Showing Posts For ClassyBear.5078:
How is there even complaining about the parity between elixir S and Endure pain? Endure Pain has a 90 second CD and can still be CC’d. My only issue is that elixir S doesn’t have the possibility of an early-breakout so it’s extremely easy to predict when to drop burst.
However, I do agree that elixir S shouldn’t be the same as mist form just because elementalists have a number of “passive” bonuses that still work. Plus, it just doesn’t make sense! Mini-us should be able to use stuff, air-y crap shouldn’t be able to!
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Just as an amendment to my initial idea, perhaps the timer could be a combination of the setup now and the idea above as an icon that goes from gray/faded out to color-saturated when a KR proc is available. Just for clarification, it shouldn’t become slowly saturated but the gray/faded out icon should flash the same as other buffs THEN become fully-colored as it is now.
As for all the complaints about KR’s effectiveness… To be honest, I really like the kit refinement abilities. And although, this isn’t a topic about it’s effectiveness but an adjustment of it’s QoL update… I’m going to rant about it because there’s too much complaining.
Med kit’s reflect is just bloody amazing.
Bomb’s kit magnetic bomb because it has the same radius as the others… But it works as an interrupt! So instead of thinking of it as a tool that lets you hit your bombs better, use it as an interrupt against heartseeker spam, hundred blades, churning earths, etc.
Elixir Gun’s proc works really well with it’s #4 ability, as it is ridiculously strong if you can keep them in it. Not to mention, just as an escape it is great.
Grenade kit is a nice get-off-me skill and boon removal…. A lot of people criticize this because “grenades are super long range!!!” But, let’s be honest, there are points when SOMEONE will reach you. And if you’re running P/P instead of P/S or rifle, more peels are great.
The only one I was moderately disappointed in was tool kit’s KR proc but it’s still a nice boost. The speed disparity that occurs when you proc that and cripple them is just silly. Not to mention, it works when you’re holding the orb in spirit watch (not sure if this is still the case.)
To be honest, I haven’t used the flamethrower’s proc that much so I can’t say much to that effect.
Although I do agree that the cool down could be bumped down to 10 or 15 seconds just for parity with other traits such as elementalist attunement switch. However, I do believe that it shouldn’t be 5 seconds because it’d be unbelievably strong. Already, it is a really nice touch when you’re doing a kit-focused build but having those abilities spammed would be absolutely stupid. Namely, if you’re using only bomb kit, you are able to proc an interrupt every five seconds with no cast time. Heck, even a 10 second CD is a bit ridiculous.
It is definitely not at the build-defining point it used to be, but it shouldn’t be as an adept trait.
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Hey all,
I just made a post in the suggestion forum in the hopes that the kit refinement buff will be set up as “debuff,” in the likeness of reveal, as the current setup still causes hesitation in quick kit switching situations.
https://forum-en.gw2archive.eu/forum/game/suggestions/Flip-the-Kit-Refinement-timer
If y’all could comment in support or constructive criticisms for/against the current setup, that’d be great!
“Kit Refinement trait: Now displays on the player’s buff bar when it is out of cooldown.”
I feel the timer would be a LOT more useful as a “debuff” in the stylings of reveal, as a until-it-can-be-activated again timer instead of the current implementation.
With the icon popping randomly, engineers still end up more or less “guessing” when you can switch kits because there’s a bit of guessing for when the buff might come up and you’ll waste it. However, with a reversed-timer setup like reveal (hopefully, with the icon flashing as it nears completion,) we’d be able to say, “Oh! Kit refinement is almost up, I should be careful now.”
Lil late, but great duels last night.
Most of my duels lasted very long 5-10mins, lost to a few engineers this time around, kept having my play style mixed, battled thinking they were bunker when they were cd, so i didnt have much cd removals on, except for one engi which we lasted like 15mins but he got me in the end cause I got him to 20% hp and I got carried away to get that last hit and killed myself in confusion xD and I ended up missing my GvG cause I was still fighting lol
Oh, frig, that was you? That took so kitten long. You were playing on the dime and timing all your condition removals (didn’t have much CD removals, my kitten ) the entire fight despite my attempts at interrupts and spacing my confusions. To be honest, I was hoping that floating low would make you play a bit sloppier. I’m glad you did slack up because that fight was silly long.
And yeah, it really bothered me that I lost to the bunker engineer. I couldn’t find him after I went to my original build! Ah well, for another fight night I suppose.
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…Does top 500 count too?
…Weird things happen at night. Fighting a GoM ranger at Hero’s Lodge when we somehow clip into the house below. Did a screenshot mid-transition from inside the house to map to show the fact that I was in the house.
http://i.imgur.com/baY8vbt.jpg
http://i.imgur.com/NJGEv1r.jpg
That’s the YARR captain, Silver Onyx. He’s pretty new to Guardian but starting to get the ropes! Hoping that more people will continue to duel him until he becomes unstoppable like his warrior.
Man, no one on GoM will let me run around as a dolyak.
Was the dueling area a T8 thing or is that universal for most tiers? I’d like to mention it for everyone that wants small group fights but I suspect it’ll get trolled into nonexistence if it is “announced.”
With that in mind, y’all should PM good-mannered forum peoples and figure that out if they want their fair fights! I know there was quite a lot of fun fights with the folks on SF as a FC’er at that locale.
-If you guys didn’t get any transfers, it’s probably because you were already a relatively high population server and didn’t need them or you guys simply didn’t advertise enough. To be honest, I’m a little bit unaware of how our WvW population has shifted as I’m sticking to our server’s teamspeak groups and those are purely FC natives currently as the new FC have yet to discover this amazing tool. If our random non-coordinated groups are giving you guys a hard time, then I apologize for our vastly outnumbering forces.
- If you’re a PvE server primarily, why do you want to be in T7 so badly? Just be happy with T8. If you were dominating us like SF did, I could understand why T8 would be a bad place; conflict-free and boring. But, as I said earlier, good fights are being had.
-What would you do with warnings? Fight harder? SF should have moved up a long time ago. If you guys truly are a T7 server, you’ll fight up to it and one of the other servers will pop down. Simple enough. SF hasn’t ever had the opportunity to fight up for it and needed dev intervention to even have the chance at proving themselves.
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SF really got to you didnt they? Dont be angry at us because you couldnt compete with them, nothing but pure hate coming from you kitten ants, hate aimed entirely at the wrong people.
Go look at ET and FC posts concerning this situation and then GoM, you guys are the only ones trash talking.
…The post you quoted is in response to a GoM person trash talking.
And last I checked, what happened to GoM only happened because that world was at the bottom of tier 7. It wasn’t NSP or HoD, it was your server. Currently, SF is matching with those two as opposed to scraping along. If SF were getting destroyed as you all expected then I’d be inclined to agree that you guys should be angry.
But, to be honest, I feel like everyone is having good balanced fights in tier 8 currently and should just be happy. Y’all had a bad first day/night but, based on PPT at primetime, the coming fights will be exciting.
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We have no sense of tactics because we work in groups. Kitten us, right?
P.S, this numbers argument is happening after weeks of people dissing on ET/FC because SF numbers didn’t matter and we just sucked at fighting them.
My bet is the ~300 healing is from healing bombs.
So I’m not 100% sure on thief builds, but aren’t those utilities purely heartseeker spam thief?
It’s because Engineers already have ridiculously high adrenaline gain from the tools traitline via adrenaline pump. In addition to easily available permanent vigor and swiftness… It makes engineers have a ridiculous number of dodges.
Oh! I developed a build to achieve this a while back. Instead of flamethrower, pick up 20 in explosives for the IX trait, accelerant-packed turrets. This is the bread and butter to this control build. Then, 20 in firearms for II and VI traits… And the last points are up to you.
Using the IX trait in explosives is better than flamethrower because you can blow them up (and away) even while CC’d.
The general tactic is pretty much chain nets/rifle4 until they get in melee range then blow them away by detonating a turret. Generally, I let them get close enough to double-tap net turret then blow it up for knockback after the immob ends then chain into the toolbelt net.
The biggest weakness to this style of control build are ranged characters but this can be semi-dealt with by using the last 30 points into alchemy and going elixir B and U (for the toolbelt anti-range.) You’ll be hopefully able to keep up damage that way.
If you want to go MOAR TURRETS then you should go into tools and get static discharge. Detonating your turrets AND the toolbelt skills will both proc static discharge. However, the static discharge will be on top of you for detonate, so you need to be on top of them!
Use healing turret, net turret, rifle turret, whatever else for the third utility (preferably a turret, preferably rocket for static discharge but thumper works too.) If you’re ridiculously skillful, the proper chain is: at range from them, surprise shot, double-tap net turret, pew pew pew (count to ~3,) rifle5 on them, rifle2, drop your rifle turret (mix another surprise shot somewhere in here,) rifle4 them into your net turret (it should fire again,) after that immob ends (this wastes a bit of knockdown unfortunately,) detonate your net turret, then they should be somewhere around your rifle turret…. and blow your rifle turret (hopefully you should be on top of them and can get the static discharges to hit when you detonate) and surprise shot. By now, your rifle2 and probably your healing turret will be up for more knockback funsies. Mix in your third utility and it’s respective toolbelt somewhere in there as you’d like. Have fun with that.
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Deployable turrets is even more broken than known before! It breaks accelerant-packed turrets so that only self-destructing the turret will explode (i.e, not when killed.) It also removes the bonus to the explosion damage from rifled turret barrels. Oddly enough, not just for healing/rocket but all of the turrets; including rifle, thumper, and net.
Just testing it for a potential build… It also messes with the interaction between the explosives trait, accelerant-packed turret, and the grandmaster inventions trait, rifled turret barrels. It loses the 15% damage from the turret explosion which is ultra lame! No super-super “mines.”
Just did some more testing with a helpful fellow from SF, it completely removes the explosion if they kill a turret (instead of self-destructing) while deployable turrets is equipped.
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TAC has been attacking me. I ran past a group, but they still tried to kill me, I downed them but didn’t finish. They res’d up and tried to kill me again. So… They’re on my KOS list. Other ET guilds seem chill though.
A.k.a, silly krakrabbit, trix are for kids.
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I’m not actually sure if this was ever planned to be implemented, but could timers start having milliseconds for cooldowns and buffs? I just realized this wasn’t a feature until I started using stealth, it lasts 3 seconds and relies on some tight timing.