Showing Posts For Quentijar.1274:
Considering that according to Marjorie he has something related to death and according to the wiki Dhuum’s state is unknown, I’d say it could be Dhuum
I’ve been having the same problem during this Easter period. I was gold Tier 1 before Easter, then I struggled just to stay within gold and today it was 9 losses 1 win and ended up silver Tier 2.
My first thoughts are the following:
- I don’t like the gyros. It’s not only that I find them underwhelming (lot’s of people have commented on their more technical problems), I find them too disjointed from an overall design perspective. It’s like they just added another separate thing on the profession which doesn’t synergize at all with what we had already. The engineer indeed has a theme of creating various devices. Therefore, if I were to add more “robot like” or “automatons” in the profession I would study what we have i.e. turrets and see how I would expand on the toolset by making a coherent whole (for example have somehow the traits in inventions affect the “new” stuff or rework those traits). Now it feels like the thought train was like this “what does engi have in this area? turrets. ok we failed them and nobody uses them anymore, let’s add another robot like thing in case that works”. I would have expected some progress similar to how necros got their new reaper shroud which benefits from existing traits for the normal shroud. Unfortunately at this late in the development process I find this impossible to correct and I feel sad about it.
- The hammer looks ok if you like melee (I personally find the rocket jump animation horrible, but that’s personal taste), but I feel it’s only useful in power based builds. So we are still left with only the very weak pistol for condition builds as a main hand weapon.
- From a first glance, the traits look ok in the sense that they seem to be offering more defense, which is useful for both power and condition based builds.
- Last but not least, again on a personal note, I dislike “scrapper” as a word. I strongly believe there could have been much more imagination in this department.
Overall score: 5.5/10
I have to admit that I don’t play an elementalist and haven’t checked the tempest info much, but it seems to me that any argument related to “the base class is very good, what more did you expect” is absolutely against the whole philosophy of the new elite specialization system. This is supposed to be the main way professions are going to be expanded in the future. Every new one must present some differentiating “tweak” that makes it somehow special in relation to the base profession and all the other elite specializations it may have in the future. If that is not apparent for a player, it’s a design failure.
Since yesterday I am using your build in tPVP and I’m having so much fun! It is exactly what I was looking for! Thanks so much!
My whole guild has disappeared along with upgrades, influence, members, bank and all its items. Please help!
Can I get an invite as well pls?
I finished it on Saturday evening and it worked fine, using Dulfy’s guide. It would be nice though if these kind of achievements had some tracker within SAB to know your progress as it is quite frustrating to reach the end and then find out that you missed something. Especially something that takes so long and is prone to be interrupted by DCs (which happened twice to me this Saturday).
Dodge jump for master of baubles ? (help!)
in Super Adventure Box: Back to School
Posted by: Quentijar.1274
The problem is that you need to be pressing 3 buttons at the same time: forward, jump and dogde. My specific problem is that I use the same finger for dogde and jump. My solution that worked (not 100% accurate) is to press forward and jump as usual (with my left hand) and press dogde by clicking on the dogde yellow bar with the mouse on my right hand.
I agree with Aris that it is very weird that this is the only place I found a dogde roll required, as the bauble that is in the beginning of the zone (seen to require a dogde roll on Dulfy’s video) can also be reached by jumping from the baby cloud above and to its right.
(edited by Quentijar.1274)
Thank you very much for the effort of presenting this very interesting build Phineas. I like the overall idea and I intend to try it out. Nevertheless I have one major concern. I see that in your basic build you only have 1 elixir slottted in the 4th slot, that for group play should generally be elixir R. How do you justify the use of 2-elixir boosting traits (Fast-acting elixirs and cleansing formula) just for 1 elixir? I would understand if elixir gun skills were affected but since they are not, I think that these 2 traits get somewhat wasted. How are you cleaning conditions just with elixir R?
Thanks
It might be the moment right before they explode on you (no pun intended), like the actual ride the lightning is a projectile but when they get to you it goes BOOOM and theyre normal again. maybe its the moment right before the boom
This could be true, because something similar happens with other projectiles that explode e.g. flamethrower’s flame blast. If you throw one at a target that reflects projectiles it returns back at you, but if you press the explosion right before it reaches the target, it hits them normally.
Yeah at times I felt static discharge is a bit disjointed to the whole build feeling. I’m not a huge fun of the automatic elixir S at 25% health either in a medikit build because we lose access to our heal while tiny (something which doesn’t happen with elixir H and the healing turret).
I have in mind to try 3 different variations:
- Replace Static Discharge with Speedy Kits and Self-regulating Defenses with Invigorating Speed. As soon as I jump on someone I’ll be getting swiftness and vigor as well for better positioning and more dodges.
- Keep discharge and replace Self-regulating Defenses with Blood injection for some more condition damage.
- Keep discharge and replace Self-regulating Defenses with Backpack regenerator as we spend quite a bit of time in kits.
It will be fun
I tried your build tonight Ayden. I have to say I hadn’t had so much fun with my engineer in a long time
It’s very nice to play. I kept pressing all the wrong buttons all the time of course but I slowly got the hang of it. Very nice one!
I changed the Soldier’s amulet for the Carrion one in my last games to check how it goes and if you play a bit more correctly avoiding stuff the additional condition damage is quite handy getting people down trading for that toughness.
Thanks for sharing!
I believe there is a bug somewhere in the learning recipes system. What you describe happened to me with one of the recipes I procuded in the mystic forge during the helloween event. I didn’t have time to gather the mats and reproduce it, therefore I never managed to learn it. Sometimes it seems that when you click the recipes, they disappear but never get learned
I finished gathering the 4 types of mats the other day for the leatherworking recipe for “Superior rune of the mad king” and produced the recipe in the mystic forge successfully. I then double clicked the recipe in my inventory and it disappeared (as expected) but it never appeared in the list of my known recipes (I have leatherworking at 400). Is this a bug? I can’t find it anywhere.
There was indeed an option to change your account name (essentially the e-mail address) a few days after the launch (I did change my account name then). This was in the same page where the password change is now. Shortly after the hacking wave it seems that this functionality has been disabled. I haven’t seen any estimated time for re-activation.
When playing in sPvP, if I press the medikit button (activating it) and then press it again, it reverts to my weapon (as all kits do).
Nevertheless, while in normal pve and WvWvW, pressing the medikit a second time, doesn’t bring the weapon skills back, it seems to stay forever in the medikit skills. Only way to go back is to press the weapon change button, or go to a different kit. Is this a bug?