Showing Posts For OneHitWonder.5741:
Michael Henninger is a Arenanet GM
https://forum-en.gw2archive.eu/forum/game/gw2/Ranger-Pet-Botting/first#post6085601
Tl;dr intentional mechanics that allow pet kills to give experience and loot =/= permission to afk farm.
This is absolutely correct.
If your pets are doing the killing and your mastery is doing the looting; you’re okay as far as GMs are concerned. This does not mean design can’t/won’t/should/shouldn’t update the system as it works today.
and what happens if you don’t use any skills and only your pet defends you?
and since when is not responding a reason for a ban?
It says if all 3 applies.
Not responding alone is not enough evidence for being punished.
well then it kind of depends on their defenition of " Using skill (1 or more) while AFK". Does Pet AI count as using skill? I’d really like to hear some official clarification on this. Overall it is a accumulation of legal things. I don’t get how an accumulation of legal actions (or non-actions) would lead to a ban.
I also think that trait setups, runes and sigills like the one in the link encourage this kind of gameplay:
http://gw2skills.net/editor/?vNAQNBjYDbkSFKYxGWwiFoaxQiQ9BQy+6d6GCfgf6rerXCTCD-TBSDABZp8TPdD7t/wlq/UwTAIgLAghKBB4gAEA4Aw7v/+7v/eXf91Xf91DBwG-e
(edited by OneHitWonder.5741)
Don’t do it. Depending on circumstances, it can get you banned.
Chris Cleary wrote:I’ll pitch in on this thread, as there seems to be some confusion about this situation.
The auto-cast feature was never intended to be used as an AFK farming mechanism, and usage of the auto-cast feature while AFK is fine as long as it is not used to facilitate unattended gameplay.
Mastery auto-loot also stopping players from being flagged afk seems like a bug instead of a feature, and I’ll be sure to bring it up today while we have a chat about this internally.
1) Using skill (1 or more) while AFK
2) AFKing in a place where it is beneficial for your character to be at
3) Unresponsive to interaction with GMsIf all 3 of these apply to what you are doing, you may get actioned for it.
and what happens if you don’t use any skills and only your pet defends you?
and since when is not responding a reason for a ban?
I was wondering if afk-ing with a ranger with autoloot (mastery) in a region with hostile mobs is ban-able? i just thought of this today and was testing it and its a really slow income. but is it against the user agreement or clever use of game mechanics?
I would really appreciate a dev answer as i dont want to do something illegal.
i’m not sure if you know that but elixir gun #3 is a huge condi cleave
pls anet do sonething about it. it really cripples the gameplay aswell as the skill floor
Intended change though – anet removed all influence from swiftness, superspeed, cripple and chill from movement skills.
Yeah but they nerfed the normal range aswell (as far as i know)
another fun build would be this one with a block uptime of 51% xD
http://gw2skills.net/editor/?vdUQFASlUUhu5Y9VwkLQPHLTGF9cX37t4zUABw4HUBRAA-T1hAABHqDIhHAQZK/sa/hTV/BgLAQjKBJFAMLrA-w
I was playing with this build yesterday (I just took full soldiers due to laziness) :
It’s hilarious how tanky you can build engi now. I just charged in like a madman, popped slick shoes and hammer #3 lol. It’s quite a selfish build but man its fun to play.
Edit: I hope they change hammer #3 and #4, they are clunky as hell.
i like your idea and this could actually make commanding hell for enemies but i think that this build should get some more crit rate (at least 30%)
i will try this build once hot hits but i’ll change the accessoires
http://gw2skills.net/editor/?vdAQFASlcThqrY9VwzLQ+FLTGF9cn37d42lMhl4zUABAA-T1BEABGcBAUU9nnU+BwDAIm9HcTHghKBJFATCtA-w
Edit: i just did the math and you build actually has a fury uptime of 91% (in the optimal scenario)
Edit2: i’d love to see more builds that were tested during this bwe so post everything you’ve got
(edited by OneHitWonder.5741)
Try to stack might with juggernaut is a 2012 n00b quest.
A hammer without access to blast is a useless weapon in melee train. /thread
Worker warrior build >>>>>>>>>>>>>>>>> engi with the “new” hammer.
i’m not sure if you are trying to troll but just so that you know:
your worker warrior gets of a blast finisher every 4,65 seconds just by looking at the cooldowns (i’m not sure if this actually is true if you count weapon swap in – it could get worse)
The suggested engineer build at the start of this thread does one blast finisher every 3,07 seconds which as you can tell is a lot better….
furthermore the engineer version of a hammerstun is at a 1200 range…
when it comes to might stacking i’m pretty sure that neither juggernaut nor flamethrower were in the spot in 2012 that they are in right now.
Juggernaut applies permanent 1-2- stacks of stability and gets you up to 15-18 stacks of might (cant test the real number due to buff food) for free and permanent. i dont know how this would be either stupid or noobish while i have to agree that it encourages noobs to stay in ft and use the auto attack only but thats not the point.
Because engineer can be a mixture of guardian and warrior!
You got a lot of condi -> boon conversion which is done by warriors as far as i know, you can stun your enemies several times (also warrior), you can buff your party with might (guard) you can give them stability (guard), you can provide water fields (neither of them can), you can attack from afar and you can heal your party for great amounts.I might have forgotten a few things
OK in a real scenario for stability ur group must be in a 180 radius around you Guardian 600 around so forget the stability.
Stack might for others only if you have many elixirs with you and it only works with the throwing elixirs and here is the 180 radius.
healing condition is ok but still here is the guardian better, and you need healing turret and elixirs, Guardians and warriors just shout and use horn (btw horn radius 1200)
why should i attack from afar, when i should stay in the frontline, only good thing is a range ae stun?
I hope there will be places for a engi frontliner, but as long as none wants a engi in a frontline group, he has nothing special. Superspeed can be such a thing, but it dont stack and this makes it not so good.
I play a Guardian too, and i have to say it is way easier and more efficient than a scrapper in frontline and Warrior with the banner is a must have. With the reaper we will have a strong competitor for a forntline slot.
I think we all agree when i say that guard is a better source of stability but in a stacked pre fight situation engineer can absolutely apply the first round of stability.
You are wrong when it comes to might stacking radius. there are quite a few elixirs that have a bigger radius when it comes to their area of effect (and hgh). elixir shell, super elixir and healing mist for example have a radius of 240 and have a combined healing of 519 hp/sec
when it comes to condi cleanse i wouldnt be too sure that guard is actually better but it might have a bigger radius. what i can tell you though is that engineer can convert 3,3 conditions into boons (on allies) per second and cleanse another 1,25 conditions/second off allies.
the attacking from afar also is quite obvious as there are tons of situations where frontliners are useless and deal no damage due to the two zergs not being close enough. backliners on the other hand can still attack in these situations.
I totally agree that warrior and guard are easier to play
I’d like to add that the main mechanic of the scrapper is stomping and rezzing at distance through the function gyro. this makes speed rezzing absolutely possible aswell. while the function gyro rezzes one player every 30 seconds, the warbanner gets up 1 player ever 48 seconds (5/240). but while engineer can actually pick up more players in the same time the banner has the advantage of being an instant res. so i’d say that this point goes towards the warrior but you should also keep in mind that a scrapper actually has its own ways of picking up allies which aren’t totally useless.
(edited by OneHitWonder.5741)
i think a little buff to toss elixir b would be enough. maybe a little cooldown reduction, a little duration increase an one or two stacks more
You are not using the correct wvw build because you havent thought of what role to fill.
Melee train scrapper can be a thing. I’ve tried it and with a proper melee party and raid setup it will work great. The unique feature it can provide is superspeed, which lets the melee train to hard push casters or push through chokes at full ooc speed.
Here the build click
Stability is provided by guardians and by dodges, it has two blocks with 20s CD, a ranged hammerstun which also acts as a damaging necro well, a low cd high dps skill (hammer 2), -93% duration on immob, cripple and chill, AoE superspeed on demand, heavy CC via slick shoes and bigwaters. Blast gyro is useless, but the toolbelt skill is mandatory.
I’m not sure if you’ve understood what the goal of this build is – it is to be capable of being flexible in different roles and being able to fight on different terms (1v1 or 1v2 – zerg fights as a backliner and frontliner).
I agree that this build is not the best suited build for the frontline but the main criticism remains: engineer has two leaps that don’t get us anywhere and are failures as supposed mobility skills – (on a side note) daredevil had the same problem and it was fixed.
Furthermore i’d like to add that i like your build but i’m pretty sure that you will have a hard time in a pug group with it because it lacks the ability to do certain thing yourself and relies on the party members.
As you can see our builds have absolutely different goals and are both suited to different situations
If you hit your drop bundle button just after using Acid Bomb you cancel the leap, but still do the acid pool and blast. You don’t move back at all.
So what you’re looking for is already possible, no need to nerf Acid Bomb’s range.
This guy gets it.
there is one superspeed for 2 seconds from kit swapping. the other is my stunbreak. 2 seconds of superspeed while getting in isn’t making a huge bit of difference.
Your build offers you a superspeed uptime of 43% which is rather huge. your stunbreak is used in battle which greatly improves your mobility in a battle which was the point i was talking about to begin with.
(edited by OneHitWonder.5741)
skilled egnis huh.. I don’t understand the point of hgh with mass momentum/juggernaut . that combo alone nets you 15 mite you say? with ft and other tools you can go up to 20+ no problem without hgh. Yeah man no one is doubting eg is versatile. but your not the run of the mill do everything engi any more. and trust… no one was picking you up because of your uber condi clears. Most dont even know you can do it.
your a scrapper now. upfront in your face and squishy as hell lol.. for christ sake if you HAVE to run alchemy as least use your skilled head and drop hgh for Iron blooded keep your dam purple pot drop eg and pick up rocket boots..
YOU lack mobility YOU cant keep up with your own zerg. If Engi was nothing else since this game started is mobile.. lack mobility……… thiiiisss guy
Well let’s split this up:
1. FT + Juggenaut + Mass momentum
There is no doubt that engis have multiple ways of getting lots of might stacks but have you ever tried doing so in wvw? most stacking techniques require you to setup your stuff (which means that you are losing momentum and your zerg often runs away) and are easily nullified by some random guardian throwing in a light field. 15 might stacks baseline (i think its actually 17 but i can’t test it right now) + easy and continuous might stacking on the run let you get up to permanent 25 might without ever stoping. furthermore there is to add that the constant stability of the juggernaut is worth a lot and sees a lot of use in practice (e.g. enemy siege with knockbacks dont really hurt you)
2. Condi cleanse
The fact that many people dont know about it doesn’t make it less strong and conditions definitely have picked up since the condi update so i don’t really see your point there… in fact if we had more mobility with hammer 3 and eg 4 we could even switch out the auto elixir s so that pretty much every condi cleanse on this build would actually convert conditions into boons which is insanely strong especially with the extended possibilities of boon sharing once HoT hits.
3. scrapper – squishy
absolute BS! the auto elixir s lets you survive any bomb and to add on that you have 2 reflects, 1 block, 1 evade, a blind field, one of the stongest heals in the game and 3 water fields. this is everything else than squishy… In large zerg fights this build would be less of a full frontliner but instead slightly behind the fl. that way you take less damage, can spike out huge amounts of damage with (orbital strike -> thundeclap ->Rocket charge (engage) -> acid bomb (disengage)) be in a good location to optimize your condi cleanse/ healing/ stability application and actually you could even go full zerker in this position but thats another story.
4. droping hgh for iron blooded
do you even know how many skills are affected by hgh? its 6 in total and all of them get a cooldown reduction, increased duration (which both means a lot of damage in the case of acid bomb) and group-wide 10-25 stack might application (40 secs per stack) by spamming 5 of them on cooldown. i could take iron blooded on the other hand and get a 10-16% damage reduction. i dont really see the need as i can permanently maintain protection.
In conclusion i can take 24% less damage (at best which hardly happens) or i can take more condi cleanse, a duration increase for pretty much all my boons, an extended water field, faster rates of stability application, higher uptime on swiftness, might, retaliation, stability, fury and regeneration, more healing, more damage and more mobility (in case we count acid bomb in). sry if my “skilled head” sees this differently than yours.
5. EG -> Rocket boots and the topic of mobility
EG is a key factor of the build as it has a sick damage potential (acid bomb has a higher DPS than hundred blades) on an unblockable skill, it is a major part of the support (with its low cd blast finisher for the water fields, 6 and more long-lasting stacks of might on the run, and the major access of condi cleanse) and it is the only stun break on the build so i dont really see this either. If you look at mobility skills across all professions i can’t think of any skill that is supposed to offer mobility but doesn’t. this is a first on the engineer and it is sad to see that even necros/reapers (which are supposed to be a low mobility profession) outrun us atm (unless we take rifle/ superspeed/ rocketboots).
(edited by OneHitWonder.5741)
yeah pretty much what i said. you have good access to superspeed and thats why you could keep up – especially in combat superspeed is really powerful
Like I’ve stated the usage of celestial is certainly not gonna be the meta and one will have to do some min maxing to see which stat combination is the most optimal but it is a good stat set to test out the scrapper and look into different roles.
@Diet Plain which leap exactly are you talking about because neither eg nor hammer let you cover the ground that guardians or warriors do when they leap? you must be referring to either rocket boots, jump shot or a build with a high uptime of superspeed…
Well normally skilled engineers prefer eg over rocket boots because the kit is more versatile but i would love to hear which skill you would replace? FT offers constant stability and around 15+ stacks of might, a condi burst, an on-demand blast finisher, a reflect, a safe stomp and a fire field for partywide pre-might stacking. Elixir b offers more might, a party wide condi cleanse, stability which is needed for the party and the engineer himself if you want to go deep so you cant take this one out. elixir gun is almost mandatory as it has huge condi cleanse options, a stun break, healing, huge damage and a lot of might… fact is that this build would work perfectly if our leaps would actually cover some ground…
Now that I’ve had the chance of testing scrapper I can tell you why we still don’t have a spot in the meta and how this problem could be solved easily:
I’ve been using this build most of the time and even though one could tweak some of the stats to get the maximum out of it, I am fairly happy with everything right now.
http://gw2skills.net/editor/?vdAQFASlUUhatY1VwdLQ7FL3FFYDGhBA9qH73u4B1D5AA-T1BEAB2t/gWK/6THAAPAABVC+wFAAT1fCAgA45O35O35Onf7bnbznbzSB41UL-w
The reason why I took celestial is that it enables me to run with the frontline, hit enemies from the backline and go on one-man operations without changing much (elixir b —> bomb kit). The damage is pretty good as I can maintain high amounts of might on my own and buff my party aswell. I have good amounts of stability and healing aswell as condi cleanse. so what is the problem then, you ask?
We lack mobility and cant keep up with our own zerg even though we have 2 leaps in this build. acid bomb has been fine until just recently when it was nerfed… before the nerf this skill actually was hard to use properly and gave those who did the 180° turn efficiently an advantage. if you use the leap (perfectly) now you cover pretty much the exact same distance that you would cover by running which means it is useless.
the second leap is the new hammer skill rocket charge which covers an amazing distance of 1000 which would be perfect to get from the backline to the frontline and help out or to leap in with the frontline. And even though this skill actually works as some kind of a gap closer you loose all the momentum after the 3rd leap and are locked in your position so that you lose every advantage. Rocket charge ends on the same sour note as acid bomb where you cover the exact same distance by using the leap that you would cover by running.
this lack of mobility holds us back from being an actually viable frontliner (or even backliner) and could be easily solved by buffing the mobility of those two skills.
Edit: I tried gyros in wvw and they sucked but there are enough threads on this aready
pls anet do sonething about it. it really cripples the gameplay aswell as the skill floor
i bought gw1 about 1 year ago to get some of the skins for gw2. at first it was kind of boring and felt like a grind but the further i got through the game the less i could stop playing. I even got to a point where i completely stopped playing gw2 because the lore in gw1 was so much better and i had found a build that totally wrecked everything in my way ^^. nowadays i’ve managed to tone the hype (and the rate of progression) down a little bit so that i always have something to do when there are no updates in gw2. So for me after an initial time of disliking the game i really started to like it and even the graphics became more beautiful to me
i think that the update will bring some needed improvements to engineer (wvw-wise) and i know a really versatile build that can jump between frontline, backline and roaming and actually do well in all 3 of them but i’m not sure if engi will have a place in gvg…
Even the new heal skill looks promising when considering that retal hits pretty hard with these kinds of aoe
Disclaimer: neither am i a min-maxer nor do i main warrior but at least i can say that i am a veteran player.
I did some buildcrafting and i can tell you that there are some pretty strong backline builds possible for the wvw game mode. I am playing backline in wvw since launch and have a fair bit of experience with all of the backline professions and from the way it looks like atm warrior might even outdamage other (old) bl-specs. Further testing needs to be done when the next bwe arrives but i am really excited about berserker even though warrior is my least played profession – well done anet
engineers have a trait that can reveal stealthed opponents just by hitting them so there is counterplay but! engis recent mortarnerf makes them completely unviable in wvw atm
which are your favourite combinations and what is your overall impression of this skill? what is the craziest thing you can imagine to pull off with this skill?
I’ve been playing engineer as my main for more than 2 years now and have pretty much every race aside from sylvari (which will happen soon =D) as an engi. Since the mortar nerf I just don’t see a viable playstyle for us atm (talking about wvw). This breaks my heart but the mesmer mimic skill is amazing and my mesmer looks identical to my engi main so that will be the option for me until they do something about our elite kit damage
this! i’ve requested this aswell but we havent gotten an answer to this request which is quite a pitty
Disclaimer: this whole topic is looked at from a wvw stand point and deals with the engineer mortar nerf. this is not supposed to be qq’ing
I’ve been playing the engineer for a long time now and it has been a pain to try every build you could ever think of (in wvw) and still be subpar. the mortar anouncement got me really hyped because it meant more support and a caster attack (AA1) that did not suffer too much from retaliation. Now that you have nerfed it to the ground and the nades dont have their prior range we engineers are in a bad position once again (thanks for that). Ever since the nerf I have been waiting for a official response of a dev about this change as most of the players did not consider the autoattack to be op (it was rather considered to be at a sweetspot) and a 28% change is quite substantial. the only build that does the job as a wvw backliner atm uses elixer u and focuses on a bursting strategy (which is rather hard to pull off to say the least) with a huge cooldown and no defensive utilities left after the initial burst. And this takes us back to the point where switching to ele or necro is just more viable again =( . now i dont want this to sound like a rant or qq’ing but all i ask for is an official statement as to why this nerf seemed necessary.
i think engi’s will take med kit (perma swiftness) and go for a backline build. I personally used medkit before (quite successfully i might add) and with less retaliation, a buffed med kit and a water field on mortar we will be fine
those are some valid points but our strongest nuke will be a blast finisher which can’t be reflected which on top of that will be able to nuke siege similar to meteor storm
we will have more stability and support and on top of that we will have less problems with retaliation. I would really appreciate some pro opinions =)
Edit: This question was mostly about zerg-gameplay and havocing but feel free to comment on any aspect of the game you want
(edited by OneHitWonder.5741)
ok so here are my 2 cents (as a long time engi player) to the topic:
I think that after almost 2 years of uselessness you should be really careful with nerfs to the turrets so crit and condi nerf might be a little bit too much and as others have said condi damage is rather immersion breaking. It might be a good idea to do the crit damage nerf first and see how it plays out.
Most people would like to see turrets that require a more active gameplay. This could be achieved by doing some of the following tweaks:
1.) Turrets should not be on a cooldown if picked up. I don’t see too many problems with it an it would definately increase their overall viability for different builds.
The healing turret could be changed so that the initial healing when placed down would be moved to the overcharge but the healing turret could also stay unchanged.
When a damaged turret is picked up it gets a passive kind of regeneration (for the healing turret for example which currently has a 15 sec cooldown if picked up that would mean that it needs 15 seconds to get back from almost 0 to full HP). If the damaged turret is used within that time it is not back up at full HP. If a turret is destroyed it takes the full cooldown for it to be recreated (Healing turret for example 20 seconds).
2.) The flame turret amd the thumper turret should be overchargable outside of combat. these changes combined with the changes mentioned above would make these turrets more viable for pve and wvw situations aswell as builds that usually don’t use turrets without making them OP.
(edited by OneHitWonder.5741)
you cant swap your legendarys stats to the new ones. Is this intended anet? how is the legendary the best in slot weapon if you cant choose your stats properly ?
abbadon confirmed !? ^^
Hi, lately a “pro” told me that engis have no place in the current WvW-meta so i decided to play a lot of wvw and figure out if he was right… here is an explanation on how i play WvW to give you a chance to experience the power of an engineer. (this guide is just based on my experiences and i do not claim to be the best or stuff like this. you are welcome to give advices)
so first off the build i would suggest you to use (i used ascended stuff in the calculator but exotic works aswell): http://gw2skills.net/editor/?fcAQJAqelIqicHxy3F1LJyoCdGoC5lIF5nl95xbxWQIA-jECBYhCh0CAk3gkIIpoFRjtsuIasqbY6YER1SBAzyK-w it is a pure condi build because you can throw 1 grenade and apply 4-6 conditions on up to 15 people which means a lot of pressure on the enemy without killing yourself via retaliation. i would suggest you to start with either freeze of poison grenade. furthermore you should use your range and stay out of melee situations. a good way to do so is by running parallel to the own zerg at a range of 1000. this way you have a better overview and can place your grenades in the most devestating way.
depending on where you fight you should work with slight adjustments of your build to maximise your efficiency.
1.) Defending from walls: If you’re defending structures that belong to your server and you have the possibility to fight down from walls you should change your build like this: http://gw2skills.net/editor/?fcAQJAqelIqicHxSgF8LJyoCdGoC5lIFPml95xbxWQIA-jECBYhCh0CAk3gkIIpoFRjtsuIasqbY6YER1SBAzyK-w you can either use mortar (that a further ally can attack from the walls) or elixir x (in case you get pulled down to cast stability and return to the inside of the keep or if you can survive it rampaging with tornado to blind/knock back the zerg) as your elite. as a last tip i would advice you to stand on the wall like this http://i.imgur.com/W6TdzVc.jpg as it makes it harder for the enemies to hit you (but of course this does not always work).
2.) open world fights: if you run around with your zerg and you see an open world fight coming where somebody might focus on you and hunt you down you should change your build like this: http://gw2skills.net/editor/?fcAQJAqelIqicHxSfF8LJyoCdGoC5lIF5nl95xbxWQIA-jECBYhCh0CAk3gkIIpoFRjtsuIasqbY6YER1SBAzyK-w the elixir s is a stun breaker, gives you invulnerability and the ability to stealh your group, run past the zerg and do sneaky attacks from behind. as elite you should go with either supply crate or elixir x. but i think elixir x might be more useful (in this situation) because the turrets of supply crate get wrecked almost instantly in zerg fights. furthermore you might want to turn off autotrageting so that you can use the dash of elixir x to escape fight situations or hunt down single enemies. as already mentioned you should stay out of the main damage and flank the enemy zerg.
3.) 1vX situations: if you are solo roaming or just get into a situation where you fight alone you can either change your build like this: http://gw2skills.net/editor/?fcAQJAqelIqic3zy3F1LJxoCdGUh8KSR+t8nHvltyF-jECBYhCh0CAk3gkIIpoFRjtsuIasqbY6YER1SBAzyK-w or you can go for koroshi’s build if you plan to roam all the time. Since this guide is meant to help you find your way in wvw and koroshi is a way better roamer than i am i will leave the 1vX guide to him and give you links to: -> his build guide http://www.bloodytech.net/forum/koroshis-engineer-guide-confusion-all-the-way -> his twitch channel that you can see how to use this build efficiently http://www.twitch.tv/sir_koroshi/profile/pastBroadcasts
4.) underwater combat: this is the skill setup http://gw2skills.net/editor/?fcAQJAqel0pqbHxSfF8LJyoCdGoC5lIF5nl95xbxWQIA-jECBYhCh0CAk3gkIIpoFRjtsuIasqbY6YER1SBAzyK-w you can use the water to do some fancy stuff: first thing is that you get an additional heal, a full condition cleanse and fury. second advantage is that you can get your stealth skill and a lot of escape possibilities. 3rd thing you might want to do is cast your elixir x shortly befor you hit a zerg (on land or underwater) and activate your plague-form to put pressure on the enemies. the last thing that i can mention is that grenades are pretty strong underwater so you have a nice damage output aswell
some final notes: engineer is one of the most difficult classes and you should not give up only because you might not master it on the first day ;-) furthermore are there quite a lot skills of the engineer that take some time till you manage to use them to their full potential (like elexir x, grenades,…) and you should not think they are weak only because you use them wrong. for example elixir x can knock a whole zerg off a cliff and kill them (even though this happens quite rarely you should get the idea)
i hope i could help you and i am looking forward to hearing your feedback. sincerly, your worst engineering nightmare http://i.imgur.com/fwXxhIz.jpg