Showing Posts For Yvonio.9380:
A guildie has well over 160, but I think they don’t have work or have a girlfriend (yeah, direct generalization detected).
I don’t even know where they all got those mastery points as I am running out and I am around 50.
Mastery rank/level 161 is the maximum, at least until they add new mastery tracks, so most likely raids will raise the cap. I do think you can have more than 161 mastery points already, you just can’t spend them yet, and thus your mastery rank/level won’t go up.
Not going to scroll through 10 pages to see if it’s been said before so if so, sorry…
YOU SAID YOU WOULD FIX AMR NOT RECHARGING CLEANSING BURST (Healing Turret flipover skill) BUT YOU DIDN’T ANET QQ. Seriously though, at least in PvP it’s still not recharging Cleansing Burst, which is really, really, really annoying. So please, do fix it this time.
Hello,
AMD recently released their new graphic drivers, the 15.7 version. I installed it, and now my fps in Guild Wars 2 is a lot lower than is was in previous driver versions. I have not changed any settings, hardware or software other than the driver. In my eyes, there are two possible explanations:
Anet patched something graphics related which results in loss to perfomance,
or
the driver is the culprit. Does anyone else have any performance after installing 15.7? If so, any solutions?
Alright, 10s cooldown was too strong, pretty broken. Sure. Everyone agrees. But back to 90s? Come on!!! That’s horrible! And the rest of the traits in the adept tier aren’t much better… Shield trait, sure if you use shield, but Rifle too stronk… and a smoke bomb without smoke field is pretty kitten bad…
Alright, AMR is now 90 second cooldown again. It’s back to horrible status. Closing this thread, because now HT reigns supreme again. Thanks for the discussion everyone!
Condi classes are always hard to counter on engi. Nothing will change that.
Then why make it worse?
Most 5k+ hits are easy to evade, only backstab is dangerous. But when you see a thief go stealth, you can use Mortar Kit and blast your heal field to survive the backstab.
To gain 1 or 2k HP and stand open armed while casting a 30 sec CD?
More efficient to sit in AOE with Juggernaut or break stun and dodge imo.CC: since engi has barely any stab, this can be dangerous. However, AED gives a stun as toolbelt, so you can stun them and then use AED, to prevent being interrupted. Disengaging is of course also an option, but engi can but out quite a lot of damage in 5 seconds, so forcing the enemy to wait 5 seconds is quite an advantage for you.
Static choc is a 1 target, 1 sec stun on 25 sec CD. Although it can be usefull if you are built to sit on point, a non-pointholder non-condi build see its chances diminish the longer the fight lasts.
I don’t quite understand what you mean with “healing from regeneration… to be lethal”. Do you mean for the MDF? I’m pretty sure that regen doesn’t proc it, you won’t usually get med kits since you’re not using bunker down and allied heal… bunker guard and shoutbow warr are all I can think of that heal you…
You’ll won’t understand until you get healed by an Ele just before hitting 0 HP and the end of A.E.D. Or you walk on one of your medikit from Supply Crate when you were about to reach 25% HP and get your A.E.D. CD back but instead get Arcing Arrowed.
Those are wonderfull feelings, please enjoy.
Lol, seems like you’re just a bit kitten by situations that are in fact quite rare.
AED is not all that hard to get off correctly. You shouldn’t spam it like you spam HT, you should use it when you know you’ll die. If you have a D/D ele besides you who just entered water, don’t use it.
Static Shock isn’t amazing, sure, but in a 1v1 situation it’s a fine way of getting your heal off relatively safely.
And well, the healing combo is to make sure the backstab doesn’t kill you.
AED + AMR hasn’t improved. Truth is it’s an even bigger gamble than ever this days.
Some of the (very effectives) actual counters :
- Any 5k+ damage skill (Backstab, Eviscerate, Fire Grab,…)
- Condi & CC builds (Guard & Necro mainly)
- Simply use CC or disengage before 25% HP when the buzz sound triggers.
- Healing from regeneration, med kits or allies can prove to be lethal.
Plus you’ll have to keep yourself from using Self-Regulating Defense and Elixir S for it will often lead to an A.E.D. effect elapsed at the time it ends, leaving you really low.
Condi classes are always hard to counter on engi. Nothing will change that.
Most 5k+ hits are easy to evade, only backstab is dangerous. But when you see a thief go stealth, you can use Mortar Kit and blast your heal field to survive the backstab.
CC: since engi has barely any stab, this can be dangerous. However, AED gives a stun as toolbelt, so you can stun them and then use AED, to prevent being interrupted. Disengaging is of course also an option, but engi can but out quite a lot of damage in 5 seconds, so forcing the enemy to wait 5 seconds is quite an advantage for you.
I don’t quite understand what you mean with “healing from regeneration… to be lethal”. Do you mean for the MDF? I’m pretty sure that regen doesn’t proc it, you won’t usually get med kits since you’re not using bunker down and allied heal… bunker guard and shoutbow warr are all I can think of that heal you…
The third major trait is either Bunker Down or Medical Dispersion Field, which heals allies for 12% of incoming heals to you, on a 5 second cooldown. The third option, Advanced Turrets, is only for turret builds. Bunker Down is fine, but by no means a no-brainer. Medical Dispersion Field is bad for HT. 12% of 2500 is only 300, not much at all. Since it has kitten cooldown, you will only heal allies for 12% of the HT itself, not 12% of the full combo. This is where I’m going to introduce the heal I think beats HT right now: AED. If you use AED and it procs, you get healed for 12.2k(!), not including the healing power you get from the regen you get when you use AED. It also removes a couple of damaging conditions from you. If It doesn’t proc, it will heal you for 4.3k, not including the healing power. If you use Medical Dispersion Field with AED, you heal allies for either 500, if it does not proc, or for 1.5k if it does proc. That’s better than Bunker Down, in my opinion.
AED has a 40 second cooldown. That’s long. Automated Medical Response has a 10 second cooldown. This means that when you’re dropping below 25%, you’ll get your heal back, and when you use it, if you die, which is quite likely given you’re so low, you get 12k health back. That’s higher than a full HT combo. And you don’t have to wait 40 seconds to be able to heal again, since in 10 seconds you’ll have it up again if you need it. The synergy between the Inventions line and AED is, in my eyes, so much better than that between Invention and HT that AED is a better heal than HT right now.
Cleansing Burst gives you a water field. It used to be that our only water fields were on HT. Now, however, we have Mortar Kit. Elixir Shell is also a water field. Sure, it has twice as long a cooldown, but it should give enough group support, especially when paired with the AED+Medical Dispersion Field combo.
Thoughts? Anything I missed, or worth mentioning?
No, I’m not crazy and yes, I know it’s a bold statement. I’d appreciate it if you would read what I have to say before calling me an idiot based on the title alone
Healing Turret does not synchronize well with the Inventions line. The Inventions line is seemingly focused to buffing all other heals, to break the dominance HT had. Let’s take a look at the traits.
The first minor trait, Cleansing Synergy, clears a damaging condition when you heal. HT used to have a monopoly on condition removal. This trait makes sure that other heals can remove some of these conditions as well. Only damaging ones, sure. However, I’ll come back to why you don’t need HT for condi clear anymore later.
The second minor trait, Heal Resonator, gives all heals regen, so that HT is no longer the nearly sole supply of regen.
The third minor trait, Energy Amplifier, gives you 250 healing power when you have regen on you. This works fine for HT, sure. But since the other heals also have access to regen outside of the actual healing skill itself (Regenerating Mist for HT, Throw Bandages for Med Kit and Toss Elixir H for Elixir H). Only exception is AED. But that does not need other regen. The regen Heal Resonator gives lasts for 6 seconds. AED lasts for a maximum of 5 seconds. This means you will always have the +250 Healing Power when the AED heal goes off.
Now let’s take a look at the major traits.
The first one is sort of hard to not choose: Automated Medical Response. It resets your healing skill when you fall below 25% health, on a 10 second cooldown. A smoke bomb that gives no smoke field is trash, and while the shield trait itself is fine, in order to use a shield you must also use a pistol, which basically means no power builds can run shield. And even if you use shield, AMR is probably still better than the shield trait. The problem for HT here is that, right now, AMR does not reset Cleansing Burst. This means that in most cases you will not get a high heal and 3 condition cleanses, you will only get a 2.5k heal and 1 conditon cleanse. That’s pretty bad. In fact, you will only ever be able to use the trait efficiently if it procs when your HT has between 5 and 1 seconds left on cooldown, and even then, if you drop down to 25% again, which is quite likely, you will not get the full combo, only the 2.5k heal. Now, pretty much this entire thread is based around the fact that Cleansing Burst is not reset. If this is a bug, and it should be reset: Thread closed. HT is still the boss. If it’s not a bug, I think I have a valid argument against HT’s dominance.
The second major trait is Mecha Legs, this reduces the duration of movement-impairing conditions applied to you by 33% and gives you a passive 25% movement speed increase. Expirimental Turrets is fine for turret builds. Soothing Detonation does not heal enough to justify picking it up over Mecha Legs. Mecha Legs and Overcharged Shot (rifle #4) make short work of movement-impairing conditions. You don’t need HT for that. The condi’s that remain are weakness (quite a rare and usually short condition), blind (usually short, so condi removal won’t do much against it) and vulnerability (this can become a problem in some cases, true). All in all, HT is not needed to stay alive against most builds, and if you’re facing condi heavy classes engineer’s in trouble anyway, HT won’t help you much. Besided, because it’s really easy to kitten yourself over with AMR, the difference in condi removal capabilities is not all that much between HT and no HT.
Not to burst your bubble, but I’m not expecting berserker to be the meta stat set for Revenant. In the beta with fury and the trait that increased fury’s effectiveness to 50% we were hitting 90% crit chance in celestial gear and no precision from runes or sigils. If this stays we might want to look into a different statset with power, ferocity and something else. Or maybe we only use a few berserker items instead of full berserker.
For a more direct answer, don’t make anything untill we see the whole package and more importantly all weapons. Sword/Sword is starting to shape up quite well.
(And yes, I said Sword/Sword and not Sword/Dagger)
It´s an increase OF 50%, so 0,5×20=30%, not TO 50%. That would be broken as kitten.
Link was removed by a mod… Says enough, does it not?
(edited by Yvonio.9380)
In the trailer, the part where the (supposed) engi uses a hammer, he wears armour I don’t recognize. Someone mentioned Magitech, but the mask certainly is not, and it is the mask I’m most curious about. It seems to as of yet not be in the wardrobe, but does anyone recognize it? If so, please tell me!
Traits:
4 in Marksmanship for the power mainly. The opening strikes are nice, 10 vuln is nothing to sniff at. Beastmaster’s Bond to make the most out of your (inevitable) pets death, and Spotter to help your team (you do NOT get the 150 precision yourself) in fights.
6 in Wilderness Survival for this trait line is why I love ranger. Bark skin is the heart of my enjoyment as a pointhold ranger. It feels so good to hover around 25% health during the main part of the fight, drop to hundreds of healt remaining, and eventually kill the enemy. Bark Skin is love, Bark Skin is life. For the rest: Vigorous Renewal for dodging and for your team in the form of AoE vigor from your heal. Off-Hand Training both reduces cooldowns for your torch and axe, increasing the radius as well for the two #5’s, which gives you great area denial. The range on the #4’s is an extra.
4 in Nature’s Magic for some more health and boon duration, which buffs your Rampage As one with 4(!) seconds per boon. The minor traits are good enough, free regen is always welcome, and sharing all boons with my pets is cool too. What my pet will do with vigor, I don’t know but more fury and might is nice. Strength of Spirit is the typical 7% of this goes to that that Anet seems to love. The difference is 110 power, which is worth it for me. Evasive Purity to clear some more annoying conditions, poison and blind. Since you dodge a lot and the trait has only 10 seconds cooldown, you’ll almost never see these on you. Dodge just before using a hornets leap to clear that pesky blind, and dodge before placing your spring to have its full effect.
Pets:
Well. Personal preferance mainly. I recommend the Jungle stalker for AoE 5 stacks of might, which is quite a buff for your team. The beastie packs quite a punch too, so that’s all fine. For the other one, I use hyenas, the summon another hyena can be quite useful for drawing AI damage (turrets, minions, et cetera) away from me and onto the thing. It also stand in the way of things that need a clear line, such as Warrior down skill #2, Guardian torch #4 throw, and so on.
That’s it! Thanks for reading, and enjoy!
I’ve also posted this under the Structured PVP subforum, not sure that was the right place though… for clarification: this build is meant for PVP
Welcome to my alternative (to the currently popular full zerk lb builds) build for the Ranger. It supports your team in large fights, but you also have excellent 1vx point hold capabilities, for both the home and the far point. If you have any ideas for improvements, tell me! Here’s the link:
http://gw2skills.net/editor/?fNAQRAsX3fnMqQLL2KI+rAXLGQPoWGADc7gIb3WndxRcxTRNB-TZBBwAQ3fAwLAwzRAI0BBAcZAA
Explanation of choices:
Weapons:
For main hand I use a sword. It’s a strong weapon, its autoattack is good, Hornet Sting gives you a dodge, and after that a gap closer. Against CC warriors about to hammerstun you, you can dodge out and jump back in with impunity. The 3d skill also gives you a dodge and a poison, which deals nice damage. The offhand is an axe, since this build is based on fights on points and holding points solo, with the traited offhand axe you can zone enemies almost entirely off point with #5. The ranged attack block is a bonus, which gives the skill some utility. #4 gives you a guaranteed finisher to use in your heal field.
The offset has an axe for mightstacking. Works brilliantly against mesmers and MM necro’s, since your might will spike up. Also, since it bounces, your sigil of purity, which gives the build the much needed condi removal, has a high chance of proccing. Your conditions do some damage so the bleed on number 2 is nice. #3 is truly a gem. 10 seconds cd, 12 seconds weakness and 3.5 seconds chill. Use it on damagedealers, and they’ll burn their condi clear on the weakness. The chill also impairs their movement, which is great for a movement-based class like you, a ranger.
Sigils: Accuracy to buff your meagre crit chance when you don’t have fury up. Battle on main set for might, purity on axe for the increased proc chance.
Amulet and runes:
While I was experimenting with the build, the all-round stats Celestial gives you came out as the best. It gives you tankiness to stay on point, increased heal effectiveness and since you deal both power-based and condition damage, Celestial is the best to mix. Rune of the Ranger to further buff your otherwise rather low precision and ferocity, and the 7% damage buff is really powerful.
Utility Skills:
Healing spring, because you can place it on a point, and it will almost entirely cover it. Use axe #5 on it for healing bolts. It is also a teampick: since we have it traited, it will not only heal your teammates, but also give them 6 seconds of vigor (you’ll get the vigor too).
Lightning Reflexes for a stunbreak and Immob break, and more vigor. Between your vigor, normal 2 dodges, and your dodges on weaponskills, enemies will have a really hard time hitting you.
Sic’ Em becuase 40%, even if it’s only on your pet, is a lot. However, the main reason is for the stealthblock: perfect for thieves, mesmers, some engi’s… It gives you a 6 second window to burst all you can into them. Enemy thieves will also play very cautiously when you use this on them, because their main escape is disabled for 6 seconds, and they cant use some of their biggest spikes (backstab).
Signet of Renewal to give some more condition removal. Before taking this, I found myself fighting HamBow Warrs, who would put 6 stacks bleed on me, which I could not clear. This resulted in me taking some 48000 damage from bleeding alone during an extended point fight. Clearing this is obviously important. The active is for emergencies only, as it will pretty much kill/disable your active pet for the remaining fight.
And finally, Rampage As One, because 24 seconds of swiftness, fury, and stability(!) are so kitten good, as well as the might stacking effect will really put some more ooomphhh in your attacks.
Next pack features a new weapons type – spears on land! In the next chapter of the living story, Rytlock comes back from the mists, blinded by Abaddon, and will follow you around, bodyblocking you, shouting order, and throwing spears despite being blind!
If only spears on land… if only…
Just today, I was doing SE path 1. We were fighting the first boss, the golem. He was near the edge, so we had to be careful of falling into the lava. I was playing my engineer, using a rifle. I used skill 5, “Jump Shot”, on the ground where the boss was standing. I leap into the air, and…. jump off the platform, into the lava. I’ve seen it before lately, but this is the first time that it got me killed. It is not even supposed to be possible, as Jump Shot needs a ground target to land on. Please look into this bug, because it is very annoying.
I’ve had the same problem. I’ve checked all 30 places multiple times, and there are no coins anywhere. I know I’ve interrupted a certain coin, the one with the devourers right next to it. I’ve tried relogging, guesting, changing map, etcetera, but the coin is still not back. I’d really like to get the achievement, so a fix would be good!
EDIT: I fail, missed one just lying there, hiding in plain sight.
(edited by Yvonio.9380)