Showing Posts For BoyLer.9732:
personally, i found the alchemist engineer as one of the best, with runes of altruism and the water.
The utility skills are exactly the same as by Rozbuska.5263’s build, but the basic weapons and the traits are other.
Basic weapons: Pistol and shield. Nothing fancy, nothing left standing.
Elite Skill: Elixir X (used for aggresive negotiation, or to finish it)
Runes:4 Superior altruism and 2 water(pirmary objective: boon duration)
Traits:
30 -Alcehmy – Fast acting elxir, cleaning formula and HGH
30 – Tools: speedy kits(endless swiftness even with 1 kit), -33% crippled/immob/chilled, and adrenal implant (50% faster endurance regen)
and the last 10 points are Optional:
10 Explosives with acidic elixirs – so the thrown elixirs will cleanse and buff allies AND damage foes as well removing a boon from them
or
10 Inventions with stabilized armor (less dmg taken while stunned/kd)
or -10 on inventions and 20 on firearms so you can take a flamethrower INTSEAD of the elixir gun…. but basicly the EG is the best and 30 tools
Gear: Personally, i use the givers gear and accesorries, proritizing boon duration. Secondary: Toughness, healing power and vitality.
It is obvious that the point of the build is first of all the endurance and support.
-elixirs removes conditions, some of the transform them into boons
-boons last longer and you will always have one or more
-elixirs buffs allies…..of course, thats the heart of support. Mainly this means might. But with the transforming condition you can practically give any boon to your allies (and yourself
-Control. Thats why the elixir gun is the best: slows the enemy, weakins it, bleeds, poisons, makes vulnerable.
-Disadvantage: Tossing skils are ground targeted skills…..else lack of spike dmg
-Elixir X as its an elixir, it also gives 2 stacks of might. (and removes a condition if teher is one)Drinking Elixir H, B ,C, X grants a total of 11 (3 from healing becasue altruism runes)stack of might plus those which you received from the tossed elixirs. At this point, things will going nasty. Regardless of which form you will get, you’ll hit hard, while got stability and most of the buffs…..(retallation+protection…….+stability), means if you dont get debuffed…well…u gonna cause a pretty mayhem
Counters:
Mesmers and necromancers and bonn thieves.
Mesmers with the Nullifiaction field will remove all boons, you better get off that field fast and rebuff urself.
Necromancer with well of corruption.
Simply jump out fast of the field (acid bomb is the best, also spares endurance)
Corrupt boons shouldnt disturb you, as elixir c will convert all conditions into boons(so use it wisely).
As the traits will ultimately help by survival (endurance regen is insane if you get vigor and kepp using toolbelt skills), with the stacks of might and control of conditions you will also be able to deal some damage but remember that the primary role is support.
sniper rifle sounds way out of the engi style… maybe a long range bazooka to match the missile turret??
Charrzooka. anyways, sniper rifle doesnt fit the engineer. Maybe the ranger……
Railgun? →Lightning gun (glowing power crytals crackling with lightning at the back as kit, long ranged attacks,spike damage OR CC)→ Toolbelt skill → Lighting greande→ daze…..but honestly, he has already enough kits!
My problem is elixir u(where atm u stands for useless). Its toolbelt skill is ok, but why of all elixirs did it become the stunbreaker? in pvp if you drink it and you get the frenzy debuff→ you are dead(even with the new “only 25% extra dmg”), but hey you broke out of stun!
Engie needs more elixirs OR change U……but basicly, a hammer or 1 handed mace as a basic weapon……and to merge some traits :P
If you want a good stun breaker related to an elixir than its the elixir guns tool belt skill. with 30% TBRR it has 30 sec cd.
Elixir U is a bad joke. Its TB has some use but else i dont know why they exactly put the stun breaker onto it…..rtaher elxir c…..
So elixir C with 10-20 alchemy: 32 sec cd, all conditions into boons,and breaks stun….sounds nasty.
What I think is that the engineer simply needs more elixirs.
Just add an elite weapon kit: The Gatling Gun. Make resitricted by ammo and/or time then 1+w…..
off: ATM engie needs more basic weapons (1 handed mace, bow maybe, warhorn, torch…) not new weapon kits. Toolbelt+ traits give him a very wide variety of tools.
The only type of skill which he needs more of are the elixirs.
Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.
Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both to be:
The Grand Turreteer- For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.
A grenadier will still eat your turrets while he stays out of range, even if you have tool kit to repair it….constant stability, protection and regeneration is way too much(staibility only), rather improve turrets: fire faster, provide xtra effekts for overcharged turrets etc.
yeah, that trait line needs a work around with regards to turrets.
The grandmaster trait idea is ok but needs some help.
I think what a lot of the community would like to see is…
Automotive Turrets.
Turrets are bound to the engineer and follow his/her movement. Over-charging Turrets grants vigor and protection to nearby allies for x seconds.
I disagree. To change turrets to be mobile goes against their design. Turrets are designed to be immobile. Turrets root from ritualist spirit build from GW1.
If they want a mobile turret, they can play Necromancer MM build or play a ranger.
and remember, ritualist were able to mobilize his spirits with 1 “Pve Only” skill. A trait should allow the engineer to “haul” his buildings(using ithe pick up interaction resets the cooldown on the picked up turret so it can be deployed again, or something like that)
As in GW1, I’m sure they could solve here too that skills behave differently in PvE than in PvP.
have to say no to 1-2 at the very least, just because what ever changes they make for PvP, also effects PvE
Besides, if someone escapes because they are about to die, that should be a reward as well, cause you made them run away.
My first lvl 80 was Engineer. As with him, so with the thief: rely on control: Blind, Cripple, and Weakness OR kill faster. Problem is, ofc ourse, that especially later, long condition durations keeps you in combat so u cannot regenerate. Mostly depends on playstyle but shortbow is strongly recommended for…ehhem…“crowd control” (AoE dmg + condition) or against single targets: dual pistols. Melee weapon well…I prefer sword+pistol (Infiltrators Strike + Pistol Whip, the firt one is also handy because breaks stun and cures condition upon reactivation, plus shadowstepand immob.), but also seen p/d combined with d/p build put on condition damage(bleed). I played Warrior in GW1….but here I dont like it (along with the Paladin.oo sry Guardian). Simply. Too. Easy. Tons of armor and passive regens/blocks….I’m not judgemental there is no challange playing those chars…(played both warrior and guardian until ~lvl40, built offtank spec…) Thats my point of view, I dont want to hold back any1 from playing as a Warrior or Guardian.
But what I really like to play as an….well we can say off-support is the Blood Magic (or also called Vampire) Necro. d/d and staff, draining health from enemies to restore mine and/or for my allies. (also funny for the primary downed skill of the necro)
I’ve never played a thief but my friend got one to Lv.30+ and he told me it was hard to level since you take a lot more damage than say warrior/guardian. So it’s also the class has medium armor and depending on your build will be trickier to play. Heck, I find it hard to solo group events on my 3k+ armor guardian. So if you pull that off with thief that’s even more of an accomplishment
Good luck!
Thief was mY first I leveled to 80, It’s fast to level but did die more than the other classes I’ve leveled.
Guardian rarely died and good skills especially greatsword.
Mesmer, slow to level but was using the staff, glad I did as now at 80 with loads of condition damage it’s great.
Leveling a warrior atm, feels like you’re playing a godess although it struggles sometimes on the tougher mobs due to the cd lengths (using hammer). Which is only lvl 25 atm.
From GW2 Wiki:
An asura’s name usually consists of a short, sharp first name with one or two syllables. Feminine asura names typically end in -i or -a vowel sounds, and the masculine in a consonant sound. Any asura whose name does not follow these rules may risk ridicule during childhood. Both male and female Asuras typically have two of the same letter in a row somewhere in their name. Asura do not have a last name, instead opting to use job titles, a krewe name, or honorifics to differentiate themselves. Those who choose to take a last name of a style similar to humans are rare and are considered eccentrics, though their surname is often ignored by other asura
“a human guild mate of mine who was following along in a jumping puzzle suddenly commented that my superior jumping ability hadto be because of the extra lift generated by my floppy ears.
each time I jumped, she claimed, my ears would flop so much she believed I was lifting higher off the ground."
Don’t listen to the bookahs!
I partiallly agree and disagree you. You’re absolutley right abou that if in all games ur hp hits 0 ur dead, game over. BUT! My main problem with the downned skills is that they come on cd….ur also right abou that that this is (mostly) a player-side issue. “Downed” saved me also so many times(when there were alos friends who revived me or rallied)…..and also right, maybe dont try to solo a group event with a thief in Orr…..only the Cd… o_O okay, the cooldwon after use can be high so u cannot spam it (except the basic attack)….
As you well know, crying is easier then thinking for most people.
Burst:
– Thoughness
– Stun-breakerPermastealth:
– Block
– Blind
– AoE
– CCNow stop complaining about it.
Realy, I’m tired of seeing people who don’t know the class complaining in the foruns and asking for nerfs.
So far so nice. …or ist it?…Tell ur feedback too!!!!
Downed state and the downed skills.
Downed state “should” give a second chance to save your precious existence. Instead of that, being downed almost automatically means defeat. Why? Most downed skills are almost useless Okay, when an enemy is about to “kill” you with his last hit before u kill him you can save yourself.
-The useful ones come on Cooldown, high enough to get killed before u could use it…..at least make a trait for all classes so downed skills worth more than #&@?°!%.
-Best of the best is, when ur just about to get saved and then a random trash mob “randomly” respawns, with just enough strength to kill you, which also brings the problem that if u stealth or move while downed, mobs have like 2x aggro range if u try to get away with stealth, and ofc they mostly crit when ur downed OR try to use healing skill.
-Probabbly useless to mention but I’ll do: players can be revived from downed state too! No —-— Sherlock! YAY.
So then. Knuckles up, ready, set, discuss!
Say thanks for all the “hackers” who abuse the stealth with the Thief and Mesmer in PvP.