Yak’s Bend
Ir Regardless – Engineer
Word just in BP and EBAY have made an alliance!! Proof picture below. As you can see on the map chat I have also stated we are making alliance.
That’s just our BP spy, Chrys_the_Incognito
Good try, Kronk, but the jig is up. That is our secret “I win” button location. As long as we have someone in there feverishly pushing “1”, we win.
Engineer. Swift kits for moving about with constant swiftness (other ways to get a solid amount of swiftness, too). Can be kitted for burst damage, condition pressure, or group support, or somewhere in between.
The engineer getaway power is not great. I kinda laughed at somebody’s description of a Warrior staying to the death since I constantly see Warrior’s running with all their weapon and utility skill “rush” abilities. If being able to get away is something you value, I’d suggest Thief or Warrior, maybe a Mesmer with Stealth though they struggle with Swiftness for moving about. Eles aren’t bad at it, either. Don’t play a Necro if you want to be able to run.
Any skills that has Combo Finisher: Blast is a blast finisher. For example, all deployed turrets can be exploded as a blast finisher.
Blast finishers give different effects depending on the active field. A blast finisher in a Fire field give 3 stacks of might in an area to up to five friendlies.
So flamethrower #4 for a fire field and detonate turrets in it to give Might (for example).
Have I made any excuses at all in this thread? I’ve done nothing but commend your manipulation of the weaker server. That’s not an excuse because, as you said, it’s actually happening. I actually think it’s hilarious watching Ebay play “little brother” all week. Not to mention, the fighting has been really fun.
Last night for example, we had a huge fight for SM on two fronts…Yaks from the north and Ebay from the south. It was a blast. Eventually Ebay made the cap and had to turn the castle over to Yaks after the five minute RI timer but it was awesome while it lasted.
Pretty sure Ebay “had” to turn over a paper, holey SM because they had orange swords from, I dunno… SBI! at their keep. Thanks to SBI for helping us take SM from Ebay. Check’s in the mail.
Why are you trying to hard to rile up Ebay, though? I mean you’re putting a lot of forum warrioring effort into it. Is that the best ya got?
The Precision on Rabid is pretty useful for Engi’s considering Sharpshooter. More crits → more bleed procs.
Someone posted an incorrect explanation of how +Duration and -Duration works. The only testing I’ve seen posted clearly demonstrates that +Duration and -Duration are added together, and the final modifier is used to determine condition duration. For example, if I have +70% and the Warrior has -70%, the bonuses cancel and the duration lasts the normal base duration.
Testing was here – https://forum-en.gw2archive.eu/forum/game/gw2/Condition-duration-vs-Condition-duration/first
Does it put a visible red circle down that enemies can see?
That said, kitten condi spamming mesmers.
I definitely wouldn’t hate more cleanses, or a passive option. I’d point out that there are two “cleanses” not talked about – Rocket Boots and Rifle #4 both clear all 3 movement impairing conditions. Using them right before a different cleanse like the HT can really strip off a lot of red icons.
They made the grenadier sit out one :sadface:
it gives 2 just not to you,its one for you and one for anyone in range of the toss tooltip just isn`t clear about it.
No tooltip/skill combo works like that in this game. For example, staff Empower on Guardian hands out 4 stacks of might to up to 5 people in the area per pulse. Abilities that give out stacks of Bleeding give it out to each target hit and the tooltip clearly shows how many stacks of Bleeding each target get.
It’s quite clear their program architecture has the associated ability tooltips inherit the text from the traits’ tooltips. In this case, though, they modify the toss elixirs to not get the full benefit of HGH, while not modifying the inherited tooltip information.
And, IMO, there’s no good justification for why they decided to weaken the HGH effect on Toss Elixirs, nor is there a good reason why it doesn’t benefit the Elixir named skills of the Elixir Gun. All of the skills are far more difficult to use well than many of the other types of group support skills, like insta-cast shouts or even blast finishers in combo fields. I really don’t understand why Arenanet made that choice.
-condition duration is applied after +condition duration and thus is much, much more powerful.
That’s not true, though. https://forum-en.gw2archive.eu/forum/game/gw2/Condition-duration-vs-Condition-duration/first
Or did they change it?
Yes I suggested already what I think would fix this:
after 24 hours holding a structure it starts decaying upgrades and needs to be continuously re-researched to keep it from going paper
then waypoints stay contested for 10 seconds after the attack event (so they will not uncontest for a split second like they do now) ends but can still be used by 1 person every 12 seconds when contested.
and 2-3 matches per week instead of 1, or EVEN maybe the same match is broken into 3 parts and its like a week-long “best of 3” – 56 hour long matches each with a different reset time would make things extremely interesting.
Ok, this is less drastic than mine but addresses the same issue – the right issue in my little world.
Alternative to re-research is to just make upgraded structures have a supply maintenance cost. If the supply goes to 0, upgrades start disappearing.
Is it just me, or is the most exciting time in WvW reset night? Large fights on all maps and structures haven’t been fortified up. This is what coverage imbalance destroys more than anything for me – I log in when I can and find that a relatively even matchup at 11 PM EST is now a sea of my opponent’s colors (or mine, depending on who’s got the off-hours coverage). Waypoints are up, walls and doors fortified, lots of random siege everywhere. Trying to get a foothold back in becomes a ridic painful experience. The biggest issue I have with population “imbalance” is really coverage imbalance leading to the massive accumulation of supply upgrades, including structural hit points, ease of defending waypoints, and defensive siege. This is brutal to live with over a week.
So, two crazy either/or suggestions:
1 – Remove the ability to waypoint keeps beyond a set for each side. For example, the three keeps in the Borderlands and each home’s Garrison.
2 – Reset the structures every day during a match. Let the match-ups fight from scratch daily, several times during a week.
It’s fine. More base HPs would give us the freedom to spec into crit builds.
In what way is a random, single target cc on an aoe weapon fine? This is an honest question, please explain it to me.
And we dont need more hp in crit builds, i run frontline stormtrooper with 52% crit chance and constantly im the last one to go down in zerg battles with 18k hp.
The chill’s single target? Because the damage isn’t.
And still all “great” FA migthy warriors can’t explain what are they doing in the silver league and not in gold…
I’m sorry, what’s a “Migthy” warrior?
A warrior with a lisp ldo
We wanted to be green this week anywayz
Since this question is up, does the Monsoon do anything cool?
Just going to leave this here.
First you crash their party, then you pass out on the ground. Real classy, guy.
Something along those lines actually went through my head when it first happened lol
Dude, should also see somebody about that burning sensation between your legs. >.>
seriously? 15mins ago, our 9 men was just doing havoc at YB’s ruins and capping some towers since we got attention at ruins… and guess what..
Cmon really? let us have some proper wvw fun pls..
I’ve contact our Commander Overlords about your request for us to also use Omegas next time you’re in our tower. I’m sure they’ll be cool with that.
You: An Engineer north of the NE camp on Ehmry Bay’s BL.
Me: Another engineer.
Us: both downed, wondering who the wolves would eat first.
I knew you cared when you bombed me away from the pack.
I don’t understand the condition gear choice with a build that seems to have a strong bend on power.
Doesn’t he also give retaliation to the minions he summons? which doesn’t help btw.
I’ve heard this, but if so, it shouldn’t affect how much dmg we deal to him, it would only deal dmg back to us players, which wasn’t to much of an issue.
I am going to disagree with the “wasn’t to much of an issue.”
I was fighting this earlier and we killed it but every time it summoned minions and if I use Whirling Axe my health would go from full to downed or almost down. If it was actually retaliation it would be fine but I didn’t see any retaliation floaters popping up.As for pushing it into the mausoleum, that doesn’t seem to be a problem. The times I’ve fought and killed it all involved pushing him in there. It was annoying because there door would be in the way some of the time but certainly didn’t make it impossible.
Still haven’t figured out what this boss’s gimmick is supposed to be or if it even has one. Didn’t see any buff on the minions either.
I agree, some sorta retaliation on the little skeletons is killing me dead fast when I’m swinging the hammer around. I don’t see a boon on them other than Berzerk, and they’re listed damage in the combat log is laughable (like 60).
I’m not using it currently on a Med skirmish burst dps build (using Glacial heart, actually).
I find the better of the two changes to be that Smite and MI are now instantaneous by default.
2.6k crit, albeit on a vet guard this time, is my new high with GH
1. Population coverage and the snowball effects (upgraded towers, ease of defense/attack, incentives or lack thereof)
2. Defenders rewards
3. I don’t have a 3rd topic anywhere near the importance of those 2
Last night while Savannah (King Amadaeus) was tagged up with 15 or so other Cosa and kept the majority of Yaks busy, myself and about 8 of my guildies from Suns ran on the opposite side of the map. We originally took Aldons then started to wander up into the ET side of the map and grabbed Anz/Speld/Mend. We noticed that Savannah decided to make Aldons a bunker and went to help out. I think that between our 2 guilds and a few others we were probably at 30 or so strong. Once Yaks battered all the walls down and we held off all the waves for a while all our siege got wiped by the trebs/mortars from the keep. Suns left Aldons after all the Yaks guys pulled off for a while, so we went to the Yaks side of EB while the battle continued to rage and proceeded to take T3 Durios, QL, and Klovan. I know another group flipped the T3 Bravost. All that time we grew eyes in the back of our heads wondering when the zerg would come and kill us, but your focus on Aldons made it easy. My thanks to Savannah for taking all the heat while we made some havoc elsewhere!
There was a lot more going on in WvW than just Aldon’s while you were flipping those towers, including a large wipe of SF in their garri to a siege trap, and 15 SF on the Yak watergate in EB (gate hit point bar was empty when I got there.)
At one point, ya’ll appeared to have 3 different groups on our side of EB as well as a large force at your bl garrison.
And none of it was coordinated.
That’s actually what I got out of this thread, since a lot of the SF posts imo indicate that SF players really don’t know what other SF players are doing.
However, I didn’t want to assume that was true for the commanders.
Last night while Savannah (King Amadaeus) was tagged up with 15 or so other Cosa and kept the majority of Yaks busy, myself and about 8 of my guildies from Suns ran on the opposite side of the map. We originally took Aldons then started to wander up into the ET side of the map and grabbed Anz/Speld/Mend. We noticed that Savannah decided to make Aldons a bunker and went to help out. I think that between our 2 guilds and a few others we were probably at 30 or so strong. Once Yaks battered all the walls down and we held off all the waves for a while all our siege got wiped by the trebs/mortars from the keep. Suns left Aldons after all the Yaks guys pulled off for a while, so we went to the Yaks side of EB while the battle continued to rage and proceeded to take T3 Durios, QL, and Klovan. I know another group flipped the T3 Bravost. All that time we grew eyes in the back of our heads wondering when the zerg would come and kill us, but your focus on Aldons made it easy. My thanks to Savannah for taking all the heat while we made some havoc elsewhere!
There was a lot more going on in WvW than just Aldon’s while you were flipping those towers, including a large wipe of SF in their garri to a siege trap, and 15 SF on the Yak watergate in EB (gate hit point bar was empty when I got there.)
At one point, ya’ll appeared to have 3 different groups on our side of EB as well as a large force at your bl garrison.
Yeah we had 250 people and you guys had 20. (I forgot we have been spawn camping you all week with our superior numbers)
In your primetime, I’ve been in quite a few large fights where SF had no #‘s problems at all. The sea of red names was impressive. Reset night was particularly fun against the COSA+ zerg in our bl, but I haven’t failed to find good big fights in your primetime.
A few times I’ve managed to be on during your non-primetime, it’s a different story.
Yak’s 24 hour coverage is way better than SF’s, and that’s why your primetime logs in behind the 8-ball as far as PPT goes. That’s pretty much the story of WvW PPT in GW2. Coverage wins. By the time your primetime is getting to fighting #’s, your trying to get points against reinforced structures and siege spread about.
Note, none of us said you had us outnumbered at Aldons. It was within low % though, at best for Yak’s, on the impacts I saw (before your numbers frittered away).
Something like that.
(The cleric’s ascended hammer is because it was a lucky drop)
I’ve been using this trait since the patch to get a feel for it. So far, I think it’s almost passable, but needs a shorter cooldown.
The flair of 1.8k crits is nice, though.
Oh, edited to say, I’m using it in a meditation skirmish build. I took it over the fury on meditation change. I’m ok with that since I’m running Inner Fire.
(edited by Kurieg.4158)
We started with about 25 (or less)
Do you honestly have no idea how many people are on your side?
Because 25 is a terribly low estimate for the number of SF in Aldon’s.
ps – The defense was well done. Don’t cheapen it with cluelessness.
I know how many stacked for supply check when I asked, therefore that is those I count….My group wasn’t full of pugs, so the number is fairly accurate.
More did come as the battle went on that were not in our guild group and they helped out immensely and we appreciated it, but some also died (guildies and non-guildies)…I know we could not get people back into the tower as it went on, because you guys were doing a good job of denying them…
I felt like we had more than you at the beginning, but after about 20 minutes you had more numbers. Plus you had every bit of keep siege and field siege your 1500 keep supply could build….
I JI’ed into the middle of your zerg during a push. My count was well north of 25, not including “beasts”. I shoulda ss’ed, though, because I was stunned how many there were.
It didn’t really look like you lost all that many for awhile to kills, because those that did die got rezzed.
Eventually, though, ya’ll did break up. I noticed groups left for rogues and what not (and I use the term “groups” not to mean 5, but just a “bunch”). I think the treb/mortar fire on the lord’s room probably convinced them to leave, not sure. There weren’t as many of you left in aldon’s when the AC’s dropped outside lit you up on our final attack.
We started with about 25 (or less)
Do you honestly have no idea how many people are on your side?
Because 25 is a terribly low estimate for the number of SF in Aldon’s.
ps – The defense was well done. Don’t cheapen it with cluelessness.
Static Shot, Bomb #3, Prybar – all of these are laughably weak when compared to other damage done by other professions weapons – and yet they occupy a significant number or slots.
Prybar is not laughably weak.
Not even close.
In fact, isn’t it just about our hardest hitting ability raw damage wise?
I don’t know if you’re using this more for WvW/PvP or PvE.
If it’s WvW/PvP I would go with Inner Fire. It gives you three seconds of fury every time burning is applied to you. This is probably one of the most underrated traits atm in WvW/PvP. Almost every class now has access to burning, beside thief. You’ll have no problem keeping fury up. CoP is a must with the condition heavy meta atm.
If it’s more PvE. Then Blind Exposure is a better choice, and Merciful Intervention is also fine since conditions isn’t that big of a deal.
Well, I don’t think the gear setup is possible for PvP, as armor doesn’t use stats.
Either way, I am using this for PvE only. I like WvW, but I doubt I’d be able to last long in a zerg with this build. Too low health, and not enough cleansing.
But yeah, I love Blind Exposure for the Vuln spam you can get going with Renewed Justice!The build can work fine for WvW if you want it too. I’ve ran pretty much every med dps build possible in WvW. I used them in solo/small groups and in zergs.
10/30/30/0/0
10/25/30/x/x
0/30/30/5/5You just have to play a bit differently then you’d normally would with shouts. And of course you can’t get these exact stats in PvP because of the gear differences. However you can get some thing similar base on PvP stats.
I mostly agree with this, but I do find the lack of stability on most meditation builds to be a real problem in big WvW fights.
The ability to teleport past a nasty mess of red circles is really, really nice though.
Another rotation is as follows:
Focus 5 and wait 2 seconds
Greatsword 5 + Judges intervention + Smite condition
Greatsword 5 to pull and Whirling Wrath to sword 3 to finish off.
That’s not great with the build provided since the build has Right Hand Strength trait for 1-h weapons.
Also, I’d suggest doing GS5/JI, GS4, GS5, GS2 + Smite
It’s very unlikely anyone hit by the initial GS5 latch will be out of range by the time you leash them back in with the 2nd GS5, plenty of time to get the symbol down for more damage.
fire spells work best on gates because they are wooden. it already makes sense. i’m pretty sure i’ve seen burning damage ticks on gates from fire spells, although its still very low damage and the gate doesn’t show it has burning condition or anything.
Can’t crit hit or apply conditions to structures or siege afaik; they’re considered environmental.
Also, I find it funny to watch people try to defend the balance of an ability that’s so good people are willing to wear Runes that only have 4/6 abilities working just to access the effect.
Good luck with that argument.
The thing about Engineer’s use of the Perplexity Runes is that the main tools/kits/weapons that we use to proc Interrupt or add Confusion do very little damage in and of themselves. Static Shot, Magnet, Prybar, Shield, #3 Bomb – none of these are very powerful.
Prybar?
I’d give you the rest, but Prybar hits hard. Granted it’s melee range. Wish Engi’s had something to keep/put people in melee range…
Bind Area Loot to an easy to reach key. Hit the key every once in awhile in a zerg fight.
Fighting that SF ball last night was fun. Enjoyed Jump Shotting into the middle of that
Ok, dark secret, I also enjoyed AC’ing you at QL
Bomb #1 – I notice many kits offered have no 0 cooldown attack. Good luck?
Magnet
Rifle #2
Glue Bomb
Rifle #5
Grenade Barrage on toolbelt
It’s part of the overall balance of the classes. Been that way since release.
All of our methods for regaining health, heavy armor, and our group support is the good for the bad of being on the lowest hp tier.
Ya, that’s normal. There’s 3 tiers of hit points for the 8 classes:
Lowest HP (about 10k)= Ele, Thief, Guardian
Medium HP (about 15k) = Engi, Ranger, Mes
High HP (about 18k) = Necro, Warrior
Yes, it’s opinion, but I thoroughly enjoy X as it is for large scale fights. When I’m set up for close combat, having the X option is solid.
Mortar is weak because it mostly duplicates something we can already spam with Grenadier plus it’s easily killed.
I agree that SC is just ok because of lolturrets. I’m curious if SC will become quite a bit better if there’s an improved turret AI.
Elixir X is fantastic. Please don’t change it based on any of these suggestions.
Ya, that’s what I mean. Cap indicates the % of damage applied would cap out at the amount Retaliation currently does to all attacks, which, as you indicate, scales with Power. In other words, a big crit attack would hit cap, applying the same amount of damage it currently does (or perhaps even raise that cap), but a horde of tiny pinpricks would not hit cap individually (but total amount could).
Another option is to simply scale Retaliation as a percentage of the attack damage, up to a cap of the current amount.
Do you have an ascended pistol? You have ascended weapon/shield selected on the skill builder.
Do you have any buffs from WvW when you took the screenshot?
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