Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
Page just shows empty when I try to access it.
Ive got 3% packet loss on my line right now but I doubt its that, ive tried repairing my client with -repair to no avail.
Suggestions?
In PvP rabid condi engi with elixir X is an A tier build…
Double incendiary ammo was the real nerf but gadgeteer is decent as a replacement
How so? What gadgets are you using that actually make it worth running.
This was so kitten unnecessary ANET.
THINK your changes through.
No idea why, hell it happened randomly in WvW too.
Repairing my client now for the second time.
20mins wvw q just to be stuck in that, not my idea of a good time.
Same issue, quitting, starting a random other story and restarting didn’t work. >_<
And yes I did DC while talking to her.
(edited by Novuake.2691)
What region are you in?
What time was this?
What division are you in?
One handed power weapon to go with shield. Shield also needs some love.
i wouldn’t mind this, but i’d prefer it to be ranged, at least in my preferences. that being said…what the kitten would it be.
i think, still, engineer is one of those professions that needs new (as in do not exist yet) weapons to come into the game for it to go anywhere.One handed CQC would be mace.
I don’t think there are any one handed “power” weapons that are long range. Design choice.
and no sensible engineer would take it over hammer unless it offered a leap, and shield was re-done to be useful.
True. Thats why shield needs a rework. Maybe a mace with hyrbid offensive ability that can be paired with offhand pistol/shiled for either a condi or power build.
It would need to be purely offensive though to keep a clear identity.
it’s not like moa has some huge noticeable animation, because it doesn’t.
Oh so noticeable, you turn purple and point just like every other Mesmer skill.
Thats outdated. It now has a massive signet abvove the mesmers head and a VERY lofty 1second cast time.
Its as obvious as day when a mesmer casts a signet. Just LOOK.
One of the VERY few counters there are for transformation. It is perfectly fine as is.
If whirl finishers were not so kitten it might be useful.
Let’s say it takes 2 mins to log back in on a different character.
Don’t you think this offsets the benefit of rerolling?
Sure I think(at least in ranked) that rolling to another class shouldn’t be possible but until they fix build templates I am happy enough as it is.
One handed power weapon to go with shield. Shield also needs some love.
when you use hammer, you have enough attack and defend things that you dont need attack or defend things and those attack or defend things are a waste of time in comparison ;(
Only when running a defensive heavy trait setup, which this build doesn’t do. Meaning you can actually pressure when you are forced to disengage from a teamfight.
Not to mention the hammer is pure melee and forces you to commit fully a fight. Little to no range pressure on the metabuild.
Need to cleave a rezzing person? Back off and cleave with nades, promise you he won’t get the rez unless he is reflecting and even then Nade 5 is unblockable.
(edited by Novuake.2691)
So uhm. Why?
Why applied force and hoelbrak over adaptive armor and strength?
Applied force allows you to land grenade bursts and damage a lot easier.
The problem with nades has always been that you need to setup grenade damage with CC. Since CC means less now than it did when nades were popular, you get a similar effect by being able to throw them out faster with quickness.
now theres a new problem with nades: new HoT things defend while attacking, and nades only attack or defend (blind).
Thats why hammer is used and not rifle FOr when defence is needed.
Instead of Hoelbrak, I would take Leadership. Then your swiftness lasts longer AND your quickness.
Might as well go for the quickness seekers one then. But really weak to condis then.
The problem is that without invention you have to take elixir B for speed ( no 25% more ) and you lose in survivability. Sure you have better dps and damage but you lose quite a lot in survivability and i think that the “great thing” of scrapper is that he can last really long and in meantime he can make good damage. Your build is fun ( i played something like that) and can works but it can not replace the meta for the same role
Its not designed to replace the meta scrapper. This build isn’t a cap holder and does not fair well vs revenants for example. You play it like you would a condi necro. In and out of the fight as your cooldowns and HP allows.
If you run the Seekers variant you don’t have issues with mobility. But yes in general the build is not quite as mobile as the meta one.
Why applied force and hoelbrak over adaptive armor and strength?
Applied force allows you to land grenade bursts and damage a lot easier.
The problem with nades has always been that you need to setup grenade damage with CC. Since CC means less now than it did when nades were popular, you get a similar effect by being able to throw them out faster with quickness.
http://metabattle.com/wiki/Build:Scrapper_-_Marauder_Explosives
Lemme know what you guys think.
Who the HELL said that?
Bunkers/supports exist because of condition spam, at least these days.
the condi immunity is only for 20sec you have to kite them tell times up and you can unleash condi hell on them
Cleansing ire, 6 conditions multiple times during berserking.
I like your build Novuake, thanks a lot for posting! However, it felt a bit lacking in pvp when I tried it. I tried a lot of different utilities in lieu of Elixir S and Rocket Boots: Flamethrower, Bombs, Elixir C, Tool Kit, but nothing was really shining that much: less presence on point, less teamfight utility, and paradoxically less sustain than the meta build. Still somewhat viable, I would say, especially in 1v1s and 1v2s, and definitely great fun.
I think your build would really shine in WvW roaming however. With Celestial gear, and maybe Tool Kit over Elixir S, to prevent kiting. I liked the Tool Kit synergy with your build, since it’s in nature an hybrid kit, and Pry Bar has a great synergy with the Sigil of Intelligence. I was thinking of Rune of the Traveler in that case for the mobility, but if you don’t mind blasting your lighting fields, maybe rune of the defender? The Aegis on heal would have a great synergy with the instacast heal gyro.
edit: One more thing: have you tried to run Heavy Armor Exploit instead of High Caliber? I haven’t, but right now I’m thinking it could give you more sustain through Rapid Regeneration, and give you a nice little stack of swiftness to escape if things get rough. But here again, you may not have enough precision. Overall, I think one of the main problem with your build is the lack of an appropriate rune, as you mentionned.
Definitely some valid points here.
I feel the swiftness from minor trait elixir B was almost always up in combat anyway and wasnt worth it to give up crit chance. But ill surely give it a go.
The lack of an appropriate amulet is definitely a problem. Dkd you try sages? Works a bit better and actually has comparable over time sustain ratherthan then burst you get from inventions.
I did run it with Celestial in wvw, much better than in pvp but open world mobility is a little lacking.
Not quite – you can easily swap out FT for the toolkit, especially if you need a bit more survivability like Mat. That drops your dps in a realistic setup by about 5%, not more.
You might want to redo the math on the 5% claim.
yeah a toughness variant would be nice too.
1050 power
1050 condition damage
560 precision
560 vitality / toughness
Exactly.
:)
I doubt it would be unbalanced as mercs was.
Since it seems like you put alot of effort into this, I am sorry to say that I don’t like your build.
Why? You are losing maradeurs crit chance and crit damage just to get a part of the crit chance back by swapping the awesome inventions trait line with firearms. Still dealing less direct damage due to the missing ferocity but gaining some condition damage – without conditions. Sure you have 5 stacks of burning with 50% uptime and some bleed from auto attack of EG… come on you know it better! That’s never worth any point in condition damage.
However, you lose alot of sustian by dropping the invention trait line with bunker down (which also provides a solid point damage with the mines…), a second emergency heal and alot of regeneration plus a conditions cleanse for you and your allies.
Additional you are swapping out bulwark gyro for rocket boots – to give your team less chances to win team fights! But at least you are able to escape when your mates are dying?
All of your points are tradeoffs. You power pressure for some condi.
Elixir s can be swapped for bullwark as i mentioned.
I feel like you didn’t read the post past the first bit. You don’t even seem to know why i picket rocket boots….
Mind reading it all?
8 classes in meta ?
You can thank esl non stacking rules.Lazziest and most efficient way to hide balance state.
There isn’t a single spec right now worth double stacking.
As someone mentioned on reddit sages actually provides a better stat spread to what i wanted with this build.
Sages.
Somehow didn’t consider it but its definitely better.
WARNING!!! Long post incoming!
For the non-readers out there you can find the build here : http://gw2skills.net/editor/?vdAQFASncoCtbh1XB+dBEqiF2iiu5H+lHcEPxAQsjminA-TJBHABBcBAA4BAU++DJVGAA).
I strongly suggest you read my post first though or you might think me insane!
Hello there everyone!
I am finally ready and proud to share a this Scrapper PvP build with you guys! After some testing and a little selfishness in keeping it to myself I now present you to…
The Rocketeer!
For those of you that remember the short reign of celestial engineer which was then succeeded by soldiers rifle engineer, this build will feel very remiscent of that gameplay with better sustain, similar CC and slightly less pressure this build is an extreme amount of fun and surprisingly effective.
I have managed to get similar results to the metabuild thanks to its amazing mobility which can be used to disegange at a moments notice.
Traits!
Scrapper :
Perfectly weighted.
Rapid regeneration.
Final Salvo.
As with the metabuild this provides a crazy amount of sustain and decent damage output.
Alchemy :
Protection injection.
Self-regulating Defenses.
HGH.
I know what you are thinking at this point! “But Novuake, this is so cliche, nothing unique you scrub!” But “wait!” I say! “There is more and the best for last my grandma always said.” Techincally it was “Los die beste vir laaste” but I doubt any of you would understand that!
Firearms :
Wait what… Yeah you heard me!
High Caliber.
No scope.
Incendiary Powder.
Now here comes a lengthy explanation so buckle up!
By going firearms I am able to achieve a 40% crit chance by without touching precision, this becomes important as you will see later.
“WHERE is this” you ask?
No scope gives very high fury uptime with the alchemy traitline. You will pretty much have it up 24/7 without a single person helping you stack it.
High Caliber gives 10% to targets with in a certain range, we are using hammer, so HELL YEAH!
Hematic focus gives another 10% when foes are bleeding, sharpshooter and elixir gun auto will be giving us the bleeding!
Amulets
This is where things get a little more tough, originally this build was tested using Mercenaries(power, condi mainstat and toughness, vital secondary), this worked well due to its high defensive nature while having good pressure.
Ideally I would have liked to use celestial stats(obviously) and alternatively I would love a NEW statset using power and condi mainstat and precision plus either toughness or vitality as secondary.
But it is what it is. So we are stuck with…
Carrion. Yes this isn’t ideal as I would have liked power to mainstat and condi as secondary but so be it, maybe we get a new amulet soon.
Alternatively you can go full offensive and hopefully not blow up by going vipers.
Sigils
Intelegence, IMPORTANT!
Doom/Geomancy/Blood/leeching. Flexible. Most effective for me in the order given.
Runes
Leadership.
This is another semi flexible one, Hoelbrak works too.
Heal – Medic Gyro
Healing turret doesn’t make as much sense here especially if you are running leadership runes with their 6th bonus.
Utilities
Rocket boots – yes you heard me! Just you wait!
Elixir S. Flexible depending if you are facing a power heavy comp or not. Alternatives include Blast tag gyro, Elixir C, Bullwark Gyro or if you are brave Flamethrower(not advisable for the feint of heart) for more condi pressure and situational utility.
Elixir Gun for oh so many reasons ill get into in the coming gameplay section!
Elite
Sneak Gyro. Although any elite besides supply crate will work just fine depending on your preference. The Gyro does however have the best synergy with the build.
Gameplay and reasoning
This is the fun part! WAHOO!
While this build has slightly less power based damage than the current meta scrapper it more than makes up for it in constant condition application, mostly bleeding and burning, these are provided by firearms crits and elixir gun!
For example an absolutely amazing engage combo goes like this :
Start in elixir gun, auto your target to apply bleeding to benefit from Hematic Focus and put yourself in combat as you close the distance.
Swap to hammer, rocket charge. This procs intelligence sigil and will immediately proc all your different condi pressure in one combo. Burning from Incendiary Powder(IP), doom sigil and a good chance at proccing Sharpshooter.
As they cleanse the conditions you roll into thunderclap followed by rocket kick which applies an amazing 3 stacks of burning for 5seconds. Incidentally this skill also has a decent power scale of 1 and has a mere 15second cooldown.
So between the 10second ICD of IP and the 15 second rocket kick you can apply a scary amount of pressure.
Some further combos can be devised but I will leave that to you to experiment!
The build also excells at escaping hairy situations with double elixir S, rocket boots which is on a low 20 second cooldown, elixir gun 4 leap and Sneak gyro.
Keep in mind that rocket boots is yet another blast at engineers disposal allowing you to sustain by blasting the F1 toolbelt or gaining swiftness by blasting thunderclap.
Use thunderclap + rocket boots to gain amazing mobility despite overall low swiftness uptime and no passive movement buff as with the meta build.
It is extremely important that you learn how to manage intelligence sigil effectively, using it on CD is extremely important as well as what skills to use it on, the following are good choices to get the gaurenteed crit on : Acid Bomb, Thunderclap, rocket charge.
A lot of your pressure will come from this sigil.
I am pretty sure that if a more suitable (power, condi main, precision vital/toughenss secondary) amulet is released this build could become one of the strongest in engineers kitten nal. Not that its by any means a slouch right now.
Well everyone that made it this far, thanks and I hope you enjoy the build as much as I have.
Feel free to criticise or ask any questions you might have!
2 runes every 2 weeks might be a lot more work than you think.
1 rune every 2 weeks? Although i cant imagine its that much work. Really i cant.
Let’s nerf the other runes instead. We don’t need more powercreep. There are runes with powerful active effects on short CDs, like Krait, Lyssa, Soldier, Nightmare, etc. Some are obviously better than others.
Remember Durability?
Runes shouldn’t be making such a big difference in the game. They should be minor enhancements to your spec. But right now, there are runes that are too good, mandatory even. It’s almost like some specs rely on certain runes to be competitive. Some were so mandatory and good that they were removed (Durability). Imagine if Perplexity was in PvP. That kitten would never fly because Berserkers and Chronomancers would abuse their interrupting power and because significantly more OP than they already are.
The runes im referring to have nothing to do with power creep and never have been in any decent position, not even before HoT.
And if you think mesmer is still OP adter the recent nerfs i cant take you seriously in the least.
Why does every thread in the pvp forum have to get someone whining about something thats completely unrelated.
(edited by Novuake.2691)
Hey.
There are some really cool runes available in pvp that are mostly hampered by either a bad stat spread with decent active effects or by active effects that have crazy cooldowns.
As an example one of my favourite runes are foreman runes.
Their stat spread is mediocre but that isn’t the real issue, its active bonusses are poor an have too long cooldowns.
If the second bonus was a short duration fire aura on a decent cd and the 6th bonus was moves to a 45 or even 30 second cooldown it would be quite decent.
There arw a hell of a lot of outdated and completely neglected runws that could use some love. Many of them will never be useful and are beyond redemption but some only need small tweaks to make them usable.
Please do this, even if its just 2 runes every 2 weeks.
Wahoo!!
I also suggest to use Sigil of Speed next to Bloodlust. This gives you much more movement speed wich is quite handy for exploration.
May I ask you if you’re on EU or NA?
Greez!
- Ziggs Ironeye
He is using speedy kits.
Any chance we can get a 4 stat amulet with either or both of the below spread?
Power and condi mainstate.
Precision and vitality or swap vital fpr toughness.
I would love these.
(edited by Novuake.2691)
You have been invited
Most engineer weapons are heavily Hybridised.
Your utility choices are just fine. you can also opt for elixir gun which has very high damage on 4.
For a new engineer you seem to have amazing intuition for how engineer functions. Took me much longer to grasp the class!
Actually the balance between condi and power builds in the metagame is pretty balanced right now.
So no. Not most builds are condi.
Druid, hybrid with power focus.
Engi power.
Rev power.
Ele power only damage stat.
Warrior condi.
Mesmer condi.
Necro condi.
Thief power.
Guard power although bot meta.
Totally a condi meta. Totally.
It was never effective. People are just…
Thank you everyone for the responses. I’m going to get a rifle and try it out. I’ve been using double pistols since level 6. So i’ll just need to get back into the rifle.
Which weapon sigils and armor enhancements should I be using?
If you don’t plan to run dungeons right now dontworry about it as you cycle gear really quickly. However investing in bloodlust sigil is worth it, its quite mazing at lower levels but tapers of later.
Runes i guess you could go anything with power, precision and if you feel you need it some vitality.
Overall i agree. Some suspect points but mostly solid.
Make skills and boons matter again.
Pistols are condition focussed. If you plan to keep the power focussed gear i wohld suggest running rifle and later hammer.
If you enjoy pistols then go for condition focussed gear.
This choice can also determine the next specialization you choose, for example if you choose to go condition then firearms is good. If you want power or are unsure, go explosives.
But while leveling i wouldn’t worry too much, everything is unlocked at level 80.
How to use healing turret effectively:
Drop, overcharge, pickup to reduce the cooldown to 15 seconds instead of 20.
If you can’t pick it up then blow it up with f1 immediately.
This greatly increasea the healing you receive from it.
The other turrets normally ar not worth using.
You might have a hard time in dungeons, they are pretty tough at the relevant level and finding people to play with might be tough at that level. But if you understand the mechanics its completely doable.
I run a training focussed guild however i am not going tl be playing in the next 2 weeks. I can arrange a guild invite if you guys want though?
We have members that have a variety of seriousness in pvo though, some are serious, others play for fun.
We are on EU.
Hello friends!
Vee Wee imposter confirmed.
Or she just learnt how to spell
Sigh
I guess the warrior hate was inevitable.
These forums. Wow.
why are we still talking about Stronghold? i mean really?
Would you rather it be another wasted game mode and resources?
Hi guys!
I was very excited initially for the Stronghold game mode, but upon playing it in the betas and finally in the final form we see now one can’t help but feel it isn’t what PvPers want or enjoy. What most people don’t know is that stronghold actually allows for a lot more build diversity than conquest and as a result has a lot of potential.
With this in mind I have come up with not one but two suggestions to improve the game mode but first we need to determine the major issues behind the game mode and why PvPers don’t enjoy it.
I will only be discussing the first suggestion in this thread to avoid clutter, the other changes are also a lot more comprehensive and does away with most of the NPCs in the game mode.
My opinion on the major problems are two fold.
A major issue is that actually fighting other players isn’t necessary for the majority of the match or can even be detrimental to winning in a lot cases.
The other issue is that strategy and decisionmaking has very little influence on the game, generally speaking the best option is for one player to stall the enemy advance by cleaving DBs down, ignoring fighting players while the other 4 players push as hard as they can. This has given rise to a lot of “cheese” strats like invisible DBs and such. Even most secondary objectives and mechanics have muted influence.
My first suggestion require relatively minor changes compared to the second option.
The supply depo becomes a capture point. Unlike conquest this capture point will decap itself when no one is present to hold it.
You can not get supply if you do not control the capture point.
To compensate for this mechanic the channel time to pickup supply should be greatly decreased and the exit points from the middle need to be moved further from the respective bases, rotating them a few degrees on a 90 degree angle to the map would be sufficient. This allows more time for someone to intercept supply runners so that supply depo control does not steamroll the game too hard.
The supply point was always intended to be a point worth contesting, forcing fights, but this isn’t the case right now and these changes solidify that.
A good counter to the control in the middle is the treb, making that mechanic indirectly relevant again.
Doorbreakers die too easily to players, even when heavily defended. To counter this I suggest giving them a “strength in numbers” buff that increases their toughness dramatically the more players are escorting them.
Addtionally I would suggest making AoE deal less damage to them the more are being cleaved with the exception of the treb which ignores the AOE reduction.
Mist Champions already are a contested objective despite being quite weak as an objective.
To make them more relevant the strength in numbers buff should double when the champion is near doorbreakers.
Additionally each mist champion should have a unique interraction to the doorbreakers and archers when they are nearby.
Suggestions for each :
Turai – Applies aegis periodically to NPCs near it. Also cleares conditions from NPCs at a more frequent rate.
Tybalt – Adds a mini-daze to every second archer attack. Adds an AOE mini-daze to every doorbreakers door bomb.
NIka – Pulses invisibility to NPCs. Addtionally archer attacks out of invis increases damage significantly.
Grimm – Doorbreaker bomb damage dramatically increased and now does a small amount of damage to players in melee range to the DBs.
Doors should have higher HP to once again promote it as a point for fights between players to break out.
Increased player count. The only issue with these changes I can foresee is that players will be overwhelmed by the objective diversity and as a result fights will still be rare compared to conquest because of this, players will go for different objectives passing eachother by.
One way to combat this effect owuld be to increase the players per side to 6, 7 of even 8.
Alternatively objective spacing and game pacing, decrease the frequency with which mist champs channels become available and slightly increase the game time limit by a few minutes.
Right so what do you guys think?
Good ideas? Bad ideas?
Would you play stronghold more if the problems I am trying to address in this suggestion were fixed? Even if my methodoly isn’t ideal?
What is your reason for not liking stronghold?
You can discuss this on the reddit here : https://www.reddit.com/r/Guildwars2/comments/4k7ql0/stronghold_my_suggestions_for_a_more_enjoyable/
Very unlikely that an buid with no appreciable mobility becomes important.
Definitely a weakness of the build that i knew wa going to be a frsutrating thing for many.
However when rotating blasting lightning gives yiu enoigh swiftness between caps and in combat you habe alchemy helpong out. If you about face on elixirgun4 its notas bad as it seems.
Ill add it to the notes on metabattle.com to make it more clear.
(edited by Novuake.2691)
Ah i see people haven’t forgotten about my quickness and stability synergy build.
Meta? Nope doubtful.
Good? Definitely.
So I haven’t tested it since the changes tuesday but since the necro nerfs and the fact that they are less common really made this build a lot more viable.
Revenant, no problem with unblockable poison nades and acid bomb.
Thieves, spam nades at your feet with 15 odd stacks of might or more and they get instantly nuked when they engage on you in melee, just don’t take a vault to the face.
I pretty much only have issues vs warriors with this build.
However it has a different playstyle.
You only fully engage into the middle teamfight when you have all your defensive cooldowns. The major strength of the build is how hard it can punch through defenses, even an ele can’t withstand your nades for very long assuming you get a good cc into nades while they don’t have projectile control up.
The healing turret and bulwark gyro are both optional with the most recent changes, you could run elixir s for safestomps and more surprised burst for example.
(edited by Novuake.2691)
I have already stated my proposal for rifle changes here. The idea was to change the style of the weapon to a shot-gun style weapon, increase the base auto-attack’s performance, and allow the Engineer to more effectively modify it’s distance between the target (add short range Mobility).
In retrospect the Evade on Rifle #5 should not be applied as this skill works fine in it’s current configuration.
Another variation for my Blunderbuss changes are to simply allow reuse for 2 seconds if it hits a target.
woah there, might need to slow down since that one’s bloody overpowered, plus i’d rather not have evades on any of the skills.
Yeah i dont think evade is the bestd option. I wanted to make it so you get stability and immunity to blind during the leap,but that seemed convoluted.
Hi guys! I am back with engi weapon ideas to help them compete with the greatness that is hammer(or just be more viable than they are now.)
This time I will be tackling rifle, which I will be the first to admit, requires very little to be decent in itself. The issue with rifle stems from CC and lack of traits that make it worthwhile rather than being a weak option as PP and PS is in PvP.
RIGHT! Goals of these changes, establish rifle as a short range power burst (compared to hammer sustained damage), utility weapon that is capable of dealing a bit of condition pressure in the right conditions(excuse the pun).
Why? Because that is its current identity, 2/3 of which are undefined however.
I will not be attempting to give this weapon any sustain as I have done with PP in my previous thread as that would mean quite a bit more overlap(CC + utility is already a big theme for all engi weapons, dont want that sustain too).
Previous thread discussing Pistols and shield found here : https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Improving-Pistols-and-Shield
Rifle 1 – Hip Shot
Decrease cast time to 1/2(down from 3/4).
Remove slight aftercast allowing more responsive skill activation after an auto.
Damage remains low but feels better to use. A major issue for rifle in my opinion is that its burst is VERY easily blinded, especially in the current state of the game where a lot of blinds are spammed.
If you can use an auto to cleanse that blind and still have half a second to pop the next skill you can still get damage out before the field or whatever applies another blind.
Rifle 2 – Net Shot
Increase projectile speed by 50%.
Net is LARGE and is no longer a projectile. Can not be reflected.
Small buff to increase chance to hit. The 10 second cooldown is more than enough to keep this in line without needed it to be reflected as well, which 4/5 rifle skills already suffers from.
Rifle 3 – Blunderbuss
Double the bleeding per range increment 2/4/6/8 (instead of 1/2/3/4).
Additionally strips 1 boons over 500 range and 2 boons below.
Increased cooldown to 12seconds(up from 10).
This gives it a bit more hybridization, doubt this will be too strong since have Power, precision, ferocity makes the skill hit like a truck while the bleeding remains negligible.
If you choose to go hybrid you lose the massive scaling on it and precision/ferocity.
Rifle 4 – Overcharged shot
Self knockback reduced to 250(from 300).
Foe knockback increased to 500(from 450).
In the current state of the game this skill is extremely hard to land effectively thanks to pulsing and random stability/blocks/blinds. But landing it now will pay off even more.
Additionally using skill 3 first will could potentially strip stability allowing this huge CC to land but takes away the possible big hit blunderbuss could have given you ahd you CCd first.
Rifle 5 – Jump Shot
Increased cast time BEFORE jumping and given a more obvious animation.
Decreased travel time slightly and evade added while in the air.
Increased range to 1000(up from 800) to compensate for longer precast.
Now applies 3 stacks of burning(6 seconds) on the initial jump as well as the damage so that it can still function as a gap close.
Additional the cast cures blindness.
Increased cooldown to 25seconds(up from 20) to preserve balance and the focus on BURSTING.
Again this skill is already quite strong when it does land, I would like to allow MORE counterplay before the actual jump starts by making it more obvious when to dodge or interrupt.
The burning once again adds a bit of hybridization to the weapon.
Alreighty then, those are my ideas for rifle.
What do you think?
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