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This Scrapper build saved the class for me

in Engineer

Posted by: Frostmane.9734

Frostmane.9734

Eh, try the pally hgh build, and sub blast gyro for slick shoes. It’s fun and I think exponentially more effective. Hey, I want gyro’s to be a thing too, a full gyro set up tho… not enough reward for the risk. I do enjoy encountering them on enemy team, however.

To each his own. I’ve tried the hgh builds and they bore me. I’d rather play something I enjoy and do well than play something that bores me and do only marginally better.

Scrappers needs NERF.

in Engineer

Posted by: Frostmane.9734

Frostmane.9734

I’m 100% pro kits and will never not run them. they are the appeal, flavor and advantage of the class.

Don’t you think that it limits your choice? Most of the other utilities are quite useless in comparison with kits. It’s not about whether you like using kits. Engi should have also other viable utilities. Again, it’s not bad that hammer doesn’t need kits. It’s bad that other weapons do.

I have to agree here. Toolbelt is our core mechanic and the kits, as good as they can be, are utilities. Having a weapon that’s good enough on it’s own to not need supplementing with a kit opens the class up for gadget, elixir, turret, and gyro heavy builds; All of which should be equally viable as a kit build.

This Scrapper build saved the class for me

in Engineer

Posted by: Frostmane.9734

Frostmane.9734

Looks like a good time! I love the battering ram with static discharge.

This Scrapper build saved the class for me

in Engineer

Posted by: Frostmane.9734

Frostmane.9734

I loved the classic rifle engineer in PvP but post HoT it became almost necessary to play as Scrapper to be competitive and I just found it boring, and hated tossing elixers. Until the other night…

http://gw2skills.net/editor/?vdAQFASncoCtoiFpCepCEqiF2iKMFvoXjO4H+lHcEPxAA-TJBBQBV4BAAgLAQ02f4hlBAA

You can go with pretty much any trait in the first tier of Scrapper. Firearms will give you close to or over 100% crit rate, depending on if Fury is up, which will help you stack might through the sigil of strength. The rest of the build is pretty standard; High uptime on stability, passive healing through superspeed, lots of lightening fields, reflects, etc…and the added poison field is nice for stacking poison and applying weakness. You also get a bit of condition pressure through bleeds, burns, and the poison.

Give it a try. I’m enjoying the gameplay again.

RIP engi (PvP)

in Engineer

Posted by: Frostmane.9734

Frostmane.9734

I play a static discharge build and still do pretty well.

This has a lot of crowd control in Toolbet 2,3,5, Rifle 2 and 4, Battering Ram, and toolkit 5. Builds with a lot of stability will be tougher, but you can keep most unsuspecting people flopping around long enough to kill them.

I don’t find the damage related trait lines worth the investment. There is much better bang for the buck in Inventions, Alchemy, and Tools to keep you alive longer. Stealth is very useful to either escape a bad situation or surprise someone solo capping a control point.

Not the highest bust damage, but fairly steady sustain without being a condition spec.

http://gw2skills.net/editor/?vdAQFAUlUUhGvYJXw+KQ+FLTGUY/SWYFfWBCw4IqQEA-TJBBABV8AAkvMAAXAgi2fAA

Stun Break Stats

in Elementalist

Posted by: Frostmane.9734

Frostmane.9734

Thus showing us having more skills is making us weaker, another class can do more damage and has higher health, better defense and everything with just ONE weapon set, we have to jump through all the attunements and use ALL the skills to actually skill something…

This, by itself, is a pointless argument. Attunement dancing is the mechanic for elementalists, just like fury for warriors or death shroud for necros, etc…That is simply the play style of the character and if you don’t enjoy it and would rather stand still and autoattack, play a warrior. There are plenty of people who prefer the busier play style of the elemntalist and enjoy flowing the skills together. I don’t intend to single you out really, just stating that as a general point to the community and everyone else who has said what you said.

Now…the question is, do elementalists have the same production in the same amount of time as a warrior or necro or ranger speced the same way. The answer there is “no”, supported by some of the numbers in the OP. We have short bursts of brilliance followed by long periods of “meh” and that’s what needs to be re-balanced….not the fact that we have to switch attunements to make things happen.

[Suggestion] Elementalist Refinements

in Elementalist

Posted by: Frostmane.9734

Frostmane.9734

I like your suggestions overall. Specifically, I’m fully on board with Shaterstone as a blast finisher, water trident removing burning. and improved signet of water. The rest, while they certainly would be nice, don’t seem like absolute neccessities to me.

In terms of adding chill/cripple to scepter, I do think the best place for it is on shatterstone. It would require a general redesign of the ability but would be worth it. Increase the cooldown to 8-10 seconds, double the damage, add 3 seconds of chill and reduce the vulnerability duration. This would overwrite its current purpose of vuln stacking in favor of more control, which I think most ele’s should be fine with.

As per Flame grab, a shorter cooldown would be very nice but without reinventing the wheel on it I suppose it would be nice to have it strip boons. We don’t really have a way of removing boons at all currently, that I can think of at the moment.

New talent/elite idea

in Elementalist

Posted by: Frostmane.9734

Frostmane.9734

This helps our sustained damage how? We already have decent burst if specced right, but what we are horrible in is sustained damage (without lightning hammer).

It’s a way to increase both sustained and burst damage. Your primary combinations will benefit from the bonus as well as auto attacks (provided you are switching attonements). It may not be much but it encourages the way the class is intended to be played and rewards you for doing so.

As to the conjured weapons; I persoanlly wouldn’t use them….ever. They are very filler/fluff to me. We have enough skills at our disposal to NOT have to deal with kits and conjured weapons that, for a short time, override our base skills. That is the core mechanic of the engineer and it works for them as they only have 4 weapon skills….we have 16. If we are ever better off replacing the use of those 16 skills with the 4 from a conjured weapon, something is wrong. Just my opinion, yours may vary.

New talent/elite idea

in Elementalist

Posted by: Frostmane.9734

Frostmane.9734

So the basic premise of this class is supposed to be attonement dancing, right? Blending each tree together to work in symphony with eachother. The problem is, a lot of the basic design features of the class do not support that general idea; i.e trait lines are split up into attonements and certain traits only work when in a certain attonment or give bonuses for staying in a single attonement longer. Arcana is the only tree that supports attonement dancing and is thus borderline neccessary.

Now, it’s unlikely that Anet is going to rework the ele from the ground up at this point so what I’d like to suggest is one of three things:

1) A new talent, call it “Elemental Harmony” or something, which increases the damage of your first attack after swapping attonments by X amount. 10%, 20%, whatever. Place it in Arcana.

2) Rework each of the 5 point minor talents in fire, air, water, and earth to increase the damage of the first attack from that attonement after swapping by 10%.

3) Introduce a new elite skill or replace an existing one as I think they’re all pretty “meh” at best with “Elemental Harmony”. For the next 20/30 seconds your first attack after swapping attonements does an extra 20% damage. Currently we don’t really have an elite that supports or bolsters are basic skill set; Fire sword is only good because it’s bugged right now, glyph of elements is a pet and is subject to AI issues, and tornado is underwhelming and replaces our skills anyway.

Overall, I don’t really care how Anet does it, I just want the class to benefit more from swapping attonements than it currently does and think this is a good kickoff point.

(edited by Frostmane.9734)