Showing Posts For Dragnog.7162:
ANET,
Lastly, and this is kind of off topic for this forum, but I feel it needs to be said. If an account is flagged as a bot, all you need do is flip a switch that allows players to hunt, and kill them. Create a vendor even, looting bot badges and turning them in for vanity items. Like a necklace of ears, or something. We could have contests to see who culled the most botters. Remember, ANET, the best type of moderation, is self moderation. What better way to answer botters than to have them lose all that hard earned gold repairing and teleporting it all away as the legitimate players reap the benefits!
I love this idea, this is a good solution for all involved, can we also expand this to Gold Sellers and flag them as well?
Conditions are varied in their effects, but basically are split into 2 groups: ones that stack by duration and ones that stack by intensity.
For conditions that stack by duration, each additional stack will increase the time that the condition lasts. Examples of these would be Burning, Poison and Weakness.
Conditions that stack by intensity have a set duration but with each additional stack the damage increases. Examples of these would be Bleeding, Confusion and Vulnerable.
There are two that this does not apply to: Blind and Fear that do not stack at all.
For more information I would suggest you have a look at the Wiki in particular Conditions.
(edited by Dragnog.7162)
Please read the wiki on damage, control and support.
That is an interesting idea and I think that it has merit.
I would like to see a bit more cohesion with vistas, where when you have collected all the vistas in an area you can play all the vistas as one sweeping look at the map with your wonderful score in the background applicable to the zone.
I would also like to see vistas all come together as a final meta achievement when once you have all the vistas you can play a video that takes you all the way through the world on a tour.
I personally play both a Ranger and an Engineer as well and I can not see the similarities, that might be because the way I play the ranger is quite different from the way I play the Engineer. Do you think it is possible that you are trying to force an Engineer to play like a Ranger?
I do like the idea of clockwork companions, but I would not want to make them mandatory. Maybe something for an expansion?
Thank you for the answers – I will have to consider it on a dungeon run then…
I have used it quite a bit in conjunction with the Thumper Turret. This works well for elites who will focus on the turret and you can stand next to it and keep applying vulnerability and turret healing (most of the time it will survive the whole fight this way, if you are traited for Power Wrench). Not quite so good with large groups of monsters who in many cases seem to ignore the Thumper and go after me instead. It will normally keep one amused for a while, while I try to deal with the other two or if I am unlucky, three. Previously Pry Bar used to do a knock back and I preferred when it did that.
I use the Magnet ability as an interrupt to special abilities. What would be nice with this would be a reverse polarity option where it could push away instead, kind of similar to Hornet Sting on the Sword for the Rangers but in reverse.
Also I use it with the Pistol and Shield, commonly using the control abilities on the Shield first then swapping the Tool Kit.
But back to the original question: It is worth it if you can find use for it in the way you play. If you like being at Mid to Close range and want to use the pistol and maybe have a turret or two, it is something to consider.
I assume that it is used in PvP but what are peoples success with it in PvE? What situations have you used it in?
I have a question. I had assumed since sometimes it gave the finisher and sometimes it didn’t that it was tied to the Healing Mist skill. The turret says nothing about a combo field, but the Healing Mist does. I always blow up the turret when I need quick healing and the overcharge is down, so I always use Healing Mist at the same time by pressing the F1 key more than once. I thought it was a timing thing with Healing Mist’s circle coming up before the turret had gotten far enough into it’s explosion. That’s why I thought it was unreliable, because the timing was VERY sensitive. Is it possible to do it without using Healing Mist? Because I’ve never seen it happen. Before I learned that it is possible to cause the Combo myself that way, I had never seen the combo happen on it’s own but I just blew it up at the end of the fight without using Healing Mist. If anyone has reliable and tested info, please let me know.
I will test it out later today and see what I come up with…
I think that there are too many kits to make this work. Unless you can select which kits you can put in the Tool Belt you are forcing people to use kits that they may not want to use.
It works. You just have to time it shortly after the handle starts spinning.
Place your healing turret and when the handle on top of it starts to spin, blow up the turret! It’s such a cool combo.
Great to know – I will give this a go when I get a chance.
When does the effect actually take place for the combo? Is it at the beginning of the leap or at the end of it or when you pass through the combo field?
When using Deployable Turrets it only seems to effect my Healing Turret and Rocket Turret. Is this the way it is meant to be? Has anyone else had this issue or is it only me?
there’s a list with every last bug in it on the site already
Where is this list?
The reason I ask is because there is nothing in the Tool tip about it being a Water Field Combo. The only thing that I can see has a field is the Toolbelt (Regenerating Mist) which is very hard to pull off. The simplest way that I can think of pulling it off on your own would be to use the Thumper Turret Toolbelt (Shockwave) straight after Regenerating Mist.
Is the Healing Turret working as intended?
If this is the way it is meant to be working then how long is the field meant to linger? It seems to dissipate almost immediately meaning that it is almost impossible to be used by other people as well.
Has the water field for the Healing Turret been removed?
http://gw2skills.net/editor/en/?fcUQFAUlIqqbnuShF17IyIFM2ECSBgVXie8YU2kB
This is my current build I use for Support in PvE groups large or small.
Main focus of build is removal of conditions and stacking vulnerability, with Retaliation and Healing Combos for area heals.
I did previously have a turret but until all the turrets are deployable I will stick with another Elixir instead. Also have tried this with Pistol and Shield, but have swapped back for leap combo on the rifle. Nice to have retaliation every 20s or so and I am also able to build up a decent amount of vulnerability on target.
(edited by Dragnog.7162)
Blind is also non-stackable so be aware of that…
1. Yes
2. That depends on your build, I use Supply Drop for support due to Stun, stuff it gives and blast finisher. You maybe disappointed with the range of the Mortar, but give it a go.
3. No
4. No and No. They are a standard amount per level with traits that improve them such as Metal Plating in the Inventions Trait line.
In regards to dungeons I suggest that you read the combat section of the Guild Wars 2 Wiki in particular the section on Control and Support.
There are so many things that you can do with Elementalist that it can sometimes be overwhelming. I would suggest sticking to one weapon and becoming very familiar with each of the attunements for that weapon and what they do. I would say in a 1v3 fight you will need to change attunements a number of times. Remember to use dodge at the most opportune time and remember what escape options in each attunement. So start out in a one attunement use the escape abilities from that and go to your next one. When you go into a fight have a plan and try to use your combos, for example using a staff I almost always start in Earth to use Eruption to combo normally with Lava font to give me Might, then swapping into Air to get some Chain Lightening damage in on all targets and dropping a glyph of storms at a convenient time. I also will use Static Field to keep one of the enemies at bay if necessary. I would drop back into Fire or Water depending on the situation (Healing or More Damage) and so on…
Hope that helps…
I am a bit confused by your question. Are you asking if there are any “Weapon Sets” in the game that do not have weapons? Because there is at least one – Engineer Med Kit. Or are you asking if there is a “Brawling Weapon Set”? Because the answer to that at the moment is no.
Have you done all the jumping puzzles? They are part of the Explorer achievement.
What keeps me playing is that I can play with my friends no matter what level they are. It does not matter what level they are at, we can still hang out and do stuff together and everyone gets rewarded. There maybe people who want to make alts, there may be people who want to focus on PvP or WvW, but the main thing is that when we get together we can all have fun together.
A few things to keep in mind with Engi
Combing that 20 point explosives trait with the 20 point tools trait that gives you the ability to place turrets, in effect lets you use turrets as ranged knock backs. Like the mine from mine gadget. Drop rocket turret on a bridge have it knock down and shoot at people then blow it up and knock them off when they get to it.As far as I know Deployable Turrets is now a 10 point Major Trait in the Tools tree. Also it only appears to be working with the Healing Turret and the Rocket Turret so be aware of that.
you may be right I’ll double check. I had thought it was 20 points since I always take it 20 points in since I like getting static discharge asap.
But the last time I used it I could place rifle, flame, net, thumper, rocket, etc without issue. But I typically only use 1 turret utility at a time. It might be that having more than 1 turret on your utility bar gums up the trait. I’ll give it a test later. But after the patch last night I was dropping rifle turrets all over the shop for knock backs.
Cool! I will have to check that out then. The one I really want to be deployable is the Thumper Turret, which I use quite a bit with a more Support like role.
A few things to keep in mind with Engi
Combing that 20 point explosives trait with the 20 point tools trait that gives you the ability to place turrets, in effect lets you use turrets as ranged knock backs. Like the mine from mine gadget. Drop rocket turret on a bridge have it knock down and shoot at people then blow it up and knock them off when they get to it.
As far as I know Deployable Turrets is now a 10 point Major Trait in the Tools tree. Also it only appears to be working with the Healing Turret and the Rocket Turret so be aware of that.
Yes I do find this frustrating most of the time. Correct me if I am wrong here but I believe their special abilities will focus on what you are targeting. I have noticed this a number of times when I use the Rocket Turret.
As I have not got to 80 yet I can not really comment on a final build but I find that I mainly use the healing turret and another turret (normally the Thumper) as an escape strategy for numerous monsters. We will see what happens with turrets in the future…
What I would like them to do with this is allow it to keep your previous preferences. There maybe some kits that you do not want to have an auto attack for such as the Med Kit. It is a bit of a conundrum. The question is if you change the auto attack to another skill on weapons does it stay the same or do you need to change it every time you switch weapons? If it does then I would suspect that the best thing to do would change the type of item a kit is to a weapon as an easy fix but there may be other issues that we are not aware of…
As far as I understand the Rifle for the Engineer is a controlling weapon. What I mean by that is that it is for locking down enemies at medium range and hence less damage than other rifles. I would assume the all out damage weapons for Engineers would be the dual pistol or using a kit.
Personally I have found that the Engineer is more specialized in their function than other classes. I would be interested in other opinions her on that one.
Currently I am running Rifle, Elixir Gun, Healing Turret (using Deployable Turrets/Metal Plating/Auto tool Installation), Elixir B, Rocket Turret/Thumper Turret. I use this mainly for support and control.
To take on monsters 2 levels higher than you requires careful use of your abilities and a great deal of control. When I say control here I mean locking down the enemies as much as possible. You also really do not want to take on more than one or two at a time.
I have not really played a ranger so I can’t be specific on weapon choices but I would try some experimenting to see what is going to give you a significant amount of control. I would suspect you are also going to want a controlling pet, something like a bear.
Thank you ArenaNet for all the hard work that you guys have put in through the years and now especially at launch. This game allows me to have an actual so experience in game without relying on talking. I feel good when I help people out and actually want to join up with people when I see them. This is the first MMO that has done that for me.
I prefer to think of this in terms of Functions instead of Roles, maybe just semantics but it allows me to differentiate the two in my head.
The Functions as I see them are: Control, Damage and Support.
Control I see is the process of shutting down an enemy and moving the enemy where you want it to go. Please correct me if I am wrong but I believe that the closest ally is the who has aggro so most control can be seen as “Tanking”, but not all. Control would include things like stun, forced movement, and personal damage mitigation.
Support as I see it is the process of improving your groups lot in life. This does not necessarily mean just healing, but the application of boons, the removal of conditions (which is a big one!) and group wide damage mitigation.
Damage is pretty straight forward in its function, but it can be done in so many different ways. These include the application of conditions, straight physical damage and magical damage in all its forms.
Each of the classes can fill these functions but not necessarily in the same way. Also you will likely find that as you go through your abilities that many skills will fulfill more than one function at a time, but you will normally find that as you focus your character through trait points that one function will become more prominent.