Showing Posts For derneue.3624:
Hmm, still nothing happened regarding this. Has anybody read some statement by Anet about (ab)using this in WvW? Would like to know whether I have to spend gems on this or not.
(edited by derneue.3624)
Then just bind “interact” to something else and “aoe loot” to ‘f’.
That appeared after I died. I was one of the last ones alive. If I got loot while downed I would’ve rallied, but it appeared after I died. Also our spawn is on hillsside.
Use the waypoint faster
It will spawn underneath you even when you’re on the other side of the map.
Aoe loot button keyed helps, spam that as you are going down.
The problem with spamming it, is that you always STOP midrun while attacking the zerg to do the finisher motion. This has got to be the most annoying thing in the world. I’ve actually stopped looting during zergs to avoid this and just run back whenever the fight is over.
Tough luck if the fight is in a keep and you lose it though.
I had the same problem – spamming ‘F’ resulted in unwanted finishing, rezzing, banner pickup… until I found out that there are two actions bindable in options: “Interact” (default ‘F’) and “Area loot” (default not bound to any key). Latter will only loot, but not rezz, finish, pickup.
Hi,
found these beautiful Helm skins on the wiki: http://wiki.guildwars2.com/wiki/Paper-Bag_Helm_4-Pack .
Could anyone shed some light on how to obtain those? So far nobody seems to know… Possibly some soon-to-be-available addition to the gemstore?
Thanks!
Yeah you’re totally right. It pretty much depends on the actual numbers.
As I said the 50 was just a guess… mostly based on what I experienced in WvW.
I personally think this step by ANet is still a good one. At least we will be able to fully judge on the culling effect, because right now you never know whether its culling or character model loading.
Might be subjective, but I feel that Axe/Axe offers much better healing through omnomberry pie/ghost. Especially when jumping into enemy zergs, Axe#5 almost instantly heals you to 100%.
Otherwise Axe#5 is not that great damage wise. Axe auto attack is much better compared to GS though – faster hits → more crits → more procs.
Going double axe on the other hand almost forces you taking either Sword/X or GS as second weapon set to regain some mobility. That means no ranged weapon.
After reading all 4 pages (though I have to admit I’ve started to skip through at some point), I’m still do not understand what exactly is the problem smaller groups have with affinity culling system? Can anyone please give a clear explanation or a link to one?
Example (all numbers taken out of my mind):
Normal culling – 50 maximum characters at the same time, no matter if enemy or ally.
=> Your 5 people party will see a maximum of 45 enemies.
Affinity culling – 25 max enemy characters at the same time, 25 max allied characters at the same time.
=> Your 5 people party will see only 25 enemies, even though there are theoretically still 20 “slots” left unsused that are reserved for other allies.
This of course also applies for Zergs – but they would at least use up all available slots. Also coordination and estimation of enemy strength is likely more important for smaller groups.
My engineer is so bad, he would like to team up with three others and jump into the mystic forge.
Regarding “lack of condition removal”… I like taking Runes of Lyssa. Combined with Signet Mastery / Signet of Rage, one gets another complete cleanse every 48sec.
Am were confused that everyone seem to like Medkit, for me that feels so wrong, your allways running so if you drop medkit then you have to stop running after the player you chase or stop so the one that chase you catch up, even do am more and more anoyed with Elixir H missfire 50% off the time.
Think i will reskill and remove my 10point at Explosive and add it on Tools so i have 20 and can have both Static Discharge and Speedy Kits.
Why do you have to stop? Medkits are dropped in front of you, so when you run you pick them up automatically.
Don’t know if periodic ticking is really positive only – ok, this allows self res, but on the other hand if someone downed is focused, the periodic tick might not be enough to actually res the person. In some situations I would prefer instant res.
Otherwise totally agree – I especially like the traited recharge at 25%. Just have to remember tossing it once before that barrier
PS: Warrior’s Battle Standard is missing in above list, 240s CD, aoe instant res. Traited 192s.
Thanks a lot for all the comments. I might give it a try over the weekend after checking which turrets are affected by the “deployable turrets” trait. And otherwise I could still try going completely without it as Tolmos suggested.
Actually I never really tried using turrets at all – nearly all my build included Invigorating Speed / Speedy Kits / Kit Refinement combo so far… Just got so used to have perma swiftness / vigor, and the nice double healing with Super Elixir (especially since its Nov. 15th stealth buff…or bug?).
So it’s about time to give turrets a try.
hmm true – it’s listed in the Bug Compilation thread for Engineers. But it doesn’t seem to apply for all turrets.
Still that’s pretty much breaking the build completely as you said… Bummer…
Hello,
I wondered if anyone of you ever tried using a build around “Deployable Turrets” / “Accelerant-Packed Turrets” which maximizes usage of control abilities (for WvW).
For example something like this: http://gw2skills.net/editor/?fcAQJAqelIqSWntylF1LJxoCMOUhED6BgxLf/ogt0F;ToAAzCpoIyQkgILROikEN0YeB (copy&paste link)
The build would give:
- Knockdown through Rocket Turret’s overcharge
- Knockback through Mine, Shield, Exploding Turrets
- Blowout through Thumper Turret’s overcharge
- Daze through Throw Shield
- (Stun through Supply Crate)
The build lacks:
- stun break
- condition removal
- overall survivability (?)
I guess the build could work quite well in some 1v1 situations, to separate turtle zergs, or clear bridges in towers. Still I’m concerned about its viability, especially since it might be problematic to get the enemy near the turrets and mine for maximum effect….
Has anyone ever tried something similar?
Thanks!
I also like it a lot that my medkit does not un-equip, but it still feels a bit wrong, especially in conjunction with “Kit Refinement” trait, as this can give you two times the “explosion” skill when quickly tapping medkit twice while it is not active yet.
http://en.gw2skills.net/editor/?fcAQFAUlIqiYX3ShF1LJyIFfWnBqgeJqQ+95Bb1WQIA
Running this Nade build mainly for WvW (Zerg and Brawling), which is quite similar to Kriaser’s.
Works great for me so far: Speedy Kits, Invigorating Speed combination for constant swiftness and vigor; Kit Refinement and elixir gun for double condition removal; Elixir R as obligatory stun break and “self-res” in smaller scale battles.
Most of the time taking the Healing Turret for the extra aoe heal (deploy->wait 0.5sec->detonate), but med kit works just as good, especially in 1v1 situations.
Don’t look at the stats in the build editor, as I removed all gems/jewels from it.
To counter the lack of Vit/Tough from the build, I’m using Beryl Orbs in “Knight” leatherworking set. Basically because I wanted to get a little more Vit and crit dmg, without losing power.
Currently having around 2800 vit/tough combined, which is just enough for WvW in my opinion. Crit chance with exotic rifle is around 42%, crit. dmg 32%.
Using Bowl of Fire Salsa as buff food.
(edited by derneue.3624)
But I shouldn’t complain I guess….