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Showing Posts For Black para goner.7612:
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Really Anet XD You can get 2 portals!?
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Turret Engi wasn’t OP, it was just too effective for a build which takes no skill to use. Nerf is great, if Engis wanna turret they’ll have to play smarter.
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(edited by Black para goner.7612)
I really hope hammer engi relies on the main weapon rather then kits, it would feel really fun to play! To keep it engi type style though, we could add something very interesting. Imagine the weapon slot skills would have chains up to 3, but you could chain the hammer no.1 first chain skill, with the no.2 second chain skill, then finish with the no.5 third skill. That would be so complicated but really cool
!
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Warriors are not UP, they can be very strong if the player is gd, same with Engi they are not OP they can be very useless if the player is bad.
Predator | Quip | Flameseeker | Juggernaut
Like most of these guys are saying, you don’t want to range a moving target with grenades, its to difficult.
For ranged targets try close in, use your dodges and blocks when needed to close the gap then fill in with immo, cripple, chill and CC to lock them down for your dmg.
For melee professions you’ll want to keep them at a good range, 400-800, use your kiting well and try not to get locked down by movement condis or CC.
The only time to use grenades at 1200-1500 range is if you are zerging, or running away from a group. Remember grenades can be thrown behind you, to me that’s the only reason I use them so often, its a really powerful thing.
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Feedback on HoT Stress Test [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Black para goner.7612
Great Stress test, I love the new style of events, the champions were really fun to fight.
I love the revanant style of play, reminds me a lot of gw1. Although it does seem really strong with its elites, and some of the other skills, I’m sure the changes and additions to other professions will balance things out.
I spent the whole 4 hours doing the events over and over, and viewing masteries and testing the glide system. I was also commanding (Nova Rev Bushido) on the Wyvern boss fight haha, I had a great time.
I only had lag for around 6 or so minutes in the first two hours. While fighting the Wyvern everything was slow. Also even when not lagging I was taking dmg from his fire, while not standing in it. Me and my friend had this problem many times, on his screen I was in the fire, yet on mine I wasn’t.
Overall Great work Anet, very Impressed.
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SYG for guard is so much better then elixir B. It gives us some useful boons retal and fury which isn’t easy to get as an engi. But elixir traits aren’t used anymore, elixir builds are just bad overall. toss elixir gives 3 stacks for 4 seconds base, while SYG is 5 stacks lasting 5 seconds. Traiting deep into tools for the cooldown on toss wouldn’t be viable.
When it comes down to thing like elixirs and gadgets it seems they are just too many situations where they are not viable to use, so buffing them could be the answer. Although elixir B for example which has some decent solo use with fury, retal and stab. But in teams only the stab is useful as over boons can be given by allies easily such as warriors, rangers and guards. Maybe giving it 5 stacks will be better but its hard to say.
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http://gw2skills.net/editor/?fdAQFAUlUUpPrlcx+KseNiaBF6omxAIyrklPGhDA-T1BEABMp8TR1fA4BA8wFAIm9HcTHwWKBJFATatA-w
For frontline you need some dmg, but also a way to survive. This build gives a lot for that. Stealth pulling to get necros into forntline by surprise. Block every 20 secs if needed, 2.5k power yet 2.8k armor and 21.5k hp.
You could bring slick shoes now due to the chance, having the knock down will remove 12 stacks of stab if they run into all of it.
Predator | Quip | Flameseeker | Juggernaut
http://gw2skills.net/editor/?fdAQJAqelUUpPrlcx+KseNiaBF6omxAIyrklPGhDA-T1BEwAMV+5RPQL1fA8AAecCAit/wWlgkCgJtWA-w
This is better, that much tankiness isn’t needed, should have more dmg really. If water fields scaled with the casters healing power then I’d use something like zealot and cleric with abit of zerk but it doesn’t so here you go!
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Yea projectile speed increase would make it much better. Although giving swiftness to allies doesn’t help so much. There are many better swiftness skills from guards, warriors and rangers.
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^^ Flaming Engi!
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Pros
- Enough crit for burn proc.
- Good AoE condi
- Great self support (Stun break, condi removal, smoke field, CC both hard and soft and block).
- Both Vit and Toughness, going full rabid gives you alot of crit chance which isn’t really needed for engi for condi in my opinion, more vit is better.
Cons
- Fighting ranged may be difficult since no grenades, although you have burn on crit, 2 blocks and projectile reflect.
- With all the CC you have a better chance vs condi necros, although if you do vs one i’d take out elixir gun for slick shoes. If you can CC them and get your dmg out, and stop their heal you will win.
Gl
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Kit refinement- Either don’t make it global, or decrease the cooldown of it and buff the effects of grenade and med kit.
Grenades – Give other kits grenade masters XD, flamethrower (Take less retal dmg, around 30-50%).
Med kit, each med skill now throws out 3 packs, that would be very interesting to see for a grandmaster tool trait.
Elixir gun, Whenever you use a skill removes 2 condis off of your allies and you gain regen for 3s, Cooldown of 8-10 secs.
Bomb already has one but I do believe they should boost how much it scales with healing power again.
I don’t think Tool kit needs one really since it is already very useful, but maybe something that gives you protection3s and stability1.5s while using it, with a cooldown of 14s or so.
Pistol #5 – Yea shorter cooldown, make it 20s or so.
Mortar – Make it moveable like some type of mini tank, rather then stability while in it, give 3secs of stability every 10s, because of boon rip :P. Maybe also able it to give boons to allies etc.
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1-2 second reflect would be really nice, if they make it similar to how the cannons reflect in Arah story, when you are on the ships.
Reflecting things such as Pin Down, Mirror Blade and Rapid Fire, etc.
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I’d like to see a whole new type of skill mechs, engi can upgrade themselves with armor/weapon boosts. For example one mech armor could give them and allies boons such as might, protection, and fury. Another mech could reduce the dmg taken by retaliation by 30-50%.
They could go down another route were the mechas support their other type of skills. Such as whenever the engi CCs a foe, he will gain hp back. Or Whenever they use weapon skills they gain boons or life stealth chance on hit.
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I would want to see a good rebalancing of our current ones. I feel like the kits dominate just a bit too much. Give our existing skills some love!
I agree, give gadgets more, also elixirs more. Give gadgets better traits, and a better grandmaster trait in fire arms for rifle and pistol.
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Maybe SD Engi, really gd at taking out thieves and mesmers, reveal op XD.
Also I’ve wanted to try bomb healing with melee train, something like 4/0/6/4/0 or 4/0/6/0/4 depends on your slots. For slots I’d say toolkit, slick shoes, elixir gun, elixir B mine field, all interesting choices.
I’ve made armor sets for both, but I’ve never had a gd chance to use them yet. If they work well I’ll let you know.
Predator | Quip | Flameseeker | Juggernaut
I think buffing Elixir Gun like that would be abit too op, they want engis to be countered by conditions and CC. If they buffed Fumigate, then they’d most likely increase the cooldown of it. How about a trait similar to juggernaut, but works like this: Every time an elixir gun skill is used, removes 2 conditions from the user, cooldown of 10-15 seconds or so, grandmaster, also gives the user 200 vit.
Indeed Kit Refinement is horrible, it has potential but still nothing special. Your suggestion is good, also the mine with grenade kit doesn’t really make sense, maybe something like grenades do weakness on take hit, 1s each.
One more thing I’m wondering about is if they could put in a trait for grandmaster where engis take 25%-40% less reliation dmg, its really horrible due to the fact we do so much AoE, but in wvw we can’t even get it off without dying so fast. It might make engis abit too strong but its something to think about.
One last thing, I’m confused about the Ram change, I was thinking Launching was much more effective then a daze. I mean if it dazed at a long range maybe but so close, I don’t really see the difference, could you explain that to me alittle? I mean if it launched then after they got dazed for a second, then I can see how strong it can be.
EDIT: Ty for guys who answered my question, I’ve barely used it XD forgot the difference in skill name.
Maybe for Gadgets give the boons they give to the engi an AoE effect?
Predator | Quip | Flameseeker | Juggernaut
(edited by Black para goner.7612)
To strong, they need to fix elixir F, and maybe make it so elixir F, also maybe a grandmaster trait for elixir gun, then maybe better effects to their abilities.
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No gd engi would crate in a 1vs1, I’d only do it vsing something like condi necro, or if i’m low and someone jumps me. You say crate is op fair enough, but look at all the elites you can do very often, just because crate has a heavy effect its op? Once every 180 seconds we can use it, if the engi really needs the crate to vs you then next time you see em you’d most likely destroy em. Most professions can use their elites every 45-60 seconds, make use of that.
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I only run cele when in groups of 3-5, people love focusing engis, You can’t zerk in those situations when you have a thief and warrior on your kitten . I like to run more zerky solo, good dmg, keep the enemy on their toes, they make a mistake you got em, you make a mistake you are dead. Can make for good fights.
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Mesmers have a good chance vs engis. With condi you’d rekt us, CC builds rekt us. Depends on the type of build but also remember the skill level of the player. I’ve been playing engis since launch, I’ve noticed a greater amount of engis in pvp, yet most of them are not very good, just running basic meta builds. If you are truly a better player you will beat them.
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Alchemy
- Acidic Coating – Should blind AoE (I have revisited this and now not sure, what do you guys think?).
Gadget
- Kit Refinement – Oh so very bad very very. Us engineers love our kits but this can’t even be used correctly. I suggest decreasing the cooldowns to 15 seconds each and some other changes also.
- Bomb kit – Decent, a AoE pull could be used in wvw maybe in pvp also
- Grenade kit – Drop a mine :P Why would you want to drop a mine with grenades! I suggest changing it so the next grenade throw inflicts weakness for 1 seconds each grenade hit.
- Med kit – Magnetic aura isn’t too bad but it would be more useful if it dropped 5 Bandages.
- Elixir gun – This used to me great, it used to drop a super elixir but got heavily nerfed and super elixir then also got nerfed :P. I recommend being that back.
- Flamethrower – Increase to 5 seconds from 4 seconds.
- Tool kit – Increase the super speed to 4-5 seconds from 3 seconds.
- Armor Mods – I find this useless as a grandmaster trait, taking tool kit and having power wrench is much better. You get a 3 second block every 16 seconds! I don’t really know what to do with this trait, maybe give the engi 150 toughness for 5 seconds also.
- Adrenal Implant – I laugh at this trait, why would you need this when engineers can have almost perma vigor by going 2 into alchemy and 2 into tools. Although boons can be removed, but you can’t remove the 50% endurance increase. Also it would counter weakness yet I don’t see the point going 4 more into tools for that trait and vigor. I suggest every time the engineer dodges they also gain regen for 3 seconds on dodge. Or maybe since this trait line is about dodging and tools, whenever the engineer dodges, they decrease their tool belt skills by 3-5 seconds. I’d say that could introduce interesting gameplay.
- Gadgeteer – The Retaliation it gives AED isn’t longest for a 40 second cooldown skill (32 if traited). Give it 5-8 seconds.
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Skills
Elixir
- Elixir H – This heal is really bad, it can be used better with traits such as HGH and and 409 yet still the unpredictability in this skill makes it hard to use. Suggestion: Buff the throw, either giving longer boons or multiply boons. For the slot skill I think they should increase the duration of the boons giving engis longer protection would make this skill actually useful.
- Elixir U Toss – Why make this skill random? Engi now has reflect on turrets give them their one reflect on this toss skill! The elixir itself is very bad in pvp and wvw but usable at times in pve so I won’t suggest much of a change.
Kit
- Elixir F (Elixir Gun) – The way this skill works is too hard to use in actually combat, the shot itself moves very slowly, hardly ever hitting its target to make use of it. The dmg it does itself is pretty gd if you have alot of power/crit dmg. I suggest increasing the shots velocity and the number of bounces it does.
Gadget
- Static Shock (A.E.D) – In my opinions the Range is to short, although I do suspect this heal was used more for grouped meele combat vs heavy dmg, due to the range of the skill. I think the stun should be either same range but AoE hitting 5 people or, mid-range (900) hitting only one. Tbh I’d prefer the AoE one. This may be pushing it but bare in mind healing turret is still so much stronger since the engineer has so many blast finishers they can heal AoE for them self and teammates even more.
(Mine field can do a lot of damage, and remove boons, very useful but not used much so I didn’t include it here).
Elite
- Mortar – Give it more dmg, more HP and some boons to the user. The only way I can see this being used is in WvW defending a tower, if the user was given protection as long as stability and maybe even regen it would help this elite quite alot!
Traits
Explosives
- Autodefense Bomb Dispenser – In my opinion this is a really bad trait, the more I think about it I feel it may be useful vs Warriors, other engis and a thief to stop some dps after their CC. Although you only go 6 into this trait line if you are using grenades or bombs I don’t see any reason to not take grenadier for grenades or III IX and VIII for bombs (if going condi or I’d just go III VII with power and use points on another trait line). I don’t have a fair suggestion for this, although maybe decreasing the cooldown for a grandmaster trait.
- Synaptic Overload – I’ve tried using this trait with an SD (Static Discharge) build that goes 6 into explosives which is pretty risky anyway since rifle doesn’t have anything to do with that trait line. Another is flamethrower maybe but going 6 into explosives for flamethrower doesn’t really make much sense since Alchemy works much better with flamethrower. I believe the only way to use this trait properly is with either Bomb kit or Mines; I’ll have to do more testing with bomb kit and this trait to see how well it works. I don’t have many suggestions to change it.
Firearms
- Napalm Specialist – Why would you go 6 into firearms for longer burns when you could go 6 into explosives for longer duration on all your conditions? I can only see this being used for a flamethrower build, longer burns gives your auto attack more chance for more dmg. Yet it just isn’t worth it there are much better things. I believe this trait should also give you 10% more dmg on burnt foes and you either take less dmg from burn, decrease burn duration applied onto yourself, or burn immunity. Immunity may be a bit to strong but it’s an idea.
- Coated bullets – Useless, if you want to spread conditions grenade, bombs elixir gun but pistols piercing doesn’t do anything remotely interesting. I recommend giving engi more condi dmg while using this trait, and combined it with increase ranged. Or change the trait altogether and increase 5 peoples condition dmg by 150.
Inventions
- Cloaking Device – Terrible, most people playing this game now are pretty decent, if you get immobilized and stealthed of course they’ll know where you are, you can’t move! XD I mean c’mon! Prime example of this is thief, they you are dmging a thief and he stealths you normally unleash ur AoE were the thief was last seen. I suggest this trait remove immo when it stealths you.
- Low-Health Response System – This trait would be much better if it activated at 50% or at least 35% rather than 25%. There is no point of regen at such low Hp.
- Automated Medical Response – Reduce cooldown to 45 at least.
- Elixir infused bombs – Rarely used, even I who has almost every set of armor stats could only find use of this in pvp bunker engi. I suggest heal on pulse for fire bomb smoke bomb and glue bomb. Or add every 5 seconds removes a condition, this may be too strong but I believe it would make it seem actually more usable.
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(edited by Black para goner.7612)
Hiya guys, there are a lot of traits and skills for every profession no one uses, I main engi so a couple of months ago I looked at every engineer trait and skill and chose to talk about the ones I think are not good enough. I properly should of written about traits and skills I think are too good but I’ll leave that for another time. Hope you enjoy and please give your opinions.
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I hate it for many reasons, its to powerful for being so passive, doesn’t require most no skill, you just sit place turrets and use rifle 1-5. It needs a nerf in pvp, decrease the time turrets last for from 5 minutes to 60-90 seconds, this will give people a real choice on if they’ll place turrets and just afk or play more actively atleast. Increase the skill needed for the build would be better, its just to easy and effective atm…
EDIT: Maybe I am making it seem abit to strong, it doesn’t have mobility, not alot of condi removal, still CC destroys engi, and AoE works really well vs it, but I dislike how passive it is.
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(edited by Black para goner.7612)
What you say makes a lot sense Loki, most people know pve is too easily because of the design atm, but the suggestions are always the hard part. I like the idea of a change, but the stat change like that could be dangerous.
What I think should happen is:
- Give bosses more toughness but less HP. This will give people more reason to have retaliation and condi.
- Make bosses do more AoE damage. Stop easy stacking and people wearing zerk, it would be higher to dodge massive amounts of AoE.
*Give certain bosses Auras. On Hit effects maybe, or whenever for example a boss who does a lot of AoE dmg around him on auto attack, and his aura does dmg on you, more the further you are from him. That would bring more interesting gameplays for positioning carefully. - Give some more bosses conditions! More CC, more Boons! Almost all the bosses in pve just do direct dmg, and theres so much people can do to stop that. There are certain bosses in the newer areas certain dungeons where enemies are actually quite tough, keep that up!
Most people say PVE is easy which is quite true, but a lot of the people who say that don’t want it to chance because they want the easy money. If they make things harder they should also increase the amount of gold you receive for dungeons, hearts and events etc. Mostly events, you don’t get much of anything unless the event spawns a large amount of enemies.
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My personal list?
1. engineer
2. engineer
3. engineer
4. engineer
5. engineerWhy take other classes when engi can handle everything:-)
5 engis, op as kitten. 25 stacks of might perma, everyone has swiftness, 25 stacks of vul, stealth whenever, Boon rip if needed, AoE condi removal, water field, AoE heal. Time ur heals well and no one should drop. AoE Rezing, Mass dmg single target or AoE.
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All I’ll say is flamethrower will get hit by retaliation to much, I’d prefer Zerk and ascended Valk trinkets using grenades with tool kit and elixir S, pretty gd CC and great dmg. Or you you wanna be in the zerk play Bombs, elixir gun and Elixir B, stability, AoE dmg and soft CC also condi removal and 2 stun breaks, I suggest run around 2.6-2.8k armor for this build.
Predator | Quip | Flameseeker | Juggernaut
Okay I tested it in wvw, it works in wvw but not pvp or pve.
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Hiya guys, been trying the flamethrower and the juggernaut trait doesn’t seem to give the 200 toughness on my stats, has is this happening to you guys also? I’m wondering if it adds the toughness but doesn’t show the difference on the stats
Predator | Quip | Flameseeker | Juggernaut
1. The movement speed trait is the same for all professions that have it (signet of the hunt, signet of air, signet of the locus, warrior’s sprint etc etc).
2.For stability we rely more on our blinds and CC to get us out of bad situations, the worst case scenario I can point out is a warrior using zerk stance and balance stance at the same time. We can’t CC them or use condi to soft CC or even blind, also we do have a decent boon rip but not viable in most situations.
3. Rocketboots I wouldn’t say is hard to use but it has alot of bugs which can mess you up big time which can be very annoying.
Overall Anet wants engi to be a very high skilled professions, to be a decent engi takes time, to be a good engi will take you awhile but to be a perfect engi will take a very long time. I don’t think anyone can perfectly play this profession to perfection yet. Timing blinds, cooldowns, dodges, thinking of tactic attacks while in battle, using the correct skill for the correct moment while watching your enemies skills is soo difficult to do perfectly. I love the profession.
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I don’t use supply crate unless… They are running a build that counters me real hard for example hard condi builds (necro or mesmer). But I would use it in tpvp 1vs1s there its just who wins any other factor of pride doesn’t matter to me.
Predator | Quip | Flameseeker | Juggernaut
Would be interesting if they mix the 20% recharge of rifle and then also increase its dmg by 10%. For pistol recharge and piercing pistol in one trait.
I think they should increase the tool kit dmg increase to 20% not 10% it doesn’t have enough dmg best skills for a only 10% increase.
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Thwack skill on the tool kit should have the cast time reduced to 1/2.
Reason why
The two first attacks in the chain both:
- Inflict vulnerability
- Hit up to 3 people
While the 3rd chain attack:
- Doesn’t inflict vulnerability
- Hits one target.
- Scales better with power then the other two.
10% increase of dmg to toolkit will be great, only thing is toolkit only has 3 power scaling skills. Making the auto attack better on toolkit may finally open up a meele type engi build
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(edited by Black para goner.7612)
I have a rabid set with those runes and 3 kits, it works very nicely. 25 stacks of might, my burn gets 960 per tick is pretty crazy, it is a great build
Predator | Quip | Flameseeker | Juggernaut
Literally the only thing necromancers bring to zergs is wells, marks and plague. Engineer has about the same amount of stability that necromancer has. Surely engineer has better aoe spam than a necromancer for zergs?
Boon ripping is really important.
Predator | Quip | Flameseeker | Juggernaut
Personally, I feel that you guys need to develop a knowledgeable understanding of the profession before complaining. Then perhaps you can even educate those your complaining about in the OP.
Yea thanks for everything you said, I do know a lot about engis, I might need to educate more people in my server like you suggest.
Predator | Quip | Flameseeker | Juggernaut
I know you feelings man:-)
Sad true is engis are really bad for team fights.
Thank bro I appreciate you knowing how I feel and you made alot of good points in your comment, you say that engi are really bad but i don’t think thats true. Like you say later it just really hard to do what we most do to get it correct, its more of skill then, just like near the start of GW2 no one could handle engi and even now people are still finding it hard to handle. Thank you for that, I’d like to talk to you more about engi stuff if you like XD.
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So in map chat a guild was spamming WvW guild, all professions needed, then when I told him I was interested and told him I play engi. He then told me they aint looking for engi, sigh it makes me angry at the state of WvW team play, the only thing they look for is Guardians, Warriors necros eles.
I main engi, infact its all i play, for that type of play it can fit in with maybe different types of roles. hard CC(Knockdown, blowout), soft CC (AoE cripple and immo), stability, waterfields, firefields, smoke fields, AoE condi removal. The profession has so much to it yet we are not wanted in WvW teams. I know people will argue we are amazing solo roaming, pvp and we are very strong in pve also, yet I feel it isn’t fair that i’m not allow to play my favorite profession everywhere without people not taking us seriously. I think its the lack of knowledge people have on our profession because we can do so much. I also think its just how the WvW meta is atm, I really don’t like it.
What do you guys think on an honest level. I think it is due to a lack of knowledge on engis from other professions overall we are amazing but not everyone see us that way sadly…
Predator | Quip | Flameseeker | Juggernaut
Engi gets countered pretty hard by necro, so its naturally to lose against one if you are both at the same skill level. The way to bet an necro on an engi is using ur blinds and blocks at the right time, also dodges. I try to get close to them and circle around them bombing them and dishing out CC. Necros get countered pretty hard by heavy CC or alot of condi clearer professions like an ele.
Predator | Quip | Flameseeker | Juggernaut
All AoE in the game is limited to 5 people. They prioritize yourself always, then your party. If your party is not full it’ll prioritize the people closes to the turrets.
Predator | Quip | Flameseeker | Juggernaut
I’d say Engi is really gd in dungeons, great dmg, great support. You just need to know how to play them. Thing is about engi is that to get good results you need to play very hard and know the professions in side and out. While say warrior its put down a flag and then rotate between 100 blades and axe f1.
http://gw2skills.net/editor/?fdAQFAUlUUpEr9ZxdLseNSbBNqwA6TMi2+5FEgjC-TlRBABXt/o8DPdAL8AAA4CAQp6PmpEkUARsMC-w This build is pretty amazing for dungeons, 25 stacks of vul, also you do 2% more dmg for each condition on your foe, and 5% for bleed. If you switch between grenade no.2 and no.4, bomb auto attack, elixir gun no.4 and grenade and bomb tool skill you’ll do so much dmg. You also offer alot of support with condi clearing and nice heals with blast finishers. Not many professions can do all that at once. Speedy kits is more of a pvp and wvw thing but for me personally I hate being slow in dungeons XD getting to places fast is how I like it.
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(edited by Black para goner.7612)
The one and only Nova Bushido
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Hello I am the Leader of IRQ, we are a small guild at the moment with a bit over 50 players, more than half of which log in every day. We have level 6 on each upgrade category, and have guild trek, bounty, rush and challenged unlocked which we do every Sunday. We are friendly here and we try to encourage doing activities together! We also have our own pvp server and ts3 which you can use anytime you wish!
General requirements
I understand not everyone would want to pvp and pve, so you need to at least match up to 3 of these requirements excluding anything in bold. The requirements in bold are mandatory, unless you have a good reason.
- Active (On at least one every week), we do allow breaks if you need them for a period of time.
- Good knowledge of pve (Dungeons, fractals).
- PvP rank doesn’t matter, when you train with us we’ll know if you’re good or not.
- WvW rank doesn’t matter either, but we will conduct you on your wvw knowledge.
- Fractals level of 20
- Achievement points of 4k
- Willing to join us on ts3 to at least listen in.
- Willing to train hard, and learn.
- Good English
If you are from another server that’s fine, we won’t ask you to represent until you are participating in our events, such as dungeons.
Pve
We are focusing on Dungeons and fractals. Dungeon speed run include AC, CoF, HoTW, SE, TA and CoE for our normal Rotation. If done properly can be a joyful experience. We are looking players who are either willing to learn about dungeons and will active enough in the guild to stay with us after we have taunt you the basics, or experience players who want to just jump into our routine.
For fractals we have a level 50 fractal player who will be assisting people will knowledge of the dungeon, we are looking for players who are level 20+ in fractals, or have 10+ with at less 20 Agony Resistance.
We also go killing bosses together such as Tequatl, Jormag etc, helping guild members gain dragonite in a friendlier and funnier environment. These events will happen at less four times a week.
Pvp
Our pvp team has only started up consisting of a rank 70, a couple of rank 30s and rank 20s. To join our pvp team me and my pvp co-coordinator will have to conduct a skill test within our private server, this is to at least know where we think you stand in our pvp team. We aren’t looking for any profession in particular, but it would be nice if you at least know how to play a couple of professions so we can mix things up when needed.
We also do a pvp training session every week were we going in and duel each other, learn new tactics and have fun! This event will happen at less twice a week.
WvW
We focus on roaming in small groups, completing objectives outside of the zerg. Having a good knowledge of wvw and how to fight is a good start, we expect everyone to know how to pull their own weight, but also strengthen each other’s. Main group roaming will happen at less once a week, aiming at twice.
My in-game name is Nova Bushido, mail me in-game if you have any further questions and I’ll try to answer you directly!
Predator | Quip | Flameseeker | Juggernaut
(edited by Black para goner.7612)
So I’ve been experimenting with my new engi builds with the traits, Synaptic Overload is a nice trait for SD build or a rifle build, but the only problem is its in the wrong trait line. All the engineer most of the engineer knock back traits are in firearms, rifle and flamethrower traits. I really think it should be in Firearms instead and Bunker down should be in explosives. explosives has all the mine traits so i’m really confused why it’d be in firearms. Some of the engineer traits are in random places sometimes, I don’t play other professions so I’m not so sure if its the same with the others. But this trait line issues is pretty serious with SO and BD, please Anet would you consider in looking into it? If you still don’t agree I’d still like to understand your reasoning behind the traits.
Predator | Quip | Flameseeker | Juggernaut
(edited by Black para goner.7612)
Engi Dmg is super high when running grenade kit, bomb kit and a rifle. I can hit 4k auto attack with bomb kit, full zerk no might stacks, thats more then warrior axe. Grenade auto attack can be pretty weak, i hit around 2.8k so don’t rely on that. no.2 and no.4 massive dmg, and your f skill is amazing!
We do have useful support with our heal turret, AoE heal and condi removal. Also nice fields for stealth, weakness, might etc. As an Engi remember to be creative, don’t limit yourself to what other professions are doing, we are special in the way our imagination increases our ability on the battlefield.
Amazing CC, best CC in the game infact, AoE immo, AoE Blowout, Knockbacks, a knockdown that follows our path which works really well in group fights. AoE blind fields. Blind is so useful against thieves and warriors, infact anything that can do massive burst dmg.
Predator | Quip | Flameseeker | Juggernaut
Thieves that play from the shadows can be very annoying, when they stealth using AoE around you as cover can be nice. Poison Grenade, fire bomb, smoke bomb, and even flash grenades. Thieves biggest weakness are blocks and blinds and CC. Stopping their burst will lead to great victory.
Predator | Quip | Flameseeker | Juggernaut
I’m thinking about Condi dmg in pve, some people are saying interest the amount of bleed stacks allowed on a enemy in pve, I think they would be great for World bosses and champions/legendaries.
But Maybe also having individual condi stacks for each person will stop people without condi dmg ruining people who main condi dmg. This idea is pretty gd if stack in intensity conditions would still work like normal but with interested stack limit.
Or a second option could be to interest Condi dmg in PvE altogether, maybe by 30%+, condition is too weak in pve also due to the high health pool of monsters.
Any Ideas guys?
Predator | Quip | Flameseeker | Juggernaut