Showing Posts For Kawloon Fuathach.3807:

Is Backstab even worth it anymore?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I mean, with the right setup and some patience, you can drop some 15k+ damage with it, depending on the targets armor, traits, and boons. That alone makes it worth it from me. Plus when you drop that high damage, everyone is so kitten used to the 7k-8k setups, they’re utterly confused as to where the damage came from.

Screenshot

Edit : Screenshot just for general reference. Setup is Berserker Ammy, Scholar Runes, Battle/Exposure with CS (3:2:1)/DA (2:1:2)/DD (1:1:3), with Bound Active, Assassin Sig, 19 Might and 20 Vuln.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

Deadeye's Mark, Revealed Malice, and Mug

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I hadn’t quite considered how reordering would effect interactions baseline, and I certainly wouldn’t want it to mess those up just for the sake of getting an Elite Spec to work.

If they did manage to get them to interact, how I think at least, properly, it would allow for full Malice generation by the first passive tick (4 seconds) of Malice if baseline 5 Malice; or full Malice generation by the third active tick (3 seconds) if using Maleficent Seven. Which would be substantial for burst style ambush builds, or overall for builds whom would be focus on full Malice benefits.

Also to clarify the potential rotations;

Stealth -> Deadeye’s Mark -> Mug + Proc’d Reveal, Triggering 1st Active Malice generation + Revealed Malice (2 Malice) ->Shadow Meld -> Stolen Skill (Or other damage) triggering 2nd Active Malice + Revealed Malice (4 Malice) -> Passive Malice Tick (5 Malice)

Or for Maleficent Seven, you’d repeat Shadow Meld (Or another stealth) + Stolen Skill (If running Improv) or another damage skill to trigger the 3rd Active Malice + Revealed Malice proc.

Edit : Forgot that Shadow Meld has an ICD, so it’d still be about 4 seconds to get full Malice with Maleficent Seven, but still.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

Deadeye's Mark, Revealed Malice, and Mug

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

This is just minor feedback on what the Title states. I noticed during the Demo period that, if you were to place the Deadeye’s Mark on a target from stealth, with Mug equipped, being revealed by it doesn’t proc the Revealed Malice trait. I’m assuming this is due to the fact that the damage from Mug is placed in priority first, before the Mark actually goes into effect. This also means that the damage from Mug also doesn’t count towards the Malice generation per hit. This is just personal preference, but, I feel that it would make more sense for the damage to be taken into effect AFTER the Mark is placed, in terms of priority. As it would allow Deadeye players, if they chose the Deadly Arts traitline, to more rapidly generate Malice, and synergize a bit better with one of the baseline Thief traitlines.

Wilhelm The Pursuer

Cloak and Dagger

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Honestly an easy fix to it would simply just to make it unblockable. It’s got a high enough initiative cost that it would’t really cause any issues.

Wilhelm The Pursuer

Backstab not landing.

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I’ve actually been encountering this more and more lately, some part due to differences in latency, but for the majority of the ‘Whiffed’ backstabs, it almost seemed like the hitboxes for the skill and target weren’t actually connecting properly.

Some whiffs were caused by slightly uneven ground, i.e. ramps, stairs, etc.

Others were caused what I assume was latency, where the target appeared to be hit by the skill, but in fact were just out of range. Which is odd considering the common method of Backstab → Steal is nearly instantaneous.

The remainder were caused by, what I find is the most infuriating… The target decided to randomly jump. Happens a hell of a lot, at least to me, but if I go to backstab someone and they decide to jump, the game seemingly decides that they’re no longer in range, or are above the hitbox of the actual backstab, causing it to miss.

Wilhelm The Pursuer

Granting area stealth?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Shadow Refuge
Black Powder / Smoke Screen + Blast Finisher (Cluster Bomb or Blinding Powder)
Blinding Powder
Last Refuge Trait

And the only Stealth related traits that affect allies are Shadow Protector (Regen on Stealth) and Resilience of Shadows (25% Reduced Damage).

Wilhelm The Pursuer

Death of Ghost Thief

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Ahh, ANet… Removing damage from Thief traps due to it causing issues, only to re-add them again, in an attempt to appease complaints and serve to try and get rid of ONE troll build.

I’ve been running a Power trap build for god knows how long, utilizing the Trap trait to stack Might + Vuln in order to set up burst from Stealth. Tripwire was my main CC, it did its’ job. It didn’t need the damage tacked back onto it in a kitten manner. None of the traps did. They picked the wrong solution to the issue that was at hand.

EDIT : After playing around with the traps for a bit, while I hated it at first, I’ve come to love it, somewhat. While I don’t agree that it was the solution, the added damage does help prep for some Power burst, and the delay allows for just enough time to prepare said burst.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

How do you get your thief to one hit kill?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I usually run a full Berserker’s P/D + X ; Force/Impact, with Scholar Runes; Trap build, stacking as many damage modifiers as possible in order to achieve the maximum amount of damage. Lose a hell of a lot of fights, but, that big ol’ damage number is always satisfying. CS + DA + Trk or DD for Traitlines.

Personally I’ve hit upwards of 21k+ With backstab alone in the most ideal scenario, a bit more if I use Mug instead of Trappers Respite, which tacks on an extra couple thousand damage. And mind you this is in sPvP, not WvW or PvE.

Trickery Varient

Daredevil Varient

Pretty much a standard glass, and both variants are nearly identical outside of the third traitline and heal skill.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

[PVP] Thought on new sigils for thief ?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

If that’s what the Sigil list is going to look like from now on, I’m going to be greatly disappointed. If Force and Impact are being removed, that means my pure glass build is taking a fair damage hit. ):

Wilhelm The Pursuer

DH vs Thief/Vanilla Thief

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I rather hate the DD Elite spec as a whole, so I find myself favoring a Vanilla build. Note I play a Berserker’s/Scholar’s build with D/P + S/D weapon sets, so damage output is high, but survivability is low. I am by no means a skilled player, and I lose a lot of fights, but I at least have learned a little from them.

In terms of difficulty when fighting a DH, most of my problems arise from the innate amount of blocks they have from both the core Profession, and the altered F3 ability (Which feels like, 90% of the time, Blocks at angles it should not), and from the amount of incredibly brainless interrupts they have from traps.

My “Solution” for the blocks so far has been Infiltrator’s Strike → Basi + Flanking Strike → Larcenous Strike, with an immediate dodge after Flanking Strike to attempt to avoid a Passive/Immediate daze from the inevitable stunbreak trap. Deal enough damage and they tend to panic and blow all their blocks at once, which means just Infiltrator’s Return, or use some other sort of gap creator, and wait for them to run out.

As for the trap interrupts, at the very least if they’re running a Meta style build, or any quality build, they’re only running one to two traps, with the passive trait trap as well, so you can have some semblance of predicting when you’ll be getting hit by a daze. For the passive trap, dodging late into a steal works a fair bit of the time (If you’re running Trickery with Slight of Hand) to get rid of the passive proc, and dodge the daze. The other method I’ve grown accustomed to doing is, if I know I’m gonna end up fighting one, to set up a Tripwire, as as soon as they trigger it, the trap will be dropped at the tripwire location. It’s just a matter of fighting them away from that area.

And all in all though, for DH in general. Hit and Run tactics tend to be better as you can force them to burn their defensive skills, if you’re stuck facing them alone. If you have a more sturdy Teammate, sending them in to burn cooldowns before jumping in for the kill is always the best option.

Wilhelm The Pursuer

what do you think thief needs to be balanced

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

The only thing that I so biasedly want changed right now is a reversion of Basilisk Venom back to Two Stacks, as opposed to just granting One Stack. Just reduce the Stun duration down to 1 second, hell, even 1/2 second, if that would get it changed back. I just want two unblockable attacks to help deal with all the block spam I keep encountering.

Wilhelm The Pursuer

Druid Laazzaar tracks

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

It’s not that it’s an intended thing, it’s unfortunately poor design choice, and possibly programming limitations.

It’s what happens when you put a lengthy channeled skill, easily queued on top of itself, as an auto-attack. The result is a continuously channeled chain with no real end, which makes for nigh indefinite tracking, and sometimes continuous damage, even when it should have ended.

Plus both the Elementalist and Druid skills effect bugs out, which also easily tracks the target. But that’s the same result as when any other skill effect bugs out. Like the Rangers Greatsword leap, with the Hawk. A visual effect only, and typically limited in the number who can see it.

Wilhelm The Pursuer

Rumored: Rifle elite spec

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Am I the only one less hoping for a Sniper spec, and more of a spec focusing more on Shadow Magic? It’d be interesting to see Thief utilizing something like, say… Scepter.

Though it would be nice to have Rifle or Longbow, considering it’d be great to have something with range that isn’t 900 or less. Being out ranged sucks.

Wilhelm The Pursuer

Hidden Thief in Shadow Arts

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Shadow protector is OK (crap in pvp) but (…)

Isn’t Shadow Protector complete junk? 3 seconds of regen to allies on something very situational, how does that even make any contribution at all?

It is pretty bad, granted it stacks multiple times with every application of stealth (Shadow Refuge, Blast Finishers, etc. etc.), and you can stack it repeatedly on yourself by stealth stacking through BP, or any other Stealth skill you have. However, the problem therein lies in the fact that… what Thief really takes Healing Power? 99% of the time that regen is going to be overpowered by any other Professions, so in the end it just becomes somewhat detrimental.

It seems you have not heard of “Ninja Nurse” build for Thief.

I have, but who honestly wants to just be a res-bot when playing Thief?

Wilhelm The Pursuer

Shadowstepping Vs Guardian Traps

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Blind will make one trap miss once, and if you accidentally put more than a couple Conditions on the Guardian, chances are their passive Smite Condition (If they took the trait) will proc and remove it anyway. Aside from that it’s about dodging… or somehow forcing them to waste their traps.

My main issue though outside of the OPs subject, is the fact that with the Daze on trap trigger… Thieves don’t have reliable applications of Stability, the only way being to steal it, or use Dagger Storm. And who in their right god kitten mind would use that anymore. So fighting a Guard, in addition to the trap shenanigans, they can Daze lock you harder than a Interrupt Mesmer.

Wilhelm The Pursuer

Hidden Thief in Shadow Arts

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I actually agree, why in the hell would I want to trait into a healing skill when fighting on point is the last thing a thief wants to do, let alone stopping to res someone in a group fight with AOE raining down on you. It would only be OK in PVE.

Same with leeching venoms, typically I trait into critical strikes along with dare devil so taking venoms makes zero sense. The only time I take venoms is with a condition build that uses deadly arts.

I wish a dev would come on here and explain why it makes sense to have those traits in there.

I think back in the day their idea was to make a defensive/support trait line for Thieves, however… the only support Thieves really can provide for the most part is various kinds of damage pressure. Outside of that, what do we really offer in terms of supporting our teammates, when other Professions can provide Boons better than us (Our only options being Thrill of the Crime, Bountiful Theft, Shadow Protector… and the now gone Might on Venoms), they can heal better than us, because really, we can’t heal our allies worth jack. The only real damage mitigation we can provide is via blinds and weakness, which now-a-days, are cleansed within half a second of application, and through Shadow Arts, but that damage reduction was heavily nerfed from 50% to 25% (Why not just make it 33% since we have no Protection application?), and is really our only form of providing “Protection”, but that’s immediately taken away when you or your allies aren’t in stealth. Which is 90% of the time, since being in Stealth means you’re not really doing anything but playing passively. If you’re not a Thief, that is.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

Hidden Thief in Shadow Arts

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Shadow protector is OK (crap in pvp) but (…)

Isn’t Shadow Protector complete junk? 3 seconds of regen to allies on something very situational, how does that even make any contribution at all?

It is pretty bad, granted it stacks multiple times with every application of stealth (Shadow Refuge, Blast Finishers, etc. etc.), and you can stack it repeatedly on yourself by stealth stacking through BP, or any other Stealth skill you have. However, the problem therein lies in the fact that… what Thief really takes Healing Power? 99% of the time that regen is going to be overpowered by any other Professions, so in the end it just becomes somewhat detrimental.

Wilhelm The Pursuer

Shadowstepping Vs Guardian Traps

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Mmm, it’s always fun to try avoiding that trap. The actual damage portion isn’t quite aligned right with the traps radius, so you can dodge the trap, and still get hit by the kitten thing, or like above. Where you Shadow Step/Infiltrators Arrow/Destroy Shadow Trap/ETC over the kitten thing, expecting not to be hit by it, only to be hit by it TWICE if you move across it, once if you move out of it, simply because the game uses pathing to determine if you can even move to your designated destination. Poor coding, really.

Wilhelm The Pursuer

Venomshare reduced viability? (answered)

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

they also made the venoms weaker (re: nerfed) in general I believe. (please correct me if i’m wrong)

In a way, most other Venoms still function the same, however with the change to Venom Share being baseline, they reverted Basilisk Venom to only give 1 stack, as opposed to the 2 stacks it was buffed to a while back. I believe the actual Radius on the Venom Share was also reduced due to its’ baseline functionality, which means you have to be bunched up and in the split second radius when the Venom was activated to have it given to you.

Wilhelm The Pursuer

Why isn't Shadow Trap reliable like Portal?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

There is also unfortunately a bug with Destroy Shadow Trap that still persists. If you attempt to use it while you have the ‘Slow’ Condition on you, and you complete the cast… you go nowhere. Even if the trap is right next to you. The increased cast time put on the skill actually nullifies it entirely.

I honestly wish they’d just revert it back tot he way it was during the Betas. Destroy Shadow Trap was instant, much like the active when the trap triggers is.

Wilhelm The Pursuer

Can we up the damage on BS?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Sorry for not posting even though I am the OP, real life just hit hard.

Why I proposed the buff to BS was primarily to help out power d/d. I doubt that d/p would benefit greatly from BS as the only reason you go into stealth in d/p is to sneak up on someone taking a point. honestly I’m sick and tired of d/p and I enjoy d/d way more, but I also dont enjoy playing condi d/d where I spam 3 and hey presto they die.

With the way they changed Lead Attacks from Trickery, D/P actually benefits from it more, at least in my opinion, since you now have to ‘Prep’ the damage modifier before you land the backstab if you want the full 15% damage bonus. Which can be done much easier than D/D since you can just stack stealth and BAM, you’ve got it to max stacks. Where as on D/D, unless you’re using SB off hand and IA’ing everywhere beforehand, you gotta either spam CnD, which is a waste of initiative before a fight, or HS, while still being visible to the enemy. Otherwise when you CnD -> Backstab into a fight, you’re gonna only be getting a 6% damage modifier. At the.

At the same time though that’s just me, I like that maximized Backstab number exploding over the enemies head, so I’m a wee bit biased I think, haha. Where as with D/D CnD into BS is usually more than enough to blow up someone in two hits, while only using 6 initiative.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

Can we up the damage on BS?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

It really doesn’t need a buff.

sPvP stat distribution is just garbage and imbalanced on the mathematical level in so many ways that any changes made in its name would break the rest of the game.

how do you get that damage with that much hp? share build pls.

I’m assuming he’s using a mix of Valkyrie/Berserker gear,with his health being increased further by his Worlds WvW bonuses.

Also gonna assume he’s running CS (2:2:1); DA (2:2:3); Trickery (3:1:2), with possibly Scholar runes. With maybe Force/Impact Sigils. He looks like he freshly died, so probably had Bloodlust stacks too.

Wilhelm The Pursuer

Can we up the damage on BS?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I mean even with the messed up Stat values in sPvP, you can still hit some pretty decent numbers. But yeah, you can only hit that high with typically low survival Glass Cannon builds. Which if you kitten up, die, haha. Still, it’s great fun watching the panic after someones health disappears. No-one ever expects damage numbers that high from a Thief, for some reason.

As another note, highest I’ve been able to hit with it in sPvP was roughly 24k. That was against another Glass Cannon (Or well, it was a non-Toughness stat set, I wasn’t really sure what the other was running), after getting 25 Vuln and 25 might from a double trap proc (Thank you improv).

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Wilhelm The Pursuer

Backstab Delay

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

The build I currently use can typically 1-shot most professions, so long as they have roughly around 15000 HP, and are sitting on Toughness 2500 or below. Unfortunately it’s a backstab build that I worked on trying to perfect before HoT dropped and requires prepping the field before a fight, or good reflexes to drop down Traps in the right locations for the best effect. Was a lot better before they changed Lead Attacks, since it allowed for maximum damage with Initiative to follow up. Now I gotta prep that damage modifier as well. Though this is in sPvP. I imagine in WvW it’d hit a lot harder ALso, if it doesn’t kill them in the first hit, it sure as hell gives them a fright when their HP drops down to near null. Sometimes I like to hit someone once, or kill someone, then drop my Traps down and stand a safe distance hidden away, and watch the sheer amount of skill-spam happen when the Traps are triggered, and the player expects to be attacked for large chunks of their health.

As far as responding to the topic though, they definitely need to give us access to our standard auto attack at least, rather than just purely locking us out for a second. It’s a long kitten time to wait in the midst of a fight, where that one second is enough for a myriad of things to happen. All of which either mean success or failure when in a fight.

Wilhelm The Pursuer

Should Mug be able to crit?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Prior to the games release, during the first couple of Beta Weekend Events, Mug did have the capability to crit. I don’t remember the exact reasoning why they changed it, though I imagine it was due to the sheer amount of burst potential it created. Then again back then “Revealed” wasn’t a thing, and Thieves could Mug + Backstab burst, then CnD immediately for the stomp and getaway. Now-a-days, it wouldn’t be a horrible thing to revert it back to being able to crit, but it would likely result in a down scaling of the damage… and lots of kittening on our forums about being “One shot by Mug-Burst”.

Wilhelm The Pursuer

redesign thief traps

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

In regards to the OPs reworks, as it’s been said before, any damage on Thief Traps is detrimental to the Profession. Traps originally had a minor amount of damage on trigger a while back, and what was found, was for a Profession whom was so fully integrated with the Stealth mechanic… it screwed them over. Repeatedly. Making the Trap line all but useless. With the removal of damage it made them a bit more viable as it doesn’t interfere with the gameplay of the Thief, as well as the addition of a couple “Good” traits that augment them. Also while constructively, it’s good to compare the Traps across the Professions, mechanically it’s not, as both Guardian and Ranger are not the same as Thief. Those two Professions have little to no synergy with the Stealth mechanic, and are not reliant upon it for Survival. As well as the fact that their Traps are arguably more Damage focused (Condi for Ranger, Direct Damage for Guard), while Thief traps seem to have been… well. I was going to say Utility, but we’ve got a little bit of… everything? Condi Damage, CC, Gap Closer/Escape and AI Summon. Though only three of those are useful.

What Traps need though are not a rework, but added functionality. Perhaps a secondary active after the trap was triggered, that a Thief can use within range. Or much like Shadow Trap, a secondary effect that can be triggered by remotely destroying the trap.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

Counterplay against Ranger sPvP

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

So far my favorite tactic for dealing with Rangers, especially Longbow ones, is to bait them into using one of the heavier hitting skills, such as Rapid Fire… and then using Dagger Storm/Whirling Axe (If you stole from a Warrior prior) while closing the gap. Punishes the hell out of them if they don’t cancel the skills cast, or cast Signet of Stone. Plus once you’re up close, if you’re lucky, they’ve burned their major damage absorption ability and are typically ripe for the picking. Granted, it’s not a flawless tactic… but it works.

Wilhelm The Pursuer

Fear for Engi

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I’m gonna go with no. Engineer’s already have a decent amount of control, and have amazing condition application. So they really don’t need something that falls under both the control and condi categories.

Wilhelm The Pursuer

Engineers and why they are OP

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Please remember Fumigate can be harmful if inhaled, so remember to tell your teammates to hold their breath before dousing them!

Wilhelm The Pursuer

Does anyone actually use Kit Refinement?

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Elixir Guns Glue Trail I find was a lot more fun back when Sitting Duck didn’t have the internal cool-down. You could basically pop it and run around a person and suddenly stack 25 Vulnerability on them. Though I much prefer the days when swapping to Elixir Gun made a Super Elixir at your location. ): I miss you Kit Refinement of olde.

Wilhelm The Pursuer

Rifle turret

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I don’t think that all turrets should have the benefit of being able to crit, so if anything, maybe Rifle Turret. It’s squishy, has a rather low base damage (Basically it’s like having another Engineer spamming Hip Shot), and it’d make the Overcharge incredibly threatening when firing on a single target or a group due to the fast fire rate and piercing aspect, in addition to the vulnerability stacks.

Wilhelm The Pursuer

Rifle turret

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Op, welp. Nevermind. It is sadly just Tooltip readouts. Well now I’m hugely disappointed considering I was almost positive they scaled. God kitten it ANet. Ignore aaaaanything I’ve said about turrets then, ahaha.

Wilhelm The Pursuer

Rifle turret

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Oh god yeah, the wiki pages on Turrets haven’t been updated properly in ages. Turrets scale off of Power, Condition Damage, Condition Duration (and Healing Power/Boon Duration, if you want to get super technical in the case of Healing Turret), and I think Boon Duration/Healing Power/Condition Damage/Condition Duration for any of the corresponding Combo Finishers as well.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

Rifle turret

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

@Adamantium, They didn’t, but at some point ANet changed that. It’s not huge power scaling however, but, it’s extra damage regardless.

Wilhelm The Pursuer

Rifle turret

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Rifle Turret isn’t terrible, but it suffers from all the issues that all turrets have, and like it was said earlier in the thread, you’ll rarely see it outside of a Static Discharge build… unless you see one of those extremely rare Turret Engineers. Sadly all the turrets used to be better than they are now but, nerfs and such.

Some things to note about the Rifle Turret itself though.

  • Damage scales with a 0.2 Power ratio.
  • Might Stacks (On the Engineer themselves), Vulnerability on the Turrets’ target, Bloodlust Stacks, and Rifled Turret Barrels are the only ways to increase the Turrets damage output (This goes for all other turrets as well, unless it’s Flame Turret, in which case Condition Damage is what you want to go for instead of Power). Another thing to note is Turrets do not benefit from any sort of general percent damage increase, whither it is granted by Runes, Sigils, or the Engineer’s Traits. This means traits, sigils or runes that behave like Target the Maimed, Enduring Damage, Modified Ammunition or Sigil of Force are absolutely useless to Turrets.
  • All shots from the turret are a 20% projectile finisher, meaning while rare, and somewhat difficult, you could utilize the turret to fire through combo fields. The best one I’ve found being Light fields, since projectile finishers through those fields remove a condition from all allies within a radius of the target hit. This effect compounds when overcharged, if a shot hits multiple targets, though it’s unreliable.
  • While Overcharged, all shots pierce targets.
  • Overcharging the turret immediately after placing it bugs the turrets fire rate so that it remains 1 shot per second. After 11 shots, it stops for roughly 2 seconds before firing another volley of shots. Overcharging the turret in this state only grants it Vulnerability on hits and the piercing effect, and does not increase the fire rate further.
  • Due to it’s low cool-down, it’s great for pairing with Accelerant Packed Turrets for a well needed knock-back/interrupt. Do note that detonating the turret deals vastly more damage than letting it die to damage, in addition to providing a blast finisher, but it is great to use it to say, absorb a backstab from a Thief if you time it correctly, since turret hit-boxes are a lot larger than they appear.
Wilhelm The Pursuer

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

1. Elementalist
2. Ranger
3. Engineer

Wilhelm The Pursuer

Why am i not surprised? (PSA)

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

@NinjaYoshi, It was likely intended for the trait to work exactly as it did before, with the exception of it no longer dropping an Elixir Gun or Flamethrower. However somewhere along the lines they ended up breaking it in some way, hence why it only focuses on the Engineer. And yup, each med-kit heals for the amount displayed in the tool tip.

Wilhelm The Pursuer

Why am i not surprised? (PSA)

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

@Yamsandjams, To my knowledge at least, you still have to physically run through any of the skill drops, even when thrown directly on yourself, which sorta defeats the purpose of taking that trait anyway.

@konvay, They probably did break it when they made that change, but since it’s one of those traits that most Engineers would never take in a million years, its’ broken functionality has pretty much gone unnoticed. Sorta like how the fact Scope didn’t work at all for almost an entire year after launch, and didn’t get changed till one of the more recent large balance updates, simply because no-one actually used the trait. Hopefully at some point ANet will make a clean sweep of all the downed state related traits and either fix, change, or remove them to make way for better traits.

Wilhelm The Pursuer

Why am i not surprised? (PSA)

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Alright, so, I just tested this with a few friends, and the trait acts… very strangely. At first glance it seems like a support trait, however, it’s actually more along the lines of a support SELF trait. It does actually heal, however… not your allies. Once the trait comes into effect, the med kits can react in one of three ways.

1. You get downed, med kits spawned, but you’re in downed state. An ally runs over to revive you, running through all the med kits. The med kits actually heal you in downed state, making your revival quicker.

2. You get downed, but manage to revive yourself or you died and you re-spawned, and the med kits go untouched. An ally runs over expecting to get healed via the med kits, but gets healed for nothing. Instead, you actually get healed, no matter where you are on the map. You wouldn’t actually notice this if you were full HP already.

3. You get downed, and either revive or die. Running through the med kits yourself heals you for every med kit you run though, as expected.

So I’m unsure if it’s working as intended, as it certainly doesn’t seem like it is, but still. You do gain some benefit out of it, but only for yourself.

Wilhelm The Pursuer

You can't be serious

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I don’t see how it’d be way down the list in terms of strength. Both Supply Crate and Net Turret allows for the combination of a hard CC and an immobilize, hence why it had the duration reduction. They still either have to wait it out, or use some sort of stun break/condi cleanse to remove both; just now the base immobilize duration matches the duration of the stun. Pin Down on Warrior Longbow also is getting it’s own sort of nerf this upcoming patch as well, though it’s in the form of a longer cast time, and the addition of an actual tell animation.

As for getting immo-stacked to death, Engineers can do it just as well as any other profession that has multiple immobilizes. Hell even with the 1 second reduction, Net Shot, Net Attack and Net Turret give you a 7 second immobilize. Which is more than enough time for anything to kill you, or your target if your stacking it on them.

Wilhelm The Pursuer

You can't be serious

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Honestly most immobilize skills will likely be seeing some kind of nerf in the future simply due to the strength of the condition itself. Engineer was basically just the first to get it due to the strength of the turret as a lockdown mechanic. The combination between the supply crates 2 second stun, followed up by an immediate immobilize by the net turret it drops with it was essentially the equivalent of putting down a net turret and over charging it immediately. Putting those two together meant you could literally just lock someone down. Granted sometimes it’s not who you want, but still you can’t deny the strength of it. A player unable to move or dodge is a player that is as good as dead. Most of the people in this thread who are complaining about the change will likely not even see the difference, seeing as the duration of the immobilize will now be the same as Net Shot. Plus honest to god, who runs Net Turret as a utility anyway, save for the few Engineers who still don’t understand that Turrets still aren’t a hugely viable option in terms of build diversity, but are trying to make it work anyway.

Wilhelm The Pursuer

The Infinite Legion - All Charr guild

in Charr

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I’d like to join if you don’t mind having another Engineer under the belt of your Legion. A bit low level due to recently remaking my character, but should be back up to Lv. 80 real soon!

Wilhelm The Pursuer

Can we dream about Turret buff ?

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Turret health as it is is perfectly fine, it’s just damage mitigation that needs improvement via stat scaling and trait additions.

As for the turret deployment/wielding idea, it sounds incredibly fun. It reminds me a bit of Warrior Banners, but more simplified and with more variety. Plus the image of a Charr Engineer walking around holding a Rifle Turret, while cranking the Pepper-grinder handle, firing out rapid shots into a crowd of foes sounds amazing to me. Granted I feel as though implementation of such a thing will take a large amount of time.

Wilhelm The Pursuer

Can we dream about Turret buff ?

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Kind of wish that turrets that are picked up have a slightly smaller CD than ones that blow up.

Turrets get their base cool-down reduced by 25% when picked up, but they need to be down at least 1 second before being picked back up, otherwise the turret goes back on its’ full cool-down.

Wilhelm The Pursuer

Can we dream about Turret buff ?

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Right now ANet should focus on adding small changes and tweaks with each balance update. While it would be great if they would fix all the issues with turrets at once time, it’d probably bring about even more bugs than it would fixes.

And I might as well throw in what tweaks/changes I think should be made.

  • Reduce the cast time for placing turrets to 1/4 seconds.
  • Add a tool-tip indicating a cool-down reduction when picking up a placed turret. Right now turrets get a 25% reduction on their cool-down if picked up at least 1 second after being placed. If picked up immediately they do end up going on full cool-down without the reduction, so that should be fixed as well.
  • Adjust Turret Overcharges to reset the fire rate of the Turret when activated. This would allow the Turret to fully take advantage of their Overcharge, as well as possibly fix some issues with fire rate and activation.
  • Adjust Rifle Turrets tool-tip to indicate a 20% Projectile Finisher.
  • Reduce duration of Vulnerability for Automatic Fire (Rifle Turrets Overcharge) to 3s. Increase the fire rate from 50% to 75%. Increase the cool-down to 40 seconds. Change the tool-tip to indicate it causes piercing shots making targets vulnerable, not bleeding shots.
  • Adjust the fire rate of Net Turret to 8 seconds. Reduce the duration of the Immobilize to 1 second. Increase the Overcharge duration to 12 seconds. Add tool-tip to indicate the Overcharge effect is only on the first shot after activation; shots after the first shot are only effected by the increased fire rate.
  • Remove the cast time on the tool-belt skill Rumble.
  • Improve Turret based Tool-belt skills as a whole.
  • Adjust Turret detonations to have unique effects based upon the Turret detonated. Examples of this could include Healing Turrets detonation removing an additional 2 conditions from those in the blast radius, Rifle Turret causing 10 stacks of Vulnerability for 8 seconds to enemies within the blast radius, etc.
  • Adjust the trait Autotool Installation to heal Turrets for % Health every X seconds for Y seconds upon Overcharging the Turret. Add effect that reduces Turret Overcharge skill cool-downs by 20%.
  • Add a cool-down reduction of 20% for Turrets to the trait Deployable Turrets. Picking the turret back up would reduce the cool-down of the new value with the trait, not the original base value. This would mean picking Rifle Turret back up with this trait active would reduce it’s cool-down to 12 seconds, vs. 15 seconds without the trait.
  • Add at least one more Turret altering, or Tool-belt skill altering trait to either the Inventions or Tools trait lines.
  • Add slight stat scaling based upon the users Toughness. Condition damage is not a factor for turrets, but raw damage is, the extra bit of defense goes a long way, and would allow the trait Metal Plating to be more effective in the long run.
Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

New heal skill

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Combined with Automated Medical Response, this heal skill could honestly become incredibly annoying to deal with.

And how I see it, the skill will work like this.
- Activate A.E.D.
- Buff is active for 4 seconds, if at the end of 4 seconds you do not fall below the threshold of 1% health, you are healed for X amount.
-If while buff is active, you fall below the threshold of 1% health, the duration of the buff is immediately halted, healing you for X amount and an additional X amount for falling below the 1% health threshold.

In other words, if you fall below the threshold of 1% while the buff is active, you are healed for double the amount. So it’s very much a heal rewarding you for being a damage sponge.

Also for people complaining about the range on the toolbelt skill; A.E.D. stands for Automated External Defibrillator. So in other words, when you use the toolbelt skill, you’re shocking your enemy with a Defib, just picture that in your head.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

December 10th Balance update

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Honestly, what I’d like to end up seeing is a trait that acts similar in the way Kit Refinement acts to Kits, however it instead would effect Turrets; or to be more specific, the Toolbelt Turret Skills. When the trait effect is active, it’d allow the activated Toolbelt skill to also gain the benefit of the Turrets Overcharge effect. Regenerating Mist would AoE Heal and Remove 2 Condi’s; Surprise Shot would cause 1, 8 second stack of Vulnerability; Throw Napalm would retain the initial burn, but the persisting field would instead be a Smoke field, and cause Blind; Net Attack would have a 2 second stun; Rumble would launch nearby foes; and Rocket would cause a 2 second knockdown.

Wilhelm The Pursuer

Super Elixir needs to be a water field.

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Super Elixir is fine as it is now. It has decent healing capabilities, removes a condition on impact, and allows for additional condition removal when combined with Projectile or Whirl finishers due to it being a Light Field. Elixir Gun as a whole, in my opinion, is an offensive support based kit set geared towards suppression of high direct damage targets, while also providing minor healing capabilities and condition removal. The light field fits in with this, however, if people really have an issue with it being a light field, or it interfering with water fields, I imagine ANet could easily take it and remove the field component altogether; leaving it on par with Mortars “Launch Elixir” skill.

Wilhelm The Pursuer

Acidic Elixir + Static Discharge

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Thrown Elixirs with the Acidic Elixirs trait deal roughly around the same damage of a single grenade, with the exception of Throw Elixir U, which deals roughly around the same damage value as Surprise Shot (With about 4x the cool down). It’s incredibly low damage, and I wouldn’t recommend using it in conjunction with Static Discharge, as the Chain Lightning caused by using a Thrown Elixir follows where your camera is pointed, rather than heading towards your target. Acidic Elixirs do however proc Shrapnel about 100% of the time, which is likely a bug, but it’s easy access to some additional bleed stacks if you’re using an HGH build.

Wilhelm The Pursuer

Last Utility Slot

in Engineer

Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

super elixir cures a condition on you if you’re in the blast.

Its a light field, it gives Retal. I have never seen it cure conditions.

I think they mean the impact zone when it’s initially fired, not an actual blast finisher.

Wilhelm The Pursuer