Showing Posts For Ron Cordova.9824:
I think rifle would be the very last weapon I would want thief to get
I like the idea of this build, I’ll give it a try tonight. Might change dash since the swiftness is a little redundant with fleet shadow. I’ll also change weakening strikes to havoc since the build has no crit.
I disagree with making vault unblockable, but I like the rest of the ideas except:
For the new trait, I would rather it not be tied to criticals, but I also think getting a charge from every hit would be overboard… Maybe get a charge when you apply a condition?
Mercurias,
mace like you said. focus/warhorn (bard ES). OH sword (swashbuckler??).
I get that you really want to make the argument that medkit is good, but you’re not referring to reality or being logically coherent with your premises.
If everyone is usually already at 100%, why would you prefer medkit (which has more sustained healing and less burst) over HT? HT is much better at giving burst healing to other people. 15% stronger HoTs are more useful when people are hurt but doesn’t matter if they’re “usually already at 100%”.
The one thing medkit does better is synergize with elixir R, but that is because of the trait and elixir R and not in any way related to using the actual kit.
I think the fact that the build you linked would be improved (both in its personal survivability and in its ability to heal your team) by changing Medkit to Healing Turret is a point in support of fixing medkit.
In chronomancer, you use the well trait but the build has no wells. The other options aren’t really build-changing but you can at least get SOME effect out of them instead of literally nothing (which is what the well trait gives this build).
+1
Because if there was one thing thief needed less of, it was the ability to support a party, right???? /s
leviathan means signets.
And signets, when designed well, are one of the best skill types. The passives help new players who aren’t great at the game still contribute even if they can’t piano rotate through all their skills, while the active abilities let more experienced players, who know when the best time to use each ability is, be effective.
Engineer has NO decision-making like that “is now a time where it’s WORTH IT to lose this passive effect?”; you’re always better off putting as many skills on cooldown as possible.
Statement from Colin on this
https://www.reddit.com/r/Guildwars2/comments/3u7bo1/no_hope_for_legendary_effect_on_engineer/cxcqyvo
I wholeheartedly support anything that makes the function gyro mechanic more engaging. Literally any post in here would be an improvement on the current implementation, though I really like Kodama’s (pulsing effects depending on what field you’re in)
Bump because medkit needs work
I don’t have any new thoughts on this, it’s just still a really good idea.
I like what F gyro can do currently, but as you said earlier in the thread, it’s so situational… I would love to see 1) multiple F gyros stacked as in OP, 2) passive benefit from keeping F gyros stacked up, and 3) a third reason to spend the F gyros other than rezzing/stomping— I am concerned about keybinding with that but maybe the F gyro expenditure could be built into a hammer skill (replace cooldown of one hammer skill— I would say the block but am open to others— with F gyro spend?).
Edit: I guess it would also be unfair to non-hammer-using scrappers to do that change. Maybe pistol 3 and rifle 5 could be integrated with F gyro spend as well?
(edited by Ron Cordova.9824)
Chaith, dunno if you’re still following this or brainstorming further, but I support anything to make (function) gyros feel less unsatisfying.
When I saw the trailer I was so excited and assumed that it would be something similar to what you’ve described here (I actually thought the “little orbiting robots” in the trailer would basically be engineer signets which granted a passive buff but could be activated to send the bot out to do something bigger— aka a signet).
I still think that’s exactly what the gyros should do, if you have them equipped, they zip around you, but I had hoped (again the dreams from watching the trailer) they’d be more party oriented e.g. heal gyro would be warrior signet’s passive with a much lower healing amount but pulsed out to nearby allies— basically in the style of engineer, taking mechanics (in this case signets) from a variety of different classes and putting a little engineer spin on them). Something similar to the snooze “+180 power” passive signets could be “+40 power to allies” with straight damage on the active, condi removal could be “remove one condi every x seconds from 1 ally nearby who has the most condis (possibly engi but not prioritized; keeps that RNG element anet seems to want engi to have)” with purge gyro (but not in AI form) on the active.
Even if it increased interact-revive speed when you had the medkit in hand, it doesn’t make the kit worth bringing.
1. It’s another instance of “it works, but clunky as hell because it’s engineer” because “clunky pain to use = high skill cap” (switch kits then go to rez someone instead of just rezzing like anyone else would— this isn’t higher skill, it’s just an extra button to press before F)
2. it relies on letting your teammates get downed which would have been less likely if you brought HT or if the kit were actually effective for healing someone actively fighting
Neat. But it doesn’t make medkit 1-5 worth your time to cast, so I’m not sure the connection to this thread?
thief support yes please.
I wanted bard for elite spec
just make every medkit 1-5 skill a pbaoe that includes the caster as a possible target
Have the devs gone radio silence in general for class balance (to keep new meta theorycrafting from starting until balance patch/start of tourney?) or just engineer ignored?
Was there ever more information given about whether the “possibility” of F-gyro being expanded is actually coming true?
I could understand medkit being garbage for healing other people when there really wasn’t the concept of a healer in the game. Now that we have druids, dedicated healing as a role is officially in the game— let engineers play it too! we can do more than condi dps please
ukuni, I like the idea you linked but then again, it doesn’t take much to improve on the current state of medkit
Making the 2-5 into buffs for the 1 skill seems like a cool idea and a much better delivery method than throwing packs on the ground.
Does using the 2-5 buff on the 1 skill remove it from the F1 skill (i.e. you can EITHER buff your self-heal OR your outgoing healing), or do you get 1 use of each “enhanced”?
Rune of the divinity and rune of the traveler have tooltips which say “+x to all stats” but with the introduction of concentration and expertise as formal stats, this is no longer true.
Alternatively, if “all-stat” items like celestial gear and these runes are still intended to have all stats… they don’t anymore.
Did we give up on this?
So the impression I’m getting is “not for years” not because of hero points but because it’s a lot of work to do 9 specs at once but they can’t do one at a time because people cry if their main isn’t first.
I’m not saying we should expect them so soon after HoT, I was just curious if new specs are even something reasonable to speculate about yet.
I’ve seen a lot of posts on the profession forums discussing possible ideas for future elite specs but I’m worried about something.
Anet has said they want the spec system to be a way to expand/develop our characters moving forward, but if future elite specs are tied to hero points (as I assume they will be), that creates some possibilities: Would there not be enough hero points to max more than one elite spec? If not, could you “unspend” points to change specs? Or does it mean we won’t get new specs until we get new maps (I.e. possibly years from now)?
Any ideas how this will pan out?
Please not more AI
Please MH weapon.
Right, it was always possible to put %duration, but it wasn’t a normalized (or realistically accessible aside from giver’s weapons for condis; giver’s armor and %duration upgrade items had too high opportunity cost to use for any competitive build) stat on gear before and it is now.
Celestial armor, divinity runes, and traveler’s runes were all “don’t have a lot of certain stats, have some of all the stats”. Then new stats were added and this equipment was unchanged.
Was this an oversight or is it ANet’s intention for those equipment sets to no longer be “all stats” and instead be “some stats”?
pulmonary means lungs so I guess that’s a reason for them to not call it heart stopping whatever fingers
I think the projectiles reflected by warden count the mesmer as their source (so your % boosts, not your illusions).
Not 100% sure but I think I saw it explained in one of the dnt guides
I’ve never seen anything to suggest that defy pain would prevent damage to the ranger. Why would you think it would?
Some guaranteed effect up front (like it used to have) would Be the same form of Buff the engi elixir tosses got. They still have a random effect, But it’s in addition to some certainly useful effect (and the effects are generally somewhat underwhelming compared to other class’s versions of the effects e.g. staBility is shorter than guard shout’s, stealth is shorter than shadow refuge and less spammaBle than smoke Blasts).
Protection is nice, But I think aegis would Be even cooler (I only mean for the Staff 4 Chaos Armor, not for the Blast-Ethereal comBo chaos armor). It would give anyone But guardians the aBility to give the whole party aegis— currently NOBODY But them can do that even ONE time. I’m fine with that Being something at which guardians excelt, But currently if you enjoy providing clutch Blocks for your party, you MUST play guardian.
It has the same proBlem pre-Buff engineer elixir tosses had… Since you can’t rely on ANY effect, there is no way to use the skill proactively. There’s no situation that makes you say “Oh, Chaos Armor can deal with this! How fortunate that I have that skill, which I will now use!”
Currently it’s more like “this situation generally sucks, MAYBE if I use this it’ll get Better or mayBe I’ll get nothing at all”
It works it’s just kittenty
There’s a pirate outfit from the gem shop that I think looks pretty sharp. I don’t know if it’s still for sale though
Simple to test… But I’m poor so I was wondering if anyone knew. Does the aegis get shared?
Like most players, I look forward to seeing dev posts! Currently, there are two quick ways of filtering for dev posts, but both of them have flaws that could be addressed with slight tweaks to the site.
1) Dev Tracker- The dev tracker is the best way to get to the dev posts right away… but it includes customer support responses. It halfway defeats the purpose of having the dev tracker if, reading it, one must still filter out “garbage” posts (not to dismiss the important role those dev posts have for addressing customer service requests, but a list of ticket numbers and their status is simply of no use to anyone that hasn’t filed a ticket, but those who filed a ticket have other ways of tracking their request and probably aren’t using the dev tracker to find out the status of their ticket).
Perhaps filter out dev posts from certain forums like customer service? Or add a checkbox for the dev’s posting interface to hide it from the dev tracker since those posts are largely irrelevant to the community.
2) Red “new posts” icon in forums- On the individual forum pages, if a post has received a ANet response, the posts will show the “new posts” icon in red. However, if one opens the thread, there is no indication of where the ANet post is within the thread. Once ANet posts to a thread, the entire forums descend on the thread like a pack of locusts, everyone needing to throw their 2 cents in while the post has ANet’s attention… Which means these posts frequently grow to 10’s of pages very quickly, eventually drop off the front page, get bumped 3 months later, etc.
Perhaps, on the individual forum page, clicking on the “red new post” icon would simply open the thread -at the most recent ANet post-, which makes it much easier to see if the thread will actually have relevant discussions worth reading without needing to scroll through 6 pages of posts to find where the ANet post was (really long threads usually aren’t worth investing the time in reading the entire thing unless the red post needs context)
Thanks for taking the time to read this, it’d make me so happy to see either of these changes :’)
Hello frands! Vee Wee here #1 Engi NA and world first rank 80!
How someone can identify (claim) they are the #1 -insert class- is beyond me, also a world first in rank?
Where does Anet publish this info?
Before the feature pack, it was a bigger time investment to reach rank 80 so very few people reached it. Also, the game has leaderboards. “#1” and “first rank 80” are both objectively achievable things. I don’t know if Vee Wee actually qualifies for either statement (out of a lack of knowledge, not a lack of belief in Vee Wee), but your phrasing suggests that it’s impossible to claim either of them, which is untrue.
I agree with that sentiment, but I try not to fall into the trap of thinking “well, they couldn’t be bothered to fix it by now, why bother bringing it up”
Although it’s probably useless to call attention to something that’s not turrets, it’s all we can do. If we don’t make our problems known, then we share the onus and anet can say “we didn’t know that was even an issue”
I agree with this… I feel like every trait that produces an effect that’s almost identical to a skill should be affected by traits that affect that type of skill.
That was kind of my point… it’s one of the older complaints engineers have had and zero progress or comment has been made on it.
From the very oldest page of topics to the front page, this is still something about which engineers have been asking for attention (or at least developer comment saying “stop crying we want it that way”).
It will affect allies with conditions first
1) 5
2) Yes
3) No
4) No
Did you consider switching protective shield for stabilized armor to reduce the impact of bursts under cc?