it’s a 50sec cd. they deserve to die if they didn’t bring enough (one) condi clear.
agreed. One condition can do a lot of damage, but it takes 1 condi clear to wipe all the damage that it would have done. I wouldn’t look down on the poor mesmer that failed to cleanse that condition, we are one of the worst condi cleansing classes after all.
one other thing to add… gl against crystal skin on elementalists if you’re full condi… that thing needs a nerf since its a pretty ridiculously hard counter to condi builds.
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retaliation already does that, just doesn’t negate the damage you take.
My suggestion for improving TD would be that it adds a 2nd bomb to your on-dodge EPK, at the end of the dodge. This rewards players for tactically dodging and good positioning, increasing their damage in melee range, the mirror to Orbital strike’s damage increase at 1,500 range.
As it is now, EPK and TD together is complicated to use in all of the wrong ways. It takes away a reliable way for the player to be skillful with the trait, while also not being a noticable and enjoyable trait for those looking for something easy to use.
I like that idea, would also be nice if it had an icon to show its up like speedykits does. This would be worthy of a grandmaster trait.
doesn’t use up any important skill cooldowns
you don’t use any other blast cooldowns on skills if this trait was implimented. Im well aware of the invis we have in pvp currently, I prefer not to since wasting turrets is either a waste of a skill slot or a waste of the skill itself in most cases.
Ya it would require bomb kit, or elixir U toolbelt and use it as a reflect wall if it goes the other way. The smoke wall blasts invis.
I stay away from turrets if i can help it.
Didn’t actually know about autodefense being broken because I don’t normally use it.
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It wouldn’t be very useful for stacking stealth because the damage reveals you easily. At 240 radius (once it gets fixed) you’ll basically have to be safely away from your enemy to not get revealed.
I’d be more concerned about using it for heavy healing with mortar’s water field, or ranger’s healing spring, but personally I feel the former is too long in duration already for how long the field is.
it’d be access to an invis that doesn’t use up any important skill cooldowns, and it’s not really any different from any of our other blast finishers in that respect. I’m thinking more in respect to wvw and pvp usage.
using it for healing isnt really an overpowered mechanic, I’d think theyd be more concerned about giving engineers too much easy access to invisibility.
The 10s icd ruins this skill. I got the impression from the live stream they did that EVERY dodge roll would be a blast finisher
That should be irrelevant given dodging is restricted by endurance.
Elixir R, you could potentially do 4 blast finishers with dodges in succession. Doesn’t effect invis since smoke field lasts 4 seconds, so 2 bombs seems to be about max anyways.
I agree, I thought it would be every dodge bomb as well. It seemed a really good trait, maybe they just deemed it too op to do that.
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I was thinking about this recently, because I’m using a dual pistol build in wvw and my only real source of invisibility is elixir S despite having bomb kit equipped. I looked into this trait, and it has no real benefit, even if you did save your dodge roll just for that measly 3 second invisibility on a smoke field. itsynergizes well with autodefence bomb dispencer, but its still not worth it to attain that one blast finisher. I think it could be more viable if it was 2 charges every 10 seconds. So you could gain 6 seconds of invisibility in combat (if the enemy isnt standing on your bomb anyways), which could make it worth it for people needing extra invisibility while in combat, but don’t want to waste too many long cooldown skills to do so.
The entire point of outfits is that they are not customizable; if they were, they would just be ordinary armor.
From the developer’s point of view:
- Outfits are cheaper to design & test — each of the 10 designs only has to be tested against itself; they do not need to be tested against any other armor or outfit in the game.
- Easier to list on the gem shop: one item, one price.
For the player:
- Outfits can be applied without transmutation costs.
- Outfits remain the same, regardless of changes to the underlying armor.
All of these benefits would be lost, if outfits were customizable.
(Of course, armor piece skins have their own benefits, which as pointed out by the OP are lost by using outfits. The point is: there is a reason why outfits can’t be customized.)
I realize that its easier for the developers, but as a player, the loss of customization is a very large demerit to outfits.
Personally, I’d still prefer new armor sets to new outfits.
engineers now have a trait that constantly applies 1 stack of stability every few seconds. If they stay with flamethrower, they will have a permanent 1 stack of stability. If you wanna knock him down you’re going to want to use 2 knockbacks in very quick succession.
The trait is basically what replaced juggernaut, and it requires the engineer to use flamethrower. If they ever swap out of flamethrower, they will have a temporary gap in stability, so keep watch. Otherwise just dps with range or try to burst them down, since flamethrower isnt exactly the best dps.
Did he use a Flame Thrower? We also have access to stability through elixirs as well.
only other stability we have really is elixir B toolbelt… which is 5 stacks for 4 seconds, so before the flamethrower update we had almost no access to stability whatsoever lol.
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When we got the outfits the way they are now – hide whole armor and dont change the armor pieces and you can turn it off and on whenever you like – some of us liked that – but what we lost ?
More or less we lost a part of the customization accessibility and that is a turn off. I suggest to keep the current features and add skin for each individual armor piece so we can use these skins in a way we want.
I must agree that it cant be done with every outfit – there are going to have a loads of clipping and maybe some skins are going to become even unbearable to wear with other armor skin combinations.
Even though it may not be possible for every outfit – we know its possible for some – we already have seen it. But isnt it better to add this feature and leave the potential clipping ones the way they are now ?
This is definitely going to increase the desire for outfits but at what price they are going to be after all its gonna be outfit + 6 individual armor skin pieces.
The current outfits are at price 700 gems – for hide whole armor and show the outfit skin without any additional individual armor skin pieces but wearable by every profession despite being heavy, medium or light armor, turn off and on whenever you want (even in combat) and lets not forget that some have brawl toys .
Currently full armor skin with 6 individual armor skin pieces – costs 800 gems.
Arenanet maybe will increase the price of the outfits which have both option – to turn off/on and to get 6 armor skins if the change happen
I want to hear what is your opinion – do you think its bad idea or good one – does it needs something else or something removed ?
P.S. Sorry for the bad english skills
sounds like a good idea to me.
I’d be glad to see them do away with full armor outfits and bring back 6 piece sets even if it costs a little more. Even if I really like an outfit, if it isn’t customizable in anyway, I am very unlikely to use it much, because looking like you came out of a cookie cutter just isn’t worth it.
It’d be nice if the costume slots for 6 pieces of armor were all togglable.
I love how you can change gear and trait lines in dungeons now, I think it was a great addition to allow people the flexibility to change how they play anytime, anywhere… outside of pvp lol.
My suggestion is to allow players to have 2-3 tabs for runes on their gear. So you can have your zerk set with runes of the scholar, runes of strength, or runes of the ogre. Maybe you want to be a support role in wvw, so you equip your cleric set with runes of the monk, or runes of mercy for reviving people quickly, or maybe you’re going solo and want runes of the defender?
I’d love to try and use all these runes on my current gear, but I can’t currently swap out such expensive runes and buy them every time I want to try them, so I suggest you allow us tabs so we can swap them on one set of gear any time we’re out of combat. This will allow players more flexibility in experimenting with new runes, without losing their current set.
Anyone agree?
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I love the idea, I’d love to use a set of these runes for bosses. Honestly just having these runes would make having a tank in dungeons more viable as you could keep aggro on yourself and away from squishies.
I feel that I’d agree with the OP, only because I greedily would like to see healers being a little less niche. Having healing with a lower base value and higher scaling seems fair to me for end game content.
One glaring problem with this I can see though, is that it would hit noobies pretty hard, as they’d have less ability to solo content than they did before.
i hated em. Made it so no matter how classy i made my character look, the second i swapped to any kit, they’d feel out of place with a hobo bag on their back.
its a good thing they changed it, its nice not feeling like a homeless person carrying all your valuables in a ratty backpack. I’m sorry your character looked penniless so it could match the backpacks, but most of us didn’t, and didn’t like them owo.
The change is much appreciated.
Are you a lil booka from JQ or TC and were you playing around 8-10 pm est last night? If so then it probably was you lol. Thanks for the info!
What did the engineer look like?
its not a real problem, 10 seconds is pretty ridiculously broken. I was able to pop AED 4 times in a relatively short period of time because of this during one battle. Pretty sure its to give you a chance to save yourself once in battle, not pop yourself to full hp every time you’re low.
Never tried the gadgeteer trait ill have to try that.
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Runes of the scholar are great for SD if you’re running it with a berserker set. These are great if you’re looking to take out the enemy in that initial burst.
If you’re ok being a glass cannon, rampager would allow you the most versatility in your builds. I dont think you can necessarily change your play style drastically without different sets of gear to move your stats around. I’m an odd ball personally, and carry 5 sets of gear on me at all times. This allows me to be a stalwart tank, to a supporty healer, to 2-3 sets of glass powerhouse sets.
If you need something to let you take a few hits, perhaps take the rampager set, and use some tankier runes. Rune of the forgeman would give you a good balance of toughness, protection, and burn for your conditions. Rune of the engineer isn’t a bad choice either.
I was a little sad to see healing bombs go, but tbh i actually prefer that they made the changes they did. Our heals are much more effective and we still have a good amount of healing options. healing bombs pigeon holed you into spamming bombs and nothing else, but now you’re actual heals are far more effective and you can use other skills in a fight and have more options as a healer. I like the changes and don’t feel overly sad to see my main source of healing before patch gone with what we got in exchange.
p.s. med kit #1 skill sucks horribly… how did they think this could possibly be viable x_x
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Yes I was really looking forward to playing Med Kit support in WvW. But far too weak to be of any use.
indeed, the heal does 122 x3 per 1 1/4 second on my cleric build not including added boon heals. 174 x3 with added 4 boons. so 366 min heal and 522 max on 1488 healing power. On my bomb heal build, I used to heal for at least 400 per bomb maxing at about 450 with added healing stacks . Bombs are dropped faster than the med kit #1 completes its x3 at. I almost considered bomb kit heals a passive regeneration for people I was healing, why would a skill purely dedicated to healing, be similar, if not worse than this? If med kit is going to strip us of any offense to be used, then it should provide a decent enough heal to make it worth using.
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So just wondering have any of you managed to do a somewhat working clerics build on engi yet, after the changes?
my heals are much more potent than they were before the patch. You can’t spam bombs for heals anymore but healing skills heal for a much larger amount.
you can heal with healing turret (because honestly med kit isn’t viable at all… was greatly disappointed by this), elixir gun #5 skill, and mortar elite #5 skill. You can stack regeneration as well, by spamming mortar #1 on the #5 field.
I was so excited about med kit, but it basically has not changed with its new patch. It’s the same level of viability as before, as they make it almost impossible to heal people with it except for yourself with toolbelt.
The 1 skill needs a clearer and larger area of effect, as right now, you need to be virtually on top of a person whose standing perfectly still to heal them with it. If you are going to swap to med kit during a battle, healing with it needs to be worth you’re complete lack of offense.
I can see that there looks to be no limit on how many people you can heal with the skill, which sounds awesome, except such an opportunity with such a small aoe would probably happen once if ever in your entire game experience.
I agree with a previous poster that med pack effects having an aoe on their effect or just the buff would make them more useful. another thought would be having an auto target, where you can select an ally to throw basically homing med kits to, would make single target healing and buffing with med kits more viable.
~Waves~ hi brakkis
good to see you’re still at it veewee ^^
It’s good as a surprise tactic, but if your opponent knows you’re using it, it’s very easily countered and interrupted. With the long cool down and probably low hp at that point you know you’re screwed if your cast was caught. I’d use it situationally but also very sparingly.
I don’t see how melee weapons aside from tools could fit the engineer motif. Inventors don’t really fight hand to hand normally unless you’re Ironman. We have a potion transformation, but it’s very short term. Maybe if they played with that I could see engineers brawling.
You might want to reconsider flamethrower as your main weapon if your going to be using conditions as your main damage source. Flamethrower only applies about 1 second of burn on the last hit of its damage cycle. If your looking for reliable conditions, consider either grenades or elixir gun. Grenades will application bleed when traited and elixir gun will apply bleed with its auto without any special traits needed. If you want a really nice burn though, you might want to try the pistol offhand skill #4. The burn damage from that skill is no joke. Glue shot might be another nice addition considering youll probably be doing a lot of kiting around your turrets. Turrets are fun to play with, they don’t really work in boss battles since they get early destroyed, but they can come in handy when traited properly.
I can definitely think of some good scenarios where it’d be very useful. I’ll not keep it on my main weapon, but probably on a spare shield that I keep handy.
OP deleted his post? :/
You should report it to the bug section of gw2 forum. They deal with the problems you post. They fixed the engineer item eating bug on swapping kits when I posted it there.
Yea I know that feeling:-P Usualy “top” players and meta makers are not ppl who invent build or strategy but someone who made post / video about it and they usualy dont even use the best thing what class is capable of but just something above average.
And then you met some newbie in dungeon what do barely half dps you did and when you wanna help him with build he told you “No thx I dont need any advices I have this meta build from DnT forum”.
Some people wanna do their own thing :/ personally I don’t appreciate people trying to give me advice when I didn’t ask for it either :v if anyone has zerk gear for dungeons they shouldn’t have a problem pumping enough dps to not be dead weight though. I’m not sure there is a best build as opposed to just being a good player. If the OP likes FT and Egun and does a good job with it, then why not? I’ve been beat down by an engineer with pretty much the same build, couldn’t beat him even with several tries. Engineer is low skill floor, high skill cap class. Do your thing, but do it skillfully I say.
Probably just zerk gear, grenades, and whatever else you need to stack might would be more engi dungeon meta. pve is whatever you want it to be really though, long as you’re contributing and not using nomad gear then its probably fine to do what you want.
Cause engi is the master class of course >=/
Conditions:
http://wiki.guildwars2.com/wiki/Conditions
If you improve the condition damage stat it makes you a force to be reckoned with in wvw and pvp. Look for attacks that have red symbols in the descriptions, such as burns, poisons, confusion, etc.
On the note about supporting. dps build will always make you an asset in a party while supporting is situational. Supporting is a generally for more experienced players if you’re an engineer in my opinion, the easiest support class being guardian. Leave support to when you’ve seasoned yourself a little, but you don’t have to drop the idea.
Regenerating Mist: Increased water field duration from 1s to 3s.
Adding 1-2 seconds would be good, currently it’s nearly impossible for anyone but the engi to combo off of.
Bomb heals aren’t an immediate heal, with the right rune and sigil combination with high healing power, you can get around 450~500 heals from bombs for your party every half second. 1k hp per second is a powerful heal…
According to the wiki, the bombs actually takes .74 seconds to lay and .74 seconds to go off, but you could probably just figure that you’ll have one going off every .74 or seconds.
If you were getting 475 healing per bomb, you’d be doing roughly 640 hp/s, which is definitely nothing to sneer at.
You’re right, I didn’t notice that when checking the wiki. The 1/2 second symbol is rather misleading. Regardless if you use backpack Regenerator, monk runes, and water sigil, you’ll be plenty stocked with passive heals.
Also, considering how good healing turret is, getting one combo finisher off the toolbelt is still pretty decent. In wvw I pop rocket boots with regenerative mist which has saved my butt plenty of times.
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5 sec of superspeed or some longer lasting water fields have absolutely no impact on pve, though.
Actually they do, they would have a tremendous impact on the ability to heal oneself in a support role, they’d also allow for a more tanky role which seems to be a thing with these people I’m not sure why but apparently you’re not supposed to tank in this game which makes absolutely no sense, there are healer tanks in every other title without a clear trinity that I’ve ever played save for this one, not to mention that other than the title this class actually acts just like a soldier class in every way it’s high time they allowed that function in PVE at long last considering the number of traits one could use for defense, it’s just the healing aspect of this class is nerfed in PVE because of their decisions in PVP. Balance in all things, but they seriously don’t have balance in this class in PVE. Heck they still haven’t replaced the missing Free Heal/Condition removal they removed from Kit Refinement with something even if it had a longer cooldown it’s necessary because that hole has been there ever since they nerfed that in PVP, it’s drastically affected PVE healing ever since for this class.
I find bomb healing as an engineer quite effective in pve for tank/healer. If you put on some cleric gear with monk runes, you’re actually very tanky. Bomb heals aren’t an immediate heal, with the right rune and sigil combination with high healing power, you can get around 450~500 heals from bombs for your party every half second. 1k hp per second is a powerful heal, and when you include heals from runes, and sigil as well, you’re quite an effective healer without even popping you’re actually heal skill. There are no broken healers in the game, only stronger support positions, but we already have what is necessary to be a tank/healer.
I also think all the suggestions from the op are too overpowered.
You’re limiting yourself to zerging if you choose that cleric build, you wont be very useful beyond tanking and a little healing. SD zerk is a good build, takes out people quickly, but you’re also made of glass so thieves will down you with one stab. Condi bunker is a safe bet, but if you want to SD, that’s also viable just high risk. Just don’t go cleric if you’re planning on ever getting a kill. In bigger wvw, zerk or Condi grenades are awesome. Consistent damage that effects large groups, long as you’re not getting focused yourself.
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The correct answer is Sylvarie, don’t forget Scarlett was the greatest engineer.
hey
thanks for help guys. One more question: I don’t think I’m going to do wvw any time soon, more like pvp and pve. is power healing or berserk build a bad idea for that? cause I’m not sure if I could hurt warriors,guards or necro without power, just with condi :/ I’m noob and I am not really into the game yet so I might be wrong
thanks for future explanation
I would not recommend cleric for pvp since it deals very low damage. You could be a decent tank, but good luck getting very many kills or even supporting in a helter skelter pvp match. Berserker is a definite possibility for pvp, but you don’t need to even buy the armor for pvp since pvp builds are specified by a separate system from pve and wvw armor. Get the berserk build for pve for now, and experiment with the pvp amulets, which aren’t effected by your pve armor.
I always just look for things like “twilight arbor aether path first time” or “arah p2 all welcome ”, cause even if you have to do a bit of carrying and it takes longer, the ppl are still relaxed and 10x nicer.
I would say rampager is more of a pvp build for engineers. Aside from stacking vulnerability and bleed faster, its still not as high dps as a normal zerk gear set in pve.
Those players worked hard irl or ingame for that gold to buy their arah armor. Who are you to come in and devalue their accomplishments. kittening elitist.
Buying an achievement is still not the same as earning it. Like buying a trophy off someone.
It’s more like buying a Lambo instead of winning one in a contest. It ain’t cheap to buy paths.
I disagree with your analogy, since you’re purchasing something that wasn’t meant to be purchased by normal means. If the dungeon armor was available to be purchased with normal in game gold, id agree with you.
Sounds like a busybody thing to do. I wouldn’t even notice the skins most of the time.
I don’t anymore, but when I got the skins initially when I was newer, I was of course proud. I think it would be similar for other newer players who work hard for their skins. I’d heard a person complain when pvp armor and weapons were merged with pve gear. Although I liked the change, I found the complaint understandable that they might be upset since they worked hard to receive that gear, and then have the satisfaction on that work taken away. I have enough nice skins and an excess in many tokens, so your right I rarely notice anymore, but it wont change my thoughts on dungeon selling.
Well that’s fine too. Some people come for self-fulfillment, others come to just own stuff. To me, they’re equally valid reasons, even though I personally don’t agree with what they’re doing sometimes.
What I don’t agree with, and should be banned, is the ability to join someone’s party and kick their own instance because that goes way beyond dungeon selling and is just an ingredient for a toxic environment.
I mean it doesn’t matter what OP was doing. Let’s say he just started the dungeon on his own for a few minutes and then uses LFG; and then gets kicked. That would clearly be wrong, wouldn’kitten It’d just be a few minutes of progress stolen, but still— that should not be allowed.
I have never personally experienced people trolling like this even though I exclusively pug. I can agree though that that is a pretty troll thing to do. Even if I don’t agree with dungeon selling, I don’t wish troll kicking on anyone. If dungeon leader was optional, id agree with such a feature, as long as the leader leaving didn’t close the instance. I would personally avoid parties with leaders though, since leaders can be troll too.
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Yea..don’t run healing in pve dungeons. It’s bad. Condi is fine for solo but in groups it’s also bad.
A decent berserker gear build like 66020 with invigorating speed and infused precision while also taking pistol/shield and toolkit will cover all your defensive needs with 2 blocks and perma vigor. You can even go crazy and take energy sigil+elixir r but that’s way beyond overkill.In pvp celestial rifle and p/p condi are your strongest choices.
Healing build for dungeons is situational, and one of my favorite builds. If your running pug groups, sometimes you need someone to support if you don’t have a guardian. There have been times where I’ve been stuck on lupicus in pug groups because my team can’t stay alive, so I swapped to my cleric gear and act as a healer and reviver for the group. After all the failed attempts, after I swapped to that gear set and acted as support, we cleared lupi very easily. Dungeons aren’t always straight dps, sometimes you do need more traditional rolls such as supports. Dps still being the first most important build to get though.
Btw your pve berserker build… you’re free to use whatever build you want for pve, but idk if id recommend that one…
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Both are decent for different reasons. Condi (dire/rabid) is good for wvw and pvp, but not good for dungeons. Power/healing/tanking build (cleric), is a good support build in dungeons, but not really good for wvw or pvp. Berserk build is best for dealing straight damage and is probably going to be your most important build. Personally I carry all 3 builds on me at all times so I can change my build on the fly, depending on the situation.
Those players worked hard irl or ingame for that gold to buy their arah armor. Who are you to come in and devalue their accomplishments. kittening elitist.
Buying an achievement is still not the same as earning it. Like buying a trophy off someone.
The real crux of it is that it’s a one-design-fits-all scenario vs. 3 sets for 5 races plus other variables. They charge 100 gems less and it’s a lot less work overall.
I agree though. Mixing and matching pieces is what I like about armor sets vs. outfits. I may like gloves or boots or a chest part on an outfit, but rarely do I like the whole thing. When armor sets were being made more, I would buy them sometimes for specific pieces. Mind you, I thought that one time they tried selling us boots, helm, gloves and shoulders for what I consider to be an outrageous price, not the way to go, but the outfit thing is garbage. Heck, if you have to, sell the outfits as a one size fits all but broken into 6 pieces like armor. Charge 800 gems and be done with it like the OP is saying.
Outfits are nice, but I died a little inside when I bought the last knight armor piece and realized I would be able to use the poofy pants on anything else. If I’m given the choice, I much prefer being able to mix and match.
Sounds like a busybody thing to do. I wouldn’t even notice the skins most of the time.
I don’t anymore, but when I got the skins initially when I was newer, I was of course proud. I think it would be similar for other newer players who work hard for their skins. I’d heard a person complain when pvp armor and weapons were merged with pve gear. Although I liked the change, I found the complaint understandable that they might be upset since they worked hard to receive that gear, and then have the satisfaction on that work taken away. I have enough nice skins and an excess in many tokens, so your right I rarely notice anymore, but it wont change my thoughts on dungeon selling.
Touché, I actually forgot that those were needed.