take Juggernaut over napalm specialist (even though that’s a good trait), or replace one of the ‘Trigger’ traits. Because let’s face it: if you swap from FT to EG to dual pistol… you’ll never use all the cooldowns to their fullest.

And Deadly Mixture over Blood Injection, since your vitality is a bit low anyhow.
Yes, that’s power damage instead of condittion… but with FT it ends up a mixed build anyhow.

Runes of the undeath are a cheap and good toughness-condi build option.

2 battle sigils don’t stack, and with high crit you can take earth or battle. But you’ll need a second sigil with no cooldown at all (5% crit, even more burning duration to reach 33% trait + 10% sigil + 10% Explosives Traitline use)
For example: 33% trait 10% sigil 10% Explosives 10% from one Givers weapon + 40% food = 100% burning duration added !
(103% but it caps at 100…)

Gratz by the way, you arrived at a balanced FT-EG p/p build

Haha, thanks!
So this is what I’ve arrived at: http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJxoCdG0j8WX8KSR+b8nCsF-j0yAYLEsWApKAEBQqASOsIaslW06LR0o6GTHTEVbuLiWtUAQsGA-w
I filled it all out, so tell me what you think

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

And I didn’t answer your question. I’m open to suggestions but I guess I was aiming for a P/P and elixir gun swap most of the time.

that’s a conditon build, and changes everything
Can work great as a mixed build with FT indeed.

I see what you’re getting at.. Ok, lets try a condi high evasive build. Where do I start?

this is more or less a common HGH build I think:

http://gw2skills.net/editor/?fcEQJAqalspCYnvSiF87IyoCdmoH5HlNZfe8WpFEC-jUxAYLACEQyvIasl4ioxqqJiqFCY0CA-w

grenades…
The elite can be supply crate, I took the elixir X because it adds another elixir for HGH and condi cleansing. This one works with Lyssa by the way BUT it removes the stability from the elixir and replaces it with the shorter stability of Lyssa!
So still not good

Never seen a HGH Elixir Gun build, but i’ll make one for you anyhow

Now I see why the HGH builds are so powerful. Wow. But I actually like the kits a lot more than elixirs. So If I’m going for condition this would be a must?

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

And I didn’t answer your question. I’m open to suggestions but I guess I was aiming for a P/P and elixir gun swap most of the time.

that’s a conditon build, and changes everything
Can work great as a mixed build with FT indeed.

I see what you’re getting at.. Ok, lets try a condi high evasive build. Where do I start?

I switched it up a bit.
http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJxoCdG0j8WX8KSR+x8nCsF-jUyAYLhQSUAJCI5wioxWaRrvERjqbMdMRUt5uIa1CBMaBA-w

What’s wrong now? haha, I’m actually enjoying this, It’s been a long time since I’ve played a class I didn’t know like the back of my hand.

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

And I didn’t answer your question. I’m open to suggestions but I guess I was aiming for a P/P and elixir gun swap most of the time.

that’s a conditon build, and changes everything
Can work great as a mixed build with FT indeed.

I see what you’re getting at.. Ok, lets try a condi high evasive build. Where do I start?

So why so many builds with rifle?

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

With a kit based build, isnt it better to go pistol/pistol or pistol/shield for the ability to have 2 sigils, and slightly more stat increase (like 1% crit dmg and 1 power (lol)

I see all kinds of builds with rifles, why?

I guess because the rifle is very power based w/ a knockback on a 15 sec cool down which is pretty good.

for wvw/spvp i guess… but its also a self CC, which is terrible unless you are 1v1ing.

Kit dmg isnt based on weapon damage, so to me its a bit odd all these players are using rifle, and losing out on that second sigil.

Jump shot also doesn’t do enough dmg to justify swapping out of a kit. (in pve at least)

What damage is kit based on?

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

And I didn’t answer your question. I’m open to suggestions but I guess I was aiming for a P/P and elixir gun swap most of the time.

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

Got it, thanks!
From your experience, how much uptime on swiftness and dodges in\out of combat? (With speedy kits)

I would have to time the actual seconds between sets of 2 dodges with invigorating speed.
I’m sure others have done that and could answer it without needing to test first.
My builds very rarely allow me to use 10 points in Alchemy, which is unusual for most engineer builds. Alchemy is our best defense line, but I use less common experiments.

The uptime of swiftness-vigor depends entirely on the kits you use:

- a grenade build for WvW tends to stay in grenades rather long, but as you’re max range you need the speed and dodges less.

- a HGH p/p grenade build will use the pistols a lot, they swap often but only use 1 kit of course at most (rest elixirs).

- a Flamethrower coupled with an Elixir gun will swap very very often, giving you full uptime. A few use Flamethrower for longer periods, which works very well in pve.

- med kit is an in and out swapping all the time if you want to get the most of it. That one is the summum of micro-managing kits. but if you do: it’s our best self heal available (turret best group heal).
Med kit coupled with ’on heal runes) and weapon swap sigils, and maybe might proc trait, gives you loads of effects just from healing…

- no stays in Tool Kit or bomb kit for whole fights I think. Here it simply depends if you use them alone or with other kits.

long rant just to say : ‘it depends…’

I understand. Seeing as this is my first try I would like to run this by you.
http://gw2skills.net/editor/?fcEQJAqal0pqbn1y3F1LJyoCdGoH5VdNiiKkffUMfsFA-jEyAYrASBAJBAJvioxWFLiGruGT5SEVbwLiWtQAjWAA-w
This is me trying to spec some mobility, With a DPS based build that relies on condition duration for the 2% more damage each condition. What would you change here? My play style is very mobile, being used to the thief, so I guess I’m sacrificing some damage. On the other hand, I’m used to being squishy as a worm, so dodging is something I know how to do.

you’re mixing up 2 builds actually, and not sure to a good result

For starters: if you use FT-EG you best take the 15% damage increase from 20 points in Alchemy (deadly mixture). Neither Flamethrower nor Elixir Gun do enough damage untraited. The 15% is power damage alone by the way, not conditions.

Dual pistols work fine, but they really shine in a HGH build.

Defenitely take a sigil that procs on weapon swap or on crit. Flamethrower hits 10 times on #1 auto-attack, all of those can crit.
And when using 2 kits, you swap a lot.
Either of these will far outshine 10% bleed duration.

If you could tell us what the preference is: Flamethrower, Elixir gun, or mostly pistols..; we can help with defining the build more.
You can still keep all of these, but your traits need some more direction to make the build work optimal. hence the question where to put the emphasis.

Last note, bit disapointing:
runes of Lyssa do not recognise our Supply crate as an elite… probably because it’s ‘outside’ of the engineer character itself.
Welcome to the engineer bug list

I was actually wondering about the weapon swap, thanks for clearing that up. Where should I take the points from for the 15% damage increase? Too bad about the elite, what would you recommend?

So why so many builds with rifle?

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

With a kit based build, isnt it better to go pistol/pistol or pistol/shield for the ability to have 2 sigils, and slightly more stat increase (like 1% crit dmg and 1 power (lol)

I see all kinds of builds with rifles, why?

I guess because the rifle is very power based w/ a knockback on a 15 sec cool down which is pretty good.

Any recent major changes?

in Thief

Posted by: Black Cat.1024

Black Cat.1024

Check out the game updates forum, you’ll be able to see every patch since you left

How are Engineers - mobility wise

in Engineer

Posted by: Black Cat.1024

Black Cat.1024

Yeah, the uptime on vigor via speedy kits depends a lot on your build.
You can also take the “50% chance to gain swiftness on crit” from firearms, like I do with pistol builds, as I’m only using toolkit for that build.

I’ll try that, thanks