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legendary Bolt Visual Effects on Holosmith

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Posted by: Urgot.9084

Urgot.9084

Hello,

Can someone show me viesual effects from bolt on Holosmith? (Video or picture)

and the nade toolkit skill too?

thx

(Suggestion) Some Balances on Rifle

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Posted by: Urgot.9084

Urgot.9084

Damage nerf on rifle = Rifle becomes useless (even if it is already ).

you read the traits thats i Post? its a massive dmg buff with the suprise shots.

(Suggestion) Some Balances on Rifle

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Posted by: Urgot.9084

Urgot.9084

Hello,

Rilfe:

1: Reduce the dmg by 10%. Rifle 1 has now 1/2 casttime (old one 3/4)

2: Unchanged New: after Immobilize a enemie you can reactivate this Skill again (3 sec) to shot a Suprise Shot.

3: Unchanged

4: Unchanged New: If you hit a enemie thats is already immobilized you deal 100% more dmg with Rifle 4. damage increased by 25%.

5: Jump damage is removed. Range increased to 900. Vulnerablity is removed. Now immobilize all enemies on landing area for 1 sec.

Traits:

Skilled Marksman: 10% Attack speed is removed. Recharge cooldown is reduced to 10%. New: Every time if you immobilize a enemie you shooting a Suprise Shot. (1sec recharge time) Damage: 233 (0,8 Power) Combo Finisher: Physical Projectile Range: 1000.

Modified Ammuntion:
Old effect complete removed. New: every critical strike gives you a Stack of Modified Ammuntion. If you have 5 stacks your next dmg dealing spell immobilize the enemie for 2 sec. If this charged shot do a critical strike you gain instant 3 stacks. (recharge time on the same enemie 4 sec).

Serrated Steal: Unchanged. Now gives extra 10% longer immobilze duration.

Toolbeltskill: Net attack: Range increased to 1000 (from 600). Cooldown reduced to 30 (from 38)

Static Discharge: reduce dmg by 10%. Now shooting faster and Speed increased.

Takedown Round: reduce dmg by 45%. New: the explosion immobilize enemies. explosion delay reduced to 0.5 sec (from 1 sec). cooldown reduced to 8. range increased to 300 (from 240).

Note: it gives the rifle a small mechanic with immobilze and Net turret.

Iron Blooded: Complete Removed. Now called as “Unstopple Machine”

You gain for each condi thats reduce your movement (Chill, Cripple, Immobilize, Slow)
1,5% dmg reduce. if you are under 50% HP the dmg reduce are increased to 4%.
every 15 sec you consume one of this condis and every 3 sec you transfer this condis from allies to you (max 1 condi from allies every 3 sec) range 600.

Engi build - WvW

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Posted by: Urgot.9084

Urgot.9084

This Build is still the strongest scrapper builed in my opnion.

http://gw2skills.net/editor/?vdAQFASlUUh+sYtWwkLw6FLWGFdeP319YG8ALgYyEAfHA-TFCFABppjg99HA4CA4nSQCeAAWp8DNVEoU9mAAHA/+bAY5lXuyL3yLv8yLvcpAGdrF-w

its for small groups like 2-5 player and best played 1v1 builed if you can handle this with the 3 kits.

-this builed doing insane hybrid dmg.
- insane sustain and you have nice armor(over 3000 ) nice hp pool (22500)
- power is near 2000k and you have condition dmg.
- you can do with tool kit 3 and bomb kit 3 instant 10 stack of confuse.
- you can generate some fire fields give you with hammer 3 or 2 finishers for more hybrid dmg
- you have a stealth with toolbomb and bomb 4 smoke ore finsh with hammer 3
- use tool flamethower skill for burst burn.
- you have over 200% crit dmg your crits hit hard.
- you can replace bombkit with other kit or utlity
- you can replce alchemy for firearms too get more condi dmg and burn duration but cost of sustain.
- hard to master or hard to handle the kits and using the skills correctly

I can just say i played with maro or commanders stats but after i found this combination i win near all 1v1 fights and warriors are no problem anymore they cant handle this hybrid dmg. only big problems are high condi bursts.

Unfortunately WvW is nowadays made of 40% condi necros, 10% hybrid necros, 25% condi mesmers. You do have the F5 ability, but one big cleanse is even close to either Cleanse Gyro and/or Elixir C.

I agree Flamethrower is the way to deal damage, it’s amazing and with Juggernaut trait you can counter warriors very effectively. But if you stumble upon a class with Retaliation (guardian, another engi…) you are doing more harm to yourself than them. Which sucks.

yeah you can replace bomb kit. This kit is situational. and no one can tell me thats 3 utilitys are stronger then 3 kits. You gain 15 skills and if you can handle it its the strongest way to fight with this class. you can outplay some nercos if you use your kits correctly. yeah right guardains are hard matchup but vs scrappers you have more burst dmg to beat them.

Engi build - WvW

in Engineer

Posted by: Urgot.9084

Urgot.9084

This Build is still the strongest scrapper builed in my opnion.

http://gw2skills.net/editor/?vdAQFASlUUh+sYtWwkLw6FLWGFdeP319YG8ALgYyEAfHA-TFCFABppjg99HA4CA4nSQCeAAWp8DNVEoU9mAAHA/+bAY5lXuyL3yLv8yLvcpAGdrF-w

its for small groups like 2-5 player and best played 1v1 builed if you can handle this with the 3 kits.

-this builed doing insane hybrid dmg.
- insane sustain and you have nice armor(over 3000 ) nice hp pool (22500)
- power is near 2000k and you have condition dmg.
- you can do with tool kit 3 and bomb kit 3 instant 10 stack of confuse.
- you can generate some fire fields give you with hammer 3 or 2 finishers for more hybrid dmg
- you have a stealth with toolbomb and bomb 4 smoke ore finsh with hammer 3
- use tool flamethower skill for burst burn.
- you have over 200% crit dmg your crits hit hard.
- you can replace bombkit with other kit or utlity
- you can replce alchemy for firearms too get more condi dmg and burn duration but cost of sustain.
- hard to master or hard to handle the kits and using the skills correctly

I can just say i played with maro or commanders stats but after i found this combination i win near all 1v1 fights and warriors are no problem anymore they cant handle this hybrid dmg. only big problems are high condi bursts.

Advanced Turrets and Exp.T. (suggestion)

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Posted by: Urgot.9084

Urgot.9084

Hello,

Advanced Turrets: New: Turrets gain now wheels. turrets create a projectile reflect shields when they built. shield duration 4sec dmg reduce 33%. lifespan of turrests are reduce by 50%.

with the wheels they can move and they are mobile turrets now.

Experimental Turrets: on the boons are noting changed. add a new effect.
If 2 turrets are active nearby allies gain 10% boon duration raduis 550
if 3 turrets are active nearby allies gain 7% Condi duration radius 550
if 4 turrets are active nearby allies gain 5% dmg radius 550
if 5 or more are active nearby allies gain 10% less dmg and condi dmg. radius 550

what you think about this change?