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Showing Posts For dmbgodzilla.2745:
lmfao… Marveling at the brainchild that gave birth to this nexus.
At last, Necro is OP. Now if only they can make this spec work on other players.
Funny stuff… sad, but funny.
I almost posted earlier today, virtually the same kind of build, hoping to get some feedback as I’ve taken a bit of necro heat over this build on my server. (Not trying to hijack the thread, but the builds are just so similar.)
I’ve played this build for a year or more and like it a lot. It’s the survivability I like, both in and out of zergs. I built the Ascended armor before I found the build and so adapted as best I could. The rule was to keep baseline crit at 50% and Ferocity at 200 for the full benefit of Death Perception, Vital Persistence and LBs.
edit: Scholar. That 10% damage over 90% health is hard to pass up for the same power/toughness/crit/ferocity stats or less found in Pack or Brawler.
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This new build of yours definitively looks better than your previous one, and is reasonable enough to survive in the front-row, while also dealing enough dmg to justify its presence there.
The reason wolfrar did choose elixir B over toolkit is because he already utilizes elixir S as failsafe (and secured stomp if needed) and for most people 1 panic-button is enough. Elixir B provides 4sec of stability so you have the option to get at least a small amount of stability to embrace the first dive.
I personally prefer toolkit over elixir B for its pull, cripple and block, and I guess after some time on playing engi, you will develop your own preferences as well.Also, make sure to choose speedy kits instead of speedy gadgets, since your build contains no gadgets. I guess that was just a missclick on your side.
edit: avoid bloodlust or other sgils that stack charges on kill. you loose them as soon as you switch to underwater-combat, which is a deal-breaker in my eyes. Benevolence is the only exception for healing bomb setups, since it’s just too good to pass up on it.
I know that Elixir B isn’t used that much by the skilled players. Here it just seemed a no-brainer for the retaliation/stability it offers. Maybe too much duplication with Guardians around though.
Yes, Speedy Kits, not gadgets.
Hate the underwater thing. Downs, yes. I get it, but underwater? Why? I’ve learned how to stay up enough to keep sigil stacks and aoe skills (bounces also) make them 25 relatively easy. Water though is a big annoy.
Lastly, made a set of the new Defender runes last night. Trying those with the cele set. Seems like “heal skills” come primarily from the elixir gun and turret burst rather than bombs though, unless Elixir Infused Bombs makes deploys count as a skill (along with med kit deploys maybe) , in which case this could be a fun support build to run.
EDIT: lol… Stats aren’t exact. Site doesn’t have the Defender rune yet, but looking forward to giving it a try. I may need to swap Purity or Cleansing for Water sigil. Maybe Slick Boots or Rockets rather than Elix S, maybe defensive rather than Energized Armor. We’ll see. Power isn’t bad though. Mostly a key masher build. Not sure which will prove better, Kits each deploy a heal skill? or Turret.
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1st: utilities
as a cele zerger you rather not want to run nades
reason:
- no decent soft-cc
- no firefields
solution:
- run bombkit instead
- also rocketboots are fine to escape while roaming, but in a zerg there are only two reliable ways for the engi to save his kitten Toolkit – which you already have – and Elixir S.2nd: traits
explosives, master tier
- switch from explosive powder to short fuse.
reason:
in a zerg dmg is determined by the skill of your commander in terms of positioning and timing, therefore having your utilities ready on demand is way more important that 10% more personal dmg.
- consider taking out 10 points from explosives to either get self-regulating defense in alchemy or leg-mods in tools
reason:
If you follow my advice to run bombkit, you don’t need grenadier anymore and can focus on improved mobility or survivability. Alternatively, go for automated bomb-dispenser, to increase your blind-spamability3rd: gear
celestial is fine for roaming, but for zerging you want to be more tanky than your current setup, especially since we are a medium armor class.
consider full knight, knight/berserker hybrid, full clerics (with elixir-infused bombs-setup) or clerics / knight hybrid.
Other setups might work, and given that your zerg has a hunting party going, even full zerker setups have been proven to be viable, but if you ever want to take a step into the melee-train, the above mentioned setups are your best shot.and now to your original question: runes / sigils.
melandru is your best friend, or eagle if you play a berserker s/d sniper. Hoelbrak may gives longer might duration, but since a zerg keeps 25 stacks up in combat permanently anyways, you would only profit from runes strength on that regard, which in turn provides nothing in terms of survivability.
Decent alternatives: Vampirism gives a nice fail-safe, altruism is nice boon-support, monk works wonders in a cleric healing bomb setup, grenth brings nice synergy with sigil of hydromancy, mad king is a impressive load of dps, added to your crate.sigils:
stamina is impressive survivability in bigger zerg fights, restoration as well. for smaller engagements, doom and hydromancy togehter are a nice way to disrupt your opponents, and for that extra “oomph” on your attacks, battle and strenght will provide decent outcomes (given that your zerg fails to keep might up reliably).
For cleric bomb-healer, benevolence is worth to be considered as well.Any of these sigils or runes mixed will provide your with at least a decent level of effectiveness within your zerg.
Great stuff, and thanks for taking the time. Upon some self-reflection (No, not that!, I realized I tend to run up front on all my toons. Not much for backline I guess, except when necessary.
And so, I looked around a bit for an elixir-infused bombs build to reference. I mostly ended up adapting Misha’s commander build at Wolfineer’s site mostly because it applies celestial armor, which I have, and has reasonable stats besides what with the Knights jewelry:
I changed a few things but noted also this recent post from Wolfineer on bomb builds. https://i.reddit.com/r/Gw2WvW/comments/2ruhpi/engineer_in_zvz/
For a bomb build you go with Bomb Kit (obviously) and I like to take Elixir B with me for Stability (very important)…
Now for traits I would go with 2/0/6/2/4 (or 2/0/6/4/2) for the Healing Setup and 4/0/2/4/4 (or 6/0/2/2/4) for the Damaging setup. Gear would be Cleric/Soldier with Healing Setup and a mix of Knight/Soldier/Berserker for the Damaging setup.
Throw Mine is nice but requires a strong coordinated group and you’ll lose your stunbreaker (unless you wish to lose stability). It’s kind of the same story with Thumper Turret but requires simply a little bit more coordination and placing your mine correctly to remove stability from your opponent. Pick it if you like it a lot I guess.
Wolf’s build suggestions abandon celestial gear (not that I can’t buy or make exotics of whatever flavor if necessary) while stating a bit less for toughness.
Not being familiar with engineer traits makes it all a bit of a mystery, but I can guess what the traits suggested likely are. I don’t see giving up the defense in Inventions a good idea though.
Not sure if Reinforced Shields beats Cloaking Device or Energized Armor, but that’s just inexperience. Similarly, not sure about Bloodlust, but adding some power generally seems a good idea. Same for Slick Shoes vs. Mines, etc.
Thanks again though. I’ve enjoyed the day researching some of this stuff.
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Made and equipped this back in November mostly in EoM, meaning my engi skills are basic which relegates me to zerging while learning.
Here is the current build: http://gw2skills.net/editor/?fdAQFAUlUUpErlcxvLseNSbBNywsGRuxp85CEgjC-TVCBABxs/QXKzIV9HFMNBwFAwjHAQe6AmQJISKNCAgAczbGAG6QH6QH6QbnpzhmUAMpMC-w
I have a set of Hoelbraks, but I’m not sure I see the cost/benefit other than the Might they give. I see Pack runes mentioned also, and thought seriously about Melandru.
Yes, more power to be had but at the expense of a lot of other stats (78 pts in vitality, condi, toughness, healing, precision, etc. Speedy Kits gives me the mobility I want. I’m ok with swaps and Battle gives Might so there’s that.
I just never see Divinitys mentioned, probably for good reason, but I don’t want to spend the Hoelbraks in ascended gear without good reason.
Similarly, I currently use an accuracy sigil for the precision boost but made a cleansing last night as it seems wise for mitigation given that I swap a lot.
As usual, per noob questions, any advice would be appreciated and helpful. Have both Guard stacks for added power and vitality.
Lastly, looking at the two ring slots now with enough laurels. I’m thinking Celestial, but Soldier might make sense as well since toughness seems a bit low. Maybe Knights as crit and toughness seem low per my necro/guardian/warrior experiences with the cleansing sigil equipped.
Last but not least, since I have a full set of ascending Rabid rings, accessories, etc, Divinity gives the best option to push condi up simply by equipping these along with food and crystals.
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So does the Generosity sigil, but 40G. ouch!
if you want to try it out, major is perfectly adequate and 10% of the cost. but if you find you like it, make sure you throw a superior on a weapon you can salvage or reuse so as not to be stuck extracting it or letting it rot in your bank. cleansing is also nearly equivalent… you dont get that little extra dps/cc that throws a curve ball but ive found dedicating a sigil to condi cleansing really really helps engi out. (i have literally killed condi wars/mesmers before in like 10 secs because they were not expecting generosity and had their hueg tormentz thrown back at them. i always look forward to a s/s warrior fight instead of crying about impale.)
Yeah, I hear you about salvage. Even with salvage, assuming it’s an ascended weapon (we can salvage those, yeah?), the inscription for the weapon is a 40G loss unless we have a chance to get back. I haven’t salvaged anything ascended yet. Regardless, Generosity is 40G for a reason. Not sure I do enough PVP though.
I got the Cleansing recipe drop last week and made one even though I resist the idea of giving up Battle and Accuracy helps so much with stingy crit stats nowadays. Still, I have it there and the complaints I most often read about engi’s usually involve conditions. Maybe on the rifle I’ve not made yet.
you need to get rid of the cavalier no matter what, youll be served better by knight for the toughness.
my own set is currently 1680 toughness, and ever since 4/15 ive felt like i no longer need to run ~2k toughness. for a while i had it down to 1574, the difference in damage is very noticeable and it just takes some getting used to, but you start getting very susceptible to high dps toons with large amounts of active defenses, not to mention that you cant stay on a ram in full zerk.
frankly i wouldnt use anything but melandru. my pve set is strength ofc, and ill occasionally go take a camp with it, and i dont really notice appreciable time gains for having the extra dps because of the stuns and harder hits you take. but in duels pack/str wont do a kitten thing for you, and melandru will save your kitten .
zerk vs assassin doesnt really make a difference. one is as good as the other, unless you cant crit (siegekilling) or if youre getting tons of might from allies (more crit scales better with might, marginally)… but give rifle a shot if you havent, personally i wouldnt give it up.
personally i dont like S, but thats my roaming playstyle creeping in… cant give up rocket boots for it.
Thanks!
My warrior survives by Melandru. I’m able to get by with Travelers on my necro, so long as I’m eating lemongrass soup anyway, but that may change with a new build.
With kits perma speed I figured I could go with Divinity instead, eat the lemongrass soup and trait for mitigation on stuns, etc while using an elixir B/C/S (probably S or C mostly since necro and warrior have taught me to value stability and condi removal.) Rocket Boots sound good though. So does the Generosity sigil, but 40G. ouch!
I get that going Melandru means swapping to Knights on trinkets since I lose both Ferocity and Precision on the rune swap (for that condi/stun mitigation and goodness instead). I assume the math says the cost in lost crit and power is greater than the cost in lost ferocity (since Cavalier gives vitality rather than precision).
Anyway, I did a Melandru build earlier, but since I had the Divinity equipped already used those. Here’s the Melandru. I swap the defenses #1 trait to give power based on toughness instead of damage reduction on crit since there’s 100 more toughness with this rune set.
I appreciate the time and advice. Thanks again.
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New 80 Engineer mostly for WvW pug zerg/havoc play. Trying to balance crit/ferocity/power with toughness to survive a bit better while still doing reasonable damage.
I liked Divinity runes for stats and price, but could go Melandru or Pack. (Not sure why I’d want Pack or Strength really.) Assassin’s pistol was a drop so using that but not opposed to rifle (Berserker?).
And so, is it better to give up a bit of crit for power, etc? Similarly, 1750 toughness has long seemed a baseline for WvW in my experience. I just seem to die a bit more on this engi than on my necro (backline) even with the increased range grenades offer.
Any build/play help or suggestions much appreciated.
Edit: I can substitute a full set of ascended Rabid jewelry to boost condi. Just seems condi isn’t that great with all the cleansing in zerg play.
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People are complaining because
1. A lack of clarity on just what arena net wants this class to become and how its getting there.
2. A lack of discussion and feedback on the changes arena net is making to the game.
3. A lack of proper balance patches to the game.
4. Arena nets hamhanded approach to content changes
5. Arena nets seeming lack of content oversight and quality assurance.
lol…. Think of the new “enhanced features” patch, and the investment (or lack thereof) made in determining them, as an application of the principle of “adding to the bottom line.”
I’ve been playing off and on since early beta. I tend to stop for a few months after each new Feature Pack “enhances” my game experience. Then I give it a go again because by then I’ve forgotten what was lost.
I guess I just find it odd, from a business model standpoint, that each new “Feature Pack” announcement produces fear and dread followed by anger amongst the assorted classes. Whatever happened to the concept of generating enthusiasm, or is that what the enhancement happy talk is supposed to accomplish?
Really, it’s almost as though the marketing department got ganked by a havoc group of tech thieves, and it’s not as though they even bothered to stealth, lol.
Could someone please lube the abacus they’re using to fix this problem?
@nosleepdemon.1368
Well said and supported by a growing body of research.
One of the larger questions is that for younger people the expense can be far greater. The time spent dedicated to games designed to obtain dedication often comes at the expense of education, and that expense represents far great personal cost later in life. Fortunately (or maybe unfortunately), I don’t have to worry about that anymore :-|
For me I’m in a favourable position that my passion is my job, so I’m basically mandated to do something (usually!) aligned with what I’d consider self improvement for at least 8 hours a day 5 days a week. On the downside, a lot of my free time is definitely consumed by playing video games and I often find myself addicted to obtaining frivolous things, like WvW weapon skins. Initially when the delay hit I was quite annoyed, which made we wonder why exactly I should be aggravated by something that isn’t even real.
The answer is that it is real. We do care about our characters, the way they look and how we compare to our peers/rivals and this competition is something that MMO games can live or die on. No one wants to play a multiplayer game where you can’t be somehow heralded better than someone else. It’s just human nature. Heck, even single player game design has recognized this through the advent of achievements.
The GW2 developers working on this WvW fix just happen to have landed right in the middle of an extremely nasty stewing pot of players whose desire for self validation has been very carefully nurtured into something truly caustic. I don’t envy them one bit!
he hee… I’d post some of the links, the application of behavioral research in game design with the ends you describe in mind, but I don’t think they’d be received well by Anet.
Some of the articles summarizing the research are quite illuminating and depressing at the same time maybe, but the fact of the applied science shouldn’t come as a surprise. If the games didn’t have the payoff (fix) built in people likely wouldn’t want to play and their play is the source of profit that keeps the business model viable.
@nosleepdemon.1368
Well said and supported by a growing body of research.
One of the larger questions is that for younger people the expense can be far greater. The time spent dedicated to games designed to obtain dedication often comes at the expense of education, and that expense represents far great personal cost later in life. Fortunately (or maybe unfortunately), I don’t have to worry about that anymore :-|
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Uhg. This entire thread is the exact reason I got out of customer service after only a month. Lesson one was pretty much “Customers suck.” Thank you all for making me so very glad I bailed on that job when I did.
But, of course, Anet could make this all go away in an instant “drop.” They choose to let the players wait instead. You can’t really blame people from wanting what the were promised when it was promised. Think of it in terms of your ISP who goes offline for seven days when they could actually offer an alternative service option.
The rewards were the great expectation, an important driver for participation. And so, it’s understandable that people are frustrated. Frankly, putting Anet staff and players through this is what defies explanation. But, that’s how games are made now; you get people to commit more time in a never ending tease for enhanced “gear,” so that it obtains great value. It’s all about manipulation and that’s fair enough front side so long as the developer performs back side. Otherwise, all bets are off.
You’d think Anet would just give it up, provide the top tier reward to everyone that meets the base criteria for a WvW season 2 chest and call it a win/win. Then they could quietly fix the bug before season 3 unharmed by this unnecessary kerfuffle.
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Jeez Louise, ANET…. just give everybody 500 who completed the meta and be done with it… whatever the problem may be.
Generally speaking, given the cost to Anet amounts to zero (likely a tangible cost saving considering the time frantically spent trying to chase the bug down), this would seem the better business model. It would also put the issue largely behind them, magnanimity and goodwill and mostly positive PR being what they are.
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After waiting I decided to try “guesting” again, for the second time. I chose BG since it’s one of the highest pop servers I’m aware of. Low and behold the vendors were up and I was able to buy shards. Re-logged to my home server and still glitched.
Commented in map chat. Someone responded that they were on the BG server and experiencing the glitch. I assume then that I’d landed into a different instance while guesting, but that’s just a guess.
The point is, guesting worked as a temp fix for me. Good luck
Looks like the Wiki was last edited in Feb ‘14. I surely haven’t seen an ascended armor recipe karma vendor, but with 2 million karma I’d be the first to say thankies if you actually found one
Foolishly spent 60 laurels on infusions for my first set of ascended trinks and armor.
Lesson learned? Don’t waste laurels on infusions until you’ve finished making everything else. They give small return for a very hefty cost.
huh, insignia recipes bought with Karma?
http://wiki.guildwars2.com/wiki/Recipe:_Ascended_Insignia
Yup, 21k a pop.
I do some havoc and it helps there. Similarly, and it’s probably just a personal quirk, hitting harder than a pure support CC build seems to help. I’m often alone at the back of the opposing zerg and putting more damage on the ranged while CCing seems to frighten them a bit more
(We’re often outnumbered, but seem to use better fighting mechanics given most outcomes. A lot depends on who’s leading, of course, but hitting hard does make me smile more. )
PS. Swapped Force for Intelligence on my sword an hour ago. Using Intelligence/Battle for sword/warhorn now. Makes sense to me as I’m either using it for single targeting or mobility. Any carryover bonuses to hammer while zerging are icing on the cake I suppose
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Didn’t have a clue about this important fact, lol. That is hugely helpful
Shame about the swapping not working out of combat. I may try to throw one swap in quickly after leaping into the fray then. Thanks for the insight Big, and thanks for the detailed analysis Eiland.
One other issue regarding intelligence is that if the attack hit multiple targets, they all count as crits. For this reason intelligence is much better in 1v1 situations.
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Makes sense, but I have a couple of questions or caveats maybe.
First, it would seem to depend on the weapons. Using Intelligence/Force on hammer is good, but WvW zerg attacks usually lead with stuns. Wouldn’t Intelligence’s three initial crits boost be wasted there compared to a sustaining Accuracy boost?
Next, where is the likely time interval when Accuracy’s crits would displace Intelligence’s, assuming the crit boost moves the needle up enough to make it worthwhile, say from 28% or 38% to 35% or 45% absent Rage. (Or, is the 7% benefit a constant regardless of how much crit you previously had?)
Finally, is Battle’s might is carried over on double swaps? Double+ swapping to stack might before attacking has lots of smex appeal. I’m using Battle on my horn rather than hammer.
2 words : On Swap
I am not saying ‘never use a none on-swap’ sig, but that in most cases your current set could be better with them…
cheers
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Anyone know whether Battle/Accuracy for the 210 power/7% crit boost doesn’t produce a better averaged result than the 3 initial crits from Intelligence and 5% damage boost from Force, at least on a hammer (my crit hovers under 30% absent oil and rage signet and so accuracy would push it some and allow for a stone rather than oil)?
My first hit after a swap is usually for a stun or interrupt and so the crit seems wasted there. Wish I’d paid more attention in math. I expect the answer’s there, lol
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Can someone post a build link for us returning pre-dhumfire necros looking to adapt to newer trait metas? (Will be using for WvW zerg with some havoc group support.)
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I’ve always thought of Necros as ranged and with the staff would still be to a limited extent, but being a clothie the dagger/dagger melee aspect is the part that I’ve yet to get. I was running 1750 armor toughness before with a variation on Nemesis’ old WvW condimancer and that was with a ranged scepter/dagger. Range on the mainhand dagger is so limited survivability seems something of a mystery to me, lol. Just curious about that aspect of change. I assume the reasoning is that damage is much higher with the dagger or focus, yeah?
Using a staff then either Dagger/Dagger ( for more defensive play) or Dagger/Focus ( for more offensive play) allows for a good combination.
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Just returned after break following Dec patch. Was running condimancer in WvW then. Thought about updating to Ascii’s wells build at first, but the Celestial looks interesting.
Don’t have a clue on traits anymore relative to the new meta(s) using power, etc. Can someone offer some trait insights for Celestial builds, links maybe?
I’m playing around with intelligence/fire one of my WvW hammer builds. With the 3 crits from intelligence I can forgo Unsuspecting Foe and pick up Burst Mastery instead to make up for the horrendous nerf to crit damage. It’s still not enough to make up for the lost crit.
I like Intelligence/Force. I’m curious if Battle/Accuracy or Battle/Force might be better performers, or if Force/Accuracy isn’t best overall. I used Fire for so long though. I’m still not sure Fire and Force might not be a good combo.
Changed up a bit, but committed to ascended Knights. Hope I don’t regret it later, lol.
Using Intelligence/Force sigils on hammer and Intelligence/Battle on for sword & horn for single target, chase down swaps and incidental carryover back to hammer on swap backs). Since I’m mostly in hammer during combat the constant stat boosts seemed to make more sense. Don’t want to just CC. I want them to remember I was there.
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Returned from a break a couple months ago and have stacked mats for ascended armor upgrades while waiting for the patch. 90% of my GW2 is WvW mostly front-line zerg.
Gist of what I’ve read is gearing stays about the same as pre-patch with maybe a nod to Knights over Cavalier for toughness oriented hammer builds that occasionally havoc. (My experience is that speed, sufficient damage to kill—hammer nerfs notwithstanding—and minimizing conditions often equals survival so I try to keep the rage signet up. I’m wavering between Bal Stance and SoD as well as Zerk Stance vs. SoS. Stomp is usually a must for me.)
With that in mind and having read a lot of what’s been posted since patch, I’m trying to decide whether to stay with Knights/Melandru or go more towards Cavalier/Lyssa to get more Ferocity at the expense of condition mitigation. (Since I previously purchased Cavalier rings and amulet I only have back and ear trink slots available for zerker’s gear to boost crit/crit dmg atm. )
Here’s what I’m looking at based on continuing what I’ve been using. I’m a bit lost on what to do with the sword and horn sigils currently, and whether pushing precision with infusions even makes sense.
Any suggestions would be appreciated. Gathering the mats for the armor set has been a long slog and I’d like to do it right the first time, lol.
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Interesting thread and read. having both a thief and warrior i tend to agree with most of what’s been said. I’m not pro, just like to play. I will say that my thief does okay in WvW if he stays at range picking wayward targets or working in small raiding groups. With 13k health and taking 10k hits he doesn’t last long even in toughness gear. So nerfing offense more, and I use PP/DD, doesn’t really seem a reasonable.
But compared to my warrior he’s far more viable. Even using my elite for the 30 second speed boost with the melee swiftness trait he seems slow and plodding, which means he stays mostly as ranged (rifle) in anything other than gathering PvE. I wish I’d invested that time in another class really. I had hoped for more of a melee with armor. Seems like I got vitality at the expense of mobility instead.
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