Showing Posts For EMAN.6190:
It’s a gamble, not an exploit. Sometimes it gives you more karma than you spent, sometimes it doesn’t.
Kind of like the old Snowflake recipe?
Hard Mode does exist I do them every dungeon run it seems. It’s called getting a random group together that is undergeared and how no idea what to do.
Funny and sad because is true…
I’ve been leveling up a warrior, and couldn’t help but notice the disparity between the warrior’s rifle skills, and the engineer’s rifle skills, finding that the warrior’s rifle base skills have baked-in elements that an engineer is required to trait for.
For example the warrior rifle #1 Skill has a base 1200 range, has a 100% chance to cause bleeding for 6 seconds, and has a 20% chance to be a projectile finisher. The engineer’s #3 skill has a 100% bleeding component, but it is most effective at 100 range. To get bleeding out of our #1 auto-attack skill we must spec into firearms, and even then there is only a 30% chance to inflict bleeding on crits. Moreover, we must trait into firearms to achieve the base 1200 range. The warrior has a similar trait that causes bleeding on crit, only there is a 33% chance to bleed. Yes it is only a 3% increase over the engineer, but every % does matter when factoring RNG.
So the warrior, with inherent advantages in both HP and Armor can inflict a condition on an auto attack from 1200 range with 100% certainty, and the engineer has only a 30% chance to inflict bleeding on auto-attack and must trait to get it to 1200 range, or alternatively be required to stand within 400 range of the target to add a bleed. Seems counter-intuitive to me considering the fact that the engineer has a smaller base health-pool, and armor.
Warrior’s #2 rifle skill has a 100% chance to add a cripple, versus engineer’s net shot, which is fantastic… when it lands. I don’t have any hard numbers, but I miss with net shot from 1,000 range as much if not more than I hit it. I would rather have a 100% chance to cripple, than a spotty chance to immobilize any day of the week.
Warrior rifle#3, 1200 range big damage shot v. engineer’s 100-400 range big damage shot. Which would you rather have?
Warrior #3 From 1200 range 100% chance to inflict vulnerability v. engineer that must trait to get a 50% chance to apply vulnerability on rifle crits, and the warrior also has this exact same trait.
Engineer #3 does have a great CC knockdown component (which I love)… that also cc’s us (which I don’t) v Warrior’s #5 that also has a knock-back on a 15 sec cool-down, that has no self-cc component. Which would you rather have?
Engineer’s number 5 has vulnerability but the animation delay makes it easy to avoid unless the target is cc’d.
Lastly the warrior has the dreaded 1500 range kill shot, which has an easily noticeable animation that makes it easy to avoid if noticed, but from 1500 range good luck noticing it. It is akin to a sniper’s “boom headshot”, and is one of the biggest QQ skills in the game.
As for the traits, either of the warrior’s top tiered traits (XI – adrenaline from crits for more killshots if you are doing wall defense or XII – 4 secs of quickness when target under 25%, w/ 90 second cool-down i.e., an execute when roving) in Arms have immediate application to the rifle, whereas neither of the engineer’s top tiered traits in firearms (where the other rifle traits are) have anything to do with improving your rifle (one applies to flamethrower, the other to pistols).
As for the engineer’s other rifle traits, as stated above you must trait to get 1200 range, an additional 10% damage, and a 20% reduction on rifle cool-downs (with no added bonus). The warrior also has to trait to get a 20% reduction in rifle cool-downs, but in so doing rifle shots pierce (just like the engineer’s). Moreover, warrior get a trait that increases bleed duration by 50% that results in a 10% damage increase to bleeding foes if you spec 25 points into arms. Your target will almost always be bleeding due to the 9 second traited bleed on your auto attack that is easily reapplied (i.e., from auto-attack).
What is also better about the ranged warrior is that for close quarter combat they can swap weapons which do incredible damage, and have amazing escapability, crowd control, damage, or defense without having to sacrifice a utility slot.
So here is the bottom line, if you are looking to play a ranged rifle profession in WvW, that can also stand toe to doe from mele range the warrior simply does it better than the engineeer in virtually every way.
…And mind you, there are only two professions that have access to rifle in this game.
If you want to use a rifle, which would you pick?
The truth is strong in this rage post. But I have faith in ArenaNet GW1 wasn’t perfect but they made it quite great, it took some patience and some positive creative criticism.
It’s not the size that matters it’s how you use it!
Anet clearly have stated in the past…
“Playing the market is not exploiting. **But finding a loop that reliably produces more and more items in a cycle is an exploit.”
Does anyone know if the current build fixed this huge problem yet?
OP made some valid points which I heavily agreed with. Hopefully Anet notices the flaws that the Engineer class still has and fixes them up. As of this patch do Kits scale with our current weapon stats?
I’m so sick of people claiming that Flash Grenades and Poison Grenades doing damage somehow balanced the nerf out.
We lost 35% damage on a skill we use once per second, and gained damage (which is only 1/3 and 2/3 the damage of a skill 1 attack) on skills we use once every 10 and 25 seconds.
It doesn’t even come close to compensating.
Agreed.
Quoted for truth, feels like I’m throwing cotton balls during runs. Even with Superior Sigil of Force and Explosive Powder trait.
I herd there’s a secret deer level in the game.
The patch fix will be out when it’s ready guys! But seriously I too have noticed this issue while playing, at first I thought it was just me and noticed I was getting way more trash items than normally. Hopefully this issue will be resolved but seeing as they pushed the Lost Shores fix today I think they pushed their efforts into fixing that 1st than will focus on this…hopefully.
Update! Me and my friend just received our chests goodies in the mail! It may take a while for the rest to get theirs. My guildmates received theirs 1st and a couple of hours later I received mine and then my friend received his a few hours later. Thanks alot Anet!
Right on, I was wondering the same thing as the OP mentioned. Will update soon.
Sold items last night specifically an hour ago and the money isnt available for pickup.
I have the exact same issue, I even submitted a bug report in game because of this issue. Hopefully I don’t lose my money I made.
I thought it was just me, I got into an argument a couple days ago because of this issue. I know it was unintended but at least they can acknowledge the issue at hand.
If my hand recalls correctly Cynn from GW1 had this great feature too.
We are the 99%!
On a serious note, my post got deleted in that merge thread. I too was unfortunate twice d/cd. So sad but glad they are fixing it!
Same after 2hrs worth of work got d/c or whatever it was. Came back and saw nothing…hopefully Anet resolves the issue.
Engineers are still in beta phase I guess… I love the class I just dislike how they are implementing small bits and pieces. I love what Anet has done with the game up till recently. Hopefully they don’t continue towards the down whirl spiral.
Beta is beta…it will be fixed eventually when they are ready…