Showing Posts For Relztra.8716:
The idea that came to mind was being able to share your waypoints or map completion with an alt character if you chose to do so. You would need 100% map complete on at least one character before this was an option.
The trade off would be that the chosen character gets none of the rewards or experience that would usually be given for finishing a map. They would also give up the ability to get world completion rewards so players can’t get free scrolls for legendary crafting.
I feel this could just be more of a quality of life thing for those of us who end up making multiple characters. It’s already easy enough to level up a character to 80 using tomes of knowledge or crafting, but getting around the world map remains a chore after exploring it all a few times over.
Anyway, I’m not entirely sure if this would be a possible change or not, but it’s still nice to think about. Thank you for your time and reading.
My Charr thief. I’ve been told I look like a panda. I’ve also heard cat, dog, cow, and goat but like panda best.
So, I’ve got a little bit of a strange problem. I’ve done quite a lot of digging around for an answer but have found nothing as of yet. I’ve tried a few ‘fixes’ from threads that list similar problems, but it’s never quite the same one. I had just got a new computer recently (complete upgrade from what I was using prior) and it’s just had this one small snag regardless of what I do with it.
The issue it’s having is that some parts of terrain are just not showing up. Most recently, when attempting to run fractals, we got to the area with Jade Maw and half of the floating platforms were… just not there. This happens with a few other things as well, but not all, and in most cases I CAN see the platform from an odd angle. So the game knows it’s there, and it will even show up if I have the camera angled just right, but it disappears if I look at it from any other angle. This also happens to a few of the bridges just outside of the fractals dungeon and a few other places.
My new computer specs are:
AMD FX-6300 CPU
8 GB [4 GB X2] DDR3-1600 Memory
AMD Radeon HD 7770 Video Card
MSI 970A-G43 Motherboard
Thanks in advance
Well, it’s not so much of not understanding ‘how’ to dodge jump as much as the inconsistency with it working. Would be nice if it could be bound to a key or something but that would probably take away from what a Jump Dodge is. Suppose while I’m at it, are there more ‘Jump Dodge required(ish)’ jumps further on in the levels as well?
Is this really required for Tribulation World 2: zone 2? I have been at the second check point for a while now and just can’t possibly make the jump from the flower booster. It’s only by a small margin that I can’t reach the next platform, which leads me to believe I need the Jump Dodge trick, but that never works for me.
I really hope this is not the case considering that using Jump Dodge (to me) is technically a bug? I’m not asking for the maps to be easy by any means and I had quite a lot of fun with Tribulation World 1. There were a few jumps that were longer, but they were still able to be done over all if timed correctly.
I guess TL;DR of what I’m asking is, will this technically be impossible for a player that is unable to make Jump Dodge reliably work?
Edited a few things and updated the sigils after testing. New information for me to work with is always a bonus!
I suppose I forgot to mention that you do need to use some degree of timing to make things work out in your favor. The build is definitely not one of the ‘CC and spam’ builds, although you do get to use Fire Blast quite often.
As for the might stacking runes, it’s more as a party support thing to make the extra 9 you get from blast finishers (12 if you use your healing turret’s blast, most likely due to low pressure on the party) last as long as possible. The build is based around being able to do ‘decent’ but consistent damage while providing boons and condition support to your immediate party.
The build fits mostly in the role of a tank / support depending on armor and rune combo. Engineers, apart from Grenade spamming, seem to not be all that known for direct damage. So this is what I have run with and seem to have had success with. The runes themselves are up for debate based on play style. Personally, I went with might stacking runes for the 3 stacks of might (per blast finisher) lasting 35 seconds for the party as a whole. 9 to 12 stacks of might with a 35 second duration seems to help a group out more often than not, and it also places us around 18 to 21 stacks of might without having to run HGH. It also allows us to reach closer to 25 stacks of might with the second set of blast finishers, even more so with a Sigil of Battle.
Now, you may be wondering why I’ve called this the ‘Power Punch Engineer’ right? The answer is simple. This build is based on landing attacks that do substantial damage, but don’t take long to use again. For instance, Magnet into a Napalm into a Fire Blast into a Prybar into an Acid Bomb. Magnet would CC the target, while Napalm gives passive burning and a fire combo field. Fire Blast will do a great amount of direct damage, as will Prybar with it’s high direct damage and five stacks of confusion. Acid Bomb to finish it up with a blast finisher and moderate passive AoE damage. Then of course with how fast Fire Blast comes off cool down, you could most likely use this one more time as well.
Up sides to this build are that we can do decent direct and condition damage. Our primary damage is going to be direct so we will work well with a party. We are also very tanky and offer quite a bit of support, even if we are not even fully trying to play the support role with our AoE condition removal and healing. Our mobility is also fairly decent if we fully utilize Speedy Kits and Acid Bomb.
Down sides to this build are that a good portion of our attacks can be dodged, predicted, or mitigated in some way. We are somewhat lacking in self condition removal as well.
Ending stats for Spvp – 2,803 Attack, 3,118 with 9 Might / 19% Crit / 1,685 Toughness, 1885 with Flame Thrower / 1,730 Vitality / 275 Condition Damage, 590 with 9 Might / 200 Healing / 10% Crit Damage
Ending Stats for PvE / WvW – Work in Progress.
Thanks for the read, and I hope you enjoy the build if you decide to give it a try!
*Edit for typo in base attack, my bad
(edited by Relztra.8716)
Utilities;
Healing Turret works wonders for removing those pesky conditions. We run with a considerable amount of blast finishers as well, so make use of that water field!
Flame Thrower will be helping us get that damage out. Flame Blast does some pretty decent damage if timed right and it also provides a fire field. Again, make use of those blast finishers!
Tool Kit will be helping us with survival and Crowd Control. Gear shield works wonders as always for soaking damage. Box of Nails is nice for slowing down any players or mobs that are in pursuit. Pry Bar does some awesome direct damage and the confuse works considerably well with the might we get. Finally, Magnet has many uses, from pulling people off a wall or just simply knocking something down another time to keep it locked out.
Elixir Gun, believe it or not, is another main source of our damage. A well placed Acid Bomb does decent damage and partners as a blast finisher. Two for one, no complaint here. Elixir F can do some decent damage with multiple targets around and gives another cripple. Fumigate will be a condition users worst nightmare, don’t forget to keep that team support rolling! Super Elixir has a couple different uses. You can use this as slight passive healing for the party or just as an AoE condition cleanse while on the run. It only removes one condition so it’s rather situational. Don’t forget that we have a stun breaker on our Tool Belt with this now!
Supply Crate, because well, who doesn’t like to drop a box on some unsuspecting thief!? Could also be argued to run Mortar for WvWvW. Does some ok damage and has a nice arc of fire to put out some pressure from a safe distance
Weapons;
Pistol+Shield will provide another blast finisher, a knock back, a two hit stun, and a blind. Seeing as how this build is mostly in a kit, that leaves this weapon choice up for pure utility. Don’t forget about the poison, it can help keep that enemy player from healing too quickly after all. Sigils will be Superior Air and Superior Battle or Bloodlust.
Rifle will be more on the berserker side of things. Jump Shot does a huge amount of damage and Blunderbuss is not far behind it for how quick it is. We also get Net Shot to help hold our target in place and set up that burst along with Overcharged Shot which, as we all know, has a rather long knock down time on our target. Great for
locking out a single target for a while, but we lose a blast finisher in exchange for a leap finisher. Sigil will be Superior Fire with Superior Air as the cheaper alternative.
Armor;
Knights for the sake of getting those critical hits we all enjoy so much and Soldier to be a better face tank. I would suggest Soldier to get use to the game play if it doesn’t work out right away and slowly transition to Knights / Berserker as you adjust. As Engineers, we do have a naturally high health pool, may as well use that to our advantage.
Runes will be there to help keep those might stacks up longer which will help both us and any allies we have around at the time. I currently have two Superior Strength, two Superior Hoelbrak, and two Superior Fire all to get the extra 60% might. These runes will have Juggernaut sitting around 9 stacks of consistant might. Of course, this is up to preference so feel free to play around with it and find what works for you.
*Edit for sigil change after new information / testing.
(edited by Relztra.8716)
Alright, so I’ve been reading the forums for a little while and seen quite a few complaints regarding engineers. So, I decided to post my build for people to play with and adjust. Welcome to the Power Punch Engineer.
To start things off, let’s go with the traits, utilities, weapons and armor. What has worked best for me is;
Explosives – 0
Firearms – 20, Running 1/I (Fireforged Trigger) and 8/VIII (Juggernaut)
Inventions – 20, Running 4/IV (Stabilized Armor) and 6/VI (Cloaking Device) or 5/V (Energized Armor)
Alchemy – 20, 1/I (Invigorating Speed) and 7/VII (Deadly Mixture) or 9/IX (Backpack Regenerator)
Tools – 10, 6/VI (Speedy Kits)
Utilities – Healing Turret, Flame Thrower, Tool Kit, Elixir Gun, and Supply Crate. Weapons – Pistol + Shield or Rifle.
Armor – Mix of Knights and Soldier. Berserker if you are feeling confident. Two-set runes for 60% might duration.
Now that we have the build to work with, I’ll go over my reasoning for each trait. Keeping things in order, let’s start with Firearms.
Firearms;
Fireforged Trigger plays a big role for this build because it will utilize our Flame Thrower and elixir gun for both damage and support. With this trait you are able to use Flame Blast after just two channels of Flame Jet. Do not let this fool you though, Flame jet is still not the primary damage here. This also helps get more Acid Bombs down which is great for getting quick blast finishers via Acid Bomb Cancel. Finally, Fumigate is a force to be reckoned with as group support. It has a cool down of only 9 1/2 seconds and can just about wipe a full bar of conditions off of your party.
Juggernaut is simply to juggle might stacks and give yourself that nice little armor boost to help survive.
Inventions;
Stabilized Armor, similar to Juggernaut, allows us to more easily play face tank when we need to. What’s not to like?
Cloaking Device will be more PvP based. It may not seem like a long stealth, but this can be a life saver in a bad situation.
Energized Armor gives a plain raw bump to our damage. It may not be a huge boost, but it’s a nice passive trait to toss up and not worry about.
Alchemy;
Invigorating Speed can be invaluable when partnered up with Speedy Kits. This build will be jumping through kits quite often, so this is a great compliment to our ability to survive.
Deadly Mixture is one I have questioned as far as function goes. I don’t personally see a huge change with or without it, but 15% damage is nothing to laugh at(?)
Backpack Regenerator is a simple trait that I look at in a similar way to Energized Armor. Toss it up for some passive healing and forget about it. It doesn’t have the best healing, but it is an extra green number to add to all of the others that we have.
Tools;
Speedy Kits of course! Just goes too well with Invigorating Speed. This also helps us keep up with the rest when running with a zerg.
Hey all, after looking around for a little while and finding nothing, I figured I would ask here. I have been looking for an armor set with Toughness / Healing Power / Condition Damage and it seems that it just doesn’t exist on the PvE / WvW side of the game.
Even the ’Shaman’s(Vitality / Healing Power / Condition Damage)’ items on the trading post don’t match up to the PvP Shaman’s Amulet(Toughness / Healing Power / Condition Damage). Maybe I’m overlooking a set somewhere…
Anyway, if anyone happens to know where I may be able to find such a stat set, it would be greatly appreciated!
After reading a few of the forum names, I figured that here would be the most appropriate spot to ask about this issue. If it’s not the correct forum then I apologize.
Anyway, over the last three or so days, I have bought two items on the Black Lion Trading Post. Neither item was mailed or showed up at all. Was just wondering if this was a known problem or if the items will show up after ‘x’ amount of time?
So, I heard somewhere that Anet was looking at giving a second class portals that were similar to a mesmer. Got to thinking a little bit and came up with this:
The FTD, or Friendly Teleport Device (Or some other random name that is more entertaining). The way I thought it might work would be simple. The device would cause it’s user to enter stealth for a short period of time (3 seconds or so maybe?) and create a portal entrance. Upon exiting stealth the exit would be created and the portal would last for 5 seconds. This could possibly work as a stun breaker as well, although I think that may start pushing ‘over powered’ buttons. Cool down would be 90 seconds.
Of course I could go with the alternative and say that this ability would break stuns on use and create a portal entrance. When used a second time the portal exit is created (not a stun breaker though). Effect could last 15 seconds while the portal itself would still last for 5. Cool Down could be at 90 seconds still.
Attempted to give it portal properties without it being the ‘exact same skill’. Could even drop an actual portal pad that could be broken by enemy players (lol TF2).
Odds are this won’t get added or looked at so I figured I would toss it up here for fun to see what everyone comes up with. Thanks for reading!