Showing Posts For Volitle.4628:
> throughly thrashes entire spec
> doesn’t notice
Doesn’t help rifled turret barrels was broken for so long before this. Starting to think the devs just don’t care about engineers anymore, and any change is just out of pity to quell the masses temporarily.
Also, bump for great justice!
Protection Injection — I pvp a lot where there are a lot of CC going on. With this, it’s like a consistant protection buff and is really, really nice
Self-regulating Defenses — One less elixir on the bar, and it activates automatically. Combined with the next one this thing is a godsend..
Automated Medical Response — Immunity AND heal refresh? Yes please.
My preference is Carrion gear, undead runes, and blood/corruption sigils on p/p. In SPVP, which has considerably less stats, I have a 44% crit, 1.8k toughness, and 1.4k condition damage without sigil buff. Ofc that includes my build, which is in the build sticky.
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Speaking of Dev response, they have been.. lackluster to say the least. Little bugs, just tiny things that have been around since release, haven’t been fixed yet. I’m talking about description bugs, like Sigil of Blood’s ICD being 5 seconds instead of 2. Really? Really devs? Would it take that much time out of your oh so busy day to fix a database error? A little confirmation as to what they are working on, such as that bug or Rifled Turret Barrel bug would be beyond glorious.
(SPVP BUILD ONLY)
I had my fun with this build for a few months, so now I figure it’s time to share it. Just so you know, my win-loss ratio for engi right now is 2.5:1 just because of this build, and I absolutely destroy every class, including mesmer, thief, and (lol) HB/frenzy warriors. It’s only gotten better since my turrets now take into account my condition damage.
So this is pretty much a hardcore bunker build, but to use it correctly you have to be somewhat precise. What I do is put the flame turret directly in the center of a cap point, then put the other two turrets on the backside of the point (assuming the entrance side(s) is the front) perpendicular to the flame turret. Distance outside the circle for the other two turrets is the radius of the circle time two, so the distance from the flame turret to the outside, then again. This allows you to keep the very short range turret up and in their face, while keeping the other two outside of AoE range. Then, all you have to do is sit on it.
Any time an enemy comes in, blow all the turret cooldowns, and for the duration of the smokescreen try to stay as in the smoke field. Lots of blind to keep you alive with the pulsing and combo field. Also, it doesn’t matter if they are melee or not, try to keep them slowed/immobilized as often as you can with glue shot. The explosive rocket is kinda hard to hit with if they are moving around a lot, and with dodging, it’s to immobilize then hit with a static shot. For healing, throw down the healing turret, and IMMEDIATELY pick it back up. This results in a 15 second heal that is quite nice. Should worse come to worse, drop supply crate on them. I can 2v1 (if my elite is up) about 75% of the time, and 10% of the remaining time I can hold off until backup arrives. I have even won a couple 3v1s. This also works best in 5v5, as there is less zerging, but it can be done in 8v8.
P.S.
Apperently “S H T F” (no spaces) is translated to “kitten”. God I love the dev team somtimes.
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Here’s my prediction:
ANet will finally fix Rifled Turret Barrels, then promptly reduce the damage by 15% and range of all turrets to compensate.
No.
sPvP is meant to be easily joinable and easily leaveable.
And easily loseable, amirite?
And, if you’re really so worried about joining and leaving games as fast as you can, why not the last suggestion? You can still do that, you just get less glory than usual for not completeing the game.
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So, more often than not I see people leaving sPvP if one or more of the following conditions apply:
1.) No noobs to roflstomp (lol frenzy/hb warrior)
2.) Losing badly
3.) Outnumbered by 1
4.) Low number of people in the game
Generally most of those problems are because people leave in the first place, and it just makes things worse. God knows why ANet hasn’t done it already, as it was done in GW1, but why not implement a penalty for leaving? I would say lose 50% of the glory you won that match, plus a 2-5min lockout of sPvP. In addition to that, boost the 20% win bonus to 50%, to give an incentive to play to win instead of kill-farm. Only acceptable time to leave would be during the initial period at the beginning of a game, so that would have to be extended to 20-30sec for those who load slowly, or at the end after you get the win screen. Another suggestion would to be to move the 20% win bonus to the losing team, and give the winning team a 50% win bonus. No real penality other than 20% less glory than usual if you don’t complete the game.
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I use the healing turret simply for a fast, spammable heal, and I found a fairly significant bug. If you are fast enough with picking up the turret again, you won’t get the 25% reduction in cooldown. To reproduce efficiently, all you have to do is spam click infront of you when you hit the turret button. I’ve been able to do it several times in a row (it might be related to latency).
You don’t have Speedy Kits + Invigorating Speed listed in your summation. Is there a reason?
Sort of funny I found this thread when I found this little.. let’s call it a oddity in talent points. We get a 50% increase in endurance regen in Grandmaster Major. To put this in comparison, here is a small list.
Ranger – Minor Adept (50% static)
Ele – Major Master (though only 25% and with a sceptor)
Ele Again – Major Adept (100% when channeling)
Thief – Minor Master (returns a portion, but can be considered faster regen)Other:
Warrior – Minor Master (50% on burst use)
Engi – Minor Adept (10% on toolbelt use)
Ele – Major Master(25% on signet and arcane use)From the logic I can gather, as a primarily ranged class we are SO OP we have to be hit with less dodging. And what’s worse, is it used to be a Minor Adept, but like usual we were nerfed. (big surprise right?)
Even if I did, that’s two selections required to get five seconds of vigor, and at the cost of swapping kits (can be good or bad). I was speaking about static endurance regen, not the Vigor boon (which can be removed).
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My engineer is so bad, I can carry around a rifle turret, net turret, rocket turret, healing turret, and an entire mortar but not an extra rifle.
My engineer is so bad, my turrets still get AoEed down faster than I can watch with both Autotool Installation AND Metal Plating.
Sort of funny I found this thread when I found this little.. let’s call it a oddity in talent points. We get a 50% increase in endurance regen in Grandmaster Major. To put this in comparison, here is a small list.
Ranger – Minor Adept (50% static)
Ele – Major Master (though only 25% and with a sceptor)
Ele Again – Major Adept (100% when channeling)
Thief – Minor Master (returns a portion, but can be considered faster regen)
Other:
Warrior – Minor Master (50% on burst use)
Engi – Minor Adept (10% on toolbelt use)
Ele – Major Master(25% on signet and arcane use)
From the logic I can gather, as a primarily ranged class we are SO OP we have to be hit with less dodging. And what’s worse, is it used to be a Minor Adept, but like usual we were nerfed. (big surprise right?)
So, I’m wondering what ANet’s thoughts are on Dueling in 5v5 servers. I’m finding it increasingly difficult to find servers where people actually do what they are supposed to, and in some cases, when I try to cap I get mobbed 4-5v1 while my team watches. Is this sanctioned by ANet, and why have you not implemented some sort of dueling system to get these idiots out of spvp servers?
P.S. – Until mobbing and glory farming is no longer the best tactic in 8v8, I refuse to Hot Join.
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I use the healing turret simply for a fast, spammable heal, and I found a fairly significant bug. If you are fast enough with picking up the turret again, you won’t get the 25% reduction in cooldown. To reproduce efficiently, all you have to do is spam click infront of you when you hit the turret button. I’ve been able to do it several times in a row (it might be related to latency).
If I wanted to theory craft, I’d go back to Warcraft. On a more related note, I’m speaking of the different amulets. 569 <stat> etc. In the example I gave, I was comparing Soldier vs Knight (though I think it’s a little more than 5k, closer to 6). What I’m trying to get at is deciding between 40-50% crit chance, or being able to withstand one more hit is a no-brainer, and it shouldn’t be like that.
I have to say, stat balancing is horrendously broken right now, especially when stat selections are so limited in sPvP. For example, I can either grab an extra 5k heath, which is a maybe one extra hit in (twirls finger), or I can grab 50% crit. It seems like the only real way to go, or at least in pug groups, is to go full dps. At that point, it’s no longer a tactical game which is what really drew me in about GW2, but rather who got the jump on who and can mash the hardest hitting attack the fastest. I mean 6k heartseeker on 2.2k toughness? Really? And you only have like 55% crit increase in sPvP, so does toughness even do anything at all? Please for the love of GOD increase how well Toughness and Vitality scale, or else this will just be another one of those games where PvP is all two or three shotting people and boils down to line tactics and mobbing.
So I would like to ask to the community, or more importantly the developers, how it is possible to have a build dedicated to a entire line of abilities, and be so ungodly bad at pvp. I mean I didn’t even know a build could be that bad. At least some other builds/classes can do damage and have some sort of utility, but as far as spirits go, it’s almost painful to watch. They can have 100% more health twirls finger or they can follow you around (which seems to do more damage than good), but the instant any class uses 2-3 abilities that hit more than one target, everything you summoned is now dead. Why would you make spirits so bad for pvp? At least make them take less damage from AoE abilities or something.
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Go for it, do not care. It makes my life easier and uses a very common gaming pad and software, so I have no regrets if ANet wishes to stiffle creativity. But, if anyone wishes to help refine it a little (as in getting that timing down) it would be greatly appreciated.
Tired of spamming the 1 button to auto attack with the Grenade Kit? Own a programmable gamepad such as the Logitech G13? Well you’re in luck!
I sat down and used the scripting function on the Logitech software to come up with this.
function OnEvent( event, arg )
if ( event == “G_PRESSED” and arg ~= 8 and arg ~= 10 and arg ~= 11 and arg ~= 12 and arg ~= 3 and arg ~= 4 and arg ~= 5 and arg ~= 6 and arg ~= 21 and onoff == 1 ) then
AbortMacro()
Sleep( 1100 );
PlayMacro( “Auto Attack” );
elseif ( event == “G_PRESSED” and arg == 8 ) then
if ( onoff == 1 ) then
onoff = 0;
AbortMacro();
else
onoff = 1;
PlayMacro( “Auto Attack” );
end
end
end
The macro “Auto Attack” hits the 1 key every 600 miliseconds.
So, what this does in essence is when I hit the G08 (when it detects the variable “arg” returned from an event is “8”) key for the first time, it starts up the Auto Attack macro. Then, if the macro is running, whenever I hit another G key it will suspend the macro temporarily to allow for casting of a 1 second ability. However, if I press the G08 key again, it will stop the macro all together.
Note: You must have “Fast-Cast Ground Targeting” enabled, so the auto attacks will always be under your mouse.
Edit: Making a few optimizations, such as using keys 03-05 and 10-12 as movement keys
Edit 2: Found a better timing: 1000ms plus average latency for both the pause for other skills and recast of auto attack.
Edit 3: Updated grenade cast speed for “Auto Attack” macro
(edited by Volitle.4628)