Showing Posts For Oddgo.5423:

WvW Tonic Update

in WvW

Posted by: Oddgo.5423

Oddgo.5423

For clarification, does this mean that if you are transformed and then enter combat, you will transform back to your regular model?

Med Kit Rework Proposal

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Pylons I am actually glad they didn’t stick with, as they suffer an issue the packs suffer from; the higher mobility of combat compared to how stationary the skill is mechanically. If you and your ally are retreating or repositioning, stopping for more than a moment can mean death or just be very counterproductive. When you place the pylon in this scenario, you and your ally might not be able to stay within the radius for that second tick, if the radius of the pulse effect is not large enough. Additionally, this would make them basically turrets in another form with different effects.

The Throw X skills suffer, and in fact run counter to the idea of the kit, by affecting only one ally; we are in agreement here. That’s the idea behind using the Med Blaster as a way to apply their effects to multiple targets while giving Med Blaster a purpose past subpar healing.

Med Kit Rework Proposal

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

The issues you pointed out with the packs were actually why I felt it was far wiser to scrap them entirely. The issue too, if you changed them to be faster-flying projectiles, with a large area of effect, and larger number of affected allies, it would still push the use of Med Blaster to the way side compared to just using the Throws and rotating out of the kit afterward.

Med Kit Rework Proposal

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Hi folks! Like myself, you guys were probably pretty disappointed in the Spec. Patch that initially reworked Med Kit. Healing Turret after the most recent fix to the bugged Med Blaster skill still reigns supreme.

I wanted to submit an idea for an alteration to Med Kits functionality. My guess is someone has suggested this verbatim, or something similar already, but here it goes.

I would like to see the kit centered around it’s auto-attack Med Blaster. It’s a neat concept for a bit of direct healing, but it just does little effective healing at the moment. Each of the other skills, the “Throw X”s, does about 505 heaking base with a .25 coefficient, which is not a bad little heal.
The usability of these little packages are abysmal though, as the pick up hut boxes are tiny! In the middle of combat finding a tiny pack or repositioning so your engi can maybe throw it directly at you is highly impractical.

So a thought: have the skills Throw Bandage, Throw Stimulant, Throw Accelerant, and Throw Antidote be changed to Inject Bandage (maybe Restorative instead), Inject Stimulant, Inject Accelerant, and Inject Antidote

The function would be that using say, Inject Antidote, would apply the healing and effects of what was Throw Antidote to the next use of Med Blaster by “charging” it, or injecting the Antidote into the spray of the next Med Blaster. Thus, the healing would be the base Med Blaster, plus the 505 of the “injection” and the condition cure and Resistance application as well.

Even this might not beat out the raw team healing per second of Healing Turret (not able to run the numbers at the moment) , but it would give the Med Kit the much needed usability to at least be experimented with to find places where it works well. As to specifics beyond these, we can discuss them here. Overall though, what do you think of this idea?

[Tempest] On Opportunity Cost and Overloads

in Elementalist

Posted by: Oddgo.5423

Oddgo.5423

I like the thoughts listed here. I tried out the tempest a little bit over the weekend, and I don’t feel there was ever a point where I wanted to use an Overload. I was just using Tempest to get to the warhorn.

To me, the Warhorn represents the only thing that I was picking up Tempest for, and it was with a feeling of having to just quietly ignore the Overload mechanic. It feels tacked on, and not really integral to how Tempest functioned.

Error Code 58:11:5:535

in Account & Technical Support

Posted by: Oddgo.5423

Oddgo.5423

I am in the same boat actually. I receive the first of those error messages, and multiple attempts has not changed it. “58:11:5:535”

Strangely, I am also not able to access the support site either, so I am not really sure what to do. The rest of the site will load, but the support section will not.

What Engi traits should be baseline?

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

I will second the decoupling of speedy kits and kite refinement. After the changes that have gone into kit refinement since beta, I have rarely found anything outside of very niche use for it. The two traits serve completely different functions.

I would love to see it made a Grandmaster and each of the effects given individual cooldowns. I look at is a very defining trait, which seems to be what they are going for with putting things in the Grandmaster line post-work.

I like armor mods as well to be honest. It’s a powerful trait that gives me some of the counter potential that Medi-Guard has against thieves. I’d love to see it combined with Acidic Coating, another defensive option that is actually somewhat useful at mitigating a melee burst when they are both taken. Call it Fail-safe Measure (or stick with Armor Mods), and have it activate on Gadget use (not toolbelt though) with that same 15 second cooldown. I would use that Gadget Grandmaster in an SD build in a heartbeat!

Flame Turret: Smoke Screen

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

The idea behind it is actually have access to more than one smoke field. If more stealth is needed, such as for long runs through Arah, you can start with bomb kit, and then swap to Flame Turret. It’s a bit niche in that example, but the idea that you can blast for stealth as the wiki suggests is very misleading.

Flame Turret: Smoke Screen

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Hi folks! A friend and I had a thought and wanted to see if this sort of idea could have any traction.

Currently, Heal Turret is the only Turret that applies it’s overcharge effect without enemies need to be nearby. It’s a potent on-demand water field that has a built in self-blast option. It’s lovely.

Most of the other turrets need targets for their overcharge to achieve something. Rocket and rifle turret only shoot if there is something to shoot at, and their overcharges help them shoot better. Thumper Turret does not thump unless there is something within thumping range. None of these are an issue by me.

Flame turrets overcharge is a bit different though. Like Healing Turret, it supplies a powerful field when it is overcharged. But unlike Healing Turret, it need something in range to pop that field. This is fine in combat in most instances, but it hampers one thing I would love to be able to use it for; stealth blasting.

You cannot use it to blast for stealth in most cases, because most blasts do some damage. You need to have an enemy in range for the smoke field to pop, but once you try to blast that fresh smoke field, your blasts will hit the target and you will get the revealed debuff.

I’d love a dev to see this and mull it over, as I would to love play my Engineer over my Thief in sections that require moderate but not necessarily heavy stretches of stealth. That said, what are everyone’s thoughts on this? Would you appreciate such a change to Flame Turret’s active?

[Discussion] The extra WvW ranks

in WvW

Posted by: Oddgo.5423

Oddgo.5423

Yes, I can only imagine that it is one of the tougher game design challenges; designing systems that rewards players for their efforts well, while avoiding situations where those very systems are abused to a point of ruining the spirit of the activity you are trying to reward.

Conceptually it’s easy to come up with ideas on different things that could be put in that would encourage genuine effort and better play. Still, players will generally gravitate towards the path of least resistance when they are working towards a reward of some kind. It’s makes logical sense for them to do so; I figure that the average player, given they have limited playtime on any given day, will always want to make the most of it.

[Discussion] The extra WvW ranks

in WvW

Posted by: Oddgo.5423

Oddgo.5423

I really like the suggested idea that once you cap out (or perhaps not even fully cap, but earn a very substantial amount of) ranks, you can use additional points to unlock exclusive skins. Adding even more to that, I love the suggestion for the ability to purchase siege and other WvW related consumables/materials would be excellent.

This sort of system gives something nice to work towards cosmetically for players of that type of lean, but also has a practical option for players that are not cosmetically driven and would rather use the rank points to get siege, and potentially other materials that assist them in their runs.

A potential problem with this: you could, in effect, grind the ranks from EotM if you only cared about getting those few exclusive rewards. While this might demean the effort put into playing WvW as opposed to karma training, I find the issue of separating and rewarding players who are putting genuine effort into their play versus those that only desire to meet the bare minimum for the reward rather difficult.

This was a problem with the WvW tournament in which players that completed a certain number of achievements were rewarded for the performance of their server as a result of this minimal level of participation. I don’t blame folks for feeling a bit sour about having placed a great deal of effort into helping their server, and receiving the same rewards as another player from their server that did not make a genuine effort to help. This sort of player (many point to these being PvErs) did not really care about their world’s placement; they only cared for the rewards that they got out of it for putting in the minimum effort to get them.

Another point of the discussion could be that; how do you make these hypothetical rank rewards meaningful in a similiar-ish fashion to the llamas from PvP? How would you suggest that a level of exclusivity gated behind some measure of genuine effort to help your server be implemented?

Toss Elixir S stealth duration

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

The issue with the 5 stack limit is that the thief’s stealth would slowly phase out the engi stealth. If placed afterwards, SR would remove the 6 second stacks one by one with 3-4 second stacks, as each pulse of SR is a stack itself (I believe, did not have time to test, but that is my experience).

Toss Elixir S stealth duration

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Alright, here is the testing results of myself and 5 Engies.

Toss Elixir S counts as one stack per toss, which means that it does indeed allow 5 Engies to stack 25 seconds/30 seconds with/without the use of Potent Elixirs.

Here is a pair of gifs of it happening, credit to my guildmates for assisting in the tests.
http://gyazo.com/c31ecbcc30f484e696d47171d47ef003
http://gyazo.com/2b0d5570109dfc24526d51ba02cb623e

Gear/Scholar Alternative Change

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Hey folks! I am a long-time Engineer and I wanted to share some information that might be of some use to players in a similar situation as myself.

A while back I crafted a lovely set of Ascended Berserker armor for my Engineer, prior to DnT’s advisement on Assassin’s coming out. At that time, I worked out that you could achieve a similar stat block and a comparable damage modifier with Rune of the Ranger and using the mini-pet bug to activate the 7% damage mod.

The numbers for the difference in the stat blocks:

66002 | Assassin rifle and armor | Berserker accessories | Scholar runes
1114 Power
893 Precision
845 Ferocity

66002 | Berserker rifle and armor | Berserker accessories | Ranger runes (w/ mini-pet)
1087 Power
920 Precision
845 Ferocity

The second stat block was the one I was working with instead of crafting another armor set. I felt the stats were comparable enough that it was a reasonable alternative. The 7% damage mod was a guarantee (although it was a bug), but that appears now to have been fixed. Lacking the damage mod put Ranger runes out the window, so for the time being, I have switched over to Eagle runes, which keeps the stat block the same, but with a much weaker damage mod.

Despite the loss, I admit I was relying on a bug. I knew that at some point, a fix would be in order and I would have to reinvest into something different.

Another option I checked out was using the assassin earrings from the Arah and CM dungeon collections, in conjunction swapping the rifle to assassin stats, and then also swapping to scholar runes. This still came up a bit short for precision, so I am holding off for now.

For those curious, that stat block would look like:

66002 | Assassin rifle | Berserker armor | Berserker rings, backpiece, and amulet | Assassin Earrings | Scholar Runes
1146 Power
861 Precision
845 Ferocity

Those are my thoughts though. I would love to here any other ideas that might be out there about alternative paths to the same stat block. This was using all Ascended armor, weapons, and accessories, and I was rummaging for a solution without having to include Exotics (although the armor would not be a significant loss in truth).

Anyone played the Engineer in the HoT Beta?

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Coglin is correct; the scope of yesterday appears to have been limited to stress testing. The condition cap increase for certain conditions against the Wyvern was, I believe, a part of that.

I did play as an Engineer however, as I was not too enthused by the Rev. It was neat, but the class was very incomplete. Engineer did not change as far as I could tell. I got a rare hammer from one of the loot bags you acquire from killing the Wyvern, and no matter how hard I double-clicked, nothing happened.

gw2esp [source past 3/15 patch available]

in Fractals, Dungeons & Raids

Posted by: Oddgo.5423

Oddgo.5423

If that is the case, I think it may be detecting 1080 for some reason. Thoughts on what I can try to do to correct it?

gw2esp [source past 3/15 patch available]

in Fractals, Dungeons & Raids

Posted by: Oddgo.5423

Oddgo.5423

Hey Dub, I don’t see the alternate resolutions in your original post. In a previous post you said the link was updated to include them. Am I missing it entirely?

GW2 Tickets for Review (7 days & older)

in Account & Technical Support

Posted by: Oddgo.5423

Oddgo.5423

Would you be willing to check into my ticket? 749494
Thanks for your time!

Npc engineers shoot like pro

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Why do you tease me so?

my runes dont work and i spent almost 20 g!

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

I actually just made the same mistake. I already was using 2 Runes of Lyssa for the duration, and to mix things up I bought another four to try and see how it would feel on my Supply Crate. Hypothetically, it works as an excellent ‘Get out of Jail’ card, but this bug puts a stop on that. I submitted a bug ticket, and I think anyone who ran into this sort of thing should as well. If nothing else, I hold a faint hope that they might try and help me out with a roll-back to my previous armor or something.

Network Lag [Merged]

in Account & Technical Support

Posted by: Oddgo.5423

Oddgo.5423

Throwing my hat into the ring.

Lag spikes that don’t affect chat, but everything else. Whatever the source of the lag, I have tested things out and no problems exist anywhere else in my internet habits. Finding this thread seems to confirm my suspicions that something is wrong server side. I will patiently await a solution, but I hope something comes through soon. Or at least an explanation. Silence is the most frustrating response to an issue.

enjoy your current engineer, patch day coming

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Patch day is almost with us again, so enjoy your current engineer builds before they get ineptly nerfed in the scorched earth approach the devs take to targeting some random facet of engineer that actually works okay and carpet bombing the entire skillset it resides in from orbit.

HGH & any boon stacking/spiking builds have to be concerned about what the boonhate changes will mean for them. Changes designed to make builds that stack boons easier to kill, aimed at bunkers but probably affecting dps builds too as it’s hard to separate the two. We have very few details about what this will entail though. Likely these changes will affect all classes, but the past shows that any classwide changes won’t get engineer specific counter balance changes that other more populated classes might get.

100nades is almost definitely going to be nuked into the dust of history, because no engineer should be allowed to burst anything like other classes, e.g. thief, even if it’s massively more complex to operate and has far less survivability. All because one time at band camp a dev’s second cousin saw a photo-shopped picture of 24k damage. You’d need a planetary alignment to get that against an upscaled level 7 player in WvW. Theif, mes, warrior would probably burst far harder in same circumstances. With the devs past record for maladriot engineer changes that are far more deadly cures than the disease ever was, let’s hope they don’t break grenade kit in the process.

Slick shoes and elixir R were also mentioned at the same time as 100nades, so inept heavyhanded nerfs may be coming for the few people who use those.

Kit refinement will be getting another pass. Considering how asinine the last kit refinement change was, the equivalent of curing a patients headache by shooting them in the forehead with a high caliber pistol, multikitters have every right to be be scared of this change.

On the plus side, they have some awesome boosts in store for us. e.g. thumper turrets will now be able to cripple, so expect all 5 people who use thumper turret to be overjoyed.

I don’t appreciate these sorts of sensationalist posts. This is not unique, and I won’t tell you to shut up. I think it is a fair statement to say that, “The Devs have not effectively communicated what they want to do with the Engineer with us.” But this interpretation of changes that are not set in stone, nebulous, and very easy to interpret in several ways, benefits no one.

What this does is hype up certain expectations, good or bad, and it is a disservice. For the every-man, please stop making posts like this.

Baby quaggan tonic sound bug

in Audio

Posted by: Oddgo.5423

Oddgo.5423

Could we also be able to jump again? Please!?

Why can we not weapon swap?

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

I had a thought, on another thread, but I figured it could do well to flesh out here. I think a simple fix could be this.

Allow us to equip one kit to our weapon swap slot, have a normal weapon swap cool down apply to that kit, but take away the tool belt skill for it, as it is not in a utility slot.

The idea is that we could essentially get one extra utility slot that doesn’t have to be a kit if we want to run a elixir/gadget/turret build. If balance with that is an issue in that we could essentially take FT on the swap slot, giving us a base 10 1-5 skills, but it would mean taking all kits in our utilities would gain us an additional 15 (total 25, too much perhaps). So, limit us to a total of using 3 kits (total 20 instead) between our swap and utility slots.

Essentially, the core change would be giving us a utility slot that we don’t have to sacrifice to have a full 10 1-5 skills. People wouldn’t feel they have to use a kit build in order to be effective, because a kit wouldn’t have to take away a slot. This is just a suggestion, and I won’t pretend I know how to properly balance it, but I think it has potential. Thoughts?

Engineer Ruined Me

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

Well it’s the reverse here. Engi being main, played all the other classes in order to study them, generic, disappointed, often boring. You get to find out that the Engineer utility skills, all of them have a place into most of builds, you may want to switch between them on the fly, out of fun, efficiency or adaptation.

I also keep remembering of my leveling days with a couple of friends “Hey look, I can shoot a rocket out of my belt, HA!” It’s up to you to decide if you’re serious or not and you ALWAYS have something you can do during combat if you have kits.

I have renounced the easy CoF 1 farms, the easy PvP/WvW handling, and the nearly gamebreaking abilities many other classes had to offer, it was absolutely worth it.

For me, switching builds is a bit painful. I have a lot of gear for a tough/condi/prec based build, but I would love to have a set that supports each type of build I can play. be that torrents, explosives, elixirs and healing, or gadgets. The problem I find is that specializing, while neat, takes a lot more than simply changing a single trait, or even just doing a quick trait refund (cost there alone adds up though). I fell it is important to change around gear too.

Engineer Ruined Me

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

I tried rolling something other than Engi once. It was awful.
——————————-
On a more serious note, I have alted time and again, but I keep going back to my Engi. It’s a combination of time, energy, and resources invested, and that the class is more fun for me than most others. My warrior did not go further thatn 65, and most others have barely breached level 20.

What if...everything was a kit?

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

I don’t like this idea. I would much prefer to see us given the ability to equip a kit to a weapon slot, so we would be able to use the weapon swap. The change would mean that one kit user’s who are looking for 5 additional skills to equate to a second weapon do not have to pay for it via a utility slot. For multi-kit users, this would mean that they could have another utlitity as well, but it could mean that we are limited to using a total of three kits, which I would be fine with.

Basically, this would give us an extra utility slot, placing us a par in term of number of skills and utilities with the Elementalist. Whether this would work in terms of balance or not, I cannot say, but it would certainly make me happy.

Traps in the E.B. Jumping Puzzle

in WvW

Posted by: Oddgo.5423

Oddgo.5423

With a recent patch, we saw the removal of siege in the E.B. Jumping Puzzle, and I think this is a good step in the right direction. I would like to explore a bit of thought as to bring things a bit further.

PvP in the jumping puzzle, although sometimes irritating , is not wholly detrimental to the experience as many folks would like to believe. Seeing a group camp a chokepoint is pretty saddening, but most of the time, I have seen these groups leave or be replaced by another group from an opposing server within the hour. Now, I don’t want to see PvP leave the E.B. puzzle. I think there is some value to it, but not in straight up fights. Those are often dull and one-sided, given that one combatant is only looking to get away and try to finish the puzzle, and the other is looking to just kill them for badges. Boring, boring, boring.

So, a proposition: Only the traps can do damage. I cannot remember the last time traps have been used to kill of deter people in the E.B. puzzle, but it is a kitten shame that people would rather camp in groups than make use of these awesome traps. THERE IS A INDIANA JONES ROLLING BALL PATH, COME ON!

I would love to see players taking each other out in a method that is unique to that jumping puzzle, as opposed to killing each other with steel like every other part in the game. Make us immune to player damage and effects, but alter things so that the traps are something to be feared! Make getting hit by a trap something that could set you back, and if you are not very cautious, kill you! People will still be able to get past and get their reward, but other players will be able to feel like devious kittens by killing people with the traps! Everyone has a chance to earn badges, instead of a group camping preventing anyone from earning badges, and not earning too many themselves once people have figured out that they can’t get through and stop trying.

Perhaps this won’t work out as nicely as I am imagining, but I would like to see it given a shot. Thoughts?

TL;DR: E.B. J.P. has traps, let’s use them. No more player damage or effects, up the ante on traps to make them fun to use without being an impassable wall.

Mortar Pros vs. Cons

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

I personally would not care one way or another for a sniper kit. I like the idea of a mini-gun kit, but not at the cost of the mortar if possible. The mortar has some great potential, but it’s range holds it back.

HOPE Golem March

in WvW

Posted by: Oddgo.5423

Oddgo.5423

I’m not a member of hope, but I tagged along with the Golem Assault team. It was a lot of fun, and I am glad to see some guilds are creating their own events of sorts like this one.

Fort Engineer [NERF] is looking for engineers

in Guilds

Posted by: Oddgo.5423

Oddgo.5423

Just a little fun you too could be part of!

~Recruiting for new Engineer themed guild~

in Guilds

Posted by: Oddgo.5423

Oddgo.5423

I’m in! Give me a minute to pack my kits.

Engineer Guild??

in Engineer

Posted by: Oddgo.5423

Oddgo.5423

As would I. Playing on Aspenwood. I would happily join an all Engi team.