Showing Posts For BlindedPeace.8736:

LIONS ARCH: You choose the future!

in Battle for Lion’s Arch - Aftermath

Posted by: BlindedPeace.8736

BlindedPeace.8736

Honestly, I’m a huge fan of having players help with the rebuilding efforts. Whether it’s just collecting materials, or even doing the manual labor, I believe that is a bare minimum. A couple neat ideas about the reconstruction:

  • Have a few meta-events to collect resources, donate money, or actually perform manual labor.
  • Have deposit stations in each racial capital, and have Lion’s Arch stylized based off the percentages of which race contributed the most.
  • Guild housing. I know it’s been said, but a -lot- of land just opened up in Lion’s Arch.
  • And if housing isn’t the best way, maybe make guild Airships. After LA just got essentially nuked by airships, the Lionguard would have to be a special kind of stupid to not make an Air Force afterwards— why not make it the guild of Scarlet’s killer?

Anyway, that’s just a few of the ideas I had. I’m really looking forward to where the LS goes from here.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Help with Flamethrower

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

I’ve been a huge fan of the Flamethrower for a loooong time. I used to run an FT/HGH build, but I eventually got tired of just drinking elixirs all day.

My current build is 20/30/0/20/0, with Rifle(Berserker/Might on Weapon Swap), with medkit, FT, Tool Kit, and Rocket Boots.

The key (in my experience) is to use a different kit for bursting. I use/used my flamethrower to stack might up to ~15-25 stacks, and then I’d Net Shot → Jump Shot → Blunderbuss with the Rifle. I more-or-less do the same now, just with slightly more focus on conditions on top of bursting: The sheer amount of burning applied by the FT and Rocket Boots is outstanding, let alone the confusion from Pry Bar (Tool Kit)!

The nice thing about my current build is that even without a source of vigor, the Gear Shield and Rocket Boots allow for survivability. Mixed with 3 stacks of might on heal skill (which is equipping the kit, not the f1 heal), another 3 from equipping a kit (Sigil on my rifle), and the 7-10 stacks from Juggernaut, the Rifle becomes a force-uh-nature, and the Pry Bar cometh as the destroyer of faces. Conditions are also enhanced by Might, so it all bundles together beautifully.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: BlindedPeace.8736

BlindedPeace.8736

Altruistic Healing is not a supportive trait by any means.
Even with pure healing/support specs (I’ve played them, and I’m not ashamed! XD), it’s a trait that should never be taken. What’s the point on getting healed yourself if your mates get their HP slowly drained and eventually die? If the healing is enough to keep people alive, what’s the point on taking it at all?
It’s a 100% “tank” trait. Unless you manage to be the one focused and receiving the most damage, there’s no point on it.

I agree with you, that was a kitten on my end. I meant to say that Altruistic healing is down the road of what I was looking for in terms of support. It’s supporty for tanks, while another one would be gain Might when you apply boons to someone else.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: BlindedPeace.8736

BlindedPeace.8736

Personally, I think the best balance would be to make all specs function at zerker level. In other words, Buff up your vit/tough build lines on all classes, remove the condition cap, add a more mechanic-friendly “defiance” system on bosses and certain mobs to improve crowd control builds.

Unfortunately, the best method to make the classes balanced would be to implement the “Holy Trinity” of DPS, Tank, and Support. However, I think the trinity could be implemented in a way where it doesn’t hinder the “Play like you want” style of Guild Wars 2.

Having all classes have access to all three roles would prevent classes from falling into one roll; for example, Warriors should be able to tank as well as they can DPS, and Support should be equally viable. The DPS meta is popular due to the AI and randomness of most NPCs— why try to tank if there’s no method to prevent Lupi from mauling everyone else? Why support the dps when you can throw your weight in with them, and tear the boss down before it can do any real damage?

Tough/Vit specs (Tank Specs) should have bonuses to generating aggro, as well as buffs when targeted. For instance, add an Necromancer trait that gives bonus Death Shroud generation from foes targeting the Necromancer. Guardians could have increased Toughness vs. foes targeting them, etc.

Support specs should feature traits where they deal more damage the more boons/heals they place on allies. This not only keeps support specs useful, but also would attract more players into this spec; Support could also provide DPS, while not being berserkers. “Altruistic Healing” is a current Guardian trait that fits right into this spec.

DPS specs don’t need much in terms of modification, as this thread points out. I would suggest adding additional means of damage, rather than just zerk gear with a certain weapon. Conditions could use more love. My suggestion would be to add combos from conditions; for instance, and Elementalist can “shatter” a chill effect for additional damage, while removing the chilled effect from the victim. Mesmers could amplify confusions into a single burst, at the cost of removing confusion and having this effect on cooldown. Another idea would be to add methods of re-stacking conditions. For example, engineers can throw a corrosive elixir that resets the duration on conditions he applied, to a maximum of so many seconds.

Anyway, that’s my two cents (more like two thousand, looking back at the length…). I’m sure ANet knows what they’re doing with the revision, and I hope they look more at buffing other specs than nerfing DPS.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Arah Vets grouping together to do Arah Runs

in Fractals, Dungeons & Raids

Posted by: BlindedPeace.8736

BlindedPeace.8736

BlindedPeace.8736
Professions: Engineer, Necromancer, Ranger, Warrior
Playstyles: Midrange dps / Death Shroud / Melee DPS (Also good with longbow) / CC and damage melee, Respectively
Gear: All exotic, all the time
Experience: Little to none, but I can play my characters. Just need a little insight to the dungeon.
Time: I’m on frequently, send me some mail if I’m offline

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Keep going or count my losses?

in Ranger

Posted by: BlindedPeace.8736

BlindedPeace.8736

All dat ranger hate. Makes me sad. The Ranger was my first class, and I love it to death. Yeah, we have our problems, but nothing that can’t be overcome through ingenuity, patience, and so on. I run a Sword/warhorn and Greatsword (Full melee) Beastmaster build, and I’ve noticed that while people are so busy giving me crap about it, my raven (Raphael) is melting faces and I’m not getting hit by anything.

It really depends on your playstyle. If you want to deal outrageous damage, you need to realize that you (the ranger) aren’t the only source of damage; that your pet is there to. Once you find the right synergy with a pet (or two), things’ll really start picking up.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

What...

in Necromancer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Looks to me like the Wraith Mask (from character creation), Arah Shoulders, Sorrow’s Embrace or Honor of the Waves top (both look similar to me), Crucible of Eternity leggings, and Citadel of Flame Gloves ‘n’ Boots.

And whoever this guy is, hooooooly is that an awesome look. _

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Famous Quotes for the Engineer.

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Engie: “One, two, three…”
Warrior: -takes down entire zerg-
Engie: “… THAT STILL ONLY COUNTS AS ONE!”
— Lord of the Rings

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

My Engineer Build: Gadgetnaut

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

So I swapped out rocket boots for Battering Ram, and oh my god it’s fantastic. Enemy gets close, use the poison dart volley (#2 pistol), block and stun with shield, Battering ram, Flamethrower #2, ???, profit.

Plus, it’s awesome hearing my engie yell “Surprise!” whenever I use it.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

My Engineer Build: Gadgetnaut

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Woah, thanks for the feedback. Yeah, after looking into my traits I decided to go with the medkit. Don’t know why I didn’t think of it sooner, lol.

As for rocket boots with stability, you don’t fly off and you don’t get self-cc’d. I love having a guardian around for that.

I agree that mines are a little awkward to use. They have fantastic damage output (least the toolbelt skill), but the randomness kills me. I’ve yet to try the battering ram, though. Might synergize well with the flamethrower, cause that knock-back shouldn’t obstruct the #2.

Edit: Forgot to mention, you can get stability from Elixer S’ toolbelt skill (if it makes you giant). Not sure if being tiny will negate the cc or not, but you won’t need a stunbreak then anyway.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

My Engineer Build: Gadgetnaut

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Thanks for the reply! Yeah, i was very skeptical about rocket boots. I forgot all about mines though, that was rather silly of me.

As for utility goggles, you get fury and immunity to blind regardless of breaking a stun. And as goofy as the rocket boots themselves are, the four-second blastback has saved my hide once or twice. Then again, it was Pve. Noooo way would i bring those to WvW.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

My Engineer Build: Gadgetnaut

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Evenin’ Engie forums! I was toying around with my engineer, and came to the conclusion that gadgets were rather underused. So, I decided to try a build using some of these gadgets along with my flamethrower, due to me being a pyromaniac. After some field testing in Malchor’s Leap, I was thrilled with the results.

Link here (May need to copy/paste) :

http://gw2skills.net/editor/?fcEQJAqelspya37y2F17IxIFkmzgeA46eXRKecjB;T0AZVCqkUpqSRFlSGlEKZVypkUpxIzIA

Weapons: Pistol/Shield (changeable), Flamethrower

Sigils: Superior Sigil of Rage (10% on critical, gain 3 seconds quickness [45 sec CD]), Superior Sigil of Accuracy (10 precision per kill, up to 25 stacks. Ends on down).

Runes: Superior rune of Rage (10% Crit Damage, Fury duration, chance for fury (30s) when hit, 5% additional critical damage while under the effects of fury).

Healing/utilities: Elixir H, Flamethrower, Rocket Boots, Utility Goggles, Supply Crate
Traits:
Firearms 30, “Precise sights”, “Fireforged Trigger”, and “Juggernaut”
Alchemy 20, “Fast Acting Elixirs”, “Deadly Mixture”
Tools 20, “Static Discharge”, “Speedy Gadgets”

This build prioritizes in critical hits. This reinforced my choice of the flamethrower; as the standard attack hits ten times, and moar hits means moar crits.

  • Critical hits have a 50% chance to inflict Vulnerability, due to “Precise Sights”.
  • Critical hits have a 10% chance to grant quickness for 3 seconds, due to “sigil of rage”.
  • Due to the full set of “Superior Runes of Rage”, Critical hits inflict 10% more damage (15% under the effects of fury).
  • Fireforged trigger and Deadly Mixture increase Flamethrower damage, while reducing cooldowns on flamethrower skills.
  • Juggernaut gives 200 toughness and a permanent 5-7 stacks of might. Sounds good to me.

So, to type it all out (yay space wasting!), critical hits are very important. To capitalize off of this, I would recommend Berserker gear or Valkyrie gear; Both grant crit damage.

About my utilities: Utility goggles.

Utility Goggles are, in my opinion, extremely underrated. They break stun, grant fury, and render you immune to blind for 12 seconds!

  • Utility goggles break stun, grant fury, and render blind useless.
  • Cooldown is 40 seconds (32 traited)— same as Elixer B.
  • Analyze applies 10 stacks of vulnerability instantly— no cast time— on a 33.25 second cooldown.
  • Analyze also triggers Static Discharge, which means a free attack without breaking your chain.
  • The “Speedy Gadgets” trait reduces the cooldowns for both this and Rocket boots.

Now for Rocket Boots.

The inclusion of Rocket Boots is harder to justify. While I find them hilarious, they are rather useless at first glance (a stun breaker that puts you into a stun? really?). The allure in them is the toolbelt skill, Rocket Kick.

  • Rocket Kick is a small AoE that inflicts a heavy burn.
  • This burn is influenced by might, which is received from the Juggernaut trait.
  • Rocket Kick has a 16.75 second cooldown (traited). This leads to frequent burns and static discharges.
  • The Rocket Boots themselves are a blast finisher. Use this with the flamethrower for some tasty area might.

The rocket boots are moreso personal preference. If you wish to swap them out, Elixir U (quickness) or Elixir B (fury/might/swiftness/retaliation) are also good ideas.

  • U’s on-demand quickness leads to some hearty DPS. 48 second CD, traited.
  • B’s boons include fury, which can lead to some healthy fury stacking.
  • Both of these skills benefit from the Fast Acting Elixirs trait, granting reduced CD.

Anyway, that’s about it. Let me know what you think, I’ll be happy to answer questions/take feedback. Happy engineerin’, Engineers!

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Broadening Class Mechanics: Necromancer

in Necromancer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Most obvious problem I see with this idea is that Rangers are supposed to be the pet class. Giving Necromancers equal control but more pets would make them the pet class so more control and better AI may make Necro OP.

The simple suggestion that making Minions (nothing more than mediocre damage and 1 utility that, upon use, either destroys the minion or initiates a long cool-down) more easily accessible to Necromancers would suddenly defraud Rangers speaks volumes about the poor design of the Ranger Pet mechanic.

That said, BlindedPeace has given me another idea. What if a Necromancer’s F2-F4 (or maybe just the F2 and F3; no F4 because three might be broken) skills were just left open to some of their unique utility skills (minions, wells and corruptions; specter’s are out because they generate Life Force too rapidly)? Out of that pool of skills, the Necromancer could slot in whichever two they wanted into the F2 and F3 skill slots and then pay for them using Life Force in addition to them having a cool-down.

I can agree to this, although the “selecting function skills with utilities” thing is Engineer territory. At this point, I think it would just be cool to give our standard utilites more “oomph”, while using life force instead of large cooldowns (all utilities, not just minions). The exception, in my opinion, should be corruptions. They already impose a penalty on the caster, it would be silly to make them eat life force. Maybe they should generate it? Also, if life force is to be used with utilities, these utilities should be available in death shroud.

Don’t get me wrong; Minions could use some (read: lots) of love. I just think it’d be treading on another class’ turf to change our mechanic.

TL;DR: maybe we shouldn’t have new f2-f4 keys. Instead, just make our utilities on lighter cooldowns, and make them consume Life Force (Except for corruption skills). This makes the life force mechanic feel relevant to the class for more than just shroud-2-live.

Edit: Cool idea tiemz.

Maybe make our wells/minion skills have a “hold-down” cast (forgot the real term). The longer you hold the minion/well cast, the more life force it eats and the better the result. Minions would have better damage/health and more powerful sacrifice moves (wurm tele will also immobilize/cc nearby enemies, for example). Wells could have a wider radius, longer duration, or might inflict other horrors upon the enemy (Suffering might also cripple or bleed anyone inside, as well as damage and cause vulnerability). These added effects should be traited to obtain.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

(edited by BlindedPeace.8736)

Broadening Class Mechanics: Necromancer

in Necromancer

Posted by: BlindedPeace.8736

BlindedPeace.8736

This is actually a Brilliant idea. Minions using Life Force is absolutely beautiful. However, the game already has a profession with a pet-focused mechanic: The ranger.

I would suggest having f2 be a particular minion summon of your choice selected and purchased just like they are now, except not eating a utility slot. Instead of having long cooldowns, make the minions consume X% life force upon summon. The minion will still have a cooldown, but it should be smaller than the ones currently implemented. You can recast your minion (f2) to sacrifice it, the same way you do now.

I would recommend having the selectable minions for the f2 be any minion other than the healing one and the flesh golem. In favor of builds that are not “minion masters” (which includes myself, I love my wells) you are not forced into using minions, only the one you deem useful (blast finish with wells, anyone?). Any minion that is not selected for the f2 can still be used as a utility skill. With some balancing done, having a minion in the f2 slot AND as a utility could be very, VERY cool.

In favor of keeping Rangers unique, the Necromancer should only have two f key abilities. f1 is death shroud, f2 is a minion. Or, if need be, ANet could make the f1 key toggle-able, where you can switch with minion(s) or death shroud.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

(edited by BlindedPeace.8736)

Famous Quotes for the Engineer.

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

“It’s not Buffs. It’s never Buffs.” — House M.D.

“Does It look like a balance issue?” “No!” “Then why you tryin’a Nerf it like one?”— Pulp Fiction

“THIEVES: We have perma-stealth.” “ENGIE: We have a nerf!”— The Avengers

“Yes. Nerfing is bad.”— Alistair, Dragon Age Origins.

“I’m an Engineer, that means I have problems. Not problems like “what are grenades”, cause that falls under your purview of balance! Me, I got nerfing problems." RED Engineer, Team Fortress 2.

“I’m gonna nerf it!” — Wreck it Ralph

“Warrior: “You have my sword.” Ranger: “And my bow.” Engineer: “AND MY NERFS!”— Lord of the Rings

“Whoever holds this kit shall know the nerfs of the Engineer.”— Odin; Thor

“Nerfin’ A-Net Style”— PSY

“It Hurt itself in confusion!”— Pokemon (unchanged)

Ok, I really gotta stop. I could keep going and going…

EDIT: Oh god help me, I can’t stop. One more:

“Nerf-a-riiiiiiiiide!”— Scooter, Borderlands (2)

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

(edited by BlindedPeace.8736)

Pet talk!

in Ranger

Posted by: BlindedPeace.8736

BlindedPeace.8736

I should probably add, You should use the pets that best SUPPLEMENT your playstyle. If you are rocking a high attack, low defense ranger, a Bear would be useful to soak up the hits for you. I myself am specced into beastmastery, so my damage output is low. I use a Bird (raven) and a cat (Jaguar) to deal most of my damage for me, while I buff them up or distract the enemy.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Pet talk!

in Ranger

Posted by: BlindedPeace.8736

BlindedPeace.8736

Bears are, for the most part, your tanks. They have high toughness and Vit, and have some handy debuffs/condition removal.
Felines are High-precision, low toughness. They aren’t as good for taking a beating, but are capable of decimating damage. The Jaguar is good in this way, as his F2 (Stealth) makes foes stop attacking him, while the jaguar crits with every hit.
Birds are like Felines, except more glass-cannon. They usually have fast cooldowns on their F2’s, and can hit VERY hard.
Drakes are slow but can hit hard.
Spiders are higher-hitting ranged attackers.
Devourers are tankier ranged attackers.
Canines are like felines, but sturdier and with less output. They usually have control or boons on their F2’s.
Moas are great for support. Don’t expect them to pack too much of a wallop, though.
Pigs can be very useful in teams, as their forage (f2) items can be used by any allies. The downside is, the foraged items replace the weapon skills of whoever picks it up.

Sorry for the wall, hope it helps!

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

With 30 Beastmaster

in Ranger

Posted by: BlindedPeace.8736

BlindedPeace.8736

I went with the Pet regen, and I’ve found it utterly fantastic. I use a Raven/Jaguar, and my weapon sets are Sword/axe and GS (Though I swap the GS out, when melee is a bad call).

I’m rocking 0/20/20/0/30. In Beastmastery, i have Master’s bond for my first. I forget what I rolled for the master (second) tier, but I thought the pet-specific traits were lacking.

Anywho, I’ve found that my bird is very sturdy with master’s bond and the regen. Add in that nuke-tier damage from it’s f2, and you’re gonna have a good time.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Is Sword 'Root' Ever Getting Fixed?

in Ranger

Posted by: BlindedPeace.8736

BlindedPeace.8736

I have different key setups for my different alts. They all require a different way to play them so I do not see your point here.* Classes don’t all share the same mechanics*. This is apart of the game, perhaps you just need to accept it and move on instead of trying to mould a class into something acceptable in your eyes.

You started this thread with a well thought out and composed post. Since then you have really declined into a semi abusive rant because others do not share your opinion. Instead of taking something on board as a different opinion you shout it down like we are a bunch of semi kitten dredge that don’t understand the game at all. Not everyone will share your opinion, get used to it kid.

This. A thousand times, this. I can understand your argument; why shouldn’t the sword ranger be able to dodge like the other classes? But you make the sword sound like the anti-christ of mobility and dodging, when it really isn’t. People always complain and bring up the #1 (autoattack) chain and crucify it for it’s rooting. But if you’re going to critique/call for an overhaul on the sword, you need to look at the entire sword.

Yes, dodges don’t interrupt the auto attack chain. But you know what does? The sword #2 and #3. And, oh hey look, they have evade frames as well. If you need to dodge during an attack chain, pop serpent strike (#3) and you can evade while putting out damage, unlike every other class. That’s pretty awesome. And if you still have to dodge after s.strike, you’re free to do so, though if you time it right you won’t have to.

Don’t get me wrong, I do think a dodge roll should interrupt the sword auto attack. But that’s it. Dodging should interrupt any skill that doesn’t have dodge frames, autoattack or not. Movement, however, should not interrupt.

Now, as for your “responses”, you need to chill. Yes, people will have different opinions then you. No, they should not be thrown off a cliff for having such. You ask for a mature discussion while you spew venom and bile with every other line. That is not how a discussion works. A discussion is when people with opinions come to discuss their opinions and input to a topic. You keep belching “why should I have to play with a rooted sword cause you like your flying ninja kicks?”. I respond, “Why should I have to play a watered down sword because you can’t use the sword as a whole”.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

If Heals Rezzed Defeated Pets...

in Ranger

Posted by: BlindedPeace.8736

BlindedPeace.8736

I wholeheartedly agree. While I understand why ANet disabled rezzing downed pets (because people would heal them instead of other players), I feel that my damage output is severely crippled without my pet. And with pet swapping as the only in-combat method to heal pets also sharing a massive cooldown, I feel doubly crippled. Having pets get rezzed alongside the ranger’s healing skill keeps the effectiveness of your pet, while also keeping pet-swapping relevant.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Blatant class favoritism

in Ranger

Posted by: BlindedPeace.8736

BlindedPeace.8736

Seriously? I don’t know if you’ve noticed, but devs are busy. You all are being a little (read: VERY) immature about this. Yes, the Mesmer has been posted on by devs more frequently. Yes, the Mesmer got a hotfix. Did you think that maybe, just maybe, the shortbow issue is not something that can be “easily fixed”?

On the inclusion of “QQ pets havn’t been fixed since launch but mesmers got this and that fix…”, You’re being selfish. Yes, pets need a little love. Yes, the AI is weird (Coming from a man with an 80 necro and two rangers, trust me when I say pet/minion AI is shotty). But think about it, programming an entire AI isn’t a night’s work. It takes months, especially when you test for loopholes and flaws. Coding isn’t an Instant gratification sort of thing. It takes time, and whining and “threatening” the devs by quitting (good riddance) is a waste of our time, and a waste of theirs. I can’t blame the devs for ignoring forums full of whiny twelve-year-olds who demonize the devs regardless of the nature of the post.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

(edited by BlindedPeace.8736)

There seems to be a lot of redundancy in the engineer.

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

I think it is interesting that you say it is redundant to have 4 stun breakers. Because we dont need that many.
I look at it from a different point of view: we have 4 skills which (also due to the toolbelt) provide different abilities but ALSO grant us the possibility to use them as stun breaker.
-Elixir R’s revival field is awesome, for solo and especially for teamplay
-Elixir S is nice in pvp because its toss increases your (team’s) chance on finishing somebody
-Goggles give you nice single target debuff
-Boots give you a blast finisher

I wouldnt say that they are redundant, they might overlap b/c of the fact they all break stun but thats not all they do. Depending on your preference and your skills/strategy one of those 4 skills might be perfect whereas the others arent.

This. The stunbusters are similar, not redundant. That’s like saying all skyscapers are the same because they all do the same thing— scrape the sky. They all look different and home different companies.

Each stunbuster has the same core— to break stun— and then has a distinct tip to it. The so called “redundancy” gives many players with different builds access to what most players need: a skill to break stun. Engineers get two utilities for the price of one through their tool belt. Each Buster gives a different tool belt skill for different playstyles.

As for the Kit’s and long-range incapabilities, I also have to disagree. Sure, we may not excel at long range like warriors, necros, or rangers, but we annihilate the mid to close range field. We can go long range when we need to, through grenades and rifles. We might not be the most effective, but we can. On your example of Staff Necromancers: Sure, they can accurately hit at a long range; but what happens when you get close? Chuck a net turret or a net shot, go on in there and bust some heads.

Lastly; turrets. I agree that turrets need some (read: a lot) of love. I don’t, however, think they need to swap the abilities for flame and rockets. They may provide similar effects, but the method for each is different. The rocket turret needs to overcharge to burn, if I recall, and even then it applies it at a long range. The flame turret is limited to close range. I would agree, however, that the flame turret does need a better overcharge, and it’s flame jet should act more like the flamethrowers. It should punish people for getting close, not just spit on them once and keel over.

TL;DR: I think everything is fine as it is. Our stunbusters are similar, yes, but cater to different situations and builds. Turrets (flame and rocket) are vastly different, though the flame needs some love. For kits and range, we don’t need to be masters of long range, we’re already masters of mid/close range. If you need long range coverage, spec for turrets, they can cover you at distances.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Post here if you have BEAT the Tower!

in Halloween Event

Posted by: BlindedPeace.8736

BlindedPeace.8736

Beat it on my Human Engineer. No speed buffs, 7 hours worth of effort. HANDS DOWN one of my favorite experiences in this game, either way.

As for everyone whining about the norn and charr, quit blaming mistakes on them. It’s frustrating enough having a quirky camera or a weird jump/run animation, but for everyone else to demonize you for it? Besides, complaining and whining doesn’t make them any shorter. Once you get used to the lay of the land (like everyone else has to), other people don’t make a difference.

Attachments:

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Engineer bugs compilation

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

I would love to see the deployable turrets skill fixed ASAP. It’s really breaking for most turret users, and it’s just sad having to deploy thumpers at my feet and lure mobs into it, especially considering that engies are rather squishy and should be staying away from direct action.

Also, having to manually reset the auto-attack when swapping kits is ridiculously frustrating, and an auto attack on the ’nade kit would be so useful.

It’s sad that this obviously broken class has gotten so little attention. Hopefully, A-Net’ll notice how extensive this thread is and hop on it by tonight!

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

[Ehmry Bay]Vanguard of the Ascended [VotA] is recruiting!

in Guilds

Posted by: BlindedPeace.8736

BlindedPeace.8736

Greetings, fellow Tyrians! The Vanguard of the Ascendants (or, VotA for short) is looking for fine men and women to join our ranks.

We are a fun and friendly guild that is focused moreso on PvE at the moment, though we dabble and plan on eventually dominating WvW. Currently we are relatively small, but we strive to become a large, active, and most importantly, an entertaining guild.

So, what is VotA? Well, the Vanguard is:

  • Located in the Ehmry Bay server
  • Always eager to recruit new soldiers; friends and family are welcomed.
  • In it for the long run: we plan to keep VotA strong.
  • Devoted to enjoying the game, and helping others enjoy it as well
  • PvE based, though we plan on also rocking WvW once we expand

What does the Vanguard look for in their recruits?

  • Any level, any class, any race.
  • PvE, PvP, WvW; doesn’t matter, all are welcome.
  • Preferably social; believe it or not, we do enjoy joking around.
  • Respect other people. We’re here to enjoy ourselves, not to argue about petty things.

Alright, so of course you’re looking to expand, hence the recruitment board. What does VotA already have to offer me?

  • Politics rank 2
    Including guild emblem and Guild Armorer
  • Economy rank 1
  • Architecture rank 1
    Includes Guild workshop

Well, sounds good to me. How exactly do I enlist?

  • Send me a whisper in-game at BlindedPeace. If I’m offline, send me some mail and I’ll be sure to reply as soon as I can.

Thank you for showing interest in the ’Guard. I look forward to exploring Tyria and dominating the Mists with you!
— Jeff (BlindedPeace)

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

Engineer bugs compilation

in Engineer

Posted by: BlindedPeace.8736

BlindedPeace.8736

Very nicely done on compiling this list. Hopefully, A-Net will notice how extensive this list is and make the class playable again.

About the “Deployable Turrets” Trait bug (Tools line, Trait #5), It only applies to my healing turret, though I have all turrets except mortar and rocket turrets. I poked around a bit, and the trait only seems to apply to healing turret and turrets you buy after you purchase the trait.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”