(edited by Stalima.5490)
I doubt it. You are not able to Rally from Pets/Turrets/Clones etc. won’t be different for the Function Gyro
You sure? The wiki page for Vengeance mentions being able to rally by killing turrets, https://wiki.guildwars2.com/wiki/Vengeance , “Some things you can rally off of in the downed state cannot be rallied off of during Vengeance (ex. weak spawned minions, turrets, target-able environmental objects).”
most of the obscure pages on there eventually end up with out of date information… like who the heck even looks at vengeance on the wiki page, ever
i suppose vehicles would be a thing, not exactly the pinnacle of “interesting” from a basic point of view… but if they literally required 2 ppl to function properly theyd get alot more interesting plus those kitten wrenches in the toolkit would finally become useful.
and a great mole machine that lets a dozen people into it and can stealth with only a small ground ripple effect that can be forced off by aoeing
and thats not even the best part! a flower power machine to lay down natures wrath in the most natural artificial way possible!
erm… you do know we have a rifle AND pistol for ranged right? the hammer was given to allow a melee alternative and does not need to be used… you can also equip a kit if you want to be ranged and not taint the hammers purpose
Changes:
- Acid Bomb: Fixed a bug that allowed this skill’s movement distance to be affected by movement-speed increases and decreases. Fixed a bug that prevented HGH from properly functioning with this skill and granting might to nearby allies.
- Cleansing Synergy: Fixed an issue in which this trait was only removing a single stack of a condition. It will now remove all stacks of a condition.
- Elixir Shell: Fixed a bug that prevented HGH’s recharge reduction and duration increase from being correctly applied. This skill will now function properly with the Alchemical Tinctures trait.
- Elixir X: Added a condition-removal skill fact when traited with Alchemical Tinctures.
- Flamethrower Kit: Increased Flame Jet damage by 11%.
- Fragmentation Shot: Increased bleeding duration from 2 seconds to 3 seconds.
- Healing Mist: Fixed a bug that prevented this skill from correctly functioning with the Alchemical Tinctures trait.
- Healing Turret—Cleansing Burst: Updated this skill to be affected by the Automated Medical Response trait. Fixed a bug to allow this skill to scale based on 50% of your healing power.
- Tool Kit: Updated Magnet to allow it to pull a target the full distance to you if the target was near maximum range.
- Medical Dispersion Field: Reworked this trait. The internal cooldown has been removed. This trait is now only triggered by your own healing, and the percentage has been increased from 12% to 20%.
- Med Kit: Increased Med Blaster’s base healing by 36% and its scaling with boons by 36%.
- Mortar Shot: Added a radius skill fact.
- Mortar Kit: Updated the skill facts to display initial damage. This kit’s skills are now affected by the Explosive Powder trait.
- Streamlined Kits: Fixed an issue that allowed miniatures to detonate mines created by equipping a grenade kit.
- Takedown Round: Updated this trait to be affected by Shrapnel. Increased damage by 50%.
- Transmute: Updated this trait to use the standard conversion list for conditions into boons and to affect all stacks of a condition.
Still not Fixed/Feedback/Opinion/Discussion:
- Acid Bomb: great that it finally works with HGH, but it still doesn’t work with the Alchemical Tinctures trait (while Elexier Shell finally does)
- Cleansing Synergy: Finally!
- Elixir Shell: Field duration is 4 seconds with HGH. (Should be 4.8 without Siegerounds and 7.2 with) Finally affected by Alchemical Tinctures trait
- Medical Dispersion Field: Gotta test that changes, but I guess way better then before
- Healing Mist: Also Finally!
*Med Kit: Dunno still an autoattack without damage… you can’t tag mobs or events with it in your wvw zerg. So still not really happy with it.- Tool Kit: Only fixed for one scenario… still don’t work probably many times. I just roamed for an hour and had like 5 pulls that didn’t work.
Finally a few fixes, even if there are still many engineer bugs… thank you.
What do you guys noticed/think?
just use rifle turret with the medkit, you now have a not-so-autoattack to throw out every few seconds and an autotagger on top
if you want to be a medic you need to use… turrets, turrets do not scale with your damage as far as i know and thus are increadibly powerful when at minimum power levels. generally rifle/rocket for lots of damage without doing anything and the other turrets if you want to utility. might want to keep a toolkit handy aswell tho…
20% no CD on high healing power builds is basically elixir infused bombs. A little less, but doesn’t require spamming a single skill so it’s fair IMO.
Not even close to elixir infused bombs. EIB healed you for each bomb. You never spammed a single skill. At least I didn’t. As far as I am aware, this trait simply gives healing you have to create, for the most part, through healing skills, and gives some of it to those allies in range. EIB simply gave you some sustained healing when in bomb kit. Giving it value as a front line weapon kit.
Elixir bombs:
1)equip bomb kit
2) 1111111111111111
3) nobody ever dies while you do full dps
4) get kicked for being an engineer
funny isnt it, it was called explosive shot originally but got changed to fragmentation shot coz we asked why it didnt get the explosive trait benefits.
just remember we dont really know exactly where they will take raiding, for example they may make encounters that pretty much need you to have good ranged dps and at that, the ranger is unrivaled.
they will also likely require more dedicated supporters to do well.
but you know what they say: if you dont like elitism then make your own groups, its not all that difficult to do after all
is this just from charrs/norns or from humans/asuras too? possibly a size thing? since it scales
equip flamethrower, equip autogoggles, equip bombs.
congratulations that thief is now very, very angry
backpack regenerator has, and always will be one of the strongest things you can get for sustainability and now with scrapper will have even MORE pretty much passive sustain ontop of constant regeneration
more info sparks more interest.
are you looking for power/conditions/toughness…healing even?
you might consider rampager/dire/carrion/apothecary as other alternatives for example.
wont a flame scrapper be op tho… i mean to say, double stacking might, double passive health regen (without regeneration)amongst other crazy bonuses
Do NOT make this a League.
Thank you and good bye.
I think this is better
League > Toxic
Toxic > Bad community
Bad community > Worse community
Worse Community > Troll Fest
Troll Fest > League
A league brings one step higher on the mountain of negativity
It crits nearly 10k damage on its own… why would you need to INCREASE that damage considering all the immobilise we can throw out (this is not even taking into account the 3 extra damage traits and sigils).
i dont understand the OP, so your acknowleging something was MASSIVELY overpowered and saying it should not have been nerfed much at the same time? that kinda contradicts itself right there…
if it was as overpowered as you make out then the nerfs that your complaining about were infact justified to begin with defeating the point in the rest of the post…
im pretty sure bombs are supposed to work in reverse of standard melee… essentially your attacking backwards rather than forwards when moving around, very strong when running, terrible at chasing.
however there is a major flaw with the bomb kit trait, that 0.5 detonation only makes bombs slightly better at close up brawling with another melee while making them weaker at running with… perhaps an unforseen “negative” in a trait…
bunker down is more of a damage trait than a healing one, which punishes enemies for trying to outmanouver the engineer but it also provides a defensive “bunker” for you to fall back to if they keep trying to run away from you, those mines can really cause some grief.
However its also more specifically a supporting trait healingwise providing ALOT of healing if you keep proccing it on cooldown. (them bandages heal a good 800 with healing power which is 4k over 10 seconds)
isnt >damage<, neutral just broken at the moment?
i mean axe/torch rangers able quickly stack up 7-8k bleed/burn DoT etc…? thats pretty much a thief/ele/guardian dead in like 2 seconds
depends on build mostly but… if you want to go all out damage on the flamethrower then rampagers is likely the best option with its focus of crit with power and condition damage to top it off, rock that 70+% critthrower with like 3-4 “extra damage” procs and a bunch of balthazar gear for insanity burn durations AND an excellent and quite frequent burst when a rifle is taken into account.
this is why engineer has the best HEALING skills in the game. And even a dedicated healer kit.
Well it depends but you “could” try this Doctor build that i randomly came up with for the lols… as far as damage goes… on second thought just dont think about the damage too much…
Medkit
elixir R
elixir U
Elixir gun
Supply crate
with traits of inventions, alchemy and tools… i even went as far as to use “magi” type gear to give it the full effect. water rune/sigil with a benevolance on a pistal/shield
so
alchemy: health insurance (lol) inversion enzyme and HGH
Inventions: pretty much anything but reccomend bunker down
Tools: again mostly any work but recommend kinetic battery for double supplies if your good at dodging
oh and make sure you take a white rogue coat with you… just coz
If anyone complains? dont worry, your a doctor… you know whats best
Normally i play an engineer but recently i decided to level up a warrior and the sheer drop in variety was bizzare.
now your probably wondering…well probably not… but just in case: “how has warrior got less variety, its got the same number of utilities and way more weapons!”
well ill tell you, its the simple fact that almost all its skills within a certain type, shouts/banners etc. feel exactly the same and function in the exact same way. In comparison to my engineer, just about all of my skills feel particularly different, even the elixirs that are just taking a swig out of a bottle.
Essentially all 4 of the main banners are just stuff on the ground for an effect that you often dont really feel all that much and whats worse is the crazy cooldown/duration. your pretty much dropping that banner down for 90 seconds and its just “there” not feeling particularly special beside the other banner or 2 you take with you.
To put this into context when on my engineer i drop a turret, it does not just feel like a stick i dropped on the ground, it has a noticeable difference to all the other turrets i can drop [insert unwarranted turret lol] the rifle noticably fires its shots and the fire turret noticably burns anything it can.
Now what im talking about in particular is the sheer amount of skills the warrior has that feel “samey” rather than just the banners:
you have the signets
you have the shouts
you have the banners
you have the stances
infact the only utilities that really have distinct differences with the warrior are the physical utilites
now dont get me wrong, while this is ironically good in PvE its not really giving your character the feeling of being different when you swap between your skills, all the shout animations are the same, the signet animations are very similar, you dont even notice the stance effects most of the time, and well the banners look very similar too just a slight pattern change.
Anyway long post, what i would like to see is the skills varied a little more in their workings, so that banner isnt “just” a stick that gives you a buff ouside the normal buff system for some reason but instead something that has a really noticeable difference compared to the other banners, something that doesnt feel so passive.
What it should do is form a bunker like a large reflect or deflect barrier perhaps with added mines to support
I really think this would make it a nice defensive alternative to the doom box since engineer doesn’t actually have a true defensive elite skill perhaps spawning more than just one too.
To be honest it should give brief stability when finishing flame jet or periodic stability so the name makes sense… A juggernaut should be unstoppable but permanently would be kinda op
i think i can explain it all with one link and hope youll get the jist of things
http://en.wikipedia.org/wiki/Sealant
just read it its almost scary how accurate it describes this class xD
well to be honest a warrior could likely make use of literally any weapon.
in particular, they are a soldier proffesion, and as such a soldier will need their sidearm: a dagger or a pistol as backup.
if you were looking for something that “fits” then there you have it
ofc ppl would try and complain about the dagger but hey, if your primary weapon is a rifle then youll likely want something lightweight to not weigh you down AND still protect you in melee range.
actually i got a cool idea for the mortar: make it permanent stealth the engineer and any turrets when you stop firing for a few seconds but immediately reveal you and the turrets when you fire ofc. (and make the turrets not fire until revealed)
so the engi can set it up, sit and wait in his little camo trench for an unfortunate victim
obviously the mortar would need to stealth too for the full effect
if all else fails, just say your a pro at “boxing”
its pretty much 1h dagger and 2h hammer.
where would an engineer be without their trusty gadgetmabob knife and hammer to bang together new creations (or tear them apart)
Also curious if a turret build is viable in wvw roaming/small mans.
you just gotta be careful where you put your turrets but yes, they are pretty strong when paired with a rifle (they give nice toolbelt utility etc)
the game isn’t balanced for 1v1s.
if you are fighting anything in this game and do not use all tools available to you because of some misguided sense of honor or fairplay, thats when you’re a noob :p
yes, screw honor… those pvpers talk about honor when theyre the first ones to lag stab you in the back from half a mile away
hmmmm…. nerf nades again, yes that sounds like a good idea maybe the flamethrower is a little too op right now aswell… its a flamethrower, it needs nerfed for op particles.
perhaps warrior and thiefs could do with a damage buff while were on the subject and guardians and necromancers arent tough enough so could use a bit of a toughness boost.
ok thats the main problems out of the way so now for some minor things: a bugfix to that one engineer trait that noone ever uses and perhaps also make mesmers 23% more confusing to fight.
ah yes and who could forget we also need to ensure more repetetive grind content is introduced, i dont think ive seen much of it
but amongst all these great updates there is also things that wont be so great, the mystic forge will give out useful items and that class you didnt like gets nerfed for apparantly the first time ever
The floating city south of Garenhoff...
in Battle for Lion’s Arch - Aftermath
Posted by: Stalima.5490
they could just troll us and get us “close” to it but not actually get to see anything inside.
your all missing the most important part:
the lion statue! whats going to happen to our precious lion statue? we move it to the citadel? its way more fortified there
all of the problems revolving around stealth would be very easily solved if they would just make hostile combo fields also reveal stealthed targets “while they are inside” so they dont lose their stealth and can teleport out of the field but they cant stand right on top of you while in stealth then simply re-engage 3 seconds later without ever needing to move away “stealthily”, it also gives a counter to things such as shadow refuge which quite literally have no form of effective counter you have to literally just sit there and watch them stealth for 10 seconds and even if you hit them you would never know if theyre even still in there.
this would just make it so placing down fields is a method to protect yourself while not really taking any of the power out of stealth as a whole.
do not make health equal among all classes, that completely ruined WoW in all pvp respects when you end up with mages able to tank more damage than a fully armour plated warrior due to their enegy shields, ranged preference and much easier kiting ability…
this would simply end up with elementalists able to throw a freight train of damage while also being to just stand there and face tank a warrior/engineer or whatever else they feel like which would make far less sense than the health values being different.
guardians may seem strange to be on the low health band but they have a low health value simply because they gain alot of spare health out of superior toughness and healing properties (which says nothing for why necromancers are on high health).
well i had some ideas on how to improve turrets:
1) remove “metal plating” and “autotool installation”, placing these as baseline for all turrets since they are just about never taken anyway due to how soft turrets are to begin with and these hardly help with that anyway… (plus 2 points to achieve the same thing? cmon)
2) bump “rifled turret barrels” down to 2nd tier to give more diversity in using turrets as a whole.
3) this leaves us with 2 trait slots with nothing so… a new trait for tier 3, “Fortification” which causes your turrets to periodically drop mines (we have a serious lack of mines) in a random location around them to a maximum value per turret. and also significantly increasing mortar health while making also granting protection for the user.
4) because automated response in alchemy is just about useless, replace it with “elixir turret mods” causing turrets to periodically poison nearby enemies for a few seconds and grant a short boon based on the turret to nearby allies. (10 second pulse cooldown 3 second durations?)
5) this would just leave one tier 1 slot with nothing in for the inventions traitline which im not entirely sure what to do with… perhaps a trait to give additional effects on gadget use? maybe dropping different fields
it doesnt matter if turrets scale or not, the healing power and toughness combined with your own high power allow you to do alot of weapon damage, and tank a heck of alot of damage while you do it. the extreme levels of power you get from doing that make the rifle a pretty deadly weapon even without needing crit damage. pair that with the twin turrets and elixir U and youve got something that you dont really want to be fighting for very long.
its more about the sustained damage output/tankcombination that just focusing on only turrets
cleric is by far the best stat combination as you benefit from toughness healing and power, and maybe only take 2 turrets with 1 slot for some utility such as elixir U ( which can be used to protect them from ranged attacks and up your damage output.
and i was being ironic btw if you didnt know
engineer turrets do actually scale with power but cant crit
also ranger pets generally have high in whatever they do anyway
well as an engineer they hardly anti-matter do they!
i think the reason there isnt more of us is because its not really the kind of class that youd expect in this kind of game, obviously most people will be looking towards the typical warrior/ranger/mage/rogue type thing and skipping over engineer altogether
its a similar deal with mesmer, they look at that and think. “meswhat? hmmm aha! elementalist must be the mage class!”
yea many people do forget its sync with the inventions healing skill refresh trait the fact you can use this for the single largest heal in the game then use it a second time within no time at all gives you the most powerful burst heal of any profession as it does heal you for an extra 28k health that can happen in the space of 5 seconds even
well i could just derail you by saying this wasnt exactly a major update as far as class changes go, no class got many changes, just a few basic changes/bug fixes so you should expect the more major changes for another time.
anyway turrets were always gonna be screwwy (no pun intended… ok thats a lie), without someway to reliably get them attacking the right things at the right time when you change targets you may not want your turrets doing the same thing but they do anyway which makes it awkward however they try to change them…
perhaps some kind of low cooldown tag turret that applies vulnerability, increases other turret damage or makes them able to crit (maybe applies might or something with turret skills?) and directs other turrets to the target it was summoned to attack is in order and of course detonatable to allow your turrets to go for your target again
hey maybe we should bring that LoL joke here…
warriors op?
better nerf nade kit
ive switched over to a tormenting setup myself… its a condition that pretty much never seems to hit its cap you know youll likely always get the full benefit