Showing Posts For Hoshinohi.1896:

PVP: what i love/hate about Spellbreaker

in Warrior

Posted by: Hoshinohi.1896

Hoshinohi.1896

Spellbreaker is a full PVP / WvWvW spec and even most utilitys are terrible (by the way mention that the game do not switch them in by default when you test play the warrior) if you use other skills of him that you would use anyway you will have nothing to regret.

There are 2 ways to be completely op right now in PVP the first is to be so tanky that no enemy can kill you and the other one is to be so strong one hit can kill youre enemy. Both of those extremes are in right now with warrior and deadeye thiefs in there current state.

Spellbreaker isn't very good in pvp

in Warrior

Posted by: Hoshinohi.1896

Hoshinohi.1896

Spellbreaker isn’t very good in pvp

Your guys thoughts?

LOL

signed I wonder if those who complain have any idea of using a class other than in melee combat one vs one. Allready had a noob that complained about deadeye is to weak……. some people really do not understand why warrior and deadeye are completely op.

Renegade (beta) will not be good in PvE

in Revenant

Posted by: Hoshinohi.1896

Hoshinohi.1896

The eliteskill is fixed right now and provides 800 damage per used skill for up to 5 teammembers which alone is allready a major damage increase. The other Skills provide group bleeding buff, high damage a spellcastbreaker skill and a useable aoe heal.

The commands of Kalla are even better and there is even something to considder as the 2nd grandmaster provides 10% more condition damage but the first increases the artillerycommand to hit up to 15 times each time providing burn damage that is a major damage skill too. Also no one says you have to stick with the bow at all go for Condiweapons instead with Mace + Sword if you want defense or Mace + Axe for additional damage and fast movement.

And what else? well a 4 sec version of alacrity buff is not the strongest but at least useable too.

If you do not want to raid the bow main attack + trait for piercing arrows give it back the effect of the old engineer pistol + coated bullets which can hit up lots of times for major damage to bigger groups like you will find in the temple of grenth event.

Deadeye is worse than core Thief.

in Thief

Posted by: Hoshinohi.1896

Hoshinohi.1896

Are there actually Thiefs that complain about deadeye to be weak? Oh got you really have no idea of this kittenty balanced spec do you? This classspec takes out anyone in 1-4 shots with nearly no casttime on its skills lots of stealthskills even the possebility to 100% crit with any shot fired in 2 secs after stealth is broken without the need of precision and that on max range. If you do not understand what is op about that you are completely out of mind. Engis would kill for that spec in this way after loosing there grenaderange and getting a completely kittenty mortar instead that is weak as hell and has not even half the attackspeed of any rifle skill of the deadeye.

Burstdamageclasses and longe range skills are completely nuts and the version of deadeye is completely out of balance right now in fact there is only one chance to conter and that is with an other thief or by reflecting the shot which is also completely random as they can easely get into stealth and prepare theire hit whenever they want letting you not much possebility to do anything. Max damage in PVP tests so far are absolut crazy 19K damage with a multitime usable skill which means instakill for some classes and that before any buff that increases damage even further. And what wil lthe thief do if you get close? Stealth and getting range again or just switching weapons to finish you off. If you suck with thief and deadeye you have serious problems folks.

Heat and non holdmith skills

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

???? sometimes you overdo it guys XD

The heatmechanic is good with the 3rd grandmastertrait you also can use the effect permanent not bothering to heat up again when you once reached 50%. I also see no point to make the overheatmechanic available to everything mostly because the sword is melee the other weapons not and hammer is not available anyway. so only possible offhand would be shield to give it any effect. The Pistol shouldn’t get an additional effekt as it allready has high burndamage.

It just does damage...

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

well folks if you haven’t figured it out you can easely drop the holosweapon after you are done gaining 50% heat when you use the 2nd grandmastertrait. Afterwards you can not loose the heat other than by overheating so it stays 50% and all youre skills are effected by the better version of it. So in total the engineer gains good controlskills, some nice damageskills and a few good traits that also push his conditiondamage alongside the skills. The support role of him is not so strong but he gains good damage in exchange and even better controlskills which is allways good.

Wasted opportunity to bring back dervish.

in Guild Wars 2 Discussion

Posted by: Hoshinohi.1896

Hoshinohi.1896

and the new necromancer spec is basically the earth magic set of the Dervish so in fact everything is splitted allready.

For the Dervish there would be also the prob of how to include balthasar in the current situation as we see some enemys like his Ltn. to be like the Dervish version of his Avatar allready.

I think we can have Ritualist later on in the game as Necromancers or Guardians are a perfect match for the “ghost turrets” while Revenant could be also summon master Togo as he was no big ghost user but a lightning skill user of the ritualist class instead.

Paragorns on the other hand were heavy armor spearusers with Shield which is basically what a Guardian is too just without the spear in most parts (dragon hunter includes a spear throw skill and other mechanics of the paragorn too)

The new warrior spec is more like the assassin class of GW with double dagger as one of the main anti caster builds.

Path of Fire US and Eu price

in Guild Wars 2 Discussion

Posted by: Hoshinohi.1896

Hoshinohi.1896

Can someone pls close this topic as the Topicowner just misunderstood it and it is answered allready?

In a nutshell: European prices are slightly lower than the US prices when compared as US prices not including taxes while EU prices does so it is like 35$ US vs 30€ which is basically the prize to pay here. In fact the game itself is only 24,99 but because of the taxes you pay 29,99€ in total while the original price should be arround 25,51€ so we allready pay less than the actual ratio but we have to deal with the taxes. If arenanet wanted to let us pay the correct prize it would be not 29,99€ but 30,61€.

is toughness gear really worth using?

in Guild Wars 2 Discussion

Posted by: Hoshinohi.1896

Hoshinohi.1896

toughness and vitality will be usefull with nearly same effects. A whole Knight b uild for example will half the amount of damage u take while a whole statsbuild based on vitality doubles the amount of health u have which is stronger against conditions. Toughness is therefore best for builds with high selfhealing effects as the reduced damage is nearly negated by the amount of healing u get.

People often will tell ya that only offensive is good in the game but there are different builds and playstiles that allow u to have a high defense and good offense on the same time and making u better suited for the job (u will get less damage from most sources and have more time to deal damage yourself without the fear of get down easely) Also there are fun ways to play like fighting 30 enemys the same time something not possile with full offensive stats as u will kill them faster but not while fighting all of them at the same time but one after another. Therefore i prefer toughness based builds with aoe characters as it is really fun fighting enemys normally no one would do on there own. ( red and green enemy at begin of the raid are also soloable with toughness (of course just for fun)

In the end u need to find youre own way of playing rather than let others force u to play with the metabuild and stats. If u feel comfortable with it it is the right choice

Ranger Pet Botting?

in Guild Wars 2 Discussion

Posted by: Hoshinohi.1896

Hoshinohi.1896

the ratio for doing so is aout 10 gold in 8 hours so yes this method is not worth much and people doing so do it mostly because they wan’t to get a little it of gold without having to farm for it after they are at home. Is silverwaste it is possib le to gain some shovels with this method for the guild hall and of course some T6 materials are nice to but nothing worth more than 5 Gold beside the shovels that consume high amounts of time to gain while regular playing.

With the right Build and stats it is nearly impossible to get the afk farmer get killed by normal mobs so don’t bother, first of all they will suffer from any that kill the enemys so they are not in combat from time to time and get a inactivity disconect. There is also a soft method for some people without getting much loot but xp while getting b oons from time to time they will not get the afk dc. Before the mastery system it was not possible to afk farm on a legit way as u couldn’t get the loot without being on keyboard thats why it was mostly people using bots doing so and that is still forbidden.

So don’t hate afkler they don’t do it to get u mad just to not have to farm for gold the whole day when they are at home. They will not take anything from you just help with the events in a strange way ^^

Final Impressions DragonHunter Beta

in Guardian

Posted by: Hoshinohi.1896

Hoshinohi.1896

One question: did u ever try the full trap guardian in PVP?

Dragons maw is very strong for attacks on capture points in combination with the other traps the enemy is easely stuned and drawn right in the middle of the traps so he is unable to defend himself against multiple trap damage that also proc burning multiple times if right equipped. best in combination with different signs.

Aiming bug for longbow skill 1

in Guardian

Posted by: Hoshinohi.1896

Hoshinohi.1896

As the title says there is a aiming bug for the autoattack skill 1 of the longbow. the guardian is not able to aim an enemy by himself when u aim him while he is behind u. the guardian will not look in the direction of the enemy and use the skill as he should normally all other longbowskills aim properly in the right way. So if u do not look in the right directions it will also tell u that the sight is blocked

July 28 update full of Engie goodies

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

The increased Range for rifle also inflicts harpoon gun but not like it was before pistols and elixiergun.

So first of all yes it is a good change as we needed the range on rifle. Rifle is now even stronger than before the traitlineupdate therefore thumbs up.

Thumbs down as pistols remain weak like hell and lost there strongest traits for range and for piercing! the explosive thing is not needed but coated bullets was essential for pistols to be good.

Good for me as i love my Predator ^^

But also bullkitten as i like my balthasars pistol as well

Mechanized employment without function

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

ok i figured whats wrong it works but not for the healskill from medkit

Mechanized employment without function

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

this trait is not active in the moment the Cooldown is not decreased

Med Kit Suggestion

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

My suggestion: make medkits not disappear when someone touches them.

????

what u want is a waterfield or the super elixier of Elixiergun

nope they should dissappear but some things are really bad:

first the hard heal per medikit was lowered by about 66% on the other hand we got a regenerationbuff

2nd regenerationbuffs du not stack in intensity only in time and that is way to weak against the big amount of conditionintensitystacking right now.

Suggested Engineer trait + skill changes

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

I would be fine with the change of the medikit that u do not have to throw them anymore it was a bad ability before and still it is after the patch. Medikits are not worth to use for others but it is a nice option to heal ureself but for that u need it to be layed before u not thrown. And yes i want it back underwater! Healing turret is no option for me i never wanted it and i do not want it now as i like the medikit even it is weaker and not meta at all.

Rifle range

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

Again, I would really like to see some feedback from Devs regarding this
I’m not asking for 1,500
WE already had Range increase pre patch, Why does all Classes with ranged weapons have increase range except Engineer.
Do not add range increase on elixir gun or Flamethrower..
Just the shotgun, as it was pre-patch.. 1,200 is & should be fair enough just like all other classes
Like I said
Warrior got 1,200 with Longbow & 1,500 with Rifle
Ranger got 1,500 with Longbow
Necro/Mes/Ele got 1,200 with staff
Engineer got 1,000 with Rifle
YES the 200 makes a difference

I would nearly sign all of it but one point i disagree!

Pistols and Elixiergun need the range too! like it was before it was good that way!

Rifle range

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

i allways love when some people call 1200 range long range

No that is not long range it is just mid range! Most fights i did in PVE and PVP were in a range between 800 and 1200 and thats the mid range! Engineers never had a high range kit or weapon that had a high accelerate but it had a good medium range weapon of that kind and that goes for both Pistols and Rifles!

Pistols got nothing out of the traitchanges in fact they are the weakest weapon in the whole game now the conditions are short and the normal damage is way to weak.

Rifles at least got a good amount of damage for a fast switch between Kitranges but now they are crippled with 200 less range so any other player can outmove us with skills they are actually hit there target and our mortar will hit nothing and even when with a damage that is allready nerfed again .

It is a shame that a well balanced class like engineer got so much terrible choices that destroyed this balance.

Med Pack Drop

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

????

why?

It is the same as before only u can use them now without placing turrets as well so it may be not so good for a F5 Extra skill but not worse than before so no it shouldn’t be changed.

Medkit underwater?

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

Yeah well i never liked Healing turret from the start and i do not like elixiers much as well and medikit was allways my choice so why is it not useable underwater anymore?

If it is because of Skill 1 just disable that crap and I’m fine with it!

If it is because of thrwoing of the packs (that was never a problem before with trait ) disable this crap too!

noone likes to throw medipacks it is the worst ability u can give to it.

Give me back my medikit underwater and stop making one stupid decission after another for engineers! If u not able to balance it and make usefull traits just ask the ones who care about.

Sorry for those hard words but the anger is speaking as it reaches the limit!

backpack does not change with kits?

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

Yes they changed it as it covered the normal backpiece and i think that is fine this way. Every Kit has now his own special skin so it is not like there is nothing instead.

If u use grenades now u will hold a bunch of them in ure hand and if u use bombs u will have a bomb in ure hand and so on.

Of course it is a bit strange in the first way as it feels that something is missing but i like it that way far more than before.

What I miss since patch!

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

Yeah this are mostly the traits that was needed for any engineer who want to use theire weapons not only kits. Beside that the new rifletrait is ab it buggy too as it is not 10% faster but about 50%-100% faster attack thats the only way to use rifle in a way u can live with but it is also the death for pistols.

It is no problem to get something other for the stuff u had before as engineer but that shouldn’t be how it goes.

All I want is that every kit and every weapon is usefull in a way that u would say ok it is fine that way. But what we got is mostly a mess with 2-3 kits far stronger than the others or the only option u have as the others are not usefull or way to weak.

I also dislike the elixiers all together as they are not worth the place for a nice kit instead but thats an other story like the gadgets as well ^^

The only way now that someone would actually want some stuff to use is the fact that other options are nerfed so far that they are not useable anymore. This is also a big problem because while the other characters get buffs for nearly everything we got one nerf after another weaken the engineer more and more.

Once engineer was one of the best 1 vs 1 classes as he could survive situations others would die without beeing overpowered, theese days the balance is destroyed and we are still on the same level of damage and armor than before while others got way stronger without loosing there specials like high armor or strong attacks.

So what I want for my engineer is to be the allrounder he was before not a fading shadow of it. And yes even before he was not perfect but at least less non perfect

What I miss since patch!

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

So we all know that engineers are really messed up a lot since the Traitlinechanges. I want to list what I miss and why it is necessary for engineers.

1.
Bombs blast range

Bombs are a mess right now and the trait for it is a useless mess as it destroys also the ability for beeing a way to kite the enemy. the only thing it changes is that the first bomb will explode one sec earlier than before as if u spam ure bombs they will explode allways one sec after another. the problem with the first bomb exploding faster is that u have to be in range of a close combat range to ure enemy not able anymore to run away from him dropping ure bombs so he can’t follow u without getting damaged. The missing blast range also hit that possebility in the same way and it is even harder to hit enemy groups right now. I ’m a big fan of AOE attacks and after patch bombs are not worth to be played anymore.

2. Rifle, Elixiergun and Pistol range trait

It is just a shame that we lost one of the strengths of the engineer to be able to have a Weapon of choice for every range in combat.

before patch we had this options:
Flamethrower or bombs in closecombat <600 range
Pistols for low to mid range 600 to 1050 range
or Rifles or Elixiergun up to 1200 range (and yes thats actually the medium combat range!)
Grenades for long range up to 1560 (1500 + blastrange)

now we have this!
FT or Bombs for close combat
Pistols,Rifles and elixiergun for low range up to 1000
nothing special for midrange
Mortar for longe range

the mortar is nice but it is easy to avoid and against human players u need mid range options as it is necessary

3. Coated bullets
Pistols need them otherwise it is nonsense to use pistols as the normal damage of pistols is way to low and even with new condition systems they are not able to get near the damage from any other weapon.

4. Medikit………

First to throw packs is horrible I didn’t like this option before and I can’t stand it right now! Medipacks was never a possebility to heal others but nice for self healing but right now it is very hard to aim properly in combat and also they are not even half as effective than before! the Medikit 1 Skill also is stupid for healing others only it is way to weak and as u cannot heal ureself it is just for teamplay but I for example play most time pve without others arround all the time.

there are other things I miss more or less but thats the ones I miss most.

For PVE-Healerbuilds the Healing bombs are missed to just to mention them

Want Healing Bombs back!

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

so to tell u something u may not have noticed so far

The Medkit 1 Skill doesn’t heal for about 100 only like the basehealing tells actually it is 3 times 100 as the skill is performed it will give 3 times the amount of the base healing.

Beside of that fact yes it is no real healingskill. Healing bombs had a big advantage in doing damage arround while healing friendly targets.

the biggest disadvantage of Medikits is that the Medipacks have to be thrown that was terrible before allready as it took way too long biggest disadvantage for selfuse too as u have to aim a bit before u.

Engineer Speed?

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

? Speedy Kits was useful before but now i wouldn*t prefer it anymore as the other traits of tools do not fit my playstyle

I prefer inventions! Mecha Legs is a very nice trait that gives 25% permanent speedbuff and also reduces the time of imobelize, chill and cripple. The other side is that the traits are both offensive and defensive ones allowing a perfect combination. grandmaster of choice is bunker down with a medkit and mine drop every 2 seconds on crit hits. U get additional regeneration during any healingskill u use healpowerbuff during regeneration …..

Pistol #1 was supposed to be 'explosives'.

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

Pistols, rifle, Elixiergun this 3 are terrible nerfed since the Patch because the baseline for them is not activated.

Pistols need coated Bullets to be the AOE Weapon they are supposed to be less damage for one enemy but a monster damage at lots of enemys at the same time. Also 1050 Range was my personal combat range in PVE

Rifle need the higher range to become effective in the range engineers lack most right now 1200!!

elixiergun is a support kit u do not want to use in close combat so 1200 range was the right choice.

I hate to say it but i can’t use pistols right now as they are way to weak without there support traits from before.

At least it would be nice if they add coated bullet to modified ammo in Grandmastertrait or give it back to baseline.

[Dev Feedback]: New Trait & Present builds

in Guild Wars 2 Discussion

Posted by: Hoshinohi.1896

Hoshinohi.1896

Also something I need to add to show you what u do to grenade kit and rifle:

Firearms now grants the strongest pistoltraits named rifle barrels and coated bullets.
This grants piercing pistolshots with an aoe effect for skill one and 2 of the pistols and also the range of pistols grows up to 1050. with the possebility of beeing explosive based the mainskill 1 of the pistols now easely add cripple, 2 times bleeding and vulnerability up to lots of enemys (backdays i hat up to 40 hits for some pve fights this way ) On the other Hand we now have grenades which loose 40% of maximumrange and 33% of effect total. So u gain a kit by far less effective than the pistols harder to aim and with a maximum range lower than them. So why should i use it anymore? the last way to use it would be in underwatercombat and even there the range is not worth to think about it anymore. Rifle is effected by this too as the weapon is allready weaker than the pistols in it’s AOE and PVE ability u will also need lots of experience to get at least as good as the weakest pistolero-build nowadays not to mention the now stronger one coming up.

this are some facts i had to add to understand the problems we got from this changes.

Also pls add a nice looking new pistollegendary i do not like the current one and i have to much nice rifleskins on the other hand (predator, zodiak, vigil, red-lion skin and so on ^^ And yes i love cats meow)

[Dev Feedback]: New Trait & Present builds

in Guild Wars 2 Discussion

Posted by: Hoshinohi.1896

Hoshinohi.1896

Hmm I think i should post here as well ^^ maybe I will make a overdo later of this after rereading what i wrote :P

I like what they did to Engineer for some stuff but why the hell this extrem nerf on Grenades?

Grenadier was one of the only Grandmasterskills which ever earns that title from the beginning allowing u to threw an extra grenade for a total range of 1500 AOE based. now it get a nerf to 900 in total with maximum 2 Grenades with only a bit higher radius? Thats bullkitten and destroys this specialisation of the engineer completely.

I used Grenadier as one of the best balanced Traits and Skill combination in the whole game. Now it will be absolute useless! the whole redesign of the grenade-kit is done for nothing as no one will use it anymore.

With the new traitsystem we also had anotherproblem for the defensive explosive Build a combination of Explosives and regeneration on kit use with a speedbuff at kit change on cost of firearms. It was a nice build and the new build variant of this will lack in damage which will destroy the whole balance of this combination.

When it comes to balance I can really tell u something as I use a whole celestial statset for my engineer with dolyakrunes which gives a perfect impression how the balance could work in this game without just zerkstats and powerbased builds (Yes I really use the gear and runescombination of the Hot Beta and I love it)

So the only way to play now is the offensive buildvariation of the old explosives engineer with a mortar (also lacking in selfhealoptions now as u have to use mortar as the eliteskill) and use something different for the now "for nothing good grenades " this inflicts also a riflebased explosive-engineer as he now has way less possebilitys to inflict conditiondamage. Or of course use a defense-explosive-engineer-build with less damage and less conditions on a lower maximum range.

It will be even harder in WvWvW now against a single enemy with high range (had a fight theese days with a mesmer who could easely attack me even on maximum range of my grenades from the top of the wall of course he was on zerkerstats and it was hard enough to stay alive on this range allready even with my defensebuild.)

There is even another problem I do not unterstand at all why the Napalm Grandmastertrait? At beginning of the game we had the Incendary powder with a high chance to burn enemy at crit it was one of the strongest burning effects of course and the nerf was legitim but also made it not usefull anymore in most builds. The Napalmtrait was allways behind that effect and less effective while playing as the engineer had way more chance to cause burning than he needed and napalm effect was never usefull at all.

So far this grandmastertrait does not feel right even in combination with the way stronger incendary powder but this is not the main problem of this grandmastertraitat all! The main problem is the other grandmastertrait that effects the mainweapon for a flame-engineerbuild! Yes Juggernaut! Juggernaut is the grandmasterstrait of choice for the flame-thrower based engineer a rare but proofed build beside the more effective engineer-builds like the explosive-engineer and the pistolero-build (this one really gets a strong boost that made rifle looking even worse than before).

So Juggernaut and Napalm on the same spot simply doesn’t feel right and destroy the flamethrowerbuild.

But before I end we have to discuss something else. It was announced that the Tower-engineer build should be redesigned as it is very strong in PVP but what?

Did you even have looked at the traitline for tower-engineerbuild?

Of course u have made it dealing less damage but on the otherhand it is even stronger in defense now. The engineer behind it now is even way stronger in healing himself and defense than before that will made it exremly hard to operate against him there. You may thought of knowing bunkerbuilds? You have never seen the meaning of a really bunker-towerengineer with that kind of traits!

Explosive-traitline or firearms-traitline, Inventions-traitline and Alchemy-traitline will grand an extremly strong bunkerbuild.

This really allows some changes in buildvariations for some spots at all but on the cost of 2-3 others named grenades, rifle (u really do not like them do you? even with such a beautyfull Legendary) and flamethrower.

So please rethink it and do not press the comunity in clothes they do not want to wear.

(edited by Hoshinohi.1896)