Showing Posts For Tareck.4853:

If pistols fired faster

in Engineer

Posted by: Tareck.4853

Tareck.4853

Instead we have Grenade kit that can stack 25 bleeds and 25 vulnerability. On top of doing the best direct damage of all our kits/weapons. All you have to do is learn to aim.

Grenade kit is the hybrid kit but it does condition damage and direct damage better then the dedicated ones. I think that is not right.

Oh yea and 1500 range aoe.

TLDR: Pistol auto attack going back to 1/2 attack speed. It will still be inferior to Grenade Kit.

A MMO RPG is about ROLE PLAYING so …yeah you’re suppose to be able to play the WAY YOU LIKE.

I means if, according to you, only grenade kit is good for pro player, what’s the point of choosing engineer as primary class ?

I love the flamethrower because it gives me the feeling that the pistols dont. Together they are powerfull but I would also like a little buff on the pistols speed.
The only difference between rifle and dual pistol is the skill. It feels kinda strange that the speed doest changes like the long and the short bow is in it ?

Engineer down state is pathetic.

in Engineer

Posted by: Tareck.4853

Tareck.4853

the cooldown on 3 is too long meaning you simply never get to use it

I think the skills are allright just the cooldowns suck

I agree with that !
The skills are great but the explosion cd is toolong to keep ennemies aways from us !

The many misadventures of being an Engineer

in Engineer

Posted by: Tareck.4853

Tareck.4853

The WvW Grenade build is arguably the most favored build for many engineers. However there are some major downsides to the grenade build. Yes it’s good DPS. Yes it’s condition dmg is really good. Yes paired with a rifle you have tons of CC and plenty of Utility. It seems like this is great. Yet, what is the downside? Skillshot. Some players will argue that it’s better this way. Imagine this I have 2 beers in 2 different refrigerators both beers are the same, however the refrigerators are on two different floors and one is behind a locked door (which you have the key to). The only benefit to the upstairs refrigerator is that’s a major brand name refrigerator comparable to all major brands. The downstairs one is a USSR model, still keeps your beer cold though. Getting tired? Well the point was to show that you have to put in a little extra effort to be comparable to other things. The point is Why. Why is that other people can simply click on someone and push buttons and we have to predict where they’re moving aim fire and push buttons all while on the run. It just seems so tedious and annoying.

I totally agree with you on that point, the grenade should not use ground trageting but should be throw like they are when your character is underwater !!

Engineer Build choices and opinions

in Engineer

Posted by: Tareck.4853

Tareck.4853

>>Also, it’s elixir. I wouldn’t have said anything but you typed the word 7 times in your initial post
Corrected..
>>I think you’ll be more effective focusing on either FT or ‘nades
You’re probably right..

>> Ostrichegg builds
I just checked them and all its build looks great (the flamethrower build’s link doesn’t work btw)
If you’re all telling me then the Flamethrower is more a utility skill, I think I’ll go for a Grenade build with 30 in Explosive, 30 in Alchemy and 10 in tools for Perma run or 10 in Firearm to get the 20% cd reduction on pistol. I don’t know yet.

This this ? kind of build, wich armor to you think would be better between Rampager or Knight ? Toughness vs Condition damage ? (with rabid jewels) I did not play a lot in pvp or Wvw so i dont know if our class is squishy and needs more toughness or more damage.

Thanks again.

Superior Sigil of Battle wiki question

in Engineer

Posted by: Tareck.4853

Tareck.4853

Thanks ! Your both answer helped me a lot.

Superior Sigil of Battle wiki question

in Engineer

Posted by: Tareck.4853

Tareck.4853

I have question,
On the wikia of the game, it says that the Superior Sigil of Battle have a 10 sec cooldown, is this true ? Because there’s a “Verification Requested” on the wikia
>>Notes
>>These sigils have an internal 10 second cooldown.[verification requested]
http://wiki.guildwars2.com/wiki/Sigil_of_Superior_Battle#Superior_Sigil_of_Battle

Also, if you two sigil of battle (one for each pistol) do you get 6 stack each time you switch weapons/kit ?

Thanks.

Engineer Build choices and opinions

in Engineer

Posted by: Tareck.4853

Tareck.4853

>>information are wrong the rune of the engineer gives 5% damage;
you are right, my bad

>>Flamethrower is a utilty weapon not really for making damage
So there’s no viable build with Grenade AND flamethrower ?

Engineer 25% speed movement signet?

in Engineer

Posted by: Tareck.4853

Tareck.4853

Rocket Boots – Passive effect: Move 25% faster.

Just make gadgets signets in all but name. Also the stuff about signets being magical is just plain wrong. How do you explain signets on a warrior? However you explain it, you could make up a similar excuse for engineers.

I love the idea because The engineer seems like a class where there’s like too much awesome traits skill and you dont know wich one to pick when you only have 70 points !

Engineer Build choices and opinions

in Engineer

Posted by: Tareck.4853

Tareck.4853

up !

I would very appreciate an opinion about my build !

Engineer Build choices and opinions

in Engineer

Posted by: Tareck.4853

Tareck.4853

Hi everyone.

I would want your opinion between two build.

The engineer class is fun to play because you can swap weapons(kit) during fight and it gives many possibilities to the class.
I don’t like the gameplay of the Elixir gun and the Bombs but I love the grenades and the Flamethrower.

Imagine this base build :
Dual Pistol
• Heal : Elixir H
• Utility : Eixir B
• Utility : Flamethrower kit
• Utility : Grenade Kit
• Elite : Supply Drop

I hesitate concerning the traits. I’m not that much familiar with PvP and WvW and I don’t know if it’s possible to change traits while doing this. Otherwise, I don’t want to constantly change my traits. For PVP/WvW I think i would use

Pistol/Shield
• Heal : Elixir H
• Utility : Elixir B
• Utility : Eixir C
• Utility : Flamethrower kit
• Elite : Supply Drop

Here’s the the set of traits I hesitate to choose between :

Traits
• Explosive : 30 (grenade enhancement)
• Firearm : 30 (juggernaut)
• Invention : 0
• Alchemy : 10 (cooldown on elixir)
• Tools : 0

OR

Traits
• Explosive : 0
• Firearm : 30 (juggernaut)
• Invention : 10 (toughness to power)
• Alchemy : 30 (mighty)
• Tools : 0

I’m not yet a lvl 80 but for my armor I think I will take :
Rampager Armor (Precision, Power, Condition Damage)
Rune of the Engineer (Toughness, Condition Damage, EDIT 5% 30% damage while holding bundle)
Jewels : Rabid (Condition damage, Precision, EDIT Toughness Vitality)

Do you think grenade can be efficient even if there’s no point in Explosive tree ?
Do you think Elixir could be a good option even if I only have 10 points in it ? I mean, does the might bonus(30 point) is THAT great ?

By experience, of many stacks of might do you usually have while fighting ? And how many stacks of blood were able to put on your opponent with your Engineer ?

I know I have many question but imagine what it looks like in my head !
What is your opinions on my build ? I builded it by taking inspiration on many build i’ve found on the web and changed it a little bit for my gameplay. But I’m stuck thinking about wich trait i’m gonna get…!

Thanks a lot !

(edited by Tareck.4853)

Instruments used in "The Saga of the Norn"

in Audio

Posted by: Tareck.4853

Tareck.4853

Necromancer! Worst profession ever?

in Necromancer

Posted by: Tareck.4853

Tareck.4853

GW1 player here too, since the beta. I haven’t put nearly as many hours into GW1 as you but I did put quite a few on regardless and I did play a Necromancer fairly regularly.

I would agree that the GW2 Necro is a much different beast, but I don’t think that that’s all that special to the Necromancer. ANet put /every/ profession through the ringer for GW2. All those I’ve played play quite differently from their predecessors with only echoes and homages to their prior selves popping up here and there.

Mesmers in GW1 didn’t have clones or illusions to shatter and they certainly didn’t want to regularly get into melee range outside of strange specs emphasizing secondary professions. Elementalists were primarily known for their big burst damage, not for their versatility and how difficult they were to kill (though GW1 Earth Eles could make themselves literally unkillable for certain groups). Can you imagine the Ranger’s shock when suddenly they weren’t spending all their time twitch-interrupting everything their opponent wanted to do? Or what about the poor Ritualist? They were cut up and sewn onto darn near half the professions in the game! Even the Thief plays quite differently from the Assassin; both are about spike damage but gone are they days of pressing 1234567 repeat until everyone’s dead.

My point is, the closer you expect GW2 to match GW1 the more dissapointed you’re going to be, because they’re not the same game. GW2 isn’t just a systems update. It’s not intended to be just GW1 with a modernized combat system and better graphics. GW1 still exists so there’s no real point in making it over again. I’m not going to say the Necro in GW2 is perfect as-is, but I do think it can do nasty, grisly thinks to its enemies and control a fight like few other professions. Minion Mastery still leaves you as an unstoppable wall of corpses crushing everything before you. Death Shroud still rewards you for killing things.

Also, I think you’re unfairly undervaluing the Necro’s Fears. In addition to simply having more of them (more of a short CC is better than one slightly longer CC particularly since, as you note, it can be stunbroken out of), the Necro can also apply them much more quickly. Death Shroud’s fear is basically instant if you get good at swapping into Death Shroud quickly. The Ranger’s wolf fear has an insanely long cast time and a ridiculous delay preceding the cast, making it difficult to use except as general distruption. The Necro can be surgical in its use of Fear, and no one else can dish out Fear that deals damage.

Long story short, ANet took the game in a different direction from GW1 and the Necro reflects that. However, it still has echoes of the old Necro if you want to see them and it’s a rather fun class in its own right. You just gotta be ready to expect something a little different.

To this day I’m not sure why the necromancer has such a large life pool.

It’s a light-armor profession that’s supposed to win wars of attrition, and it’s supposed to be better at manipulating conditions than other professions. It doesn’t get blocks or invulnerables or serious mobility options so it’s supposed to be able to deal with spike damage simply by having a bigger health pool (and using Death Shroud for clutch absorbs).

Except Ele feels like ele, Theif feels like Assassin, warrior feels like a warrior, Ranger feels like a ranger, and even the mesmer feels a bit like a mesmer. The necromancer feels nothing like a necromancer. It feels like a warlock. And that is my problem. Its not that I’m expecting it to be the same game, I’m expecting it to feel right. And it doesn’t feel right. It feels wrong and forced. My post was never about balance of the profession it was about its over all feel. If it doesn’t FEEL right it doesn’t matter what your argument is to support it. It still feels wrong. All wrong.

I totally approved what you’ve said in this forum.
+1 The necromancer doesn’t feel like the necro in GW1.
All spectrals skill are useless and all minions too except Flesh Golem (except when it doesnt attack) I totally agree that the minion should be easy to create, easy to die and easy to destroy for damage. That’s the way to was and that’s the way it should always be for a NECROMANCER in GW. This class embrass dead but only like some minion instead of an squishy army. I also think that it like a weird mix between a Necro and a Warlock from Wow.

New idea for Death Shroud

in Necromancer

Posted by: Tareck.4853

Tareck.4853

The major problem I have with death shroud is that it doesn’t contribute to all builds you might want to use. For example, I use a condition build and if I enter death shroud, even with my high critical and gaining fury, along with causing bleeding and weakness while entering, It still isn’t a piratical or good idea for me to stay in it longer then 5 seconds.

On the other hand if you are using a power or tanking build, death shroud becomes far more useful. The high damage output of its auto along with the Life Transfer. If you are using minions, life transfer works well as a healing skill for the minions, but you still don’t want to be in the death shroud very long. Even for a power build once you hit the 50% mark, you want to drop out of death shroud as soon as possible.

I would like to see more of a reward for using it. And to make it more of a bonus for using it with multiple build types rather then being harmful to many of them.

Same for me, I totally agree with your opinion. For conditions necro, its bad compare of what you can do with your other skills. Otherwise, i think that DS form power should depend on wich weapon is equiped

Necromancer bug and enhancement

in Suggestions

Posted by: Tareck.4853

Tareck.4853

Ok, lets re-think it this way :
• Change minion AI
• Fix Flesh Golem AI too
• Make Flesh Golem usable under water
• Deathshroud skills should depend on weapons to add more Necro build possibilities
• Change Spectrals skill to be more usefull because they are not used by the Necromancers in general

Is it better ? Any +1 ? I think we need to make developpers see this.

Necromancer bug and enhancement

in Suggestions

Posted by: Tareck.4853

Tareck.4853

>>Only issue in minions is AI. It is stupid.
Yeah that’s kind a BIG issue and discourage any player to use them

>>DS: devs plz don’t cange DS skills… PLZ!!!!!! They are absolutly fine.
Hum..I think they should changed them ! Why are you disagree with that ? I means, why the dev would not simply add more escape ability when your weargin dagguer and more AOE when your wearing staff or more condition stuff when youre wearing a scetper. I means this could just be an awesome add on to the class.
Have you ever player with an Ele or Engineer ? Do you know how much possibility then have for their skills ? Ele have like 20 spells per weapons and engineers have like 5 weapons set (+ 3 weapons combinations) and a toolbelt that changes depending of utility skill ? Why DS should not do the same and adjust according to weapons ?

>>and it give good dps in right build + you have possobility to immobolize your enemy.
OK Nice. While you’re bashing on your ennemi do to some damage, what about the other enemies ?
That’s right, you can immobilize ONE ennemy
Lets check the other class :

Thief : invisibility and always jumping in the air
Warrior : Tankish
Guardian : Tankish and many protection spell
Ranger : Dodging remove conditions, Lighing reflexed and high heal regen
Element : Air spell and fire spell to back off really far
Engineer (even if they dont attak with melee weapons) : jump with rifle guns and throw back ennemies with rifle and flamethrower + blinding.
Necro : AOE fear…(small fear, not long) but can’t realy back off realy far by this time, immobilize or fear one ennemy…

What’s your point of view on that because I would be glad to hear your way to play with a dagguer without being instantly kill in a group of ennemies ?

For ppl who started necro on tpvp

in Necromancer

Posted by: Tareck.4853

Tareck.4853

QFT

Khadorian, Necromancers are infact weak in comparison to the capabilities of other classes in PvP.

But who cares, the game is not balance, we have only a domination mode and we are playing the class with the less mobility.

In my opinion, the Necromancer is strong but needs a little love from the developper because they are not many viable build compares to other class.

I created a thread here in suggestion : https://forum-en.gw2archive.eu/forum/game/suggestions/Necromancer-bug-and-enhancement/first#post1881919

I would be glad to have your opinions.

Open world Duels [Merged]

in Suggestions

Posted by: Tareck.4853

Tareck.4853

I think this could be great. Great idea.

separate item skin and stats

in Suggestions

Posted by: Tareck.4853

Tareck.4853

I like the idea !

Necromancer bug and enhancement

in Suggestions

Posted by: Tareck.4853

Tareck.4853

Hi,
I just want you to know that the necromancer class have a lot of problems(bug).
I really like Guild Wars and I really like the Necromancer class but some problems are disturbing my gameplay experience.

First : Flesh Golem. This is a super Elite skill , liked it in the previous Guild Wars, but there a problem with it.
Sometime, the Golem stay stuck and don’t attaks anyone. There’s a thread here for more details.

https://forum-en.gw2archive.eu/forum/game/suggestions/Necromancer-Flesh-Golem-Issue

Do you have any solution on its way to fix this ?

Another bug :
There’s a traits for the necromancer that allow the marks to get bigger.
That’s awesome.
Problem : There’s only one of the marks that get a bigger selection icon when you trigger it. (The one thats frost and poison ennemies)

Also, the marks with the necromancer are cool, but have a little to high cooldown in my opinion (compare the cooldown of the Necromancer’s mark with the AOE of the Elementalist with its staff).

Also, I think this class needs a little love…because there’s only one viable build : Condition master.

Minion master is great at early leveling but is not viable for later build (lvl 30>) or PvP or WvW (they die too quickly but don’t respawn enough faster and their not enough). There’s was a good build in Guild Wars 1 : Minion bomber, you were creating an army of minions that were supposed to die quickly (with an explosion throwing poison damage)but respawn quickly.

Also, to boost the minion utilities, I think thats there’s should be a spell to heal them like in Guild Wars Prophecie.
Like : sacrificing your health to heal all the minion you have. In first GW you were able to 10 summons > minions. They were squishy but they were easy to recreate. I think we should be abble to summon more then 2 bones minnions.

Also, I have never seen any necromancer with any spectral skills.They seems all useless compare to the corruption spells

There’s also wells, the wells are ok but there’s only like one doing real damage and have a 40 seconds cooldown (20% reduction with traits)…

There’s many thread about all of this on the web…

I think that the spectral skills should be replace with some invisbility skills.

You gave the necromancer posiblity to wears dagger and attack like a thief but the necromancer is REALLY SQUISHY compare to a thief and don’t have any espace mecasinim except fear. You want him to attack like a Warrior but he doesn’t have the toughness of the warrior and not the burst of the thief.

I think that this could be a great addons to the class : Minion Master (buffed, more like GW1), Condition Master, Burst DPS with dagger and invisibility.

I mean, if the necro can be a specter, why can’t he be invisible ?

Do you know if there will be more skills/more weapons or reworks on existing spells for the necromancer ? Because, if you compare the number of possibilities for the Necro compares to the number of possibility for the Elementalist or the Engineer…
it’s like…there’s a big difference.

I’ve also noticed that the deadshroud is cool but don’t change spells according to the weapons your wearing, this could be a great addons to add more possibilities with the necromancer ?

I means, these are all suggestion from a not hardcore gamer…
But I surelly think that there’s not only bad ideas in this thread !

If anyone have something to add, go for it ! Because i feals like this class was the last one to be done and the game needed to be published and they did not have the time to finished it correctly !

ETA on Flesh Golem Fix?

in Necromancer

Posted by: Tareck.4853

Tareck.4853

There’s also an annoying bug where the Flesh Golem doesn’t start regenerating health ’till a good 20 seconds after we leave combat.

YOu are totally right…

Do you know if there’s a place where NCSoft or ArenaNet enable user to create ticket or bugs that the developper would see ?