Showing Posts For Dentrius.1274:
Yes they can be healed. Medic gyro even heals itself aswell as other gyros. Healing turret aoe and even MDF trait heals them.
I guess you can blame it not working underwater on the person who though it was a great idea to make 2-5# skills ground targeted baseline.
I have a more so performance bug to report, but considering it does have to deal with the scrapper, I’ll post it in here.
A guildie of mine was playing around with the gyros and eventually had placed out 4 of the moving gyros (Medic, Bulwark, Sneak, and Purge) out at the same time. Standing still, performance was fine, but as soon as they moved, they reported that their FPS tanked from all 4 moving. I tried this out myself and went into a spot that was giving me about 50 fps. I deployed the 4 gyros and I still had 50fps standing still; however, I as soon as I started moving, the 4 gyros moved and my fps tanked to 15 until I stayed still again.
Granted, I doubt an engi would be running all 4 of those gyros at once; however, it may still be an issue if multiple engis had one or two gyros at the same time.
Had the same issue, thought it was just my PC going bad for some reason. About 60fps with Purge, Sneak, Heal and Bulwark gyros up, only after i started moving and pan my camera back I had below 30fps.
Have to admit that when they announced that we get a Funcion Gyro that we activate with our “F” key, I immediately thought that a gyro would replace most of our interactions like spawning a gyro to:
- havrest nodes
- interact with NPC (like opening your bank form 1200 range)
- pick up bundles and carry around us
- even use objectives like channeling buffs on silent storm or using sieges
All that giving the feeling that engineer advanced in his technology so much that now he has hes gyros to do the mundane work for him.
And then they said that the gyro is only for stomping and ressing… Like it feels that there was a grander idea with them but they had to cut it to be usefull in only one gamemode due to time.
Either wait a month when cele will be back to its former glory or go with dire/rabid p/p burn build for roaming.
Celestial Is Back.
Not a chance we’ll get enough testing. I wouldn’t be surprised if at the launch of HoT the most bugridden and unbalanced elite specs will be Forge and Druid, while Chrono and DH will be near flawless.
It’s a tough one. They can’t change our toolbelt skills to sth static, cause our utility skills are balanced with thoes in mind (med kit, gadgets, elixirs etc)
They cant add another button at F6. So imo its either well get a minor trait that spawns a drone each time a toolbelt skill is used and with the major traits we pick what we want the drones to do passively (offensive buffs, deffensive, condi clear, damage etc).
Or
We get sth crazy like a resource bar added to the toolbelt and drones are upkeep skills that pulses effects similar to the revenant and we need to use hammer skills in order to generate this resource. (Forge > rocket hammer >heat – steam is the resource)
Not what i expected, but still the Elite drone and heal drone might be usefull. The hammer and trait line might be good too, cause as we seen only one trait affects the new skills and the weapon is completly diffrent form them.
Running this build at the moment. Still testing gear setup, probably going all berserk jewels, still needs testing though. Nice disengage and for stomp/resses, small group roaming mainly.
Agreed but only if the moa will shoot rockets while pecking!
On a serious note: yea, tornado is that bad that self moa would be a buff to elixir x…
You can always try to emulate the soldier rifle or marauder form sPvP.(the later mixed with some knight gear)
I agree it would be nice to have a competitive alternative to grenades, problem is the FT, while it has some nice utility, simply doesnt deliver. Nades have better cleave dmg, longer range, larger radius and more cover conditions. The only thing that is keeping FT decent right now is the same thing that buffs cele eles and guardians – which is overtuned burn condition.
On the plus side FT/HGH – good for 1v1s especially proffs with little condi cleanse, although nade/HGH is just as good.
Dont get me wrong. I’d like to FT be a thing, but after they’ll fix burn dmg it will be far from meta, agien. 1k burns in soldiers wasn’t possible pre-patch afterall.
I don’t think we got “ruined” just our best pre-patch cele spec got eclipsed by cele eles and we have to go either with a glass canon for team fights only or a bunker lockdown for home and team fights. The problem is that other proffesions can fullfil these roles easier. Guess we’ll have to wait and see.
I can see Med kit beeing slightly competitive to healing turret if:
- you make #2-5 skills drop in front of you like it used to and add the throwing ability to the trait Health insurance, since that trait implies using Med kit for more group support this would fit, while leaving the med kit more self oriented without that trait.
or
- Increase the velocity of and the pick up radius of the med packs and reduce the cast time form 1/2sec and 3/4sec to 1/4sec.
EDIT: and I agree Med blaster should have a cooldown and be more of a burst heal.
Thanks for all the insight guys, now I know what to aim for statwise.
About the runes while pack or vamp is really good to have I just can’t stand running with normal speed without travelers, but I guess chronomancer will fix this issue.
wow they just re-enabled grenadier, no patch no reloging.
Since the patch I’ve been enjoying this build in sPvP, especially the support, damage and nice sustain combined.
I have checked a few builds for WvW and I see that the gear setup is slightly diffrent. Mostly berserk with some valkyrie/knight/cavalier pices.
My question is what stat values should i be aiming for, how much vit and toughness items before going berserk with the rest?
Note: for solo and 2-3 player roaming
Just go with marauder explo/alch/tools with toolkit, nades, elixir s and x and you’re fine. Just remember this is mainly a team fight build, not so good for duels.
Or just go with HGH cele, for duels mainly.
Although I wish we had better options in the adept tier, but we’ll se what they’ll do with the fixes.
Grenade Barrage and Tools specialisation:
In PvP while having Tools spec equiped the cooldown for Grenade Barrage is the same 30sec, while it should be 21,5sec.
In PvE this works fine.
Just wanted to add my 2 cents about new build that poped up.
Last night i’ve tried the Five Gauges marauder explo/alch/tools and its amazing.
It really shines in team fights. Great set up for your teams burst, lots of rezzing potential as well as safe-stomping (despite it’s a glassy build I had more succesful rezzes than runing pre pach cele).
Of course you can’t eat a shatter or a backstab like cele, but you have 2x elixir S on a 48sec cd for almost 8sec of invul. as well as 6sec of stealth (sometimes 12sec if you get lucky on kinetic battery), prot injection, reactive lenses and you can even moa defensively. Oh and rampage(50% of the time ofc.) your team fight decider.
And damage. Even without taking bugged grenadier you can still one-two shot someore form a stealth magnet barrage. The near perma fury helps too.
All in all it feels like you are playing a SD build but less squishy and more usefull with the rezzes, stomps and aoe pressure.
A.E.D. + Automated medical response +Gadgeteer – Aed behaves erratically:
1. The AMR effect trigger appears to be lover than 25% hp
2. AED cooldown resets when hit below 75%hp with gadgeteer and AMR equiped
3. AED cooldown resets briefly below 25% but after proccing the healing part the skill flips back from ready to 20s cooldown. This only happends when getting hit below the 25% mark while the AED buff is active
They said on the livestream that detonating supply crates turrets would give 3 blast finishers, so it’s clearly just bugged atm.
Supply Crate – detonating the turrets form supply crate does only trigger one blast finisher instead of 3, as was mentioned on the preview stream.
To reproduce: drop supply crate, use fire bomb and detonate turrets.
Adding to Darth’s post: even if ppl will just walk away form the quad orbital strikes you still can get 4 blast finishers of a frost field for a lot of frost armor or big heals on a water field.
I’m almost sure kinetic charge + siege rounds will be very popular at the start.
Same here. Just noticed that my Mini watchknight is missing form the collections tab. Should I send a support ticket aswell?