Showing Posts For Charles.9480:
How hard does the burn hit for in a condition build ? Wondering if this would help in a wvw build to counter theifs that i am having issues with.
doesnt really matter, this wont counter thief very well since they do about 2-4 huge hits where most other burst skills are like 10+ smaller hits. you wont get much mileage out of the burn, condition spec or not.
False. Due to the extremely low health of thieves and the fact that many of them do a series of volley attacks this is probably the MOST effective counter for them in WvW, and often the difference between them getting away with 3k HP and dying.
I’ve been using guardian runes with the toolkit on every one of my condition build variants for some time now and they just flat kick kitten Ranged, melee, it doesn’t matter where the attacker is — if they’re hitting you they’re getting burned
You guys are cracking me up. He obviously has SOME kind of vitality buff. That’s extremely high HP for an engineer and based on his gear he should have around 19k.
i demand a new class specifically geared at killing stealthed foes.
i dub this class
The imperial city guardsman
STOP RIGHT THERE CRIMINAL SCUM
You just made my day — hahahaha.
Yeah, your video skips — extremely hard to watch. Thanks though.
That was very anticlimactic — haha. I prefer my rifle/toolkit SD burst build, but thanks.
Completely disagree with this, there are too many diverse and amazing builds as-is. I like having kits with identities, and love how they serve diverse and situational purposes.
I’d love an invite. Gizmo Puff — Gates of Madness
(edited by Charles.9480)
Hey, I have been thinking about combining tool kit and bombs for a while now and I really like your build, sans maybe a couple things I would change. I might switch elixir R for S for added survivability or maybe even rocket boots for extra damage and a quick escape. I have a question though — what gear are you using? I am thinking condition damage, power and vitality would go really well with it, and maybe some toughness, suggesting an emphasis on chrysocola/carrion gear. I love that rifle has a bleed on blunderbuss for this as well. Thoughts?
The grenade barrage has definitely had its damage decreased, it seems like around 20%. The tooltip for it per grenade has a number that is lower than grenade #1 used to be.
Best. Holiday. Skin. Ever. Rofl.
In sPvP you are trained for Kit Refinement in the tools section. This creates effects that are on individual internal cool downs when you switch to kits.
Edit: sorry for redundancy, didn’t see prior posts.
When this happened to me it was because my AVG had updated — try checking both Windows and your antivirus firewalls.
I have to agree with Riuen, even though my circumstances are different and I never have a static group. I feel that the dungeons in this game already do vary the difficulty — they make story mode easier, ‘easing’ people into the more challenging explorable modes. I’ve also found that groups that are diversified, in the sense that some people focus on healing and support and some DPS, have a lot more success. Also, the one- and two-shot issues that people have are counterbalanced by the fact that a player can easily be revived from the downed state. This also usually happens during a power attack that can be dodged if the player is watching the boss.
In conclusion, I feel that the dungeons in this game do an excellent job of making it so that everyone has to pay attention, put some thought into their builds and use good teamwork to accomplish things. It’s made it almost impossible to be successful if you’re sitting back and spamming your auto attack. For that, I say plaudits. I have tons of fun in these dungeons!