Showing Posts For Thenoob.1480:

Anyone test to see if the new Scope works?

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

more interesting question:

Does it work with Mortar?

How could it when Mortar doesn’t even work.

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Would you mind

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

fixing the mortar so it actually works, never mind balancing issues, it doesn’t even fire more than half the time.

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Fireball range 1500+?

in Bugs: Game, Forum, Website

Posted by: Thenoob.1480

Thenoob.1480

I think it went up to 1600, 3/26 patch.

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Engi March State of the Game

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Don’t other classes have things like 1000 blades and such? Whats wrong with 100 nades?
In any case, I won’t believe they care about balance, or know how to count until they fix staff elementalists having 1600 range by default. And if they don’t know what I’m referring to, they can’t read either.

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Suggested Turret Changes

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

A simple fix for turrets in my eyes: set the cooldown to begin when the turret it placed, not when it dies, is detonated, or picked up.
Done with fighting in this place after 2 minutes with a rocket turret? Great, its done with its cooldown, you may move on.
Instead of, done fighting in this place after 2 minutes with a rocket turret? Too bad, if you move away from this place, you don’t get to place another for another 2 minutes.

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Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Have they fixed Scope yet? Or at least added a tooltip saying: you engi’s hipfire, you don’t need scopes.

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Sniper kit! For the love of heaven, please!

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

In case anyone is wondering, staff elementalists can reach 1500 range untraited, the bug I guess has been around since launch but no one seemed to care, Fireball and Water Blast are both listed by tooltip as 1200 range, both can hit targets at 1500, or further.
So in terms of making a sniper class, Anet already did, by a bug that they ignore.
https://forum-en.gw2archive.eu/forum/support/bugs/Fireball-range-1500
If you don’t believe me try it yourself, the 2nd ability in both fire and water attunement is an aoe ranged at 1200 to give you a measuring stick. Either use the dummies in Lion’s Arch or the golems in the mists.

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Remove downed state

in Guild Wars 2 Discussion

Posted by: Thenoob.1480

Thenoob.1480

If for no other reason than i don’t want to look at 500 throw junks and 2000 auto attacks before figuring out what I was actually being hit by while I was actually fighting.

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why are turrets on such long cooldowns?

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Oh, so they stay all bunched up in a group as a slow, slow, SLOW knockdown rocket shuffles over to their spot, and not one thinks to dodge it?

Or are you referring to all 3 simultaneously walking into the thumper’s radius without even considering killing it from outside its range?

Either way, we’re talking industrial-strength stupid opponents here.

I’m talking about the trait where when your turrets die they explode and whenever your turret explodes it LAUNCHES ALL NEARBY FOES, you know, something that no one I’ve seen dodge kittening ever, even in paids.

Seeing as how you, an engi, don’t even know about it I’m not surprised no ones dodged it yet, it REALLY makes turrets a lot stronger because, you know, people stop killing them because all it does is get them mauled especially in team fights.

There isn’t a minimum range for turrets, if you don’t get that those opponents are idiots, there’s not much else we can say to make you think otherwise.

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why are turrets on such long cooldowns?

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

How about:
Remove detonate turret from the toolbelt when the turret is placed, change it to the overcharge.
The turret button itself stays where it is, and the cooldown is started when you place it, not when it dies, you may not have more than 1 of the same turret if you activate again, the old one just despawns or detonates.
And interacting with the turret detonates it instead of just puts it away.

But what if i want to detonate my turret to launch all the enemies off of my capture point, grant AoE stealth, AoE healing, or another blast finisher effect i can’t cause by my own design?

I personally haven’t had issues with turrets at all, but then again i’ve been mostly using them in PvP and world events and have yet to bring them into a dungeon…

Alternatively leave the buttons as they are and just have the cooldown set off when placed not detonated you just can’t place a new one until you detonate the old, but I’m guessing everyone else will scream foul for some reason.
I use the traited turrets myself in pvp quite fun to blast people around.
As they are now they are practically worthless in pve and wvw, you have little mobility because of the terrible way the cooldown works now.

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why are turrets on such long cooldowns?

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

How about:
Remove detonate turret from the toolbelt when the turret is placed, change it to the overcharge.
The turret button itself stays where it is, and the cooldown is started when you place it, not when it dies, you may not have more than 1 of the same turret if you activate again, the old one just despawns or detonates.
And interacting with the turret detonates it instead of just puts it away.

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Engis in the 28th of Jan Patch

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Seems the attributes list was adjusted, kits seem to keep our stats, except for 61 armor when equipping a kit.

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Fireball range 1500+?

in Bugs: Game, Forum, Website

Posted by: Thenoob.1480

Thenoob.1480

Can still shoot to 1500, 1/28 patch.

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Engis in the 28th of Jan Patch

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

There is a buff in the general section:

Profession Skills
General

  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Yeh this is kind of a big change for turrets. Cant wait to do some testing.

What does this mean exactly?

I’m guessing it fixes the regen from healing turret ticking at 5 after the turret is gone.
Not sure if conditions from the other turrets were affected, maybe a bit though I wonder how many condition builds even used turrets.

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Illusion of loot bag

in WvW

Posted by: Thenoob.1480

Thenoob.1480

Only if Engineers get a rocket launcher kit.

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Fireball range 1500+?

in Bugs: Game, Forum, Website

Posted by: Thenoob.1480

Thenoob.1480

Managed to bait an ele into firing at me with an arrow cart, the red reticle is my grenadier 1500 not being able to reach the ground floor, he is clearly even further than that.

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Fireball range 1500+?

in Bugs: Game, Forum, Website

Posted by: Thenoob.1480

Thenoob.1480

You two didn’t even bother to open the image did you? But sure I’ll humor you, the radius is 90.
The Lava Font in front of the golem has a radius of 120, both should be 1200 range.

-There is a trait for staff spell radius, none for range.

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(edited by Thenoob.1480)

Fireball range 1500+?

in Bugs: Game, Forum, Website

Posted by: Thenoob.1480

Thenoob.1480

Elementalist’s Fireball reaches 1500 range at least, tooltip claims 1200.
The lava font pictured is at 1200, the fireball doing damage reaches far further, approximately 1500, measured by a grenadier’s range.
I suspect it goes even further, but that is difficult to replicate unless I can get an enemy to stand where I was, I can not reach garrison’s clifftop from the ground below as a grenadier, but an elementalist was easily reaching an arrowcart on top.

-Also applies to Water Blast, testing it on the same golem.
-Fiery Greatsword’s Fiery Whirl move the user by I guess 1000, tooltip: 900.

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(edited by Thenoob.1480)

Anyone else find the rifle skills lacking?

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Most curious is why we have a ‘scope’ trait, but the rifle is mostly a mid-range weapon.
The Commando sniper seems to be mocking us.

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Can we expect bug fixes for the engineer on January 28th?

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

They’ve basically thrown this class in with commando, meaning they’ve forgotten this is supposed to be an actual class.

+Come to think of it, could grab some of those ideas and try transplanting it on us.

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(edited by Thenoob.1480)

Elixirs and the RNG factor

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Maybe so, I just keep shooting and 1/3 of the time I have a dead enemy when it finally breaks, the other 2/3 is mostly because less are stupid enough to only stealth at low health I guess. Not to mention when I stealth either with traits or throwing elixir s, or smoke bomb combo, I keep being shot by direct damage, not aoe.
In any case, its a kittenty mechanic, probably compounded upon by culling.

Well if you are gonna act like Charlize Theron in Prometheus and try and run away from collapsing spaceship by running in a straight line along the direction it is falling instead of just to the side then……..

If you read my first comment you’d note I was talking about when people are still in the cone of auto attack, it is annoyingly large, as often times when I’m trying to pick out 1 low player attacking a tower, I’ll suddenly spin 80 degrees to my right and fire at a pet, while having that person’s nameplate selected.

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Elixirs and the RNG factor

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

If you Toss Elixir S and you get stealth, then people can’t target you. Stealth helps in that it breaks target and prevents further targeted damage until the end of the duration.

If you Toss Elixir S and you get Stability, people can’t CC you. No CC means that you can move to your heart’s content.

Stealth does not break target exactly, it will mostly work if you have mobility and get away from their cone of auto attack, I know because I both kill, and have been killed with stealth.
Stability, sure you can’t be cc’d but you’ll still just die, we’re a very squishy class unless you build for it.

Stealth literally breaks target.

Maybe so, I just keep shooting and 1/3 of the time I have a dead enemy when it finally breaks, the other 2/3 is mostly because less are stupid enough to only stealth at low health I guess. Not to mention when I stealth either with traits or throwing elixir s, or smoke bomb combo, I keep being shot by direct damage, not aoe.
In any case, its a kittenty mechanic, probably compounded upon by culling.

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Twitch Livestream

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

@Terrahero.9358

They aren’t flat out better man, most engineers here didn’t even play ALL those builds in both pvp and pve.

We are the only class that can bring extreme utility to the team without sacrificing much damage, how awesome is that? We have some of the best skills in dealing with multiple opponents, many meanings of stomping AND plenty of blowouts, knockbacks and the best pull in the game, and a lot of condition pressure, don’t compare classes just focusing on damage.

What damage do we have to sacrifice?

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Developer Livestream Questions

in Guild Wars 2 Discussion

Posted by: Thenoob.1480

Thenoob.1480

When you fix our kits keeping our weapon stats, are you going to nerf engineers again?

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Elixirs and the RNG factor

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

If you Toss Elixir S and you get stealth, then people can’t target you. Stealth helps in that it breaks target and prevents further targeted damage until the end of the duration.

If you Toss Elixir S and you get Stability, people can’t CC you. No CC means that you can move to your heart’s content.

Stealth does not break target exactly, it will mostly work if you have mobility and get away from their cone of auto attack, I know because I both kill, and have been killed with stealth.
Stability, sure you can’t be cc’d but you’ll still just die, we’re a very squishy class unless you build for it.

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Everyone should have a runspeed signet

in WvW

Posted by: Thenoob.1480

Thenoob.1480

As soon as engineers get passives as well.

Why on earth would we want to waste a utility slot on a 10% run speed signet? With 10 points in tools you have permanent self induced swiftness.

I don’t like being forced to trait specifically for that where others simply put it in a slot. And it should come with a toolbelt special, but knowing anet that will probably suck anyways. Also having to refresh the kitten thing every 5 seconds over a 3 minute run across the map is just annoying.
The engineer is an ill conceived class, its meant to be “haha random affect so funny”, but that gets old after 10 seconds.

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Everyone should have a runspeed signet

in WvW

Posted by: Thenoob.1480

Thenoob.1480

As soon as engineers get passives as well.

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Vapour Form

in WvW

Posted by: Thenoob.1480

Thenoob.1480

I don’t see a problem with it. Engineers get roughly the same thing with automatic Elixir S, except instead of being downed it happens automatically at 25% health. That lets me run outside and fight and safely make it back inside 19 times out of 20.

The 1 time it fails is the same as for when vapor form fails: when someone realizes they can still root me.

That is something you have to trait for and has a 90 second cooldown.

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Is "Guard" (Ranger) an exploit (on walls) ??

in WvW

Posted by: Thenoob.1480

Thenoob.1480

I feel they should address how defense in towers and keeps is handled, you would think being on the high ground in a fortified position would give you the advantage. No, all it does is make it easier for enemies to focus fire the only areas you’re able to shoot back at them from, whereas they have all of the ground below to run around on(basically makes grenadier worthless for defense, godlike for offense if someone is stupid enough to stay on the edge). Worse is the mesmer aoe pull that doesn’t even need los.
As far as pets go, I’ve seen dogs and bears magically appear on walls, and behind doors and chase people pretty much to the champions.

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A plea from a mesmer for portals

in WvW

Posted by: Thenoob.1480

Thenoob.1480

First world problems?

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Rifle traits seem wasted on firearms line

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Damage in the vitality line, cooldown in the precision line(not exactly talking about rifles, but you can see the annoyance). Few of our traits are actually useful, especially for the stat allocation they work with.

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Warning: Do not roll an engineer

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Problem with grenades is the travel time, not the controls. The target can basically make a sandwich, have a coffee, read their favourite magazine and still have plenty of time to simply walk out of the circle without even actively dodging.

Longbow Rangers used to have the same issue, but ANet increased the speed of arrows and that simple change made a pretty big difference.

Was that a recent change? I did notice some time ago I could sidestep and avoid their shots altogether, if grenades could get a speed buff in that way it would be a godsend, though the grenade kit as a whole still sucks.

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Hacking in WvW

in WvW

Posted by: Thenoob.1480

Thenoob.1480

With the right builds and gear I’m pretty sure some people can be almost unkillable, though which classes can actually put out damage then is something to be explored.

+Being an upscaled character in WvW is asking to die quickly.

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Wanting to choose a useful character...

in WvW

Posted by: Thenoob.1480

Thenoob.1480

try necro absolutely w/o any summons :p, imho i have a ranger 80 3 sets of gears, guardian 80 same, war thief all 80 just making a mesmer and mage but in wvw i wouldnt go anything unless i just need a change its my necro omfg try one condt build n then see 4 urself,

I usually use any char but within 15 mins am on to my necro ….. thieves cant kill me unless they r 2, use all ya condt bop spread the conditions while defending anything then sit bk 15 sec go out loot the badges,

if u use foods potions u can have all stats like close to 2000 and hp 30k, theres very few necro but try fight 4 necro against 25 zerg, if the necros have ts n sprades condt……. its hardly 20 sec all the 25 zerg will be either dead or running in stealth,

I have 12k kills so i know a lil over 3k achievements also, frm SFR, ING > Allen got bow, allen toxic, sriya, rage in demand, Namaste Pkers, ohh i forgot to mention my necro have the worst gear of all my chars am goin to fix it asap i get golden title

Am I having a stroke?

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Wanting to choose a useful character...

in WvW

Posted by: Thenoob.1480

Thenoob.1480

Play whatever class you would like, with any spec you enjoy, however you enjoy it, as long as you have 10-15 supply, you are useful and an asset to your team.

Incorrect.
Mesmer for portal bombs or just ease of travel(speed up supply trains etc).
Any class that can create a shield to eat projectiles for siege defense.
Engineer and Necromancer for -1 points.

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Let's start predicting the next update

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

-weapon stats now apply to kits
-to balance this change, engineers take a 30% damage output decrease across the board

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Using mesmer portals is bannable ?

in WvW

Posted by: Thenoob.1480

Thenoob.1480

More curious is why only a few classes get siege utility, but I guess this game is built around bring the class not the player.

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Warning: Do not roll an engineer

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Personally I think toolkit should be able to repair siege as well. There’s no other way to repair siege, and it’s not like toolkit repairing is strong and would make it OP. It would just make engineer cooler and more useful. It’s pretty stupid being an engineer that can’t do anything about maintaining a base that any dumb warrior could do.

As an aside, I was all for this until I remembered Innervate in vanilla WoW. Give a class/profession a unique and useful ability, and it will be demanded (regardless of whether you accede) they perform it.

While it would be cool if Tool Kit could repair siege, I’d only accept the change happily if they added some sort of cheap, purchasable repair kit for other professions to use. There are a few similar things scattered throughout PvE as is, and it would keep us from being pigeonholed into being wrench monkeys.

Some other classes can already screw with siege portalbombs, swirling winds, bubbles.
The engineer, which already drops their own mortar, is apparently too inept to be able to do anything to actual siege equipment, except beat them to death like any other class.

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Equiping Kits lowers stats

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Known issue, not going to be fixed, just because.

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Healing Turret Bug Question

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

It’ll still tick 5 if it’s detonated, as far as I’ve seen. I pretty much always explode mine immediately, using them to clear myself some room, and never see more than 5.

Ah yes, I wasn’t watching the ticks longer than 3 seconds, makes the detonation during a water field more useful I think then.

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Healing Turret Bug Question

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Detonate the turret, will keep ticking at 130 or whatever your stats make it, plus if you do it while the water field is up you’ll trigger an aoe heal combo.
Right now there is extremely low benefit from picking up any turrets, every turret’s detonation sets off a blast finisher and does a little damage, traited it knocks back.
Picking it up the cooldown is knocked down by 25%, so 5 seconds off the heal turret, 15 from rocket.
I suppose you can try to weigh those few seconds against the explosion and see which comes out on top, plus trait if you can spare those points, plus the toolbelt lightning trait if you really want to max out, detonate turret counts as a toolbelt skill.

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Warning: Do not roll an engineer

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

So much conplaining…….. Grrrr…
Yes Engineer is Difficult to PvP with.
Yes Engineer has a Few bugs
No they’re Awsome PVE’rs
No, if you’re Ă  New player, just go and create one!
Engineer is kitten!

“Few”
That would be an improvement.

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Engineer Elites

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Even ignoring traits being useless and the mortar itself being a glass kitten with even crappier range. Could it not lock up every 3 shots?

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Warning: Do not roll an engineer

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

The basics of the engineer are: you play at 100% to match others at 80%.

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Lightning Build

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

are lightning builds meant to be for PvP or PvE? or does it not matter?

Mostly pvp its bursty, though with the right toolbelt pieces it can be fairly consistent.

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A Question, why are elixirs RNG?

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Supposed to be the “funny nature” of engineers making crazy experimental potions and machines, but in use it gets old after 3 seconds.

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Specials firing off not working.

in Engineer

Posted by: Thenoob.1480

Thenoob.1480

Let’s just go with working as intended like flamethrowers and elixir f being obstructed by nothing.

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Ridiculous special event... SPOILERS

in Halloween Event

Posted by: Thenoob.1480

Thenoob.1480

Clearly you need to step up your game.

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10/19 Sanctum of Rall vs Crystal Desert vs Sea of Sorrows

in WvW

Posted by: Thenoob.1480

Thenoob.1480

If our commanders keep trying to attack the south inner gate of ascension bay again and again and again on our borderlands I’m going to start calling out when its happening for SoR to flank them.

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10/19 Sanctum of Rall vs Crystal Desert vs Sea of Sorrows

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Posted by: Thenoob.1480

Thenoob.1480

For the most part SoS has little creativity, they will do the same thing over and over and over until the enemy falls asleep.

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