Showing Posts For Ego.2358:
Its probably a varient of the x/30/x/30/x build but there are a few options. I used to run 10/10/20/30/0 for elixirs with hgh and 409, shield cooldown/toughness and invis on immob, pistol range or recharge and burn on crit. You could also just go for coated bullets and skip reinforced shield, which i do at the moment for fighting certain classes.
Normally its an elixir build of some kind though.
Theres certainly some communication going on for the UW guys, everytime our five man hit your side of EB this morning to take some camps and cause a distraction we got hunted down within ten minutes. We normally get a good run before the zerg lands but you guys were on us straight away, though you seemed to be holding not attacking.
An underwater weapon that scales with condition damage would be nice, sucks my rabid gear is strong in wvw but is kitten if my hair gets wet.
I agree with that, without something to back it up control is just an annoyance. But with a knights build and some rubies with static discharge added in your damage should be able to spike people down from your control when they realise they’re in trouble.
You only need a few seconds of interupted healing to drop someone from 50% to zero with the right burst rotation, surprise shot and launch pbr work quite well for that. Control without timing is just as bad as control without damage.
I spec’d for speedy kits as soon as i could and used bombs for aoeing on land and nades for water. Smoke bomb lets you kill several mobs easily and underwater nades are pretty strong. I used healing turret so i could get an extra stealth/might/healing combo off and slick shoes with the bomb kit, normally had either b, c or u slotted as well depending on what i was fighting.
I used magic find gear most of the time but i’m a cash kitten, i also had a fire sigil and a luck sigil but you could use corruption for condi damage. Burning and confusion from the bomb kit hit pretty hard without the condi damage and underwater when i got grenadier mobs died fast anyway. There have been some changes since i levelled though.
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Do you have static discharge traited to use with your pbr toolbelt? Do you use your control to interupt clutch skills like heals/resets or just to annoy?
If your hip shotting while face tanking their damage then you open up your control combo when they start to heal between 50 and 70 percent health you should be able to drop them really.
I find that with 50% duration my burn is often ticking for ~800, i don’t doubt that with 100% duration the overall damage would be higher but even slightly higher ticks are more “bursty” which is quite important for small group pvp. If you have even a slightly effective assist you probably don’t even need the 50% duration, i prefer higher ticks for the presure when they are on rather than gambling their won’t be a light field or some condition removal punishing my efforts.
Until they give condition classes a punishment condition that deals a big hit when removed its a no brainer to constantly remove, hopefully its something they are looking at as it would add a little more management to the condition game rather than stack fast and remove asap. I’d love to see a delayed bleed that does all of its damage at end end of its duration and a punishment poison that reduces healing by 50% and deals a burst of damage if removed.
I’ve been running p/p with elixirs this week with rabid gear and after some extremely protracted fights with thieves i bought a rabid shield from the ah, now if i get jumped i switch it and c for u out when they reset the fight and the on block stun makes life a hell of a lot easier. I’m running 10/30/0/30/0 incendiary powder with hgh and coated bullets and without the shield i just find stealth reset thieves to hard to finish.
Thats exactly what i was suggesting, it also looks very similar to my expectations as well. I’m suprised at the ranger being 2 on everything but not that they are low on the chart, the engineer is exactly where i thought it would be and the comparison looks more realistic when you look at other classes abilities to do things better than the engi.
We’re only above average at support and not close to the best at it, i would put some very specific engineer builds at higher scores but then they are very rigid builds comlared to the other classes that are good in their fields.
I’m not bashing the engineer or even trying to provoke an argument btw, I think your efforts are admirable and i do enjoy reading about other peoples opinions even if i do not agree with them as they often put things in a different light.
However my point is that what you are trying to infer from your results is that the engineer is about equal to the other classes, which your results are bias towards showing. When you force yourself to give each class a 5 point rating the results will be that every class has 5 points, if you use a variable rating system and produce a bar chart rather than a pie chart you can see where a profession is lacking compared to other professions.
For example i would rate a thief’s dps as 10, i think they have the highest damage in the game due to their class mechanic allowing them to use their highest damage abilities repeatedly while other classes have to wait for cooldowns. Compared to thief dps i would rate warriors as 8, ele’s as 7 and engineers as 6/7, thats just imo.
Now if we look at tanking i would rate a guardian as 10, due to their reflects and general healing abilities, i would rate a generic ele build as around a 7 and an engi bunker build at around an 8.
If every class were given a score out of 10 for the three attributes you have listed what would each classes total be? If the engineer has a total score of 19 (6 tank, 6 dps, 7 support) would a thief/guard/war/ele have more or less? I suspect in my own opinion that Ele would probably rate highest overall while thief and warrior would rate highly in dps but not in support.
(class, dps, tank, support, total)
Ele, 8, 9, 9, 26
Engi, 6, 6, 7, 19
Guard, 7, 10, 8, 25
War, 9, 7, 5, 21
Thief, 10, 6, 4, 20
Now those are just numbers that i made up on the spot, i have played each class but not fully geared at 80 or in several builds. I would be interested to see how you rated the classes based on your experiences using the scoring system i proposed.
With reference to builds by the way in my opinion most other professions can swap and change their utilities to cover another role without totally retraiting, ie a dps guardian can slap on some reflect utilities and a different weapon set for one pve fight if needed and still perform as a “tank”, however a bunker engi cannot just swap to ’nades and dps when he needs to as his traits lock him into the tank role. That it something which is very hard to measure and would result in me knocking 1 off of any score i gave to the engineer or would require a whole new catagory such as “Build Versatility”.
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Now you’re probably wondering why I put this here, and not elsewhere on the forums. Since I frequent this part of the forums often, I am either seeing one of two things. New builds and ideas, or people saying our class needs to be more like another for X reason. Because of the latter, I am putting this here to show you that Engineers are not in a bad spot, and where the Engineer’s potential lies.
If you have given every profession a pool of 5 points to use up of course the results are going to show that each profession is about equal, your methods undercut your point.
I agree the the engi isn’t in such a terrible way however without following a rating system which isn’t bias towards an equal result you show nothing but your ability to create pie charts. The fact remains that the engineer has all this versitility which you have to sacrifice to be effective at any one role and normally there is another profession which does what you can do better due to specialisation, these results in now way reflect that.
Edit: I also agree a build centric result would be more appropriate as no profession can be great at all three roles at once, while exploring the top builds for each class you would also gather data on build diversity at the same time.
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Your lack of 3’s on profession/build combos like support ele, tank guardian, dps warrior, etc kinda invalidates your approach in my opinion. While i can see you have erred towards average for every profession in every role a table which says each profession is average at 2 things and weak at one does not explore the true roles of the individual classes enough to rate them against each other.
I would recommend going back over your table with a 1-8 approach and try to rate the classes against each other in each role, ie don’t use the same number twice in each role, or just go for a 1-10 rating to give you a larger spread. This would allow you to see for example the warriors 8 in dps compared to the thieves 10 compared to the engineers 4 or the comparative support abilities of the classes. However i think this is all so build dependant it would be a mammoth undertaking to rebuild, regear and assess each and every “top” build on every class.
It also doesn’t compare the difficulty of the classes or the diversity of builds, which is actually most peoples problem. It would also be nice to see a break for tpvp, 80 pve and wvw as classes perform differently in each area.
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