Showing Posts For Tone.2317:

Poison not reducing heals - PVP

in Bugs: Game, Forum, Website

Posted by: Tone.2317

Tone.2317

https://forum-en.gw2archive.eu/forum/pvp/pvp/Poison-doesn-t-work-at-all

Just to ensure this catches some attention; poison is not reducing heals in PvP, this is untested currently in PvE.

Several players, including myself, have tested to see if poison is indeed reducing the amount healed by 33%. According to these tests, all of which ensured that conditions were not removed prior to healing by any means, and that poison duration lasted through the heal, show that poison is NOT reducing healing in PvP.

Is this intended?

Poison doesn't work at all

in PvP

Posted by: Tone.2317

Tone.2317

Just tested in private arena with a buddy.

Lowered him down, let him heal, healed for approx 5.4k.
Lowered him again with poison, let him heal, healed for approx 5.4k.

We ensured his heal did not remove conditions, nor was there any cleanses that could have ticked right before the heal. Additionally, poison continued through the heal.

From my very limited testing; it doesn’t appear to reduce healing in PvP.

Automated Response-Immunity with no cooldown

in PvP

Posted by: Tone.2317

Tone.2317

I’ll take this more seriously when I see tournament engineers using this as a prominent build. There are so many trade-offs made to create this build that only excels in very specific situations.

It takes a lot, and entire build, to support the AR trait and make it effective against a specific class. That build, as provided above, would be relatively useless in team-fights, would get destroyed by anything other than rabid-condi builds, and would only prove effective in the small niche it was created for. Effectively, it is insanely effective provided the following scenario:

1.) You build around it. Yes, elixir C is building around it. (The skill does not see any usage outside of a buildset like this, I have yet to see it in ANY professional play.)

2.) You’re bunkering home point. Their home, or mid, would have enough movement through it that you’d get bursted by any power build.

3.) You’re fighting a necro. Yes, other classes utilized condition damage builds, but, the majority also easily have access to 5k damage needed to kill the engy. Rangers have pets/base damage, other engineers have access to bombs/flame/toolkit, Mesmers have mind-wrack, ect. Even then the Necro, if played, well, should be able to win in the long run (engy isn’t killing anyone).

4.) The necro doesn’t call in their roamer. Most Tpvp teams have a highly mobile roamer for the very purpose of creating 2v1s and taking points. You’re insane if you think they wouldn’t jump on this opportunity frequently.

5.) The team doesn’t decide to just send anything other than a Necro, pushes another point or maintains map control, or utilizes any other map action (orbs, treb, laser, bosses, ect).

If those conditions are met, you’re right, it is an amazing trait. But, you need a very specific set of situations, decisions, and silliness to make it that useful. I’ve played around with the trait, and I’ve fought other engys with the trait (as a condi-engy). Are there some condition damage 1v1s I won because of it; yes. Could I have won them with other builds; easily. Did I lose a lot of flexbility/utility/usefulness in the match and to support my team in general; absolutely.

tl;dr – This build requires very specific situations to be remotely useful that are easily countered by changing team play, or by utilizing ANY other class than necro. I’ll consider it OP when I actually see any “high-tier” engineers building around it.

Arah dungeon- seers path is impossible to finish.

in Fractals, Dungeons & Raids

Posted by: Tone.2317

Tone.2317

We had a terrible experience with this path yesterday.

Everything went fine for the majority of the dungeon, I don’t think we had a party-wide wipe at any point.

We get to Dwayna boss and then it turns into a kittenfest.

Boss fight starts, 100%
Boss is taken down to 50%, stealths
Okay spark run, 75%
Boss is taken down to 50%, stealths
Nearly perfect spark run, 60%
Boss is taken down to 50%, stealths
Nearly perfect spark run, 60%
Boss is taken down to 50%, stealths
Nearly perfect spark run, 60%
Boss is taken down to 50%, stealths

We tried stockpiling an ungodly amount of tears, pulling her into a corner away from sparks, and using two fast members to round up sparks during stealth to avoid pathing/aggro issues. This created even faster spark runs but the result was still the same: It didn’t matter if we got her out of stealth quickly, because she would always active at 50%.

From reading this thread, and posts on reddit, it appears the way to bypass this is to the 4-1 spark method and then burn her to the point she won’t regen past 50%.

If we were armed with this knowledge, could we have done it?

Certainly.

Should exploiting boss mechanics be necessary for beating a boss?

No.

I’m all for a challenge, but this wasn’t a challenge. It was just tedious and silly.