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Does Jalis have a place in PvP?

in Revenant

Posted by: Cheshire.2465

Cheshire.2465

It can be tedious to try and work around the low fury up-time, so switched out my armor runes with Runes of Rage and went with a Diviner’s Amulet for 100% Boon Duration on Fury as well as an additional source of fury.

http://gw2skills.net/editor/?vlAQNAsXinvNWNS6JrJRVl/ksrygSYW5QJYscrkFNFpdRgIslT3Wd2ufA-TJBFQB2Y/BDWGoAnCAA8EAAA

It does lower critical chance down to 80% but gives a much higher fury up time to benefit from Runes of Rage 5% damage bonus and the 7% from Ferocious Aggression minor trait.

It feels like it has a lower initial burst but it does a better in longer situations.

Does Jalis have a place in PvP?

in Revenant

Posted by: Cheshire.2465

Cheshire.2465

I’ve actually been messing around with Jalis (mainly for the Hammers and the Heal skill it has) and I’ve found a build I actually really like in PvP and PvE.

http://gw2skills.net/editor/?vlAQNAsXinvNWNS6JrJRVl/ksrygSYW5QJYscrkFNFpdRgIqz2Fktc62A-TJBFwAAeCAk2foaZABnCAA

For the most opening burst damage you use the Shiro Healing skill granting you fury (giving you about 90+% crit chance) and the six dagger shards, then switch to Jalis and activate the Hammer skill and then open up with your Sword 3, followed by your Sword 2. That usually procs enemy Invulnerable passives unless they are outright bunker build and then you can start actually fighting.

I’m not sure how exactly the 3 works to be honest, but I guess it considers you behind the person while using it because it usually procs Assassin’s Annihilation from the Dagger shards/Hammers/ and Sword 3.

Turret Overhaul (Idea)

in Engineer

Posted by: Cheshire.2465

Cheshire.2465

@cyberzombie – I like that idea with the #5, made it a traited skill from fortified turret so it still has a place as a GM trait with damage reduction and a shield on demand. (Should it give a knock-back to push people out of the dome or would that be a little OP?)

As for the rifle turret I did want to make it like a sniper rifle turret since I wanted to suggest the “Chain gun”. I was thinking of pretty moderate damage on a 4 second Rate of Fire, I just couldn’t think of what to change the Overload to.

Turret Overhaul (Idea)

in Engineer

Posted by: Cheshire.2465

Cheshire.2465

I can understand if this never gets implemented but I got bored and had some downtime so I decided to come up with something.

I just want them to not be totally useless even if it is only for PvE, and offer Ideas in-case A-net has been trying to think of ideas (if this is even on a to-do list of any type.)

If anything It gives me a reason to chat about something on the forums and get some constructive ideas (hopefully).

About your idea, I’m worried about how that would interact AoEs and Cleave affects. Would the turrets become a static background item that become basically intangible by everyone but their Engineer, and would auto-tool (if it came back) passively bring it back up and running after 1 minute of being left alone?

Turret Overhaul (Idea)

in Engineer

Posted by: Cheshire.2465

Cheshire.2465

Alright so I want to share my ideas on bringing back turrets but making them an active play-style rather than a cast and forget kind of thing.

Knocked Over status effect:

This mechanic will serve as a way to temporarily disable turrets so the engineer has to re-enable the turret for it to function again.

  • My idea on how this will work is by giving each turret a certain number stacks of Stability that last 5 minutes (this way you can see how long you have before your turrets self destruct)
    Healing – 1 Stacks of Stability
    Rifle, Flame, Rocket – 2 Stacks of Stability
    Net – 3 Stacks of Stability
    Thumper – 4 Stacks of Stability
  • When a Turret gets CC’ed without stability it gets a Knocked-Over proc which is shown as a turret knocked over on its side and renders it useless until the engineer comes to fix it (explained in Operate skill function)

Operate function:

Instead of Picking up a turret when you press F while targeting a turret, you will now go into an operate function similar to operating Siege Equipment in WvW and your 1-4 skills will be replaced with these. (While operating a turret it will regenerate rapidly.)

  1. Rotate Left – This skill rotates a turret left until you stop channeling this skill.
  2. Fix & Fortify – This skill will pick up any knocked-over turret (it takes 1 second to pick up a turret), reset their timer to 5 minutes, and re-apply their stacks of stability.
  3. Rotate Right – This skill rotates a turret right until you stop channeling this skill.
  4. Pick up – This picks up the turret and reduce the Cool-down by how the percent HP the turret has left (Ex: a Rocket turret with 65% health would have a CD of 18 seconds when picked up.)
  5. Create a reflective dome (4 second duration) around your turret and give it additional stability (Cd – 45 seconds)

Build times:

This would make it so the engineer can not just run onto a point and drop all of their turrets to have an immediate advantage against their opponents. This will force the engineer to
A.) Find an empty point to set up on (for PvE I guess a safe spot)
B.) Co-ordinate with their team to get help and secure a point.
C.) Clear the point themselves.
There are more scenarios that can happen but as of right now I am thinking of Ideal examples.

  • These are the current build times I have in mind at the moment but if anyone feels like these are too long or too short.
    Healing – 2 Seconds
    Rifle and Flamethrower – 4 Seconds
    Rocket and Net – 5 Seconds
    Thumper – 6 Seconds

Nerfs:

  • All turrets damage shaved by 20-50% if applicable (will edit and give specifics when I get home to test some things out.)
  • Rocket, Rifle, and Flamethrower turrets can no longer pivot 360 degrees but instead have a 180 degree cone in which they can target opponents (Turrets will face wherever the engineers camera is facing when it is created.)

This will allow people to negate most turrets by literally standing behind it, requiring the engineer to place these strategically or safe guard their turrets manually.

Buffs: (I’m not good with coefficients so I will need feedback on this)

  • Allow Turrets to scale with engineer stats and crit.
  • Allow Turrets to receive boons. (With a low priority so players will get buffs before the turrets do)
  • Increase health for Turrets but still allow them to take conditions (except for Immobilize, and Cripple) and criticals
    Health – 9000 HP
    Rocket, Rifle, and Flamthrower, 10,000 HP
    Net – 12,000 HP
    Thumper – 17,000 HP
  • Higher net velocity

Reworks, More buffs, and Tweaks
First thing I want to address is when turrets are deployed to switch their overload skills with from the utility bar and put them onto the class mechanic bar, and move the self destruct down to utility.

  • Turrets:
  • Rifle turret: Increase its range to 1,200 but keep the rate of fire at 2 Seconds and make the penetration baseline and add a 3 Second Bleed to the over load.
  • Flame turret: Increase its range to 600 and allow it’s attack to function like the flamethrower kits #1 that applies Two (4 second) burns at the end of the animation and increase its rate of fire to 4 seconds.
  • Thumper – Add a reflective shield that lasts for 4 seconds to the Overload ability.
  • Net Turret – Increase its range to 900 and replace the Overload with a Pull similar to Scorpion Wire
  • Rocket – Increase range to 1,200 and change the Knock-down to a Knock-back. Now applies 1 stack of burning for 3 seconds.
  • Healing – not too sure about this one.
  • Supply Crate – Change this turret to a “Chain Gun Turret” with low damage but a high fire rate. The overload would cause it’s projectile finisher to become 50% instead of the 20% base.
    HP – 14,000
    Build time – 5 Seconds
    Cooldown – 80 Seconds
    Rate of Fire – 1/2 second
    Damage – xxx (but very low)(undetermined coefficient)
    Field of Vision – 120 degree cone.
    Range – 900
    There is even concept art floating somewhere on the wiki that could be used for this design.
  • Traits
    *Replace Experimental turrets (this trait would promote stacking all your turrets in one place) with expedited Construction which increases build speed by 20%.
  • Fortified Turrets no longer gives a shield on build but instead add a #5 skill on the Operate mechanic that gives a 4 Second shield and gives affected turret 1 additional stacks of stability.

*Add Auto-Tool Installation to Power Wrench.

—I want to suggest an overhaul for Overload mechanic to something that provides a great benefit at the cost of damaging the turret but I don’t have many ideas on potential skills though—

TO BE CONTINUED

ran out of time for the time being but if this thread actually gets some traction I’ll work on it some more and take in suggestions.

If you are one of the people who strongly believes turrets should just stay buried at the center of the earth please help me figure out some alternatives to replace these utilities.

If this thread gets popular enough I’ll even start doing concept sketches of making the turrets look a little more aesthetic.

Thank you for reading and leave any suggestions, critiques for me to see.

(edited by Cheshire.2465)

A rude but fun build. *in my opinion*

in Mesmer

Posted by: Cheshire.2465

Cheshire.2465

http://gw2skills.net/editor/?vhAQNAreWn0nB1ohlfCuqBcrhlTjqOav2tlMAWggqMDauoD-TVCIQBw7EAgMzPA4QAAO9Bz6JAgO1fmoSQ8p8rF7PQKAIWDA-w

If I went Condition Interrupt this is what it would most likely look like at the moment. I usually play solo so I’m still getting used to trying to actually support someone.
I’m trying to keep domination so I can apply Vulnerability and Weakness, while also keeping the boon-strip.

I have some legendary weapons and Backpiece so I’ll have ascended varients of those but for armor and accessories, I’ll have to craft those as exotics for the time being.

http://gw2skills.net/editor/?vhAQNAsdRl0nha0YVawANwtGLnGkZL22NKzQzTAZAWQQB-TVSBQBQR53CfAANw8zEPDAkUJIAOEA8b/h7pP4fq/QKAvGDA-w

I think I would try this for the a power support, or just boonshare for a zerg if that ever happens.

A rude but fun build. *in my opinion*

in Mesmer

Posted by: Cheshire.2465

Cheshire.2465

Thank you for the advice Ross Biddle, I used to run Inspiration with the healing mantra and I still do with my other builds, but I wanted to do something really out there.

I’ll switch over to Shattered Concentration but I do not want to give up the Chaos tree just yet and most likely switch out the signet for Decoy or Mirror Image. A good bit of my protection came from Mantra of Distraction and Mirror of Anguish since I could still interrupt someone while hard CC’ed (I’ll have to check again, because I’m pretty sure I have been able to use my Mantra while knocked down and through other forms of CC), and if things got too dicey just Blink out.

I’ve mainly been avoiding 1v1 confrontations and usually +1 a fight and try to shut people down so that other people can defeat their enemy and move on to a point with me.

I usually play with a Revenant buddy now so I’m usually trailing behind him and helping him achieve his full burst.

(edited by Cheshire.2465)

A rude but fun build. *in my opinion*

in Mesmer

Posted by: Cheshire.2465

Cheshire.2465

Since the signet could get up to like a 5 second stun with Paralyzation, I feel like it may be a un-noted hardcap.
I have Mantra of Distraction because I can use it even if I am hard CC’ed and Dazes and Stuns still count as interrupts if I can time it when the person is casting something.

A rude but fun build. *in my opinion*

in Mesmer

Posted by: Cheshire.2465

Cheshire.2465

I’m trying to actively interrupt people, it’s difficult right now because I’m still trying to learn the animations of each class to know when to use my skills, but that is the reason I tried to have so many ways of getting Slow so it will be a bit easier.

I chose Power block because my goal is to interrupt as much as possible and burst when they are helpless. I use mental anguish on my pure shatter build.
- the reason I want to interrupt is because it applies quickness, 5 stacks of might, 1 random buff, and deals extra damage while applying weakness, slowing, immobilizing, applying 5 stacks of vulnerability, and 1 random condi (Blind, cripple, or chilled.) to the person I interrupted

I would use Paralyzation but for some reason it doesn’t do anything in-game, same goes for Rune of the Mesmer. it doesn’t change the tooltips and when I use a skill and time how long it lasts it doesn’t seem to be affected.
- Found impact but I may consider switch back over to signet of air for the little extra damage while not being as situational. Because I do have access to a lot of stuns and dazes but if the fight draws on too long I won’t be able to get as much use out of impact as I would like.

(edited by Cheshire.2465)

A rude but fun build. *in my opinion*

in Mesmer

Posted by: Cheshire.2465

Cheshire.2465

http://gw2skills.net/editor/?vhAQNAseRnknB1ohNoBmpBEgilTjiMA2ggysF2mboOar2uF-TJBBABBcKAkvMAAPBAa2fAA

This is a build I made just to try something new and it ended up working decently well I wanted to know if there were anyway to improve this build and what your thoughts are on it. I would like to keep it power based though and not condition damage.

(Sigil of Paralyzation and Rune of the Mesmer say they increase daze and stun duration and it does show on the build editor site, but in-game they do not affect the skills whatsoever) It might be a hard cap or they just don’t stack with the trait mesmer has.

Racial animations with legendary opinions.

in Warrior

Posted by: Cheshire.2465

Cheshire.2465

I have seen Asura warriors fight and it is pretty awesome to watch.
Same goes for Charr, they look like they have a lot of wide arching attacks along with overhead swinging.

Does Gender affect any animation significantly for Asura or Charr, like how a male human holds a greatsword compared to a female when running in combat.

Racial animations with legendary opinions.

in Warrior

Posted by: Cheshire.2465

Cheshire.2465

I want to make a warrior and just finished up making the Bolt along with already having Sunrise.

I kind of just want to be a blob of weapon trail effects so I just wanted to ask which Race has the most flailing with Sword/Axe and Greatsword.

Or which race has the best animations (in your opinion) in general for warrior.

100% Boon duration Juggernaut.

in Engineer

Posted by: Cheshire.2465

Cheshire.2465

I’ll have to take a deeper look at them. Thank you for the information.

100% Boon duration Juggernaut.

in Engineer

Posted by: Cheshire.2465

Cheshire.2465

http://gw2skills.net/editor/?vdAQFASncoCtoiFpC2aBEqil7iSsg+hQk+2j9cHcBjwAA-TBCEQBxb/B2pDggK/AwDAIjKBp2kzcA/U/JBXAASBcxYA-e

This is the build I have been tweaking for awhile for WvW and maybe PvE, I only have enough gold and materials right now to craft 1 ascended set (Weapon and Back included) I’ve been wanting to make a 100% boon duration class and the two that catch my eye are Revenant and Engineer.

As of right now holding the flamethrower for 30 seconds will get you 20 stacks of Might for only literally just holding it. Along with 2 stacks of Stability and around 60% quickness up-time < 6 seconds of quickness every 10 seconds>

I am not too familiar with Engineer so I am not to sure which utilities would best compliment this build. So I am up for suggestions on how to improve it.

If anyone knows any other classes that would benefit from 100% boon duration more, let me know if you don’t mind.

What should happen to unused A.I specs?

in Guild Wars 2 Discussion

Posted by: Cheshire.2465

Cheshire.2465

That would make sense and i’ll have to look into that. Thank you for the info DeabBB.

What should happen to unused A.I specs?

in Guild Wars 2 Discussion

Posted by: Cheshire.2465

Cheshire.2465

I just want to know what people think should happen with builds like Turret Engineers and Spirit Weapon Guardians, Spirit Rangers, etc.

Do you think they should eventually be looked at and redone or replaced with different utilities all together.

If you think they should be replaced what are your ideas to replace them with.

If you think they should be overhauled, what do you think would be reasonable changes to bring them back.

(sorry if this is a repeat topic I’ve been looking around for a couple of days to be sure and anytime I type more than 1 letter into the search bar I get 0 results.)