(edited by Esseos.4098)
Showing Posts For Esseos.4098:
We are supposed to be the Jack-of-all-trades class, but with our current trait set-up we get shoehorned into a few builds that are hardly able to do everything at once. If we are supposed to be truly able to adapt, I would like to see changes along the lines of:
Make all turrets part of a kit.
Rework the trait lines into something like:
Alchemy
*Largely stays how it is
Firearms
*Largely stays how it is
Gadgets
*Improves toolbelt and utility skills like the battering ram, slick shoes, etc.
Kits
*Traits give benefits to multiple kits to encourage running multiple kits at once.
Adaptability
*Increase survivability and support roles; includes traits like Kit Refinement.
My vision for the Engineer is a class that can run with either all kits, all elixirs, or all gadgets and still be effective solo or as part of a team.
I can’t wait until that event scaling is applied to world bosses. If the lab DE near Tequatl is any indication, things are about to get a lot more difficult/fun with the amount of people at the dragons. I just hope that we don’t see more issues with culling and lag combined with champs facerolling groups of players.
What’s there to discuss? The lifesteal food was completely broken and a fix was expected a long time ago. Besides, depending on the internal cooldown the food can still be useful.
Yesterday, I was using auras for 100% uptime fury; this, combined with omnomberry pies, let me easily solo a champion without ever evading attacks. It was fun, but ridiculously OP.
Well, seeing as how the dragons are the world bosses for their zones, I would be shocked if this isn’t the case. I feel like it’ll diminish the zerg around the dragons a bit, but at least we’ll get more people farming the other bosses like the megadestroyer and steam ogre.
As far as I know, there are 8 world bosses out there. That’s 8 chests per day if you manage to get them all. I’m really not too concerned with this update.
I’ve been rocking a Flamethrower build with a Superior Sigil of Strength and HGH. It’s possible to burst up to 25 stacks of might, but once I hit 20 I swap back over to the rifle for some quick burst damage before switching back to the Flamethrower.
If you really want stacks of might, combine the Sigil of Strength with 2/2/2 Runes of Fire/ Hoelbrak/ Strength. I haven’t tested it yet, but I’m thinking you really wouldn’t even need HGH with those runes.
Hurray! I missed that on the first read-through.
The patch is still downloading for me, but I’m using the time to create new build possibilities. This is the one that I feel has a lot of potential for PvE/WvW.
http://gw2skills.net/editor/?fcIQJAqalspSYnuSrF17IxoCdG0DAj37K6xjp8kB;TsAAzCpoay0koJbTumkNNs4QycBA
You may have to copy/paste the link.
Pretty much, it’s a Flamethrower and Elixir build. It uses the equivalent of Rabid armor (Condition Damage, Precision, Toughness) with Runes of the Undead for some added toughness and condition damage.
The weapons are Pistol/Pistol with a Superior Sigil of Fire and a Superior Sigil of Corruption.
This is a condition damage build focusing on survivability through a combination of toughness, condition removal, and boons. It can provide support through enemy conditions, condition removal, and control.
In what way are potions underpowered? With a combination of HGH, Cleaning Formula 409, and Enhanced Performance we get might and condition removal all day long. That’s not even counting the primary benefits of the elixirs and their toolkit skills. Elixirs, if used properly, give an insane amount of survivability while also giving a substantial damage boost.
(edited by Esseos.4098)
When it comes to testing out builds, I think it would be nice to get a reliable sense of our dps. As it is now, we can see the damage roll for each hit, but we aren’t given a precise dps.
If target dummies are changed so that conditions affect them and they list dps where their health displays, it can help players more easily test build damage.
You have the same basic concept as the build that I’ve been running for quite some time. Here is a link to mine: http://gw2skills.net/editor/?fcEQFAUlspSXHwSiF17IyoCdmoHPGlNZfewWPIEC;TkAA2CnoyxkjIHbOuck5MKA
For some reason, it comes up as a bad link. Just copy/past.
The elixers can be swapped out as needed, but take note of the trait changes. The Knight’s armor gives you a fair bit of toughness, but no vitality. This is fine, unless you run into condition damage. That’s where Cleaning Formula 409 comes in. Each elixer, plus their toolbelt skills, gives you a total of 6 condition removals. Each one of those also gives you might.
Using this setup, it’s fairly easy to keep at least 7 stacks of might up at all times. If you’re sprinting somewhere, just keep activating the Grenade kit every 5 seconds for swiftness.
The reason why I swapped Elixer R in is for its toolbelt skill. It gives an aoe revive and condition removal. If you’re about to die, throw it at your feet and you’ll pop back up right away. Same thing if a few allies go down in a pile. It has been a team-saver too many times to count.
Personally, I use fast ground targeting and have remapped the #1 skill to shift. It can be tricky to lead targets, but practice, practice, practice. For unmoving targets, target them and then put your cursor in the red ring at their feet.
If you’ve got any more questions, feel free to ask.
Edit: Linked to the correct build.
(edited by Esseos.4098)