Showing Posts For RazFxx.6451:

RIP engi (PvP)

in Engineer

Posted by: RazFxx.6451

RazFxx.6451

The only problem with engineer i find, is Conditions. Conditions destroy me and wreck me easily.

did you try purge gyro? if you didn’t because gyros suck and AI is bad – please go and try it. it is quick (instacast 2 conditions) yet persistent (2 conditions every 3 sec) condition removal that usually handles most conditions pretty well. and it is the first PASSIVE condi removal we got.
conditions with vanilla engi do wreck you because all of our condi clear is active (healing turret, tossing elixirs, elixir c which is bad), and either doesn’t cut it or makes you stand and cast and take more punishment. please try purge gyro if you’re taking scrapper. IMO it is very very worth it.

Help need improvement on Flamethrower Build

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Posted by: RazFxx.6451

RazFxx.6451

Before HoT I sometimes used to run a similar build.
I’d get rid of AED and switch it with elixir H. you’re running elixirs so you’re getting more benefits from it.

I’d also change around what you equip. I usually run marauder with rune of strength/hoelbrak (extra might duration is always fun), with sigil of air (mandatory), and sigil of fire/strength.
if you do run sigil of strength you will find yourself capping on might very quickly, so you should switch elixir B (yes, B, not U, you use U for extra burst but it also gives might) for slick shoes/TK – it should help with keeping people near you.

BUT, that build was quite lackluster. fun to play, but you’d get better performance out of nades.
enter HoT.
http://gw2skills.net/editor/?vdAQFASncoC1ahFpCepCEqil7iiO1j9ZHsBjwAIcCDoMD-TJBFABF8AAEvMQJ7PAwFAAA
I run this. while it might be non-optimal, it’s very very fun to play and very effective. you run around in FT. see someone you want to wreck? pop your gyros (bulwark, purge, sneak), switch to hammer, hammer 5->3->4->2->FT2->spam 1 until something comes off CD. not many people can survive this. it’s a lot easier to close gaps with hammer 3. you could swap out bulwark for something else with more utility because it’s also bugged right now.

kinda want weapon swap

in Engineer

Posted by: RazFxx.6451

RazFxx.6451

This kind of beats the whole engine theme. But. What if, Instead of weapon swap, we get to use our swap slot as another utility slot?
It would fix having to sacrifice utilities for kits.. Especially now that we have more utility choice.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: RazFxx.6451

RazFxx.6451

After toying around all BWE long, and reading a bit on the forums, I have a little more gyro feedback.

General Feedback:
I feel like the gyros have a thematic problem. I believe they should be a selfish mechanic, helping mostly the scrapper, or at least favoring him over other players. Right now as it stands, your gyros can abandon you (medic, purge) or be significantly worse while in the presence of other players (bulwark).

Medic Gyro: Feels like a re-skin on healing turret. Like someone thought – well, healing turret was designed so they keep it up and it heals them, but everyone uses it, burst heals and destroys it! so lets make a healing skill that they HAVE to keep up!
It’s a cool concept, but we already have it in healing turret. It should be re-designed.

  • to give it a healing turret feel, the heal should be bumped down to 4k~, and the gyro should hover around the player, untargetable, and pulse 600~ heals, 5-7 times in a 240-300 radius.
  • to give it another concept, instead of it pulsing heals, it could heal the player as he takes damage. heal for 4k initially, then heal for 600~ every time you take over 600~ damage (on a small icd).

Utility – Reconstruction Field: Love it. It was clearly made in mind with hammer 3.

Purge Gyro: I actually have no complaints about this. It manages to keep up conditions off me well enough in small brawls. It allows me to let it fly and forget about the conditions, not having to constantly worry about using elixirs to clear them, and allows me to pump up more DPS. The AI should be modified to favor the scrapper first, and maybe a small HP increase is due, but the concept of this is good.
Utility – Chemical Field: I don’t like it. I feel like a poison field is very situational, leaping through it doesn’t give me such great bonuses, and I like it more on the mortar, where it’s not at my feet but I can shoot it far far away.

Bulwark Gyro: I like the concept. But, the fact that the buff is party-wide makes it die very very VERY fast in group situations. I feel like an appropriate fix would be to bump its HP by a little (i’d say between x1.2 and x1.5), and change it so it functions in the following way: when you cast it, everyone in a 300 range gets a small bulwark gyro to circle them and absorb damage for 15 seconds. the gyro is untargetable, and absorbs 50% of the damage dealt, until the duration is over or it is destroyed.
I believe this is the best way to fix this gyro, as increasing the HP too much would be OP in 1v1 situations, and making it take 50%/(Number of people in its radius) damage would make its impact very small.
Utility – Defense Field: LOVE it.

Blast Gyro: I don’t like it. I have personal battering ram, why would I want this? It has the exact same effect, except it’s “better”, so it’s nullifying PBR. The AI on it is not good and clunky, and besides some fun moments in skyhammer, I don’t see any usage for this. It could be reworks to go around its target, circle it and daze/stun it for 1/4 second every second for 3-5 seconds. It would also synergize better with our traits.
Utility – Bypass Coating: We have it on slick shoes. You could just make Super Speed (slicks shoes utility) add super speed to allies, and rework this to a fire field or something…

Shredder Gyro: I like the concept, but it doesn’t throw down enough whirls to be useful, so it just feels lackluster. I’d want it to be more consistent (like reaper shroud 4…), so it could be useful with the many fields we have access to.
Utility – Spare Capacitor: Also a bit meh… not very excited by it. I’d swap it for a smoke field instead, would give a good incentive to take it (either for stealth or for MASSIVE blinds with the whirl)

Sneak Gyro: Ah, the crème de la crème, the mobile shadow refuge, the “Is it a 50 man zerg or just one scrapper?”… is a huge disappointment. I couldn’t even test it properly, and why is that? because it wouldn’t keep up. I didn’t even have swiftness up, only mecha legs. and it just couldn’t keep up with me. It should just hover over my head. Still visible, but at least it could keep up with me.
Utility – Detection Pulse: Is a good idea, but I just couldn’t take the elite and not use it just to test out the utility.

Elite Specs in (F2P) sPvP

in Guild Wars 2: Heart of Thorns

Posted by: RazFxx.6451

RazFxx.6451

I’ve discussed this with a random person in HotM that said that ANet should nerf elites to be more in-line with base specs. The question raised in the discussion was this:

Should elite specs be available to everyone in sPvP? even without buying HoT?
as ANet wants to establish the game as a proper eSport, adding elite specs and blocking very powerful builds (even more powerful than base content) behind a 50$ paywall, are they locking away any potential GW2 has to become an eSport? That was one of the things they wanted to achieve with going F2P – increasing GW2 sPvP player base, viewer base for tournaments, etc. But if people go in, get their kitten kicked by a build they cannot play, wouldn’t they just get frustrated and go back to whatever MOBA they play and can access 100% of the content in?

Tanky High Damage Scrapper?

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Posted by: RazFxx.6451

RazFxx.6451

I’ve had some success with this build:
http://gw2skills.net/editor/?vdAQFASncoClYhFpCepC0ehlNjiOsP71+bdytebc7KgAA-TJBFABCcBAEvMQN7PAwDAAA

It’s a take on marauder elixir rifle – but replace elixir with gyros and rifle with hammer.

the difference is, you don’t use the gyros reactively, but BEFORE you enter the fray. bulwark manages to take off some of the initial burst, and purge is your go-to condition handler, and it lives surprisingly well. But you must activate them before you enter the fight so they cushion the initial burst while you wreck havoc. it’s especially good at fighting on points. you shoot a couple of mortar shells on your target then leap with hammer 3 into the fields. you can also use hammer 5 as a set-up for nade barrage, instead of net shot.

Beta Weekend Scrapper Feedback Thread

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Posted by: RazFxx.6451

RazFxx.6451

Hammer:
Mostly it’s good. didn’t blow me away, but it’s good. Rocket Charge I belive has some problems – many time it just sends me flying away. it’s also a little funky when trying to combine with Napalm – I can’t get it to work most of the time.

Gyros+Utils:
Sneak – for the love of god, I could not get this little bugger to follow me. I was running with mecha legs and I just kept out-running it consistently. it should be fixed over my head (so I’m a walking shadow refuge)

Bulwark – At its current status, it should be renamed paper gyro. it does not have enough HP. it keeps consistently dying really really fast in PvE, let alone PvP. would be happy with at least x2.5 HP on it.

Shredder – I feel like it’s not whirrling fast enough. needs a couple more bolts per whirl.

Medic – this gyro is probably the stupidest of them all (AI wise) – in a fight, it just walks away from me and heals other people. I don’t want to heal other people. I’m selfish like that.

Getting into WvW [EU]

in WvW

Posted by: RazFxx.6451

RazFxx.6451

I want to get into WvW, but I’m stuck in a T8 server (Blacktide, EU). Which server should I transfer to? T5/4/3/2/1? I’m aiming for a good community and short queue times – and an english server. I don’t want to wait hours to get into the map.

Experience going towards masteries?

in Guild Wars 2: Heart of Thorns

Posted by: RazFxx.6451

RazFxx.6451

I have just reached 80 on my first toon. I have about 53% world completion. Will any experience that I earn now (doing world exploring) go towards masteries later? or should I just stow my character away and play an alt, because that exp will go to waste?

How to Condi Engi in sPvP

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Posted by: RazFxx.6451

RazFxx.6451

I’ve been trying to play what seems to be a lackluster version- running P/P, chemical rounds and pinpoint distribution, along with TK (for magnet+prybar, for me the magnet actually seems to work most of the time, even though people around here say it fails 8/10 times) and FT (for toolbelt mostly) but it didn’t work out very well.
After reading yet another rant about engi traits along with some helpful ideas how to fix them, I went to look at the actual synergies and came along with this:

http://gw2skills.net/editor/?vdAQJAqalUUhSsYtWw+KQ7FLsFF4IeiBwXSdhHwYOOGfBA-TJRFABds/AAnAgoKDk8DAAA

If you combine firearms with explosives and run grenades, you have close to a 90% crit chance! why is that? you get 47% base, another 10% from high caliber (as you’re pretty close to your target), another 10% against a bleeding opponent (and you pretty much insta-bleed them with crits), and another 20% from fury which you get from no scope. all this critting triggers incendiary powder, sharpshooter and your sigils for a ton for condi stacking just for raining some nades on people. you can also use FT 1 as every hit can proc on-crit effects!
this build is not without its faults – it’s kind of squishy (no vit from rabid amulet, only toughness), and you don’t run many defensive traits.
Another option (which I will try tomorrow) is to run cele amulet, swap pistols for rifle for added burst and FT for something else (perhaps elixir B, then swap no scope for skilled marksman), then run as a hybrid that rains a ton of condis yet can burst hard.

what do you guys think? how do you play condi engi in PvP?

Engineer sPvP feedback

in Engineer

Posted by: RazFxx.6451

RazFxx.6451

I Think you’ve run into the same problem I ran into when I first started doing sPvP on my engi. fact is, the build you’ve been using is very complicated and has not only a very high skill cap but a pretty high skill floor to use properly. I suggest you try an elixir variant:

http://gw2skills.net/editor/?vdAQFAUlcThSsY9Vw6KQ7FLTGk4zKQA+2Xyb+46rQEA-TJBFABCcBAEvMQJ7PAwDAAA

It is much simpler to use, as you have only rifle+2 kits. It also has a pretty good burst combo (toss elixir B for stability, rifle 4, rifle 2, grenade barrage, rifle 5, rifle 3. takes some getting used to, but it’s not THAT complicated). It is not perfect and could probably could use some tweaking (such as taking inventions instead of tools, taking sigil of blood instead of fire for more healing), but it’s very capable of winning even fights, and has a LOT of utility for your team with throwing elixirs+mortar kit (don’t forget that mortar kit has 4 fields on demand – poison on 2 which also reduces healing, making rezzing very hard, blind on 4 which makes stomping very easy, chill on 3 which makes fighting on not fun and water on 5 which gives 2 might because it’s an elixir and you run HGH, and you can blast with orbital strike for extra heal).

Engi is far from perfect, but there are builds with a lower skill-floor which allow you to surprise people that don’t expect you to be so strong. You won’t win every fight, and most outnumbered fights you will die very fast, but for every foe there is something you can customize in your build that will give you the edge (lock-on to counter thieves/mesmers, toss elixir U to laugh in those pew-pew rangers faces, etc), so don’t be afraid to experiment.

Forge Speculations

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Posted by: RazFxx.6451

RazFxx.6451

It makes a lot of sense to me that Forge will also buff turrets. It was stated that specializations were created with HoT in mind. Turrets were needed to the ground with specializations and a lot of their traits were removed, only to be brought back with Forge. It also goes with the name – a Forge is someone who forges things – turrets, drones, etc. The drones might not be AI but spirit weapons or signets, but I expect turrets returning