Showing Posts For Unhinged Carrot.3849:
My primary complaint here is that HGH has remained unchanged for ages. Gets nerfed within a week of HoT/Scrapper being introduced. It’s been nerfed because of synergy with Scrapper. Pay2Win FTL.
No, this is what I was referring to:
https://wiki.guildwars2.com/wiki/Personalized_Trick-or-Treat_Bag
As per the title, I was just wondering… are we still able to purchase Trick-or-Treat bags with Candy Corn? I can’t seem to find the vendors that used to allow you to do this.
There seems to be some kind of issue with queuing of skills. I think that’s probably got something to do with it.
Yeap… my healing turret overcharge doesn’t trigger properly sometimes, a bit of a pain.
iv never ever did understand those American time conversions or that stupid imperial system "METRIC RULES :P "can u kindly tell me what time is it in EU in a time zone that 99% of the planet is using thx also we dont use pm am and i dont understand that part as well
Technically they are not “American” time conversions or anything to do with the imperial system (which was originally used by the British and brought over to North America along with all sorts of diseases and the like).
One of them even came close to wiping out the entire indigenous population.
Further, you don’t state which EU timezone you need as there are multiple EU timezones.
Don’t see how that differs from the US.
Because GMT (Greenwich Mean Time) created London as the center of the world. GMT +/- London time. It may seem insignificant but we don’t consider England the center of anything.
England is the centre of the world map, used across the globe, unless the US has even gone and drawn itself a new world map. It was a simple point – showing everyone across a range of countries the time of a patch in a timezone used by a couple of them is a little bit of an odd choice given the availability of a universal alternative.
I can’t find it now, but I read earlier that there was a dev post suggesting that they would soon clarify some changes to Steamlined Kits.
I wouldn’t be surprised to learn that this was a case of a poorly worded tooltip, and that the Speedy Kits component of Streamlined Kits kept it’s previous functionality with a 10-second cooldown, and that the 20 second cooldown artefact applied only to the Kit Refinement component.
It would still be a slight nerf given that I think most of us would rather not have Kit Refinement than have it (unless it has a really OP effect on the Mortar Kit), but it would be a lot better than Speedy Kits seeing a 50% nerf.
Lyssa runes. Used in conjunction with Mortar Kit, you can convert 5 conditions to boons every 45 seconds simply by swapping kit.
From how I interpreted the skill, it was reseting the cooldown when you use the skill after dodging.. but I may be wrong. So it’d be 2x 8148 healing every 60 seconds. But that was my interpretation it may be wrong..
“After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.”
So yes, if you were to use it twice in a row, you would incite the full cooldown of Med Pack Drop, which would only be 51 seconds as to have Kinetic Charge you must have invested far enough into the Tools line to pick up the Mechanised Deployment minor.
However, if you evade a strike, receive the Kinetic Charge proc, use Toolbelt skill only once, have it instantly recharge, then not use it again so as to leave it off cooldown until you’re able to proc Kinetic Charge again 20 seconds later, you can effectively use any Toolbelt skill once per 20 seconds (assuming reliable dodging).
Improved radius and travel time. Grenades have been buffed.
8148 healing on a 20 second cooldown, with no healing power and without even touching your healing skill.
Hard to even tell if this going to be an effective choice with all the changes, but it might be interesting.
Thoughts?
Regarding Fireforged Trigger, we can only hope it’s now baseline. I used to use Flamethrower as a utility kit over Tool Kit in a PvP grenade build, alongside Elixir Gun, for trait synergy with Fireforged Trigger. It will be a crying shame to see it gone.
As has been covered already in this thread, unfortunately this will likely just be some more information about Revenant, or even worse, some lore snore. A crying shame, really. After three professions had their specialisations revealed in quick succession, followed by last week’s information drought, it would feel like a bit of a cop out. It’s high time we heard something more about some of the other classes – particularly Warrior and Thief, for which nothing is currently known. Engineer would be great too. Any of the remaining classes would feel more like progress. Perhaps I mainly feel this way as I couldn’t care less about any of the classes that have been revealed thus far, though regardless the flow of information of substance has to this point been disappointing.
My guess is that the Engineer specialisation will sacrifice the toolbelt for weapon swap and gain access to Hammer and Signets.
Whatever they get, those skills need to pop out little floating things. I’m not sure if signets can fulfill that role.
Well, Signets aren’t thematically suited to the Engineer anyway, so would require some conceptual reworking to fit. I can see the “drones” providing a periodic effect which can be sacrificed for a cooldown period in order to gain a greater, instant effect by “overcharging” the drone… AKA Signets.
My guess is that the Engineer specialisation will sacrifice the toolbelt for weapon swap and gain access to Hammer and Signets.
Sad to see the back of Fireforged Trigger. Been a staple of my three kit condi rifle bleed build for well over a year.
Overcharged Shot is not OP. You risk blasting into something bad. If your opponent has stability, immunity, or blinds you, or you’re not facing in the perfect direction or are slightly too far away, it will fire anyway, CCing yourself while doing nothing to your opponent. It would definitely hurt my non-meta build to see it nerfed.
It should be a thrown elixir with a fairly large AoE effect. Converts all conditions that allies are suffering into boons, and all boons that enemies have into conditions. 90-second cooldown.
I had this dilemma myself. I rolled Asura at launch, got about halfway to 80, made a Charr, leveled that completely, and then ended up back at Asura. So I now have both at level 80 and play both, but my main is my Asura.
Lore-wise both make sense as Engineers, although the tech employed by Engineers in GW2 is primarily of Charr origin, so Charr make the most sense. I personally prefer the visuals of Asura paired with Engineer, though. A further advantage of Asura is that with the much smaller character models in game, if you’re playing PvP, your kit-swaps are less immediately obvious to your opponent.
obvioulsy with rabid i would let rifle down and i would take pistol pistol or pistol shield ( i prefer the first )
Don’t underestimate rabid/rifle.
So pick whatever race you like the most. If you can’t decide I’d suggest Asuran because they fit the role of engineer the best (they’re all inventors and geniuses and tinkerers.)
Eh, not strictly true. The Engineer class uses mainly Charr tech, so from a lore/aesthetic point of view, Charr is actually the most fitting race.
The feeling is that, you only use your Elite crate because you know it’s a match you’re going to lose without that Elite crate.
The reality is that you only use your crate because your other elite skill options as an Engineer are absolutely terrible. I’ll agree on a no-crate premise to a duel, if my opponent also agrees not to use elites. The amount of people I’ve encountered who ask for no elites on < 90 second cooldowns, but expect to still be able to use their Basilisk Venom/Signet etc while disallowing your only usable elite skill is ridiculous.
Our condition removal is mostly fine. With Transmute, Healing Turret, and Elixir Gun that’s plenty – and these are things that fit easily into most builds should condition removal prove to be a problem. It’s a more active process on Engineer – which is part of the playstyle. I don’t particularly like the idea of passive removal personally, I’d rather have something active if we were to get more. Something tied to regeneration would simply bump Healing Turret even further above our other options for healing spells – not particularly great for promoting diversity.
but for condi damage is not better pistol shield ?
Not always, no.
1 – Flame Jet – Increase damage by 25% and double the burning upkeep. Cap incoming retaliation procs on this ability.
2 – Flame Blast – Add a blast finisher skill fact, perhaps increase the cooldown (slightly) to compensate.
3 – Air Blast – Fine as it is, but fix the issues with terrain height and the ability simply misfiring fairly often.
4 – Napalm – This ability is also pretty fine, but the cooldown is a tad long. Perhaps reduce the flight-time, it’s fairly slow.
5 – Smoke Vent – This ability is a placeholder that was never replaced. Lazy. It’s only real use right now is for stomping and occasionally if you get caught by a stun. Add a smoke field, but keep the cooldown and instant cast that doesn’t interrupt whatever else you’re doing.
Limit the CC you put on them at first. Try and bait out their removal/transfer. Burning and Bleeding are a good bet because it puts pressure on them without over-extending. Keep your Healing Turret until they send your conditions back at you. You want to hit them with a few heavy conditions, then CC them and try get some distance. Obstruct them with buildings/walls/corners while their health ticks off. CC some more.
I don’t fully buy the Rifle = Power, Pistol = Condi argument. If you’re running Elixir Gun (you probably should be for most PvP builds) then the only thing that Pistol nets you over Rifle in terms of conditions is Static Shot… in my eyes this doesn’t always make up for the extra CC, mobility and bleeding from Rifle. One of the most successful builds I’ve had on Engineer is a Rifle Condition build, and I keep coming back to it.
I can’t see many Power builds where you’d want to run Pistol (unless you really wanted the Shield), but Rifle is definitely viable for Conditions.
Bleed stacking CC/Mobility rifle build:
http://gw2skills.net/editor/?fdAQFAUlUUpEr1axdLseRCbBNqxAqJIyNWlPfgAkUA-TJRAwAAuAAdeAAlLD0b/BA
Don’t bother with HGH for FT might stacking. Get a Sigil of Battle & Sigil of Strength, Enhance Performance & Juggernaut, and Runes of Strength. During your Flamethrower’s auto-attack, swap into Medkit and back. This doesn’t interrupt the cast, but will net you 6 stacks of might every ten seconds. Coupled with the stacks from your runes, Juggernaut, and Sigil of Strenth, you’ll easily maintain 25 stacks of might without having to constantly waste GCD’s popping elixir’s.
Whenever I try and log into a character, it takes a very long time. If they’re in Lion’s Arch, it eventually ends in me being returned to character select with some variant of a connection error. If they’re not in Lion’s Arch, I can get on and play eventually, but leaving the zone I’m in results in another endless loading screen.
This has only started happening this evening, however while playing this morning I had horrendous ping and lag spikes, etc. I had other online games open at the same time with no lag at all, and a speedtest revealed nothing wrong with my connection.
For all the people with unstable internet
in Account & Technical Support
Posted by: Unhinged Carrot.3849
It isn’t “just how the internet is”. Disconnections are, but how they’re dealt with isn’t. In most MMO’s, the character stays in the world for a brief period following a disconnection, so that you can log in and resume where you were previously if the connection drops for whatever reason. In GW2, the character disappears from the world instantly, regardless of the reason for them being disconnected.
In the first week of the game when the servers were jittery at best, I was doing that atrociously dull personal story mission painstakingly following Trahearne around a dream version of Orr. Just as I got to the last boss in the mission, the instance server died. No fault of my own; nothing I could do about it. I logged back in immediately, but I’d been booted anyway, and had to redo the entire grueling thing. Through no fault of my own, rather because the game server/client infrastructure does not sensibly handle a loss of connection.
Don’t feed the troll guys. This guy has nothing to substantiate his arguments. Just a Ranger who got beat by an Engineer.
Oh, and why do you see a lot of Engineers roaming? Because our class is worthless in zergs.
If the option’s there, get Celestial. Otherwise Berserker for PvE (or Rampager’s if you’re set on conditions, but it’s unfortunately just not as viable). Or just get Rabid and do some PvP.
http://gw2skills.net/editor/?fcAQFAUl0pqdH5STF17IxoHkuzbG0D7mX/+pAdB-ToAg0CqI4SxljLDXSuscNs4YB
There’s a bread and butter SD build. The 10 points in explosives are floating; that’s my personal choice. You can also try something else in place of Rifle Turret but imho the toolbelt skill is just too handy in this build.
It’s glass cannon so you’ll take some damage. The idea is to burst your opponent down as fast as possible using your toolbelt skills in quick succession. Preferably following a netshot, which will apply 5 stacks of vulnerability on top of your 10 from Analyze.
Versus most Engineer builds it’s fairly quick to pick up; doesn’t have as big of a learning curve as a three kit build.
I don’t think pigeon holing even more players into running Elixir Gun would be great for build diversity. It already removes one condition. Perhaps upon casting Super Elixir we should cleanse a condition from ourselves (plus losing one if we’re hit by the initial field). Any further condition removal from kits should be applied elsewhere imho. The Flamethrower could use some love. Perhaps button 5 could finally be replaced, some sort of burn-off-conditions utility ability would be great.
I run a Rifle, Grenade, Elixir Gun & Flamethrower bleed stacking condition build. Today I encountered a particularly good run-spec Ranger using Greatsword/LB and the Norn elite. I wasn’t able to keep up with my Flamethrower on, but using Rocket Boots I was actually able to keep up with him and didn’t sacrifice too much. I’ll have to experiment with this some more. Using Overcharged Shot then Net Shot, Jump Shotting away from the target, turning and using Acid Bomb, then turning again and Rocket Booting, I can create a distance of over 2000 units between me and my target within a second. Some crazy mobility in general.
My main gripe with kits is that we supposedly sacrificed weapon swap to gain access to them; but we also sacrificed a category of abilities for them. What this ultimately culminates in is a feeling of reduced options. Factor in the fact that few of our other three ability categories are remotely viable;
Turrets – doesn’t need extrapolating upon really, a complete joke as it stands. A small fraction of the damage of mesmer phantasms, for example, yet immobile, on long cooldowns, and easier to destroy. All traits pertaining to them are ineffective and broken.
Gadgets – Aside from slotting Rocket Boots, Utility Goggles in SD builds, and occasionally Slick Shoes into underwater set-ups to capitalise on the toolbelt speed-boost whilst escaping, nobody really uses them. It’s no wonder why. There are no traits to properly enhance them, and most applications for them are downright bad. And look at Personal Battering Ram. Target-based single target knockback on a 25-second cooldown with a useless toolbelt skill. Why wouldn’t I opt for Flamethrower and use Air Blast on a 15-second cooldown for a better ability (AoE, not target based, 15 second cooldown) and gain the extra burning application, fire field, and stomp-guarantee that comes with it?
Elixirs – Probably the best non-kit option we have right now, but still not particularly great bar certain niche applications which are becoming less and less viable (you don’t see much HGH anymore).
What you’re left with is a scenario where we’ve sacrificed so much for kits that nothing else is actually viable, leaving kits as our only truly viable option. It’s no surprise that nearly all competitive Engineer builds slot at least 2 kits.
I honestly feel that a weapon swap is really needed here. Gadgets, Turrets, and Elixirs are all hard to work with because most of our weapon abilities have high cooldowns (exceptionally so on pistol and shield) and we have no weapon swap. Very quickly we’re out of options in a fight. Sure, you can try and run one kit that fits into your build (assuming you can find the trait synergy), but you’re sacrificing a utility slot for that. Sure, you gain a toolbelt ability, but there’s no guarantee this will contribute anything to your build, and you’re still missing a Steal, or Virtues, or Shatters, or Adrenaline (you get the point). We’re making sacrifices just to try and break even, which isn’t really breaking even at all.
I can understand the necessity to restrict weapon options with the variety of kits we have, so perhaps an Engineer specific mechanic could help. Based on what’s already been suggested here, some sort of weapon firing-mode switching mechanic. For example, we still have just the one weapon slot, but with a Rifle equipped, pressing the Tilde (~) key which would normally engage a weapon swap, switches the firing mode of the Rifle, changing the weapon bar to a new 5 abilities on separate cooldowns and starting the usual weapon-swap cooldown (during which kits can still readily be swapped to).
Something like this would increase the viability of gadget and elixir based builds, as essentially these abilities exist to enhance what we’re doing with our weapons, but when we only have the one, that’s not really enough.
Juggernaut should work like so:
Gain Stability (4 seconds) each time you hit 2 or more targets with any single tick of Flame Jet(4 second cooldown).
This prevents a simple perma-stability button, but allows us to keep it up whilst we’re using the Flamethrower in the situations it’s intended. This combined with a doubling of the auto-attack damage (yes, doubling, don’t bother with 1.5, this thing hits like a wet blanket) will make the Flamethrower reasonably viable in the sort of situations you’d want to be using such an AoE weapon (zerg-play for example).
I’ve been running rifle in my condition build to great success for a while, so this change will simply enhance my build. I considered returning to pistols for a time, purely for the extra sigil, so this change is great news. Can’t wait.
Even with Speedy Gadgets, I’m not convinced on the A.E.D. If you factor in the regen and overcharge/blast, Healing Turret does 392 healing per second used off cooldown with your 200 healing power, where-as A.E.D does a mere 2.5 more healing per second (394.5). Factor in the average of 1 condition removed every 10 seconds (3 in the space of the A.E.D.‘s cooldown) from the healing turret, the potential to combo the water field for extra heals, the more consistent/reliable healing, with a better cast-time, I’m really not seeing the reason to run A.E.D. at all. The toolbelt skill doesn’t really add anything to the equation either (I’d always rather have Regenerating Mist).
All that happens in your suggestion is that meta groups take four berserker’s and one healway guardian/water elementalist. Or five zerker warriors each running battle standard.
Killing them is quite easy with my build. Little bit of careful dodging on the predictable backstabs and CnD’s and you can outplay them all day. Sooner or later they’ll have run out of options and gone into Shadow Refuge for a fight reset. Enjoy the satisfaction that comes with using Flamethrower’s Air Blast to knock them straight back out again. They now have revealed debuff, their get-out-of-jail free abilities are on CD, and they probably have low health. Headless chicken, effectively.
I reckon about 70-80% of the 1v1 encounters I have with a thief result on them dying. I’m far more likely to have trouble with those cheap greatsword/sword+shield run-spec warrior builds that can zoom across the map effortlessly.
(edited by Unhinged Carrot.3849)
Beating them is easy, killing them is the hard part. Which is part of the reason I now run Flamethrower. Air Blast their shadow refuge and you’re left with a low health headless chicken that can’t re-stealth itself again for 3 seconds.
Some would argue the kits are to make up lack of weapons. But then again only three of them are actually decent.
What? There are viable applications for all of them. Certainly the Grenade Kit, Bomb Kit, Tool Kit and Elixir Gun are all great. The Flamethrower could do with some tweaks but still has uses (currently running it in my build).
Why are you dodging while stealthed? Seems like a poor use of endurance.
Necro marks, hammer stuns, enemy blobs, etc. There are plenty of reasons.
Here’s a build I’ve been playing the last couple of days based around fast and consistent bleed application. Reminiscent of the cookie-cutter 3-kit build prior to the Dec 10th patch.
So, why rifle in a condition build?
With the Sigil of Geomancy, a Netshot -> Blunderbuss -> Shrapnel Grenade combo will stack up a minimum of 11 bleed stacks in an instant, and can be executed every 10 seconds. Landing those Shrapnel Grenades is essential to keeping the pressure on, rifle makes this easier.
Rifle generally synergises surprisingly well. Knockback on Overcharged Shot, the leap on Jump Shot, coupled with Elixir Gun’s Acid Bomb and Flamethrower’s Air Blast gives you a lot of control. With all these knockbacks, and gap-creators/closers, you can jump in and out to get off your bleed stacking combo and back to safety for until it’s ready again. With the constant pressure from all the bleeds you’re applying (and reapplying as soon as they’re cleansed) you’ll keep most melee’s from wanting to stay too close for too long.
Auto-attack isn’t great on rifle for a condition build, but you won’t be auto-attacking often and Elixir Gun has the best auto for a condition build. You already have good poison application through Fumigate and Poison Grenades (plus Poison Dart Volley is hardly worth the channel time anyway).
With decent crit chance, Incendiary Powder, the Flamethrower, and 80% bonus condition duration, you maintain a solid burning uptime (100% not accounting for cleanses).
Survivability is pretty good with 21k health pool and 1600 toughness and Backpack Regenerator, coupled with all the active surviability (gap closers, immobalises, blinds, freeze, 60% vigor uptime, stun-break and bonus healing/cleansing from Elixir Gun). Jump Shot on your Water Field from Healing Turret is a nice healing boost too.
All-in-all, though I didn’t really expect to, I’m actually having a blast with this build. It’s not revolutionary, but it’s going to take a lot to beat kit builds, and it feels refreshing to run conditions with rifle. There are some variations you could try (Infused Precision instead of Speedy Kits, you can try swapping Elixir Gun or Flamethrower for Toolkit), the set-up in the link is just my preference.
Anyway, give it a go and post your feedback.
Cheers
And while you’re at it, make Smoke Vent a smoke field too.
Crisis averted. Practically the same build I’m running now, except the 5 floating points I previously had before have been invested further into Firearms to fix the vigor nerf.