Showing Posts For Plyte.8130:

Ascended Kits

in Engineer

Posted by: Plyte.8130

Plyte.8130

Anymras, they removed the attack stat from the stats page (used to be right next to power), so we really have no good way of verifying. The tooltips leave us with an impression that its not scaling properly. Theres no good way to test this with the dummies missing in LA.

Opinion on engie grandmaster traits?

in Engineer

Posted by: Plyte.8130

Plyte.8130

None of the new GM traits are exceptional. The Gadget one maybe, and the firearms one may be better in certain situations.

Lets start with explosives. Quickness on knockback. What good does it do you to run bombs, knock someone back then have to spend those 3 seconds of your quickness buff trying to catch up to your target? 3 seconds of 50% increased attack speed every 20 seconds max? Its absolute garbage.

Firearms trait, the mine dropping one. I tested it, and it seemed to do about 1100-1500 dmg depending on might. Lets just say you average 1000 dmg per proc of it. Hell, even 1300 dmg for the hell of it.

Now compare it to modified ammo. If you are tossing grenades, you’ll have at least 3 different conditions on your target: vul, bleeding, and poison. Normally you’ll burning from a guardian. Cripple and chill also appear. So lets say you average 4 conditions on a target.

Now assuming max performance from bunker down, you would need 16250 or higher damage with direct damage every 2 seconds with grenades. But that’s best case scenario where you are critting every 2 seconds. But grenades have about a .85 attack speed, meaning your third set of grenades will hit at 2.65. Also you have to be standing on top of your target. The skill may be strong in power builds in PvP where condition wipes are common and players have to fight over small capture points. However in PvE the numbers turn out very similar.

As far as the other new traits, they are very PvP oriented. Its hard to say exactly how it will play out.

Kit damage (tooltip) is NOT scaling

in Engineer

Posted by: Plyte.8130

Plyte.8130

Yup I noticed this as well. Theres really no good way to test this because of weapon damage ranges. Probably the easiest place to test is in PvP, but those numbers may be different than PvE.

Ascended Kits

in Engineer

Posted by: Plyte.8130

Plyte.8130

I’ll post what I did elsewhere….

So unless they hid this damage upgrade, its not actually there.
I did a simple test. I have an assassin’s ascended pistol (67 power) and a clerics exotic pistol (64 power). On the GW2 wiki, the grenade damage page says it does 107 damage with .33 scaling, not updated since February.
So I got naked and untraited and grenade damage displayed 107. I equipped the ascended weapon, went to 115 damage. then I equipped the exotic clerics weapon, and it stayed at 115. Theres supposed to be a 5% difference between the 2 and there isn’t. I tried it again with full gear on to compare and the results are the same. 215 grenade damage for both.
Back in November when they originally raised the kit damage the tooltip numbers did change. With this patch, theres no numbers change. So unless they snuck the modifier outside of the tooltip, kit damage did not get buffed.

You opinion about Dredge?

in Fractured

Posted by: Plyte.8130

Plyte.8130

I get annoyed at the invisible mobs or underground ones near the bomb doorway.

Why?

Whenever I try to do my stealth combo (13 seconds on my engineer), my big ol bomb hits an invisible mob or something, no damage number shows, and my stealth breaks. Its so kitten furstrating.

December 10th Balance update

in Engineer

Posted by: Plyte.8130

Plyte.8130

Regarding the tool kit lack of offense, what if we had a second skill on the gear shield of purely offensive nature?
They should just modify the model a bit and add a cannon in the middle. Then we can have it shoot a small/mid range cannonball for a sort of burst damage…in exchange for a prolonged cooldown on the gear shield skill (akin to the guardian’s orb of light, basically).
And the nice thing is that, well, the gun shield really exists – i didn’t invent it on the fly. It didn’t work that well, ok, but we’re engineers…we could make it work better, somehow.

http://commons.wikimedia.org/wiki/File:English_-_Gun_Shield_-_Walters_511414.jpg

Engineer design is honestly one of the most wonky things in the game. It works, but like a hoopty.

Heres ANET’s view on engineers and what their role is supposed to be from December 14 of last year.

“Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

Its been nearly a year since they stated this, but we can look at it as a baseline. Engineers aren’t comfortable mid ranges. The only kit that can do well mid-ranges are grenades. Sure we have plenty of ways to dictate ranges with various cripples and immobilizes, but there’s little incentive for us to do that (outside of bunkering in sPvP). All of our high damage skills are melee range: Blunderbuss, Jump Shot, Pry Bar, Big Ol’ bomb. Increased bomb range from last patch allows us to kite a bit more easily, but if we want to apply pressure and force our enemy to catch us, well, theres no good way to do that yet. Turrets seem like the perfect solution to this issue, but in their current state, they are just not good enough. Requiring turrets for this role forces the engineer to exchange some utility for damage.

But then we’re left with the issue of PvE balance. The problem with PvE balance is that its determined by the type of content thats out here. Currently all content is relatively easy, and anyone with a bit of experience can run any dungeon in full zerkers. Aegis and reflects tend to be enough to handle any boss. I appreciate the attempt at changing this with the TA Aetherblade path, but thats only 1 dungeon.

December 10th Balance update

in Engineer

Posted by: Plyte.8130

Plyte.8130

As they are today, kits dmg are not influenced by your equiped weapons or stat, but have a flat dmg by your lvl.

This is not true.

Kits have their own Weapon Strength, which is why Ascended weapons aren’t an important factor for us. Unless you truly value +4 Power upgrading your pistol that much.

They absolutely scale by the rest of the stats of the weapon you wield and the armor you wear. Kits absolutely scale by Power. Why else would Juggernaut stack Might?

I carry with me multiple sets of armor: Celestial, Berserker, Rabid, and Soldier, depending on the build I’m running and whether I’m in WvW or PvE. The output of my kits absolutely change depending on what gear I’m wearing.

As for the “only scaling by condition damage,” I think you’re confusing kits for turrets.

Yes, it was a missexplaination from myself, it was inaccurate. I wanted to spoke about weapons strengh value of course. So ascended and legendary weapons do not transfert their weapons strengh to kits, resulting them being near useless for engi. That why a lot of engi ask for a kit rework.

Completely ridiculous oversight, although I HIGHLY doubt it was an oversight to begin considering the buff then nerf that occurred. It’s like Elementalists only get their weapon strength applied to one of their elements.

I have a hard time believing that making the kits properly scale to your weapon being that difficult.

The worst part about this is the ridiculous spin they put on it. The are either incompetent or just straight up lied.

From the January 28 2013 patch notes

“Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.”

So when ascended weapons were released, the game did just that; it adjusted conjured weapons, banners, and kits all to ascended level damage. The following day ANET patched it, saying, “Fixed an unintended damage increase that caused engineer kits, elementalist conjures, and warrior banners to deal more damage than intended.”

I have a meteorlogicus on my Ele. My build effectively gets nerfed because of an oversight. I also have an ascended pistol+shield on my engineer, and I’m still not happy.

December 10th Balance update

in Engineer

Posted by: Plyte.8130

Plyte.8130

For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative. No need to argue that these traits are worse than IP, we know that, this is why IP was moved. The real question is why are these not Adept tier worthy, which we think they are…

Shrapnel is a VERY weak trait. 15% chance for one stack of bleed that only procts in bombs or nades so it doesn’t even help the paltry pistol auto attack or any other non explosive kit. So, best case scenario is nade engineer (which is already pigeonholed 30 in explosives) spamming nades and every 3 attacks you get 1.35 extra bleed stack on average. Additionally, what condi nade engis lose if they want to keep IP is either Short Fuse or Enhance Performance. Trading either of these for Shrapnel is a HUGE nerf. As Ostricheggs said, this pushes condi engis further into bomb+nades apex build because it will probably be better to get your burning from the bomb kit and simply skipping IP altogether.

Um… Shrapnel is actually really strong for grenades. The bleed base length is 12 seconds, and often I run koi cakes with my engineer so I get 20 second bleeds whenever shrapnel procs. On normal might stacks, thats roughly 2k total damage per shrapnel proc which happens on average at least 1 every 2 throws. Thats a lot of damage for a 10 point trait.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

I main an engineer, have 1360 hours on him, and these changes are just bad. They nerf nearly every viable engineer build in PvE. No more perma-vigor, no more incinerary powder access for pistol builds. The only build I’m seeing a minor buff to is flamethrower with modified ammunition change.

I’m also not understanding this change to blunderbuss. Rifle is a seriously confused weapon for an engineer. None of its kit meshes together. You have a CC net, a close-range AoE, a blowback that also locks you down, and a displacement.

Extending blunderbuss range makes no sense to me. The only range its actually useful in is melee due to how the damage falls off, and at max range its barely better than just auto attacking.

Engineers need a solid damage-focused weapon. Honestly its a bit overkill how much access we get to knockbacks and immobilizes, but we have little ways of dealing damage in skirmish ranges outside of grenades. Hell, the scope trait shows how disconnected the balance team is from reality. All but the auto attack rifle skills are useless with scope, and the only skill you can you scope with is grenades. But forcing yourself at range to take advantage of this trait leads to a damage loss due to grenades missing.

I don’t understand why people are excited for the power shoe change. Engineers already have several ways for perma-swiftness. The biggest 2 are Elixir B+Medkit stimulant and Kit Swapping. Both of which don’t require you to spec into a horrible trait line.

And inventions is a horrible trait line. Theres 2 foci of this line: turrets and damage reduction. Damage reduction traits are nice in theory, but overall engineer design requires you to give up too much to obtain them. The reliability of alchemy tree simply beats it in this regard. Turrets are still a complete mess; the grandmaster trait for turrets adds less DPS than the 5 point minor trait in firearms. Its absolutely pathetic and I just don’t understand it. Compare it to Physical Training for Warriors. Both Physical spells for a warrior and turrets don’t scale with power, yet Physical training is a master’s trait that buffs the damage by 100% while the grandmaster turret trait is 15%. I know its a bit apples to oranges, but the overall damage of 15% on turrets is just way too low.

There are a lot of issues of the engineer I could get into, but I feel these issues will not be solved until theres a reliable source of damage outside of kits. Until then, our builds will always require us to invest heavily into kit-specific traitlines, limiting build diversity.

Elixir C

in Engineer

Posted by: Plyte.8130

Plyte.8130

Ah ok. Thanks for the clarification.

Elixir C

in Engineer

Posted by: Plyte.8130

Plyte.8130

Either I’ve been misunderstanding this skill for over a year, or its still busted.

“Drink Elixir C, converting all conditions into random boons. Duration: 5 s”

Duration 5 seconds? What does this even mean? Was it supposed to cleanse all incoming conditions for 5 seconds, or cleanse the first condition to come in for 5 seconds, or what?

Then a couple patches back, they noted that potent elixirs (20% duration) now affected it. But what did that even do?

I’ve tried popping Elixir C then running into a spike trap to see if it immediately removes the bleed, and of course it still doesn’t. What does ANET think this skill does?

Perplexity runes

in WvW

Posted by: Plyte.8130

Plyte.8130

I’m all for reigning in the perplexity runes, but I got a feeling they’ll be overnerfed. Personally I wish they’d buff other runes a bit and make them better options.

For example, Noble runes make no sense. The 6-rune bonus is a single target version of the 2-rune bonus on altruism runes. Thats definitely not right.

Frustrated with the Lack of Communication

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

Isn’t Legendary/Ascended stat levels meant only for the Legendary weapon itself? Otherwise, wouldn’t be unfair for people to have multiple weapons being upgraded because of the ownership of a stronger one?

The general idea is that kit/conjured damage should be the same as the currently equipped weapon. Since Engineers and Elementalists cannot swap weapons, but can use abilities to overlay their current weapon with a new one, that new weapon should be rare/exotic/ascended according to the stats of the weapon it replaces.

Anet seems to want this because they didn’t accidentally program the special weapons to do better than base damage. The problem was that what they did program was bugged – it always gave 80-level toons ascended level damage even if they didn’t have an ascended weapon.

It wasn’t bugged. Earlier this year there were concerns about engineers getting stuck using rifles only for kits since their base damage is about 10% higher than pistols. So ANET put out that kit damage wouldn’t be affected by the weapon damage of your main hand weapon but instead will scale off the highest available 1h weapon. That was exotic pistols until this recent patch when it got upped. It did exactly what was intended.

Frustrated with the Lack of Communication

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

They are still spinning it or simply do not understand what happened.

They changed kit/conjured weapon damage to scale with the highest available weapon months ago. Then they release a new tier of weapons which it scales to like its supposed to. Then they turn around and call that scaling a bug… Yeah keep spinning.

So then it was a bug. The damage boost was unintended and now they fixed it. Are you just creating steam here because you don’t like an unfair damage boost getting fixed?

Its not a bug though. The system worked exactly as it was supposed to. It was an adjustment.

Its like saying “Fixed a bug to reduce the timer on the Shank Anchorage event.” There was no bug in that event, it just needed adjustment, and throwing the word bug in there is just a way to spin it.

Frustrated with the Lack of Communication

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

They are still spinning it or simply do not understand what happened.

They changed kit/conjured weapon damage to scale with the highest available weapon months ago. Then they release a new tier of weapons which it scales to like its supposed to. Then they turn around and call that scaling a bug… Yeah keep spinning.

Frustrated with the Lack of Communication

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

Although I too wish they explained things more, I disagree with the other point you’re making.

Why should Eles and Engies get ascended level damage for free, when all other classes have to get an ascended weapon to do that damage? I thought people wanted Anet to make Engie’s weapons more desirable so they weren’t forced to use packs. Your idea would increase the imbalance.

I have a Meteorlogicus on my ele. Why should I lose 5% damage on my Lightning Hammer because someone else doesn’t have a legendary?

I could say the same thing if I had a legendary on my engineer, but that’d just be stupid because I just wear the hobo sack 90% of the time.

Engineer weapons are simply not designed to be strong and their balance patch from June shows that they still don’t have a clue. For example, they changed Scope in the tools traitline to gain 10% crit chance when further than 600 range. You think it’d be good on a rifle, but its near useless. All the rifle skills except for net shot (0 damage) and the auto attack (which is weak) are melee range. The irony is that scope is near useless with rifle and only really works with…. grenades.

Frustrated with the Lack of Communication

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

I’ll start this off by saying I main an engineer and my elementalist is my main alt.

A week ago Friday, I made a post on these forums after the announcement of ascended weapons. I made the post with concerns about kit and conjured weapon damage not scaling with ascended weapons and pleaded that they should. Fast forward to Tuesday, patch rolls around and the damage was upgraded.

Then the following night, ANET puts out a patch that removed the ascended weapon bonus. I’m incredibly frustrated for 2 reasons. Having a Meteorlogicus on my Ele, I lost a huge chunk of damage during my LH burst. I don’t run a LH-centric build but instead a fury+might stacking build. I also lost any motivation to build an ascended weapon on my engineer. Engineers main source of damage is from kits so crafting an ascended weapon only gives me 4 power and 3 precision. That’s it. With current T7 mat cost, I’m paying close to 60g for only 4 power and 3 precision.

What frustrates me about this is that there has been 0 communication on why they made this change and the spin put on those patch notes to make it look like a bug. If it was a sPvP issue, just say its temporarily adjusted until that’s fixed. Or if the underlying system needs adjustment, just say it.

Anyone Else Anticipating Tuesday?

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

I’m worried that on Tuesday that they will forget to adjust weapon damage for Kit Engineers and Conjured weapons for Elementalists. Data-mined info of the new weapon damage range of ascended puts it around a 8.2% increase over exotic, and if my kits don’t get that, I’ll prolly have to wait 3 months for ANET to fix it.

ANET, Don't forget to adjust kit dmg on Tues

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

Kits don’t. I found that out trying to size up damage using Stable Weapons in sPvP.

Try it yourself. Its scaled to an exotic pistol. You actually lose attack swapping from rifle to a kit.

Just tested it with my elementalist and its the same as my Engineer; ignoring the 1% crit damage difference between zerker Scepter/dagger and zerk Staff, the attack is the same while wielding a LH.

Note if you look at the picture, scepter has 5% more crit. That is because theres a Sigil of Accuracy in my scepter.

Attachments:

(edited by Plyte.8130)

Ascended weapons & weapon swapping

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

Huh? We don’t even know if ascended weapons will have infusion slots or agony resist. Honestly I don’t know if the GW2 item engine has been designed to handle 2 different sockets in 1 item. I doubt sigils will disappear from ascended weapons.

ANET, Don't forget to adjust kit dmg on Tues

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

I wanted to mention this just to be sure it gains some visibility. Earlier this year kit damage was adjusted to scale with the highest available weapon at the time (exotics). Kits are unaffected by the weapon damage of the user’s actual weapon and instead have a set weapon damage based level. This is different from the Death Shroud mechanic for necromancers where your main-hand weapon damage affects your damage.

I’m not exactly sure how conjured weapons work regarding stats to be able to tell if that will be a problem.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

It would be nice if the MF boost was simply replaced with +1% boon duration. Even if thats all there was, I’d feel a lot better about the change.

The thing is, I started building celestial trinkets back in February on my Engineer. Then the Elixir Gun nerf come through and that little bit of healing power I benefited from got cut in half. But it was bearable.

[PvE] Dungeon Speedrun Zerk Build

in Engineer

Posted by: Plyte.8130

Plyte.8130

Im not a fan of 25 in tools especially when u are in melee range for this build. For this build I feel 25/25/0/0/20 would be better as +5% dmg vs. bleeding will always be there. Precise Sights duration is far too short to be useful. It will last 1.8 seconds about vs. bosses, and thats a 50% chance of your crit chance of happening. You are better off with sitting duck especially with rifle/bomb. In general firearms traits are pretty weak and the minors are the only good ones.

EDIT: Stupid forum filters, I can’t do “as” followed by a space and 5 because of the langauage filter..

(edited by Plyte.8130)

"On Heal" Rune Inconsistencies

in Suggestions

Posted by: Plyte.8130

Plyte.8130

Can I get a reason why “On Healing Skill” runes are inconsistent?

For example, take Runes of Altruism. The 6-rune bonus states it has a cooldown of 10 seconds, but its actually 15 seconds.

Then look at all the other “On healing Skill” runes: Grenth, Dwyana, Flock, Balthazar, Fighter, Centaur, and Adventurer. All their descriptions read 10 second cooldown. However I’m not entirely positive what their actual CDs are.

Then we got Runes of Tormenting. These runes are the only set where the CD on heal is not 10 or 15 seconds. Instead it is 20. Its inconsistent with the other runes.

You lose a ton of stats with using these Tormenting runes, so classes that utilize torment already are the only ones who can use them. A condition warrior using mending may find use (Offhand sword 4 applying a decent stack of torment), but a mesmer doesn’t have enough reliable sources of torment. So theres Necro and thieves left.

Necros could possibly use these well. Thieves on the otherhand, have a 15 second heal, Withdrawal, that would have fit perfectly in a condition thief build.

I’m curious if this change to 20 seconds was simply done to prevent thief usage or was chosen out of necessity to fix engineer med-kit swap torment stacking.

Ranger DPS in Dungeons

in Fractals, Dungeons & Raids

Posted by: Plyte.8130

Plyte.8130

I know Guanglai from another board, specifically an engineer PvE Board. Generally his posts are pretty good, and engineers are really good for the utility they can provide in a dungeon. The thing is, most dungeons in GW2 are stupidly easy and simply do not require any utility.

I will say that I absolutely hate ranger sword. All it took was 1 CoE p2 run for me to lock away my ranger for good. The auto attack chain disabling dodges is just crippling for me.

HGH Engineer armour help

in Engineer

Posted by: Plyte.8130

Plyte.8130

I will always prefer rampagers over rabid for PvE. There are far too many structure/condition immune bosses in the game that make it an absolute pain to run without power. Personally I run Rampager+Knight armors with all stat trinkets, berserker pistol and knight shield, but thats because I run with bombs & nades and I’m up close and personal often.

I'm an Engineer because...

in Engineer

Posted by: Plyte.8130

Plyte.8130

I love the blast finishers and versatility.

Contrary to the complainers, we are quite a versatile class. We have:
- Reflects
- Condition Removal
- Team heals
- Immobilize
- Vulnerability
- Burst
- Stealth
- Instant weapon swapping
- 1500 ranged aoe
And more!

I wouldn’t say we have stealth. We have Stealth the same way Warriors have burning. Everything else I would agree on.

I’m an Engineer because I really enjoy technology-based classes. I also really enjoy being versatile. Rifles also have to be the coolest weapons in the game. Nothing says awesome like a Rifle.

Smoke bomb into acid bomb for area stealth is really useful for escaping. Plus in dungeons I can Big ol bomb, smoke bomb, healing turret, shield 4, and acid bomb for 8 seconds of stealth. Its like a shadow refuge when I need to sneak in arah or CM. Or simply big ol bomb, smoke bomb, and shield 4 for 4 seconds of stealth and 2 knockbacks for rezzing someone.

AC Path 3 -More bugs for Engineers!

in Engineer

Posted by: Plyte.8130

Plyte.8130

Confirmed, happened to me today. Was kitten ed as hell, made another thread in the game bug forums.. but this has been happening for a month and still isn’t fixed?

Glad that they rushed that reef skelk fix.

Bug in AC path 3 as an engineer

in Bugs: Game, Forum, Website

Posted by: Plyte.8130

Plyte.8130

Tonight I ran path 3 of AC, and after we finished the lover’s crypt part, we all turned into ghosts like normal

Except me. My ghost form was completely bugged. I could not my healing, utility, or elite skills. All the buttons were locked except for the elite and my weapons. My elite was displaying “Leave Transformation” button, and I’d try clicking it but nothing.

I tried leaving the dungeon to try to fix it, came back in and it just reapplied. I also tried to pop a tonic while inside to see if another shape-shift would fix it, and nope.

I could not progress and was forced to bring my level 28 warrior in. Then I got another bug: I did not get the chest at Warmaster Grast burrow event. I went through, whacked all the burrows with the group and everything, but the chest simply did not spawn for me.

Fractals are a joke.

in Fractals, Dungeons & Raids

Posted by: Plyte.8130

Plyte.8130

I have a guy in my guild who made his first 2 legendaries almost solely with loot from fractals. This was before they massively nerfed loot in fractals, he was getting 5-8 rares on average per run back in november.

He also past 1k total fractal runs, but hes never gotten a fractal skin. We pretty much farmed 28/36 daily for a month or so ( I came late, just hit 300 fractals run), I managed 3 skins, but he never got one (although over the span he found 2 precursors in there).

Engineer Bugs Compilation

in Engineer

Posted by: Plyte.8130

Plyte.8130

Reserve mine trait is not working properly. I was farming a bit UW yesterday in SS and dragged a single skelk over 3 mines, they did no damage, not even a 0 popped up. Nothing.

BUG: Minor In Enhancement?

in Super Adventure Box

Posted by: Plyte.8130

Plyte.8130

So I was 6/7 on my Minor of Enhancement Achievement, and I picked up the last one I needed (the slingshot) and it didn’t register. Anyone else have this issue?

EDIT: I found out what I’m missing actually, but its strange, I was 6/7 before the slingshot, but I know what I’m missing now to complete it.

(edited by Plyte.8130)

Am I doing something wrong in Ogre Wars?

in Dynamic Events

Posted by: Plyte.8130

Plyte.8130

So I heard that Ogre Wars has a valuable chest at the end, so me and a buddy decided we’d do the chain to see.

However, after we finish the Assault Foulbear Kraal by killing its leaders before the ogres can rally, nothing happens. The event chain stops and the Destroy “Foulbear Kraal before the ogres can rally” doesn’t pop. The Meta event description is supposed to update saying they need additional support, but I’ve been here ~ 30 minutes and have seen nothing. I’ve tried rezzing all the dead NPC’s nearby (like Shadowstalker). Shadowstalker has a participation icon (the picture of the person raising their hand, the normal event starting icon when you are in conversation), but when I select it nothing happens.

I’ve also tried googling, and I’m having no luck. Anyone know?

EDIT: I’m on Maguuma.

PVE flavor of the month

in Engineer

Posted by: Plyte.8130

Plyte.8130

Yeah. My engineer was originally my main, but I tried a couple of pure damage builds and was disappointed and ended up using condition P/P elixir builds. The utility is great though. I just don’t know about using that healing mist turret. Its annoying that the runes of altruism heal skill proc doesn’t work off all heal skills, just your 6 button. If I use a medkit, I can press 6 as soon as the 10 second internal CD is down to give my group fury and might, but with the turret the CDs are so long. But the regen on the turret being affected by player’s stats now is nice and I honestly don’t know. It will probably be fight dependent on if I use the healing turret or medkit, but those medkit packs heal for me around 1500 which is incredibly nice. I actually went out and bought a full set of exotic weapons and armor (not amulets and trinkets cause I’m poor) just to try this build out again in fractal runs. I’ll stick to my necro for other things.

PVE flavor of the month

in Engineer

Posted by: Plyte.8130

Plyte.8130

I’ve used a build like Moex’s in a few dungeon runs (not high fractals). I had some good fun with it, but I felt like I didn’t contribute that much to the run.

Condi Turret build

in Engineer

Posted by: Plyte.8130

Plyte.8130

The 15% damage bonus XII trait does not affect the condition damage portion of the turret. Also it appears that turrets aren’t criting, so crit loses some priority in whatever condition turret build you are using. So you get pidgeon holed into a support role with your turrets. Their Damage isn’t too bad, but you can’t force them to focus the same target, and the long range ones will agro targets you may not want agro’d. Also gadgets aren’t critting at all still which is disappointing. The toolbelt skill for throw mines can crit, but not the skill itself (so wierd).

I spent a good 45 minutes trying to figure out a synergistic turret condition build, and I just can’t think of one.

Turrets Dmg only scales off Condition Damage?

in Engineer

Posted by: Plyte.8130

Plyte.8130

From the Jan 28 patch notes:

Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

But Power still does not apply correctly? I did a simple test outside Lion’s Arch with the level 30 fireflies; I dropped a rifle turret, it did 71 damage, destroyed the turret, took off 4 pieces of power jewelry, dropped a turret, still did 71 damage. I did try the rocket turret too, and the burn damage was affected by removing some of my condition gear.

I dunno though. I want to use turrets on my Engy, but Elixir P/P is just so effective, I can’t imagine giving up some of that utility for only 3k more dmg every 4 seconds.

We need to stop complaining fast and why

in Engineer

Posted by: Plyte.8130

Plyte.8130

The squeaky wheel gets the oil.

I recently dinged 80 on my engy, and the bugs are driving me bonkers… dunno if I will even continue playing.

It's becoming more difficult...

in Engineer

Posted by: Plyte.8130

Plyte.8130

I’ve been trying to get into a flamethrower spec for PvE, and the number of bugs and annoyances of the spec just keeps pushing me away. I cant speak much for PvP though, even though I’ve seen some people on Twitch play them really well.

No condition damage work on structures?

in Guild Wars 2 Discussion

Posted by: Plyte.8130

Plyte.8130

This is becoming an issue for some of the instance runs that’s just frustrating. I’ve been doing runs with a lot of engineers and necros and the amount of condition damage makes taking down objects such as graveling burrows take way too long.

I’ve been trying to run an on-crit flamethrower build on my engineer that seems to work ok except that it makes do such bad damage on structures (if I can even get it to hit). I can understand having a downside of condition damage vs. low health mobs, but the double whammy of uncritable structures is just killing me.

I want to enjoy a flamethrower spec, but it seems like the game is conspiring against me.