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The tankiest of classes?

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Posted by: Urdhgag.2450

Urdhgag.2450

Now I know that this game has little in the traditional /tank/dps/healer department, however I was wondering which one of the GW2 classes can be most similar to the traditional sword and board tanks?

Whats your pick?

How does pigeonholing healing = diversity?

in Ranger

Posted by: Urdhgag.2450

Urdhgag.2450

@Obtena
I think we misunderstood each other.
What I had in mind was that they created a game where it was Every Man for himself. That’s why everyone has a heal as a set ability in their action bar. And everyone has access to CC, just like mobility or straightforward offense.

Then, after they created a game like this – they decided they will force roles onto people to destroy that very same ideology they created. And what’s worse – the numbers they created just won’t work, ever, because the game’s structure is just not designed for that triangular role system (and they have been ignoring balance so far). It’s like trying to celebrate Christmas in prison. You can do that but will never have the same result as in your desired environment.

I think it is You who misunderstood the general idea of what the Devs had in mind while getting rid of the Holy Trinity of MMORPG’s. It is not Every Man for themselves. It was Every Man is a hero – of the story, of the dungeon, or fractal, or raid. Everyone was supposed to be able to be the Hero – like Wethospou (if You don’t remember the guy who was THE warrior who soloed pretty much every possible dungeon path). You were supposed to be able to say “I did it! Me!” – without need to relay on healer, off-tank and two dpses – like in majority of MMORPGs.

However by doing that they forced people to play like a zerg. The parties dmg capabilities were equal to sum of dps of each individual player joining – look at WvW. Massive columns of players, no synergy, no tactics, no strategy – simply steamroll the enemy. And to avoid waste of time the steamrolls often avoid each other. While in games like Warhammer Online – player squads or parties acquired higher overall effectiveness due to synergy of used classes.

Thus – stop whining that druid is focused on healing – since if you really want to deal damage just pick any class from the 9 available. The diversity in druid means that in the sea of dpses someone can actually heal other people – thats class diversity.

Best Solo class

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Posted by: Urdhgag.2450

Urdhgag.2450

I’d love to suggest playing Engineer – it is one of the current meta in SPvP AND it can be adjusted to takcle each and every objective and monster in PVE – if you prefer to go around killing kitten – check out berserker and other builds – if you want to tank up and take on Subject Alpha single handedly – check out my Healgineer build – it will let you stay alive even in hardest of fights.

Question regarding crafting Zealot...

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Posted by: Urdhgag.2450

Urdhgag.2450

Okay, nevermind – close the topic, the kitten things are called sprocket orichalcum ring, earring and amulet.

Question regarding crafting Zealot...

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Posted by: Urdhgag.2450

Urdhgag.2450

… trinkets – is that even possible, or am i doing something wrong? All the zealot gear i crafted so far (zealot weapons and armour) are acc bound so that rules out buying anything on the market, but i could not find any form of zealot trinkets recipes – am i a dimwit (which i might just well be when it comes to crafting) or am i missing something? Or there is no possible option to craft these even if the wiki states otherwise?

Self Healing Build for PVE

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Posted by: Urdhgag.2450

Urdhgag.2450

Hello everyone – I have a question for You veteran and new players regarding the best self-healing build you can think of. The basic idea is to be able to traverse the vast world of GW 2 without a single hassle – soloing almost all content excluding raiding. Why? Because it is possible and I want to try.

I have left GW 2 after introduction of Heart of Thornes because of massive Healgineer nerf (which sort of obliterated the whole class) and I’d like to return. The problem is – I have little to no expertise on rehauled class systems with their fancy elite specializations and I’d like to play the class that can simply outheal majority of damage done.

I know this game is easy enough to play it with signer warrior and group up for harder content – i just wish to do my own thing and hear from You PVE bunker/healer/survivalists on whats the best way to do it.

Thanks in advance – yours truly

Urdhgag

Requesting advice from wiser in PvP

in PvP

Posted by: Urdhgag.2450

Urdhgag.2450

Hello ladies and gentlemen.

I have a large problem of hating melee pvp in any game with one exception – stealhy-burster character – however from what i have seen in pvp this game focuses more around dancing around eachother with vastly unintuitive (at least for me) gameplay when it comes to pvp.

Thus I’d love to know if there is viable one of two builds i prefer – is there any viable ranged kiter? Or is there any form of sneaky burster? Or am i doomed to avoid pvp because all there is are meleedancers?

Time to give up hope for healing bombs?

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

We might as well go play Elementalists now – they are simplier versions of engineers with doubled healing capabilities – The well specced Ele will possibly outheal the Revenant and druid when it comes to sustain heals.

Return what you have stolen Arenanet >:(

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

Why would you even use it? It doesn’t proc the runes and effects anymore, it is kitten weak, the cleansing capabilities are a joke, and so are it’s buffing kits. It’s like Revenant 0.1.

Return what you have stolen Arenanet >:(

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

Now that I have your attention with this flashy title I’d love to share my point of view on recent change in GAME mechanic. The Guild Wars 2 promised us the lack of Trinity yet in heart of Thornes they pretty much introduced two specialised healing classes – Druid and Revenant. Of course these are not classes per se – but heavy specialisations which can be acquired by picking up proper traits.

Sounds familiar? No surprise because that IS what engineers HAVE BEEN before last magic patch. Instead of our beloved Elixir Infused Bombs, which made the whole kit useful, we got us some kittenty Medkit (which have been also nerfed to oblivion after someone actually figured out how to properly use that kitten thing) and Bunker Down 2. which could count for Elixir Infused bombs if not lack of AoE and healing cut by 75%.

So – how I feel about the whole thing is – Arenanet stole our beloved “mediocre” (as many say) trait so they could actually make two healers and be all Apple over it (“We have reinvented healing in Guild Wars 2”). Therefore I humbly plea:

Dear Arenanet, please, return us Elixir Infused Bombs in the previous state (189 health when not equipped with healing gear ~380 when with healing gear), you can take your Bunker Down 2.0 in return. Overall – You introduced healers anyway so what do You care? (also You do know that You actually introduced the basics of holy trinity with Your revenant and his taunt skills, right?).

Meet the Medic

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Posted by: Urdhgag.2450

Urdhgag.2450

Do you have a healing breakdown? I’d love to see some numbers because you might have found a better build than mine. (which is in the link in my sig i believe)

I want my hobosack back...

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

I have no words for You people… well, maybe in exception of:
http://i.giphy.com/aZ3LDBs1ExsE8.gif

Can we talk about Bunker Down?

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

I think You slightly missed the point of new Bunker down. As much as I loved the Elixir Infused Bombs it had certain flaw – it could dish out just that much heal as it could – It was a decent amount, large even. But it could not have been strategically used.

You could spam the bombs, and hope you can outheal the damage – and the tougher, the bigger and the meaner the opponent the more seldom he swinged his massive sword or what not or any other special attack and all you could do is hope that you can heal the damage done until the next swing because you could not save the surplus of heals.

The new Bunker Down does exactly that – allows You to decide when to cash in the healing chips. It is also extremly kiter friendly – because of that frontal spawn. In previous game build You had to either invest in trait upscaling the bombs radius and run forward or run sideways hoping You won’t get swiftness and leave the effective range of heals. Right now you can kick in mecha-legs and enjoy the kiting on full speed ahead.

For full healing breakdown check my topic (link in my signature)

[Idea]Total Bomb Kit Rework

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Posted by: Urdhgag.2450

Urdhgag.2450

Okay – How about we work the bombs like reverted Longbow #1 skill for Ranger? Ergo: The damage is downscaling the further You are from the bombs? Let’s give them radius of lets say 600 but from 600 to 300 you deal 1/3 of basic damage, between 300 and 200 2/3 and under 150 units You deal 100% damage?

Let’s up it’s damage by let’s say 20% – so on Ascended Berserker with Scholar Runes single bomb under 150 units deals around 1,2k dmg witch critical chance for 2,4k. This way anyone outside of 600 units range is safe, the bombs are easily avoidable (as they were before) but make for viable and powerful defensive weapons. YES – this will make killing someone with autoattack within 10 seconds possible, but within 150 units from the engineer – so basicly hugging the poor sod. On the other hand at the range of 600 You would get like 400 dmg…

This way bombs get damage on pair with sword/sword warrior. And each class has ability to use weapons exceeding the range of 600. The only character very, very prone to this tactic would be mediocre thief with two daggers who does not knot how to dodge. And with d/d / d/d at that. A class that engineers are counter to anyway.

Best profession for soloing pve story?

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Posted by: Urdhgag.2450

Urdhgag.2450

Hey there Radian – why don’t you try Engineer? It is one of the most powerful classes there is and for soloing… well – I soloed story mode Crucible of Eternity (my greatest achievement so far)- If you do not remember – it is level 80 dungeon for 5 people.

Engineer is both easy and very, very versatile. You can either play in melee range or go bananas with new mortar kit picking enemies from afar.

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Indeed – thank You for correction. I have allowed myself to enclose Your calculations in the Paragraph #2.

OMG Burning Engie is so OP

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Posted by: Urdhgag.2450

Urdhgag.2450

I got it too though I think it is a graphic glitch will where one number overlays the other and let’s say a 5000 is supposed to appear over 1000 but instead of exact same spot it moves slightly to the left and TADAA! You get yourself 50000 dps…

Enginer healing - invention feedback.

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Posted by: Urdhgag.2450

Urdhgag.2450

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Im just terrible with foreseeing how much space i will need – ill delete the remaining if i won’t use them.

EDIT: Yup. It appears five were more than enough…

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

The Greatest change

Elixir Infused Healgineer was one easy-peasy class. Now I must admit that I hated what Anet did to that build the moment they posted the initial changes sheet. However now I like it.

Why? Healgineer used to be credit to team – healing everyone for 1400 hit points per second. Now we cant do that – which i hate. However newer model allowes You to overclock your healing capabilities even further. Especially with AMR. It requires You to think and constantly be on Your toes.

Now you do not have to fit in 180 units or 240 units radius to be healed. You have to pick up the kitten bandage (which might be challenging in combat situations).

Now it also allowes you to effectively mix various different approaches to the build, using different weapons and kits to achieve the same effect it had previously.

Previously Healgineer was easy to learn, easy to master and now I think it changed to easy to learn, hard to master.

Oh and last thing Arenanet – Med Blaster is kittening sad120 hit points for 1.25 second? On level 80?

It would be actually viable on old Elixir Infused Bombs level say 240 hit points base + 15 for each boon on target.You’d have to choose whether you want to heal yourself or your allies. Since it doesn’t crit you do not drop bandages, and your self heal is severly cut.

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Gear and foodstuff

I suggest magi gear for any starting healgineers. It is horribly cheap, you can buy almost full set with accessories for something around 40 gold. It rises your precision and allowes you to crit more often triggering various effects.

I have suggested Superior Rune of Altruism because of fury and might inducing capabilites, but it might be a subject to change in near future.

I have suggested Superior sigil of health because when you have it each 6 seconds with your current critical chance you will steal around 300 hit points. I’ll add it to the pool:
HPS for now: 2033 + 50 = 2083

And since it is very forgiving build when it comes to enemies hitting on you you I have suggested Superior Sigil of Water for additional 50 hit points per second.
HPS for now: 2083 + 50 = 2133

You can also eat Mango pies for some hit points per second effectively raising your HPS above that. Remember that these hit points fluctuate here and there and sometimes you will heal for more than 2000 per second and sometimes you will barely make it past 1100.

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Traits

Lack of EIB and complete overhaul of our trait system made me try to reinvent (oh, who am I kidding – I just slightly refurbished the build).

Tools line:

Utility Goggles – Blinds and disables kitten you off granting you 13 seconds of fury and 10 seconds of blindess immunity. On 40 second cooldown.

Streamlined Kits – Various effects on kit usages + swiftness because why the kitten not?

Adrenal Implant – from what I understand Vigor was nerfed and now gives you +50% energy regen instead of 100%. Just like Adrenal Implant. Constantly. All the time. On the battlefield and in the bed.

Alchemy Line

Protection Injection – As much as disables kittened you off now everything causes you to inject yourself with sweet adrenaline granting you 4 seconds of protection on stuns, dazes, knockdowns, knockbacks, launches, floats, sinks, fear and bad ale. On 5 second cooldown. Truly places IN in Insecurity.

Backapck Regenerator – Not kittening around – you installed some automated mechanism that injects you with sweet, sweet coagulants granting you extra 202 hit points per second.

202 +1741 = 1943 hit points per second

Throw Stimulant – Everytime You use the Healing Skill you get kittened off. Seriously – what doesn’t annoy you? Go swim with quaggans or something. 6,5 seconds of fury and 902 hit points for 10 seconds cooldown.
90 + 1943 hit points per second = 2033 hit points per second.

Inventions Line

Automated Medical Response – All heal skills recharge instantly when you get under 25% of Your HP. Does not work with toolbelt skills (so do not count on bandage self) but works with any usual healing skill (the sixth on Your skillbar). 10 seconds cooldown.

Heal Resonator – You were constantly kitten off? Now you constantly regenerate yourself – everytime you use any form of healing you apply regeneration to yourself and your friends. Better healing factor than Wolverine.

Bunker Down – Whoop de doo. You have so heavy hand that each time you crit bandages drop from your pockets. Well… every two seconds… And a mine from your backpocket. The healing was accounted for in Utility Skill #2 paragraph.

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Utility skill 2:
Grenade kit is your main damage dealing tool. Why? Because this build relies heavily on crits and 3 grenades with 46% chance for crit.

With 46% crit chance for each grenade = 54% chance that grenade does not crit.
The chance that all three grenades fail to crit would be
(54^3) / (100^3) = 157,464 / 1,000,000 = 0.157/1
So you actually have an 84.3% chance to get at least one crit. (thanks to Nilix)

So this baby here combined with Bunker Down which grants you bandages every two seconds (926 hit points per bandage) allows you to heal for 463 hit points per second.

Compared to Elixir Infused Bombs which allowed us to heal for 698 hit points per second this is somewhat dissapointing. But remember that instead of Bomb Kit you can now use pretty much anything – as far as i noticed Condition damage induced crits also generate bandages.

HPS for now: 463 + 1097 (was 998 + 698) = total 1560 hit points per second (was 1696)

Utility skill 3:
Elixir S is your runaway button. Breaks stun and makes you invincible for 3 seconds. On 60 second cooldown. No heals, but it is great. The toolkit skill is 5 seconds invisibility on 60 second cooldown.

Great for disengaging or running through groups of enemies you do not want to aggro. It is an aoe skill and allowes you to hide yo’ friends and hide yo’ wife as well.
HPS for now: 1560 (was 1696)

Elite Skill:

I run Supply Package (and now it might be considered viable option too since it gives you 5th toolkit skill called Med Pack Drop (which has 60 second cooldown I think which can be downed to 51 seconds) The MPD drops on Your head 6 bandages each of them healing for 1546 so grand total of 9276 hit points with cooldown of 51 seconds gives us 181 hit points per second (all with Energy Amplifier).

On the other hand Mortar kit allowes you to use Elixir Shell on yourself which grants you Water Field with 5 impulses healing you for 703 hit points each on 30 second cooldown totaling in 117 hit points per second.

HPS for now: 1560+ 181 = 1741 hit points per second (was 1758)

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

The Elixir Infused Bombs are gone. The king is dead, all hail the king.

Now we have to find fitting replacement for our beloved ruler? Is there one? Yes! Under these fine lines I will break down the Eingineer’s healing capabilities for all of You to see. I highly encourage Anet employees to comment and to fix the kitten Med Blaster for it is sad beyond my understanding.

Weapon of choice:
Pistol and shield. I like rifle for it’s 5th skill which grants me certain mobility when moving around and about dungeons however in combat situations shield and pistol prove superior due to blast+waterfield combo

Healing skill:
Healing turret 2 cleanses and a powerfull heal of 6k hit points. On 15 second cooldown. With waterfield (use shield’s 4th skill for blast finisher healing you for additional —-- hp).

The baseline healing impulse with the Energy Amplifier trait causes healing turret to heal for 3464, the regeneration grants you 364 hit points per second, water blast combo was slightly bumped and now heals for 1773 hit points. To sum it up we get 2 × 3464

HPS for now: ([2×3464]/15) + 364 = 461 + 364 = 825 hit points per second (was 863 but the change might be due to my sloppy math skills)

Utility skill 1:
Elixir Gun
Toolkit skill called Healing Mist is one of two stun breaks you have and it gives you a regeneration on similiar terms as other skills thus allowing you to have almost constant regen.

3rd skill – Fumigate is great to clean your teammates of conditions and 5th skill Super Elixir grants you one time spike heal of 1363 hit points and creates light field which heals you for another 371 hit points per second for 10 seconds (+ 1 on the beginning of the skill). It has 20 seconds cooldown which starts after you deploy the exlir thus making it effective 10 second cooldown.

To break the numbers down you get 175 hit points per second from ticks and 60 hit points per second from initial hit.
HPS for now: (1363 + [11×371]) / 20 = 272 (+825 hit points per second form healing turret = 1097 hit points per second) [was 998 hit points]

(edited by Urdhgag.2450)

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Urdhgag.2450

Urdhgag.2450

Ballsack in yourhand (Grenade Kit) is better than Hobosack on Your back.

~Old Tyrian Proverb

elixir infused bombs

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Posted by: Urdhgag.2450

Urdhgag.2450

It is not so bad – our healing capabilities were only cut by 25% with removal of elixir infused bombs but then again we got ability to use anything instead of bombs.

So no self-fixing mechanism for turrets?

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

They could just cram the autorepair into one of the existing specialization traits – experimental turrets as an example. Or advanced turrets. It’s a pity for me to ditch my beloved healing turret. Any ideas dear community? Where else could you put the auto-fixing module?

So no self-fixing mechanism for turrets?

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Posted by: Urdhgag.2450

Urdhgag.2450

You see – the glorious trait of engineer is that I can both play it as fastpaced, or I can play it as slowpaced character. I have played my engineer in one of the intended ways – using healing bombs (now gone) with turret autofix (now gone). You know – enjoying the views, seamlessly traversing throught the game’s world while blasting never-ending stream of bombs. I understand that it was a bit easy to play this way – but the class was built to play like that too. So while you rant about the flavour of the month way to be played I will stick to my way of playing – a bit modyfied, yes, but nonetheless fun. And I will be a little sore in the back without my trusty healing turret buzzing from time to time in the distance, like an old chap calling me for a pint of beer.

So no self-fixing mechanism for turrets?

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Posted by: Urdhgag.2450

Urdhgag.2450

I use it as a distraction sometimes or place healing turret behind me in a fights – with autofixing I didn’t have to really pay that much attention to it, but with this new patch… kitten the classes trademark I guess…

So no self-fixing mechanism for turrets?

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Posted by: Urdhgag.2450

Urdhgag.2450

Correct me if I am wrong, but it appears that our turrets got stripped of one of the most useful traits we could choose – the self repair. Now we will either have to babysit the not-so-tough-anyway immobile pets rather than let them sit somewhere safe while taking care of aggro?

Lack of Auto-repair trait...

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Posted by: Urdhgag.2450

Urdhgag.2450

It would make a nice master trait in Inventions line. As a counter to Experimental turrets. Like they did in elementalist case where You either have a dodging elementalist or buffing elementalist. We could have turrets with “modules” which would either buff others or fix themselves (instead of a jump-like fix 5% each few seconds they could have some form of constant health regeneration).

(edited by Urdhgag.2450)

Lack of Auto-repair trait...

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Urdhgag.2450

… in Heart of Thornes?

Hello (is it me you are looking for?)

I am partially concerned about apparent lack of trait allowing our turrets to fix themselves… I know it never have been a major advantage for our class, yet for leveling it was neat and refreshing trait. Am I blind or will our stationary minions not only get nerfed but also will lose their ability to heal themselves over time?

Could any developer find an answer for this concern of mine?

Anyone else giggled at the AMA like a madman?

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Urdhgag.2450

I know there is a little chance for that – but could Arenanet explain how big of a nerf comes with the healsplosions? I mean – bomb healing is half of my build and it’s pourpose – otherwise i wouldn’t even play the kitten class and it is kind of… dissapointing to see it go. I don’t kittening want to roll zerk warrior, I want my kittening healgeneer.

Medi-Engi

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Posted by: Urdhgag.2450

Urdhgag.2450

Here is a tad militarised version of the build I have described above. It works in very similar manner. The simple differences i will explain below:

http://gw2skills.net/editor/?fdIQJAqelsTpdr9Zx6KseNiaBFaCgIvSW+YEWKA-TxBBABV8AAAw8XUK/ES9HA3fwiTAoEcG9AkCwMZWA-e

What differs?
The first thing that differ and you will notice it instantly is the healing skill the Madkit.
Medkit grants you ability to perfectly time the usage of Altruism Runes these runes grant you 6 stacks of might and fury every ten seconds for 8 seconds. Since medkit by itself does not have a cool-down you can even make a couple mistakes and simply use it when the time is right without major difference. With current stats the medkit’s toolkit skill Bandage Self with 3 Drop Bandages skills grant you 461 hit points per second in spike of various cool-down.

Utility skill 3:
Elixir B grants you instant fury, might, retaliation and swiftness. This combined with Drop Stimulant and Runes of Altruism will allow you to keep up fury constantly rising your critical chance to around 62%.

Traits
This build drops the "swiftness and vigor combo* to take two skills (one you can choose on your own) from the Explosives line: #10 – Forceful Explosives -granting you 3 stacks of might every 10 seconds for 21 seconds (thus giving us effectively 6 stacks of might)

The gear and might
Thanks to the change of runes this gear set allows you to keep up constantly 11 stacks of might (even out of fight) and the Superior Sigil of Strength in your pistol will allow you to rise this number to 21 when fighting tougher enemies (weaker ones die too quickly for us to deal enough hits). The Superior Sigif of Frailty will grant your enemies vulnerability because f*** them.

Medi-Engi

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Posted by: Urdhgag.2450

Urdhgag.2450

I’d say more durable but thank you for your kind words. I actually have set a goal before myself: beat every single dungeon story mode solo. So far I managed to beat Ascalonian Catacombs, Honor of the Waves, Caudecus Manor, Twilight Arbor and Crucible of Eternity.

Medi-Engi

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Posted by: Urdhgag.2450

Urdhgag.2450

Elite Skill:
Supply Crate also known as care package. Couple of bandages, a tad of healing here and there and stationary, deployable healing turret which works for a minute, grants you regeneration and is there for your friends and family in need. Nothing exceptional but not too shabby either. Didn’t want to count it’s heals becouse of long cooldown.
HPS for now: 1696

Traits
This build relies on couple of traits which make it go faster or even make it possible.

Infused Precision – Firearms #2 – allows you to gain swiftness for 7 seconds if you deal critical hit (with the gear I have suggested that means swiftness every two seconds).

Elixir infused bombs – Inventions #6 – this skill makes your bombs heal people. Self explanatory.

Invigorating speed – Alchemy #2 – this skill grants you vigor for 7 seconds (+100% endurance regen) each time swiftness is applied thus granting you endless vigor.

Self-regulating defences – Alchemy #4 – puts another Elixir-S on autotrigger when your health hits 25% limit. 90 seconds cooldown. Since majority of mobs and monsters do not deal massive-one-hit-kill-blows but rather short bursts of condensed damage this trait will save your hide many times.

Backpack regenerator – Alchemy #9 – grants you additiona hit point regeneration. Another 189 hit points each second to help your healing pool.
HPS for now: 1696 + 189 = 1885

Gear and foodstuff
I suggest magi gear for any starting healgineers. It is horribly cheap, you can buy almost full set with accessories for something around 40 gold. It rises your precision and allowes you to crit more often triggering various effects.

I have suggested Superior Rune of Dwayna because of it’s regeneration elongating effects and spontanous regeneration. You will most likely have constant regen with these runes.

I have suggested Superior sigil of health because when you have it each 6 seconds with your current critical chance you will steal around 300 hit points. I’ll add it to the pool:
HPS for now: 1885 + 50 = 1935

And since it is very forging build when it comes to enemies hitting on you you I have suggested Superior Sigil of Water for additional 50 hit points per second.
HPS for now: 1935 + 50 = 1985

You can also eat mango pies for some hit points per second effectively raising your HPS above 2000. Remember that these hit points fluctuate here and there and sometimes you will heal for more than 2000 per second and sometimes you will barely make it past 1100.

Also notice that you can heal up to 5 people for 1800 hit points per second thus making you an effective AOE healer.

(edited by Urdhgag.2450)

Medi-Engi

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Posted by: Urdhgag.2450

Urdhgag.2450

Utility skill 2:
Bomb kit is your main damage dealing and healing tool. The damage is there – and it is it’s only advantage – while with each bomb (also The Big’ol’bomb from the toolkit. Notice that it also have blast finisher allowing you to generate additional heals or whatever you wish) you do dish out 349 hit points per half a second. Thus making it the greatest heal generator of our time: 688 hit points per second.
HPS for now: 998 + 698 = 1696

Utility skill 3:
Elixir S is your runaway button. Breaks stun and makes you invincible for 3 seconds. On 60 second cooldown. No heals, but it is great. The toolkit skill is 5 seconds invisibility on 60 second cooldown. Great for disengaging or running through groups of enemies you do not want to aggro. It is an aoe skill and allowes you to hide yo’ friends and hide yo’ family as well.
HPS for now: 1696

Medi-Engi

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

Also: Selentir there actually IS dedicated engineer healing build. I use it, it is fun. Sure – zerkjerks automaticly kick everyone who does not have zerker gear, but with this even pugs menage to clear dungeons without much effort:

http://gw2skills.net/editor/?fdIQJAqelUUpdr9Zx+KseNiaBFaCAouoo/4VyCA-TxBBwAXOBAAM/FV5nQ1fo8AAsoEc2+jeASBYmML-e

Weapon of choice:
Pistol and shield. I like rifle for it’s 5th skill which grants me certain mobility when moving around and about dungeons however in combat situations shield and pistol prove superior due to blast+waterfield combo

Healing skill:
Healing turret 2 cleanses and a powerfull heal of 6k hit points. On 15 second cooldown. With waterfield (use shield’s 4th skill for blast finisher healing you for additional 1250 hp) racking up 483 hit points per second. It also gives you toolkit skill called Regenerating mist which creates another water field and can be used to make a combo (however inbetween the healing turret ones). The regeneration gives you another 600 hp per second for 5 seconds. The regeneration given to you by Healing turret and it’s active skill grants you 270 hp per second for 2/3 of time rounding the healing to 380 hit points per second from regeneration itself alone.
HPS for now: 483 + 380 = 863

Utility skill 1:
Elixir Gun
Toolkit skill called Healing Mist is one of two stun breaks you have and it gives you a regeneration on similiar terms as other skills thus allowing you to have almost constant regen. 3rd skill – Fumigate is great to clean your teammates of conditions and 5th skill Super Elixir grants you one time spike heal of ~1200 hit points and creates light field which heals you for another 349 hit points per second for 10 seconds (+ 1 on the beginning of the skill). It has 20 seconds cooldown which starts after you deploy the exlir thus making it effective 10 second cooldown. To break the numbers down you get 175 hit points per second from ticks and 60 hit points per second from initial hit.
HPS for now: 863 + 175 + 60 = 998

Medi-Engi

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

Why do You cut your heals in half? Why not elixir infused bombs? I mean – I understand that 15 seconds cooldown on bedkit is nice but it is only 1k hp more per heal than the healing turret.

Class "racism" within community

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Posted by: Urdhgag.2450

Urdhgag.2450

Let’s set some ground rules, shall we?

It is not “Racism” but it is “Chauvinism”. Racism is discrimination based on colour of the skin or the phenotype of an organism. There is nothing like that when it comes to hostile approach towards a class in MMORPG so it is a kind of discrimination with broader array of causes – thus “Chauvinism”.

It is not “noob” but “skillwise-challanged-player”. Do not be hurtful towards others.

It is not “l2p” but “would you kindly take some time to explore another ventures and builds of your class before committing to one build that you apparently might have very little skill to use”.

And most importantly young dragonborn. You must travel to the peak of “Throat-of-the-world” and learn new shout: “ENGINEER-SO-GYNY”. This thu’um you shall use every time someone makes you feel a bit insecure or uncomfortable because of the class you play. This thu’um will strike the enemy from the chair they sit on and make them possible to hit with more conventional civilian lawsuit on “hate-crime” charges.

But seriously – in the screenshot the guys does not even use vulgar words. He doesn’t insult your family, your mother or the town you live in. What he said could be paralleled to “Your mother is a hamster and your father smelled of elderberries”. This is not verbal abuse, simply mean comment.

You have to “l2p” in real life because right now with your attitude my approach might be seen as hurtful attack on innocent individual with intention of belittling while it is simply “sarcastic”.

Are engineers a hard to use class?

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Posted by: Urdhgag.2450

Urdhgag.2450

Most certainly I would not call engineer a “hard” class to use but on the other hand it also isn’t the “simple” one too. The “hard” part is that you have multitude skills and weapon sets that in the peak moment allow you to use 30 different skills while other classes focus on 2 weapons and 5 utility skills (3 utility, 1 heal and 1 Elite skill).

I would most definitely encourage you to play engineer because it is elegant solution to all of the game’s challenges but it is you who have to answer the question: “what kind of gameplay do I prefer?”. Engineer is “monkeying around your keyboard” with r/m-dps-tank’o’healer.

Medic Healing bombs could use a buff

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Posted by: Urdhgag.2450

Urdhgag.2450

So to sum it up. As for now You have 1730 hit points per second, +100% stamina regeneration, constant regen, two “kitten-buttons” and invisibility each 60 seconds. You can give away1400 hit points to everyone standing within the bomb radius.

Moving the elixir infused bombs would make this build overpowered since You would heal as much as you would deal damage to others which would be disgustingly op. As for now you can easily swap one of the traits for “each elixir gives might” and using the “each-crit-gives-might” signet stack that kitten sky high. What else do You want?

Medic Healing bombs could use a buff

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Posted by: Urdhgag.2450

Urdhgag.2450

2.2 The Kiter

You see i decieved You a little bit – You won’t be able to tank and spank everything. You will kite them. How can You kite enemies? Why with constant Swiftness of course. Since the build is using Magi gear (only half of it can be ascended) which is cheap as dirt You will quickly have 49% critical chance which combined with two bombs a second and Infused Precision from Firearms tree will provide You with Swiftness every second.

“But it will make me leave the bomb explosion radius thus cuting my heals in half” you say.

Indeed. Thats why this build can be also called Crab build – strafing doesn’t allow you to move at full speed, just like moving backwards. But whats the point of having constant swiftness then? Simple: Invigorating Speed from Alchemy skilltree which will provide You with 6 seconds of Vigor (+100% endurance regeneration) thus allowing You to enjoy constat evading.

It seems complicated right? Don’t worry – the build is very forgiving. Why? Did You notice the yellow elixir in Your utility skills? Elixir S? That’s the “F***-everything-and-run” button. It makes You virtually indestructible for 3 seconds. Great when things do not go Your way. Oh, and it is automated too – thanks to Self Regulating Defenses trait from Alchemy skilltree. So when You accidentally get Yourself in trouble and drop to 25% of Your hp You shrink, break from stun and run like hell. After that You still get to use Elixir S from Your utility skill. Making it “F.E.A.R” button active each 30 s.

2.3 The weak spots

Well. You are prone to three things. Enemies that can somewhat competently heal themselves, condition damage and stun. Stun cuts Your hps in half thus making this build very prone to hambow warriors in pvp. You also have only one stun breaker – which does not help. Your demise will be certain after You meet certain types of pvp classes focused on condition damage – perticularly Necros and Mesmers are nasty. The guardians will be fun since they can’t kill You just as You can’t kill them, other warrior builds too seems to be uneffective. So basicly this is not good sPVP build (or at least i can’t utilize it correctly), but it is marvellous for PVE.


You guys must have made certain mistakes when it comes to how you play this build… otherwise it’s golden!

Medic Healing bombs could use a buff

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

I’ll copy and paste what i have posted in other topic some time ago.

Tha game have been designed around dpsing only. Thus the mobs have to deal damage which is small enough to make a team of unexperienced players survive to kill them. The general rule of thumb here is that the less HP the mobs have the higher the dps they deliver. That being said You still have to remember that these kittens have to NOT kill warriors with around 25k hp within couple of seconds. Let’s do the math.

The basic and the earliest source of hp for You will be Healing Turret. In the build i have posted in the basic passive system it heals you for 292 hps (311 hps when overcharged) + another 3k worth of hp each 15 seconds with active usage (it also cleans 2 conditions) thus making total of: 508 hps when in range of healing turret. It is already more than any other class in the game, but wait – there is more.

You can also notice the Elixir Gun kit in Your first utility skill bracket. This babe has some decent abilities up to number 5 (the whole kit replaces Your usual weapon) which provides you with aditional total of 465 hps (and heals ONE condition) the kitten thing stays in place for 10 seconds and has 20 seconds cooldown so we can round the average hps it provides to 232.

Thats 232 + 508 = 740 hit points per second. Of course there is more.

In Your traits You will notice two different Trait Lines which were finished. One of them contains Backpack Regenerator trait – providing You with aditional 189 hps IF you have weapon kit equipped (which you will have equipped at all times) the other notable mention is Elixir Infused Bombs which is a cherry on top of our murder cake. Each bomb kit explosion You cause will hill everyone in range for 363 hp. Bombs have 0.5s cast time and no cooldown (the basic ones) thus effectively doubling the hps the bombs provide making it 726 hps.

To sum it up You will have 726 hps (from bombs) + 189 hps (from BP regenerator) + 740 hps (from other aforementioned sources) = 1655 hit points per second. So You will be a decent healer giving away 1466 hps to allies. (since only one of those sources affects ONLY You.) Oh, did I mention that You can also eat up food for some passive HPS regen? You can – I do not remember exact numbers but it is around 80 so let’s just say You will heal Yourself for around 1730 hit points per second.

You will also have two other skills derived from both Your Healing skill (#6) and whichever utility slot the Elixir Gun occupies – both of them provide You with some regen (which is nice to elongate the effects of Healing Turret) but the real deal is that the first one creates water field (great for planting Big Ol’ Bomb inside to make a healing combo with) and the other is Your stunbreak.

Best solo engineer build ?

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Posted by: Urdhgag.2450

Urdhgag.2450

Ah sorry – i forgot that roamer is type of WvWvW build. I meant casual PvE rolling build. Like the one You might want to use to do some random kitten.

Best solo engineer build ?

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Posted by: Urdhgag.2450

Urdhgag.2450

Holy crap – people are so polite here…

@ Insanemaniac

The main reason for me to suggest magi gear is that it is insanely cheap on auctionhouse, and as that – readily accesible. The armor part is simple 6 gold, rifle is another 1,5. The trinkets are more expensive, but still it is under 20 gold right after hitting the rank 80.

Now to the math. Yes – from the dps side zealot is better – it provied you with 2418 damage points per second (including the critical hit chance and the critical dmg modification – i did count it per minute of constant bombing) while Magi grants You BARELY 1494 dps per minute. Yes that is a thousand damage points per second less. So You kill stuff 40% slower instead of 30% how you have claimed.

Acquisition of the Zealot gear is tough for a new player too. It is crafted ONLY and account bound. You have to spend at least 56 gold on the zealot’s gossamer insignias alone which is at least two times more than what you will just spend on the whole Magi gear.

However the Zealot Gear only provides you with 1344 hit points per second while similiar specced Magi Gear gives you 1730 hps which is rought 400 hit points per second more. Which makes it a little less than a quarter of Your initial healing.

The critical chance is exactly the same, and so is critical dmg multiplicator – so crit-triggered skills will kick in at the same rate. What actually convinced me to Magi gear is the thin red line of hit points – my build will allow You to easily dispatch champions while killing off dungeon bosses alone will be much harder task. Thats where the additional 400 hps comes in as essential. Since these baddies will either oneshot You, or leave You barely alive You have to regenerate as quickly as it is only possible. I had similiar situation with story mode Subject Alpha which almost killed me on many occasions but thanks to this healing i could get up quickly.

If you need something to roam safely AND effectively use the following:
http://gw2skills.net/editor/?fdIQFA0kUUpPrtbNiaBF6bkxAAuW81JeAA-TBCBABRp8TI1fsQJIAPAgWN/B4+DzoDIgLAAA-e
It grants you 1884 damage per second and applies average of 8 stacks of vulnerability.

All damage numbers were counted while having heavy armored targets in mind.

While at the same time the Celestial gear with my first build racks You up 1719 dps and 1489 hps. So i could agree that Celestial gear with Altruism runes might be the way to go since it is less than 200 hit points per second less than the Magi.

(edited by Urdhgag.2450)

Best solo engineer build ?

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Posted by: Urdhgag.2450

Urdhgag.2450

I would call Zerker hardly a self support build. It most certainly does allow You to kill mobs fast, but You cant solo Orrian Champions with it, now can You? With that build of mine here? Sure thing.

For questions regarding said build – hit me up in game.

Best solo engineer build ?

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

2.2 The Kiter

You see i decieved You a little bit – You won’t be able to tank and spank everything. You will kite them. How can You kite enemies? Why with constant Swiftness of course. Since the build is using Magi gear (only half of it can be ascended) which is cheap as dirt You will quickly have 49% critical chance which combined with two bombs a second and Infused Precision from Firearms tree will provide You with Swiftness every second.

“But it will make me leave the bomb explosion radius thus cuting my heals in half” you say.

Indeed. Thats why this build can be also called Crab build – strafing doesn’t allow you to move at full speed, just like moving backwards. But whats the point of having constant swiftness then? Simple: Invigorating Speed from Alchemy skilltree which will provide You with 6 seconds of Vigor (+100% endurance regeneration) thus allowing You to enjoy constat evading.

It seems complicated right? Don’t worry – the build is very forgiving. Why? Did You notice the yellow elixir in Your utility skills? Elixir S? That’s the “F***-everything-and-run” button. It makes You virtually indestructible for 3 seconds. Great when things do not go Your way. Oh, and it is automated too – thanks to Self Regulating Defenses trait from Alchemy skilltree. So when You accidentally get Yourself in trouble and drop to 25% of Your hp You shrink, break from stun and run like hell. After that You still get to use Elixir S from Your utility skill. Making it “F.E.A.R” button active each 30 s.

2.3 The weak spots

Well. You are prone to three things. Enemies that can somewhat competently heal themselves, condition damage and stun. Stun cuts Your hps in half thus making this build very prone to hambow warriors in pvp. You also have only one stun breaker – which does not help. Your demise will be certain after You meet certain types of pvp classes focused on condition damage – perticularly Necros and Mesmers are nasty. The guardians will be fun since they can’t kill You just as You can’t kill them, other warrior builds too seems to be uneffective. So basicly this is not good sPVP build (or at least i can’t utilize it correctly), but it is marvellous for PVE.

Best solo engineer build ?

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

Ill just copy and paste everything i wrote somewhere else – this build allows you to solo every single open world pve map, it can be used to solo dungeons – at least story modes. The only one unbeaten by me solo by far is Arah. Enjoy:

2. The Character Build
I currently use this one:
http://gw2skills.net/editor/?fdIQFAUlUUpdr9Zx+KseNiaBF6O2mAAqLK6r8xsA-TxBBABA8AAzfRp8TI1fC5CAA4+DWoEcGdAAA-e

So let’s talk about skills and how to use them, shall we?

2.1 The Healer

Tha game have been designed around dpsing only. Thus the mobs have to deal damage which is small enough to make a team of unexperienced players survive to kill them. The general rule of thumb here is that the less HP the mobs have the higher the dps they deliver. That being said You still have to remember that these kittens have to NOT kill warriors with around 25k hp within couple of seconds. Let’s do the math.

The basic and the earliest source of hp for You will be Healing Turret. In the build i have posted in the basic passive system it heals you for 292 hps (311 hps when overcharged) + another 3k worth of hp each 15 seconds with active usage (it also cleans 2 conditions) thus making total of: 508 hps when in range of healing turret. It is already more than any other class in the game, but wait – there is more.

You can also notice the Elixir Gun kit in Your first utility skill bracket. This babe has some decent abilities up to number 5 (the whole kit replaces Your usual weapon) which provides you with aditional total of 465 hps (and heals ONE condition) the kitten thing stays in place for 10 seconds and has 20 seconds cooldown so we can round the average hps it provides to 232.

Thats 232 + 508 = 740 hit points per second. Of course there is more.

In Your traits You will notice two different Trait Lines which were finished. One of them contains Backpack Regenerator trait – providing You with aditional 189 hps IF you have weapon kit equipped (which you will have equipped at all times) the other notable mention is Elixir Infused Bombs which is a cherry on top of our murder cake. Each bomb kit explosion You cause will hill everyone in range for 363 hp. Bombs have 0.5s cast time and no cooldown (the basic ones) thus effectively doubling the hps the bombs provide making it 726 hps.

To sum it up You will have 726 hps (from bombs) + 189 hps (from BP regenerator) + 740 hps (from other aforementioned sources) = 1655 hit points per second. So You will be a decent healer giving away 1466 hps to allies. (since only one of those sources affects ONLY You.) Oh, did I mention that You can also eat up food for some passive HPS regen? You can – I do not remember exact numbers but it is around 80 so let’s just say You will heal Yourself for around 1730 hit points per second.

You will also have two other skills derived from both Your Healing skill (#6) and whichever utility slot the Elixir Gun occupies – both of them provide You with some regen (which is nice to elongate the effects of Healing Turret) but the real deal is that the first one creates water field (great for planting Big Ol’ Bomb inside to make a healing combo with) and the other is Your stunbreak.

Love tanking, which setup do I pick?

in Players Helping Players

Posted by: Urdhgag.2450

Urdhgag.2450

You can also notice that I am using slightly different build and that I adjust it on the fly. I also used the invisibility from Elixir S (the toolbest lkill) to bypass couple of enemies. I also used couple of turrets to avoid direct confrontation with certain enemy mobs. So – go on – do experiment, enjoy Your new tank!