(edited by Zenon.7364)
Showing Posts For Zenon.7364:
Mmmm. I disagree.
I prefer the stunbreaker be a toolbelt skill for one reason: Inertial Converter.
Now 15+ Tools is viable, and a welcome alternative to elixir-spec lording over everything.
I understand. I’m not saying it’s not good, I just don’t like it or see any special reason except 3 kit builds having a stun break at their immidiate disposal.
Though I think Inertial Converter was useful before already, not only on SD builds. I also used it sometimes with my standard Grenadier build.
Almost all engineers hugely benefit from condition duration. In pvp you use can try 2xLyssa runes + 30 points to explosive lines, for a total of +40% condition duration, which is enough to stack weakness with EG #1.
I swap between lots of different kits all the time.
I’m also often using more than one kit myself.
The reason why I favor condition damage over (general) condi duration at the moment is that we can apply many different conditions and with all damaging conditions I would like to aim for >.88 of the next second. Which can be difficult. So I either concentrate on one condition or go for damage increase.
I sure gonna rethink this.
The reason I suggested a weakness duration increase is not so much that it cannot be stacked at all, just that it would be more convinient with a slight increase.
Btw, I have the uttmost respect for you that you dare going into the water with your engi. I wouldn’t. ^^
edit: Corrected the statement about condi duration rounding.
(edited by Zenon.7364)
Well I’m sorry if you feel “pulled into a certain path” by a genuinely useful ability. A stun-breaker is something you want to have accessible as quickly as possible, so the toolbelt is an ideal place for it—not on a skill that’ll be on cooldown because you used it as a blast finisher.
If we would lack access to stun breaks outside the kit I would agree.
I also consider Acid Bomb to be an escape skill that comes with a blast finisher instead of the other way around. But that might as well be personal preference. And even if the CD would be increased by 5-10 sec it would still be enough for me.
Besides, as it was, Healing Mist (and Throw Napalm) really needed to be brought up to par with some of the other kit tool belts.
Sure, y no condi removal instead? Would also go with the theme.
Elixir Gun’s autoattack, tranquilizer dart, is fine as it is. It is bleed pressure and it actually allows you to keep infinite weakness on the target. Combine it with explosive traitline (condition duration), condition duration consumables and runes and you can easily swap to another weapon for couple of seconds and keep the weakness. It doesn’t work that well against champion bosses as the condition duration on them is halved. Also in WvWvW many players use Melandru rune set and Lemongrass poulty soup. That is a very effective (and overpowered) counter against condition builds:
http://wiki.guildwars2.com/wiki/Bowl_of_Lemongrass_Poultry_SoupI wonder when that food gets nerfed for WvWvW as it simply is too good.
If you stay in the kit most of the time which I don’t do. I also rarely specc for overall condi duration, might give it a try now though. The bleed sure is fine.
Don’t play PvE or WvW with my engi so can’t say anything about that.
Might sound strange for an engi player, but I personally don’t like this change.
If the intention was to make EG more popular I’de rather like to have the Elixir F’s projectile speed and or the weakness duration on the autoattack increased so that one can stack a bit on the 2-3 shots you want to get out in between. Would have been perfectly fine for me. If there really should be a stun break on the EG it would, at least imho, fit better with Acid Bomb with an increased CD. Wouldn’t be that accessible but still more than good enough. On the toolbelt it seems a bit misplaced to me and I can already see it being removed again.
Overall I feel a bit pulled into a certain path and I usualy tend not to say yes and thx for that.
Tbh, this comes as a perfect excuse to drop it for a skill that actually fits my build(s) and let others do the rezzing. On the other hand I think every skill should have it’s place in at least one build. I can’t see any use for it now.
What build are you using on your engie? I just need about 10.
In a single encounter I won’t need more as well. Over the course of an entire match however …
And your idea to make a thief a debuff-only class, WTF ?
Thief is supposed to nuke people fast ( if specced for that ) , and now we can alos spec for buker-punishment -
Hm. Don’t know where you get that from but this is not my idea.
I understand this is a difficult topic. So I want to make this clear.
I don’t hate thieves and even don’t think they are OP. But also based on how I understand the idea behind this class’ design I don’t think they are supposed to nuke ppl. On the contrary, like said, imho (this is important as this is solely how I would like thieves to be) they should NOT be able to down other players themself. They should be fighting the guerilla war, denying paths and harassing on others playing the nutrition game.
Imo some weirdly placed and concentrated utilities which have been above that combined with obscene damage pulls them artificially off that track.
So I rly don’t want to take away anything else than being the dps-troll and rather add in a valuable asset to organized teamplay.
(edited by Zenon.7364)
I just feel like the way thieves are designed, they don’t fit into the game very well at all. Both their Pros and their cons.
A couple of good points in your post though I would like to answer just to that last statement. Imo the design of the thief would very well fit into the game it’s just perverted by the current balance.
What do I mean by this?
Lately I saw a L2P episode with Jumper showing how to play his build and basicaly he relies heavily on 3-5 skills. I play an engi atm and HAVE to use between 19-30 skills. Still a thief is certainly not weaker. What does that tell you about thos 3-5 skills? Almost all the utilities and damage is concentrated there which imo is an artificial enhancement of the class that does not fit the design idea.
With stealth, a ton of evasions as well as instant teleportation and last but for sure not least the initiative system instead of hard cooldowns this class screams HARASSER. But that’s not what they excel at. Atm they are executioners. Imo they shouldn’t even be able to kill somebody on their own.
So. Buff traps, maybe introduce some more and half all damage and we are where the design of this class wants to be.
If it’s fun playing that has to answered by somebody else.
(edited by Zenon.7364)
<Player looking for a team>
Main Class: Mesmer
Potential Classes: Ranger or everything else, except thief.
Region: EU
Practice Times: about 1700 (GMT) onwards
Experience: r38, due to the lack of a core team I’ve been experimenting a lot with all the classes in hot join since i gave up on the solo queue.
Hm, picking 3 is not easy. My biggest wish would be to evolve some kind of mid- and backlines out of this giant brawl pvp is atm. But this would include more than 3 wishes i guess. So here are my “little” ones.
1. seperated solo and team queues (maybe stay in solo teams after a win and be queued against premades after 5 won matches)
2. customizable ui, damage numbers and/or effects
3. possibility to unbind right click selection