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Your biggest fails in GW2?

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Posted by: Nilix.2170

Nilix.2170

That time I jumped from a really tall height in Sparkfly Fen into some water that was incredibly shallow and someone witnessed my shame.

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Mortar Shot is STILL nerfed by 28%
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WHY engineer only has MIGHT??

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Posted by: Nilix.2170

Nilix.2170

Like what I say , other class already has their own special state like Mesmer, and new Elite has their unique state such as
Spellbreaker has Attacker’s Insight (15s): 60 Ferocity, 60 Power
Deadeye has Malice: 3% Damage

However, For the new Elite, we still stuck at MIGHT!!!

Enhanced Capacity Storage Unit :2 Might (8s): +60 Power, +60 Condition Damage

Corona Burst : 2 Might (8s): +60 Power, +60 Condition Damage

this world already full of Might, it’s not like old version of game, we have plenty of way to gain Might, why bother to keep forcing more Might for us??

It’s really sick to see other class keep buffing with new treat, but engineer still stuck with 25 MIGHT limit.

We need Unique state like other Elite !!

Here you go my human:
Laser’s Edge

Did you want it while you’re not in the Forge? Go explode.

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PLEASE let heat benefit more than just sword

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Nilix.2170

From what I remember, Sword (as well as the Exceed skills) having built-in Heat bonuses comes from the fact that the traits only affect the Forge mode. There are no Sword or Exceed utility traits so they used the Heat mechanic to give them bonuses. We also have the two GM traits that provide bonus damage (2 might stacks per second while above 100 Heat, Gain Laser’s Edge after overheat explosion). So there are some alternative weapon benefits to heat use.

That said, I DO wish that we gained some other kind of benefit from ECSU other than might stacking. (Precision or Ferocity perhaps), and that Thermal Release Valve gave some kind of damage boost for conditions. Something like +150 Expertise while above 50 Heat. Although I’m personally afraid of that kind of buff as it puts you in one of those “don’t dodge or you lose your damage” situations like that Tools minor trait that was reworked.

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Luminous weapon skins

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Posted by: Nilix.2170

Nilix.2170

I was in a bit of agony wondering what Sword I should run with for my Holosmith and man, oh man, am I happy this came out.

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Enhanced Capacity Storage Unit ...

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Nilix.2170

Wow, my previous post got infracted? Did someone think I was trolling when I said it’s the most OP thing about Holosmith right now?

If you don’t know, Enhanced Capacity Storage Unit with Rune of Strength allows you to easily maintain 20+ stacks of might by just dropping in and out of the Forge. It’s easily the most overpowered grandmaster trait of the three, but I’m pretty sure it’s bugged: it says it gives might “periodically,” but it gives 2 stacks at a 1-second interval. It’s just way too easy with no real downside.

I wish worked as some separate non-might power/condi increase. Or triggered various boons rather than might. Hell, it could just give me 1s pulses of Resistance and it would be doing a lot.

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Hurray for "soon to be nerfed damage"

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Posted by: Nilix.2170

Nilix.2170

With a negative side effect like ~50% self-applied damage, I feel like people are going to learn how to dodge these until you can’t manage it anymore. I don’t think the numbers are going to be tuned down much, if at all. Even if they did, they’d have to (or rather they OUGHT TO but can easily decided not to) tune down the overheat damage.

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Holosmith Demo Weekend Feedback

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Posted by: Nilix.2170

Nilix.2170

A number of quickly answered questions that I logged in to check

1) You exit Photon Forge mode when you swap to a Kit.

2) Photon Wall’s Toolbelt skill: Particle Accelerator

3) The amount of damage taken from Overheating: 7961 HP. This is exactly 50% of your BASE HP if you have no additional vitality. Does not scale with your vitality.

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Leave the damage Condition and Power

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Nilix.2170

There is… one issue I have with condi superiority.

Power Advantages:
Instantaneous

Power Disadvantages:
Affected by Toughness
Affected by Protection
Affected by Weakness

Condi Advantages:
Ignores Armor

Condi Disadvantages:
Can be cleansed
Affected by Resistance
Ramp Up Time

The bold parts are what concerns me. In PVE, there are very few enemies that cleanse their conditions or have the resistance boon. However, there are a lot of enemies that have protection, use weakness, or have increased armor. This means that there are a lot of circumstances where power damage receives significant debuffs. Dots occupy the special damage niche by bypassing many of those mechanics altogether.

One would expect that, to balance things out in PVE, we would have power damage hold the throne. There is a myriad of ways to topple that throne and give condition damage situational benefits. But as it stands now, the only advantage power damage has is its ability to quickly kill veteran mobs or lower. When fighting champs or legendary enemies, condition damage is best by default and protection + weakness + armor only reinforce this dominance.

This is a very good post going nearly ignored. PvE doesn’t cleanse. There are no boons or condis that lower condi damage output other than Resistance, which is rare, if not totally absent, from PvE enemies. PvP/WvW you might have traits/skills/food for this. Enemies that transfer conditions are few and often negligible. The best you’ll get is a projectile reflect that sends your shots back your way.

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Unidentified gear - Please No, No, No, Nooooo

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Nilix.2170

The new mechanic doesn’t feel like it offers meaningful choices, if you choose to sell the items to vendor sight unseen or you salvage the items you will always wonder if perhaps there was a rare/exotic/precusor in that group. If you choose not to and all you get are greens and blue’s then you will feel like you wasted money.

NONE of those are good answers.

Welcome to gambling.

I don’t like to gamble, I like to plan and make informed decisions.

Yeah, neither do I. Which is why we’re going to wait for the gamblers with lots of money to stack 20k UNID’s, open them, tell you the drop rates, and you can be more informed as to whether Identifying or Salvaging is a more intelligent decision.
Until then, sell, salvage, or stock them up.

A lot of what I see right now is people bemoaning the fact that they’ll now have to be responsible about their actions. If you get an UNID, it’s a green. It dropped from the green loot table. Paying to ID is just paying to reroll the loot table. Much like how paying 1.5g lets you reroll for Pearls in Abaddon’s Reliquary. No one stole a yellow from you. No one snatched a precursor either. In the same way that you’re not going to play a game mode that you don’t like, don’t take a gamble that you don’t enjoy.

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Unidentified gear - Please No, No, No, Nooooo

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Nilix.2170

Yeah, as is, you’re actually getting more money out of it by straight up salvaging it. I know I’m just assuming how the loot table looks right now, but it’s just a green drop. You weren’t missing out on anything. Still though, introducing a new gambling option in itself is kinda bad towards players who don’t understand that math outright. This is WHY Japan has those laws about gacha games needing to accurately display the % chance of all the different things you can get from a lottery roll. Ambiguity turns it into a money sink where people can’t kitten why they should or shouldn’t. On the other hand, you aren’t spending real money on these so it’s no where near as problematic.

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Unidentified gear - Please No, No, No, Nooooo

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Nilix.2170

At current prices:
(Salvaged)10g,1s,48c profit worth in mats
vs
(ID+Salvage)4g,20s,06c profit worth in mats and sigils + 94 Eyes of Kormir

I don’t remember if Eyes of Kormir are account bound or not, but for the latter to surpass the former, the Eyes need to have a value of 6.19s each.
Which it probably WILL if it’s not account bound. All things considered though, Path of Fire is going to affect the value of materials directly so my current numbers can be completely out of relevance once the game comes out.

Eyes of Kormir and Sliver of Twitching Forgemetal (the other craft mat that dropped) are both open to trade and not account bound. Hopefully, they’ll be worth trading.

One thing I’m thinking is that most people probably use Copper-Fed rather than Silver so the resulting profit might be different. Another thing is that out of 85 salvages, the player managed to obtain nearly 100. They’re probably not going to be difficult to obtain so I wouldn’t bank on it being too valuable.

There was no cost involved. Period.

Except that it literally costs 1.68s to identify the item.

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(edited by Nilix.2170)

Unidentified gear - Please No, No, No, Nooooo

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Posted by: Nilix.2170

Nilix.2170

At current prices:
(Salvaged)10g,1s,48c profit worth in mats
vs
(ID+Salvage)4g,20s,06c profit worth in mats and sigils + 94 Eyes of Kormir

I don’t remember if Eyes of Kormir are account bound or not, but for the latter to surpass the former, the Eyes need to have a value of 6.19s each.
Which it probably WILL if it’s not account bound. All things considered though, Path of Fire is going to affect the value of materials directly so my current numbers can be completely out of relevance once the game comes out.

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Drunk Engi season 7 results.

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Posted by: Nilix.2170

Nilix.2170

Is this one of those things that works because the meta looks down on it too harshly?
Thing exists → There are direct counters → There’s lots of casually available hate → People don’t use it because of hate → No one builds to counter a build that isn’t commonly taken → Succeeds via blindside

Mortar Shot is STILL nerfed by 28%
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Unidentified gear - Please No, No, No, Nooooo

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Nilix.2170

You’re just rolling greens and these green rolls just so happen to be GAMBLING TICKETS that you can throw 1.68s at for the chance at something better than a green. Now, if you roll loot, achieve yellow, but it comes out as an unid in the same color as the rest of your unids, then you’re losing something. But I highly doubt this is being done.

That said, it costs 4.2g to ID an entire stack. At current prices, you’d have to recover 12 ectos from the result just to break even. Comparatively, those using the Copper-Fed-Salvage-O-Matic would only need to spit out 18 Silk Scraps out of 250 items to surpass the 7.5s cost.

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We need Mine Kit back

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Nilix.2170

Throw Mine would have been nice to utilize with the new Ammo Count system but I’m sure ArenaNet saw an issue with being unable to self-detonate the mine anymore.

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Why the excessive energy change?

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Nilix.2170

All of this just reenforce what I said. It doesn’t
Traits like Adrenal Implant and Optimized Activation give you more uptime of the old Excessive energy. Utilizing it in this way puts you in a position where you are choosing not to dodge in order to gain more damage and is a bad decision to have to make. For the Static Discharge Engi, you’re also put in a place where you have to decide whether to use them when you have max endurance for more damage or when you’re not at max endurance to gain it back. The point behind Adrenal implant and OA is to give you more endurance. Whenever you are at max endurance, those traits do nothing. It is much more synergistic to encourage using the resource whenever necessary so that the traits actually have more situations to mean something rather than encourage the opposite and extend their periods of uselessness.
Effects like Streamlined kits, kinetic battery, rocket boots, slick shoes, etc helps us repossision ourself so we don’t have to dodge. You are not going to dodge an attack with Swiftness. Kinetic Battery only gives benefit if you dodge and only over the next seven seconds, five of which would be without the damage buff. Rocket Boots as a method of repositioning removes you from the combat situation where neither you nor your opponent are doing damage. If you’re using Slick Shoes, you’re in melee range. You are probably actively dodging attacks. In fact, you probably already used your dodges to evade a stun or strong attack prior to using it. None of these are situations where I can foresee a player either proactively choosing not to dodge to keep their damage up nor being in a position where they are at full endurance, capable of remaining in it over a period of time, and relentlessly firing off damage. The only time I would say this happens are Fractals bosses (sometimes) while you’re shooting them from afar.

Toolkit too gives access to cripple and block to futher survive by outmanuvering our opponents without wasting endurance. You aren’t dealing damage while you’re blocking

With the current version, taking traits like Adrenal implant means you have to dodge more often to get the damage bonus. That’s better than not having to dodge. It just turns dodging into busywork that you got to do to keep your damage up. Imagine being in such a cozy situation that the biggest problem with your DPS is that you don’t have to dodge. Unless you are already foced to dodge, in which case, this trait might as well just read “+10% damage”.

In the end, I feel like this went from easy PvE trait to easy PvP trait. In PvP you are extreamly rarely going to be full on endurance, especially in the long fights that engineers excel at. So in PvP it went from a (definitely poor) reward for skillfull playthat encouraged you to make bad decisions to 0 play a decent minor trait which was a passive in the first place and man, you’re really doing all this work for +10% damage that you’re not even UTILIZING because you’re busy BLOCKING and ROCKET JUMPING and ELIXIR S and somehow you get out of all of this safe and okay and none of it is on cooldown anymore so you don’t have to dodge still.. In PvE it have turned into busy work.

lmao. Just dodge dude. Just HOW busy were you while you weren’t dodging? I don’t even PLAY PvP and am probably one of the most wordy people when it comes to the problems of PvP/PvE skill relationships but I can only see this as a good change. The only people in PvE this was helping were the ones who were in the back line gunning with Rifle/EG with little to no threat to their lives save for a huge telegraphed attack that they can dodge, and then skillfully spam some toolbelts to get their endurance to max and damage back up. Because of course, they were saving the TB skills for gaining 10 endurance per shot. They definitely weren’t using them as they got of CD within their damage rotation, or for support, or Static Discharge, or anything else. No way.

If nothing else gets through about this, I can definitely say that if there is any group that DESERVES a +10% bonus to their damage, it’s the people risking their health on the front to do so. Who actually deserves to get rewarded: people in such constant danger that they’re rotating blocks and invulns and control and STILL have to dodge or people who are somehow so safe that they can be found in a combat situation with max endurance more often than not?

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(edited by Nilix.2170)

Why the excessive energy change?

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Posted by: Nilix.2170

Nilix.2170

Personally, I really liked the flavor of how thief and engineer were different in this regard. Thief got rewarded for spamming dodges, and engineers got rewarded for being conservative with their endurance. Engineers are not supose to be all agile like thief so it made very much sense to incentivise engineers to avoid damage by other means, like blocks or positioning. Both methods have resonable interesting gameplay implications.

Now, this trait is just a copy of what thief gets, a bit of Engineer identity died this day.
However, the rest of the patch is totally worth it.

1) It was a bad reward. There is nothing positive about being conservative with endurance other than being smart enough to use a dodge for a strong attack rather than weak autos. Under a heavy assault from an enemy, there’s no good reason not to use dodges. Between 10% damage and not getting bursted down, you will almost always take the latter.

The people who benefit from the old version of Excessive Energy the most are the players who are a far distance away from the focal point of combat. Which, by the way, is very wasteful and backwards as a build because…

2) Half of the Tools line is dedicated to improving and rewarding Engineer agility.
Optimized Activation, Mechanized Deployment (which synergizes with OA), Reactive Lenses, Streamlined Kits, Kinetic Battery (both old and new), Adrenal Implant, Gadgeteer (which improves Rocket Boots and Slick Shoes). Here we have an entire line built for keeping the Engineer mobilized. Why would you have a minor that rewards/strengthens players who aren’t actively mobile in a trait line that’s working towards improving their mobility so they can push it past the limit?

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kinetic battery is trash now

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Posted by: Nilix.2170

Nilix.2170

But those stack because you can take both, so you don’t want someone running around with >60% quickness uptime. That’s a bit OP. Then factor in boon duration + elixir U .. It’s already pretty strong.

Literally what I’ve been doing. Before the patch, I was already trying some jank that could give me good quickness length and was enjoying Elixir/Scrapper for Elixir U, Applied Force, and Boon duration. I was hurt to see that we lost 4% Boon Dur in Elixirs but then they gave me 5s more of Quickness anyway. Can chain together about 20 seconds of Quickness with it.

As far as the old Kinetic Battery is concerned, I was probably the most excited about it since HoT traits were announced, but it had 2x the ICD, and that 7s window you have to actually utilize the TB ruins timing. The best use for it was definitely 2x Incendiary Powder since the ICD aligned well with it. Outside of that, in never really held up to the value of being a GM.

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Why the excessive energy change?

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Posted by: Nilix.2170

Nilix.2170

I fail to understand why there is a minor trait that gives bonus damage when endurance is NOT full in a line where you gain vigor on toolbelts and toolbelt skills recharge faster.

The previous version (when full) had synergy with both minors AND a grandmaster. Now its an annoyance all around.

I don’t know man. In the middle of combat, I’m more often not at full endurance than I am. The previous version’s “synergy” felt actually unsynergistic with Endurance itself, a mechanic meant for evading attacks. When you’re at full endurance, the GM and minor are busy doing absolutely nothing for you. Now instead of rewarding you for not using Endurance (not evading attacks), you are rewarded for doing so. You gain it faster while in tools with the minor and grandmaster so you can have more endurance, use it as necessary, and do more damage while you’re in the thick of a fight.

I mean really, what is the better dilemma to have?

“I have to waste a dodge to deal more damage.”
or
“If I dodge this, my DPS will decrease”.

And do you really think you’ll have to waste dodges anyway? Nah fam. If your opponent wants to beat you, they’ll have to use an attack that’s worth dodging. Just dodge them. Dodge and dodge with joy. Dodge with the intent that you’ll hit them harder for trying you. Dodge while fully knowing that your dodges are going to come back faster than normal so you’ll be ready to dodge them again. Don’t dodge your dodge. Love your dodge.

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Language: The "Condition Damage" Dichotomy

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Nilix.2170

Has there been any thought on separating the two very distinct meanings of “Condition Damage”?

When it comes to reading, understanding, and discussing skills, traits, and the like, there is a distinction between “Power”, a stat, and “Damage”, the resulting damage that comes from it. You can understand the difference in effect of a skill that adjusts your “Power” versus one that adjusts your “Damage” just by reading the words. “Condition Damage”, however, is currently used in both situations to describe the stat and the resulting damage. Most of the time, it’s used as a stat when referring to your own outgoing Condition Damage (sigils, armor, weapons, most runes), but as the resulting damage when it’s incoming (Vulnerability, literally every effect that “reduces condition damage”). Rune of the Berserker is the rare oddity that affects the “resulting outgoing condition damage”.

While easy to get used to, it is tedious. It can be misleading in general discussion unless you have a desire to be verbose. No one really wants to say “resulting condition damage”, and fewer still will even think to do it. Also, while I can only assume and speculate this, I can imagine that it’s limiting on the developer end as well. There are lots of traits/runes that increase % “Damage” but only two that do it for Condition Damage. And those two (Sigil of Bursting/Rune of the Berserker) do so according to different definitions. There’s probably benefit to increasing the amount of +X% (resulting) Condi Damage and giving new space for balance. But doing that too much would end up in having very confusing language.

There’s also the fact that the lack of having a separate term for “resulting condition damage” ends up in needless speculation as to whether a new skill that increases % Damage also does increases it for Condition Damage as well. The lack of specificity opens us up to the possible allowance of a new exception. The futile hope hurts but some of us will cross our fingers about Holosmith Laser’s Edge until we get cramps anyway.

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Holosmith - all skills and traits tooltips

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Nilix.2170

Unfortunately, it appears ArenaNet wishes only to double-down on this mistake, giving a once-jack-of-all-trades profession a bunch of utility skills that are either weaker variants of gyros or merely provide damage.

After reviewing the weapon skills and utility skills, I have to admit I’m a bit baffled that this is what they could come up with. It literally provides ZERO utility for a group and only contributes damage—something that the core engineer already offers more than plenty of.

I agree with you a lot now that I’m looking at the traits more closely, but I feel that the changes that need to be made in respect to this issue should probably be done with the base Engineer and its traits rather than the Holosmith. Better Inventions and Alchemy traits or improvements to the ones there would be nice all around.

Seeing Holosmith now, and thinking back to the original design of the Scrapper, I feel as if the elite specs the Engineer has been getting have been along the lines of “Well, the Engineer is ‘Jack of All Trades’ so what if the Elite Specs are actually the Engineer ‘specializing’ in one?” Scrapper was meant to be a Control Specialist. Hammer reflects, blocks, stuns, longer stuns, recover from stuns faster, Gyros dazed on end, etc. It’s just that… you know, it’s good at damage. Here Holosmith seems specifically designed for selfish burst damage with some mild upkeep.

So MAYBE we’ll get Support in two more years, eh? EH?

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Holosmith - all skills and traits tooltips

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Nilix.2170

Am I silly for being happy I can use Racial elites and not miss out on the tool belt skill?

No. But they nerfed the hell out of the really good Sylvari Racial Elite that gave really good bleeds so I’m kinda sad.

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Balance patch - turret change

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Nilix.2170

Let’s not forget the WORST turret nerf in here.

Seed Turret: Reduced duration of bleeding to 3 seconds.
Take Root: Reduced duration of bleeding to 3 seconds.

It used to be 10 whole seconds, I am upset.

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Balance patch notes 18.10 discussion

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Nilix.2170

I couldn’t resist summarizing this patch in a dank way.

Next patch i recommend using utility goggles before making changes. ^^

https://imgur.com/a/g6tGY

This is art.

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Legendary weapons

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Nilix.2170

I find the first part of the legendary collection enjoyable but the rest is garbage in my opinion. The amount of wood required to do the step 2 of Kudzu or Nevermore for example doesn’t make any sense.

Absolutely this.
I liked Part 1 of the HOPE Collection. Part 2 killed my excitement for the collection completely. It was a relief getting past it but after that I was just in mindless quest completion mode. I don’t even REMEMBER what Part 3 was like but Part 4 had my inventory/bank overflowing with items that I couldn’t combine because I had to make flasks.

I don’t know. I mean, it was a good effort towards trying to blend in lore with something that’s meaningful to the player but I feel like it hit really shallow after the first part.

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Legendary weapons

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Nilix.2170

Snippy reminder that “indefinite suspension” never meant canceled.

Good job on the nice new Mace. I like it.

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Free the soldiers trapped by spiders

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Nilix.2170

If it helps any, ip 64.25.38.240:0 seems to be unbugged for this event. Gargantua has popped twice in the last 30 minutes or so here.

Someone posted on another thread (too lazy to find it, sorry) that it’s likely due to the bandit bounty, Ezal the Quick. He spawns right next to one of the trapped soldiers and may be killing or otherwise hampering that one NPC.

This is most likely what’s happening. I was steps away from the one close to Ezal. Then I saw him surrounded by spiders while I was breaking a different one open. Then the cross swords disappeared shortly after that.

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Legendary Prec bugs [Merged]

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Nilix.2170

HOPE IV: Gargantula – Harathi Hinterlands
Can’t start the Gargantula fight because the event leading up to it is bugged. Stalls on 6/7 Soldiers Freed and there are no more soldiers to free.

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"scrapper dead " ... stop crying ...

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Posted by: Nilix.2170

Nilix.2170

5 years from now we will have enough of them for all the builds of the different professions to be recognized. Maybe. Hopefully. Someday.

The first Elite Spec for Engineer that comes with a kit rather than multiple utilities is going to be the last Elite Spec it’ll ever want.

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Legendary weapons

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Nilix.2170

Sounds like you’re in dire need of more developers. Are you hiring?

Edit: it’s a serious offer.

They are hiring. In a good number of different positions, I should add. Including recruiter, which means they need help in looking for more help. You can check it on arena.net

I kinda want to try VFX intern or tech art intern but it’s been a while…

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Legendary weapons

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Nilix.2170

Hey Mike, you said “Indefinitely suspend” – does this mean that, in a perfect Tyria, if all goes well with the LS3 & Expac2 progress, we may still get the rest of the Legendary Weapons — Eventually? The way you worded it implies it’s scrapped, never ever again will we get these things.

Thanks c:

An indefinite suspension means that an activity is put on hold until further notice.
It isn’t canceled or scrapped from the game. But because indefinite suspensions require confirmations to bring back, you can think of it like Guild Halls back before HoT came out. It might come back to being developed, it might not, but it’s all according to directives and priorities.

Personally, I’m okay with this. It’s likely to be my bias since I am working on H.O.P.E, but really the grass simply looks greener over here. It has proven to be both an incredible investment on the crafting material end for someone in a three-man guild that’s finally finished upgrading the ten Guild Enhancements (go us!) as well as pretty tedious for the things it’s making me get. I enjoyed crafting level 1 as it took me into mini-dungeons of the game that I’ve never seen before, but level 2 so far has just been mats mats mats more mats much mats such mats very mats wow.

If it takes this long to make a journey for one weapon then yes, by all means, reallocate resources and make some cool stuff happen sooner. I prefer my material collecting to be an afterthought rather than a primary reason for me to log in, but between guild building and HOPE, it’s become all I ever do.

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Learning to Love the New Sneak Gyro CD

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Posted by: Nilix.2170

Nilix.2170

Ohhh nooo, I can’t speed past those pocket raptors as fast.

But seriously, those maps were quite difficult without stealth.

We joke about this, but I won’t lie. Putting pocket raptors mobs next to every other Flax node is half the reason I run Stealth Gyro. I just want to make some Linseed Oil without a reenactment of Jurassic Park.

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[PvE] Why is Eng the least played profession?

in Engineer

Posted by: Nilix.2170

Nilix.2170

Probably a combination of things:
At launch, Engineer was looked at as a complex class with a lot of buttons to press and things were kinda out of tune when it came to damage. A lot of the effects that came from Elixirs were based on RNG and had a cast time before use. Turrets were A LOT worse. Kits didn’t scale with your weapon damage nor benefit from your weapon sigils. Swapping kits didn’t count as a weapon swap for the purpose of sigils. The list goes on.

On top of that, the profession was widely looked at as the one that needs to press “twice as many buttons to get half of the effects of everyone else.” Healing Turret required three button presses to be really effective. Rocket Boots used to knock you backwards, so Engineer players needed to hotbind the “Turn Around” key so that it would send them forward. Skill ceiling was high just based on understanding what you wanted to use at a given time and many of our “easy-to-utilize” builds and tactics were nerfed swiftly, like 100 Nades.

We also didn’t have much of a “purpose” when it came to ANY of the game modes. Dungeon groups had little room for an Engi and the PvP Engineer had one of the highest skill ceilings based on just how convoluted it was to be effective. Roaming WvW Engineers was probably the best we had but it’s likely that it was dominated by a few really good Engis early in the game.

Anyway, at this point, all that’s turned around. I would argue that Thieves are currently in the same spot that we were in at launch (Karma’s a real kitten). Engis are condition damage powerhouses and have some really neat utility that can be swapped in and out for PvE. We also have a decent PvP presence. Not too sure on WvW’s front but you hear about those guys every now and then.

We have a clear usefulness now that people can appreciate, I just think people don’t feel like making Engineers because of it. We had quite the slow start over the past few years.

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Nightfury, for free

in Guild Wars 2 Discussion

Posted by: Nilix.2170

Nilix.2170

I don’t even see the atractive of the item. Do people really want it so bad that they can’t stand having to work and wait to get it?

Wait until next halloween?

Then open 10K ToT bags, get nothing, wait another year.

Repeat until HL3 comes out.

I hear it’s included with HL3 as a preorder item.

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Nightfury, for free

in Guild Wars 2 Discussion

Posted by: Nilix.2170

Nilix.2170

Endless Batwing Brew is the ONLY item hidden behind pure RNG, and even the price of those will drop before long.

This is the only thing I’m worried about but everything else is dead on.

Don’t get blinded by the hype. This always happens. For reference, various healing runes and sigils skyrocketed in price within an hour of Druid being confirmed a healing specialization. And now they’re all back down again.

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250 HP For Elites [Feedback][Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Nilix.2170

Nilix.2170

I feel like I deserve a title for having done it before the change

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Heart and Minds [Final Story Step Bugs]

in Bugs: Game, Forum, Website

Posted by: Nilix.2170

Nilix.2170

-Majory disappears when trying to pull her into the rift and you have to die or restart the whole instance.

I’ve pinpointed the reason behind this. All the minions that Mordremoth summons stop fighting at around 15 or 25% of their health. And then you channel on the Rift to bring them to your side. But if you kill them before you finish channeling them into the rift, they won’t switch sides and you will have no way to progress forward. I’m running Sinister Engineer and this is easily repeatable with the amount of burning I put out.

Should probably make it so that all their damaging conditions get cleansed when they get to that point.

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Question about Heal Resonator Please halp

in Engineer

Posted by: Nilix.2170

Nilix.2170

No. Not every skill that heals is a “Healing Skill”. In general, that’s just the skill that sits in your Healing Slot (Healing Turret, Elixir H, etc).
The one exception is Med Kit. In which case, the corresponding toolbelt skill, Bandage Self, is what is considered the “Healing Skill”
So when you use Bandage Self, it applies AoE Regen. The bonus regen should show up on its tooltip as well.

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Rune of the Scrapper

in Engineer

Posted by: Nilix.2170

Nilix.2170

Please, have you seen Rune of the Berserker? That’s about to go on my Sinister Engi

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Engi rage in pvp from opponents.

in Engineer

Posted by: Nilix.2170

Nilix.2170

In a game where everyone’s focus is damage, the mitigation of damage is the greatest of evil.

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Can Gyros be healed?

in Engineer

Posted by: Nilix.2170

Nilix.2170

They can be healed. I remember healing a Gyro with Cleansing Burst. Mathematically, I don’t think it comes up on top. With group content of over 10 people and Cleansing Burst having up to 5 targets, I’d much rather that Burst go to a player than to the Gyro.

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Raid Healing Role: Healing Turret vs Med Kit?

in Engineer

Posted by: Nilix.2170

Nilix.2170

I just finished using the med kit in a raid yesterday.

Is the beta up right now?!

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[Suggestion] Elixier X

in Engineer

Posted by: Nilix.2170

Nilix.2170

It still pains me to this day that ANET balanced giving Engineers a Warrior elite by giving it a 50% chance to be a Elementalist elite.

/Micdrop

#twittergloat

It used to be a 33% chance. It also had the ability to be Plague. Now Plague form is only underwater.

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[Suggestion] Elixier X

in Engineer

Posted by: Nilix.2170

Nilix.2170

Or become the Legendary Llama or Rabbit and OHKO people.

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Can We get reduced CD on turrets already ?

in Engineer

Posted by: Nilix.2170

Nilix.2170

Healing Turret down to 15s

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Raid Healing Role: Healing Turret vs Med Kit?

in Engineer

Posted by: Nilix.2170

Nilix.2170

tl;dr
So I have three questions:
1) Is my math here generally correct, or did I miss something huge?
2) I highly doubt Med Kit plus whatever healing/support utilities we take will be able to match Druid healing, but if a Druid is not available, could a Med Kit engi take their place?
3) For raid healing purposes, am I correct in asserting that Med Kit beats Healing Turret?

I’ll check your math later. As far as I’m concerned the numbers aren’t as important but there are a couple of things.

First, the comparison between HT’s 480 radius compared to MK’s 600 cone.
In a battle where you are aiming to maintain focus on your opponent, a radial coverage is far better than a cone when you don’t have much leeway to turn and aim. Especially if kiting is involved, the ability to face a certain direction isn’t something you can so easily assume you’ll be able to do. Of course, the “range” is shorter, but the “coverage” becomes a lot better. You can maintain your facing and provide benefits in an indiscriminate push. For someone who’s frontlining, this is very important to you because your attention isn’t in danger of being split and your positioning is a non-factor. Simply speaking, it’s just easier and more efficient.

Second is the balance of damage v healing. Removing yourself from your combat role to provide healing will cost your fight some seconds. In a battle against a timer, those seconds may or may not be crucial, but it’s important to remember how your team is lined up. Everyone has a heal and can sustain themselves in some way. It might not be necessary to pull yourself out of combat to sustain someone. Of course, this kind of decision only comes up when using the Med Kit. None of the other heals require this kind of management, and HT is already able to provide a lot for your team.

If you’re considering a backline, healing-priority spec for the Engineer, it’s going to take ssome time before anyone considers that a good option. As it stands, there’s not much reason to do such a thing when you can be doing considerable amounts of damage while also providing a decent group heal.

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Idea for Gyros and their toolbelt skills.

in Engineer

Posted by: Nilix.2170

Nilix.2170

I don’t see how that would help. Honestly, the fact that they are on the player is already the one reason the toolbelt skills find uses. It being on the AI would not help.

What if it happened on both?

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Medic Gyro Heals More Than Healing Turret

in Engineer

Posted by: Nilix.2170

Nilix.2170

Oooh, what if the medic gyro got the fabled Scrapper Stunbreak? That could be fairly cool and help even the score.

Attaching the stun break to your heal is pretty scary design. You don’t want to be in a position where you’re thinking whether you should waste your kitten CD heal skill on breaking a stun. Chances are, you’d save it instead and it’ll never be used as a stun break unless you’re also low on health. At that point, the stunbreak will just be an added bonus rather than a conscious decision. Better off putting it on either Shredder Gyro or Bulwark Gyro.

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Scrapper Bugs Thread

in Engineer

Posted by: Nilix.2170

Nilix.2170

Recovery Matrix has no internal cooldown and triggers on both Healing Turret and Cleansing burst, allowing very high protection uptime from the normal HT+overcharge+pickup routine.

working as intended (I hope)

Hah, now that’s a silly hope. It also doesn’t trigger when you equip your medkit, so you can rest assured it should only pop up once.

Expert Examination has no ICD, I am able to hope for anything right now.

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suggestion: mouse icon for Function Gyro

in Engineer

Posted by: Nilix.2170

Nilix.2170

Seconding this.

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